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These are the user uploaded subtitles that are being translated: 1 00:00:00,890 --> 00:00:04,830 - In this video, we are going to animate the rocket shot. 2 00:00:04,830 --> 00:00:07,780 The main difficulty is to isolate 3 00:00:07,780 --> 00:00:10,834 the motion of the rocket from the walk cycle. 4 00:00:10,834 --> 00:00:12,480 Let's get started. 5 00:00:12,480 --> 00:00:14,740 First thing I'm going to do is to make sure that 6 00:00:14,740 --> 00:00:18,450 our walk cycle is currently cycling. 7 00:00:18,450 --> 00:00:20,970 So I will display all the bones. 8 00:00:20,970 --> 00:00:23,320 I will go into the Graph Editor. 9 00:00:23,320 --> 00:00:25,680 Click the Show Hidden option. 10 00:00:25,680 --> 00:00:27,720 Press Alt+H to make sure that 11 00:00:27,720 --> 00:00:30,350 all the curves are displayed 12 00:00:30,350 --> 00:00:34,120 and then I will press Shift+E and Make Cycle. 13 00:00:34,120 --> 00:00:37,110 I will then set the end of my animation 14 00:00:37,110 --> 00:00:40,580 to an arbitrary value of 400 frames 15 00:00:40,580 --> 00:00:42,090 because I don't know yet 16 00:00:42,090 --> 00:00:43,080 how long it will take 17 00:00:43,080 --> 00:00:45,170 to the rocket to touch 18 00:00:45,170 --> 00:00:46,300 or hit 19 00:00:46,300 --> 00:00:48,210 the cube further away. 20 00:00:48,210 --> 00:00:50,040 Now we have a looping walk cycle. 21 00:00:50,040 --> 00:00:52,135 So let's go ahead and work on the rocket shot. 22 00:00:52,135 --> 00:00:52,968 (rockets whooshing) 23 00:00:52,968 --> 00:00:54,470 The first thing we can do 24 00:00:54,470 --> 00:00:58,640 is to display our rocket layer in the rig. 25 00:00:58,640 --> 00:01:01,120 We will have a controller for our rocket. 26 00:01:01,120 --> 00:01:05,030 I will select the very first one on the top left corner. 27 00:01:05,030 --> 00:01:06,720 And I will get rid of 28 00:01:06,720 --> 00:01:09,800 all the key frames but the very first. 29 00:01:09,800 --> 00:01:13,653 Then I will go on frame 40 and insert a key frame. 30 00:01:13,653 --> 00:01:16,160 This is again, pretty arbitrary. 31 00:01:16,160 --> 00:01:18,500 The idea is to set this key frame 32 00:01:18,500 --> 00:01:22,250 as being the beginning of the shooting animation. 33 00:01:22,250 --> 00:01:24,590 It's a lot better to have a few frames in the beginning 34 00:01:24,590 --> 00:01:28,190 so that our brain can analyze what's happening. 35 00:01:28,190 --> 00:01:31,840 Like, the robot is walking and then shooting. 36 00:01:31,840 --> 00:01:34,110 It is if we were creating some staging 37 00:01:34,110 --> 00:01:35,877 for this shooting animation. 38 00:01:35,877 --> 00:01:38,100 Add a key frame on frame 40. 39 00:01:38,100 --> 00:01:40,430 Now, using Local Space, 40 00:01:40,430 --> 00:01:42,280 I will go on frame 50 41 00:01:42,280 --> 00:01:45,370 and I will get the first rocket out, 42 00:01:45,370 --> 00:01:48,320 moving it along it's Y-axis. 43 00:01:48,320 --> 00:01:51,427 If we now frame our curve or zoom on it 44 00:01:51,427 --> 00:01:54,170 we can see there is a repetition 45 00:01:54,170 --> 00:01:57,370 because of the cyclic modifier we added 46 00:01:57,370 --> 00:01:59,350 in the beginning of the video. 47 00:01:59,350 --> 00:02:02,370 So I will select all my rocket curves, 48 00:02:02,370 --> 00:02:04,200 press Shift+E 49 00:02:04,200 --> 00:02:06,433 and choose Clear Cyclic. 50 00:02:06,433 --> 00:02:09,600 We can see that all the curves are straight and flat 51 00:02:09,600 --> 00:02:13,030 while the Y-curve is slightly bending downward. 52 00:02:13,030 --> 00:02:16,460 We can hide all the curve, but the Y-curve 53 00:02:16,460 --> 00:02:19,130 so that we can work on the forward motion 54 00:02:19,130 --> 00:02:23,220 of the rocket while it's getting out with ease. 55 00:02:23,220 --> 00:02:24,870 We just scale up 56 00:02:24,870 --> 00:02:27,530 the initial key frame handle 57 00:02:27,530 --> 00:02:30,650 so that we get more easing whenever the rockets 58 00:02:30,650 --> 00:02:33,660 start to get out of the rocket launcher. 59 00:02:33,660 --> 00:02:36,990 And then I will just go to a further key frame 60 00:02:36,990 --> 00:02:38,390 again, arbitrary 61 00:02:38,390 --> 00:02:40,650 and move the rocket further away. 62 00:02:40,650 --> 00:02:42,792 The idea here is not to build the motion 63 00:02:42,792 --> 00:02:45,730 but to show you the current issue we have. 64 00:02:45,730 --> 00:02:48,135 The rocket is a child of the rocket launcher. 65 00:02:48,135 --> 00:02:52,430 Hence it inherits any motion from the rocket launcher. 66 00:02:52,430 --> 00:02:56,020 So we will need to find a way to isolate the rocket 67 00:02:56,020 --> 00:02:57,610 from the rocket launcher. 68 00:02:57,610 --> 00:03:00,750 We'll delete the last key frame I have created 69 00:03:00,750 --> 00:03:03,640 so that we just stick with the two key frames 70 00:03:03,640 --> 00:03:05,580 where the rocket is getting out 71 00:03:05,580 --> 00:03:07,800 of the rocket launcher and stop. 72 00:03:07,800 --> 00:03:10,420 I will rotate the tip of the curve handle 73 00:03:10,420 --> 00:03:14,970 so that we don't have any easing out of the rocket. 74 00:03:14,970 --> 00:03:17,520 From there, we will need to use space switching 75 00:03:17,520 --> 00:03:20,050 to be able to animate the rocket. 76 00:03:20,050 --> 00:03:22,080 So I will go back into Object Mode 77 00:03:22,080 --> 00:03:23,820 and add an Empty. 78 00:03:23,820 --> 00:03:25,590 In the Object Display option 79 00:03:25,590 --> 00:03:27,957 I will make sure that it shows In Front. 80 00:03:27,957 --> 00:03:28,790 (rockets whooshing) 81 00:03:28,790 --> 00:03:31,470 The idea is to bake the motion of the rocket 82 00:03:31,470 --> 00:03:34,440 while it's getting out of the rocket launcher, 83 00:03:34,440 --> 00:03:35,510 on the Empty. 84 00:03:35,510 --> 00:03:39,480 So on our Empty let's add a Copy Transform Constraint. 85 00:03:39,480 --> 00:03:41,400 Source the armature, 86 00:03:41,400 --> 00:03:44,430 and then source the ROCKET-1 bone. 87 00:03:44,430 --> 00:03:46,320 And when the Empty is constrained 88 00:03:46,320 --> 00:03:48,310 we can bake the action, 89 00:03:48,310 --> 00:03:51,430 choosing the Initial Frame as being frame 0 90 00:03:51,430 --> 00:03:54,900 and ending on the current frame of frame 50. 91 00:03:54,900 --> 00:03:58,260 We'll press Q to get to my Quick Favorites. 92 00:03:58,260 --> 00:04:00,010 Choose "Bake Action." 93 00:04:00,010 --> 00:04:04,320 As usual, enable Visual Keying and Clear Constraint and set. 94 00:04:04,320 --> 00:04:06,768 You can check the Override Current Action, 95 00:04:06,768 --> 00:04:09,860 even if there is no action for the Empty. 96 00:04:09,860 --> 00:04:11,530 Blender will create one. 97 00:04:11,530 --> 00:04:13,400 Set the Start Frame to 0 98 00:04:13,400 --> 00:04:15,650 and the End Frame to 50. 99 00:04:15,650 --> 00:04:18,170 We can get rid of the Scale Transform Channels 100 00:04:18,170 --> 00:04:20,400 since we won't be using them. 101 00:04:20,400 --> 00:04:22,630 And if we now play the animation, 102 00:04:22,630 --> 00:04:25,450 we can see the Empty following the rocket. 103 00:04:25,450 --> 00:04:28,820 Now, the idea is to reverse the constraint 104 00:04:28,820 --> 00:04:32,740 so that the rocket is constrained by the Empty. 105 00:04:32,740 --> 00:04:35,260 So I will select my rocket controller, 106 00:04:35,260 --> 00:04:37,150 go to the Bone Constraint 107 00:04:37,150 --> 00:04:39,460 add a Copy Transform Constraint 108 00:04:39,460 --> 00:04:40,920 and solve the Empty. 109 00:04:40,920 --> 00:04:44,350 And now the rocket is following the Empty motion. 110 00:04:44,350 --> 00:04:47,610 Since the Empty motion has the same motion 111 00:04:47,610 --> 00:04:49,610 as the rocket initially 112 00:04:49,610 --> 00:04:53,000 it will fall, but since the Empty is not 113 00:04:53,000 --> 00:04:54,510 the child of the robot, 114 00:04:54,510 --> 00:04:56,500 we can move the rocket freely 115 00:04:56,500 --> 00:04:59,330 or we can move the Empty freely. 116 00:04:59,330 --> 00:05:03,640 So now it's just a matter of creating the animation 117 00:05:03,640 --> 00:05:04,830 using the Empty. 118 00:05:04,830 --> 00:05:07,520 What I want to do for this rocket launch 119 00:05:07,520 --> 00:05:09,490 is to have it in two-time. 120 00:05:09,490 --> 00:05:13,110 First, they get out of the rocket launcher 121 00:05:13,110 --> 00:05:15,330 as if they were pushed away 122 00:05:15,330 --> 00:05:16,910 and then they will fall. 123 00:05:16,910 --> 00:05:19,200 The little wings will open 124 00:05:19,200 --> 00:05:22,030 and then the rockets will fly away. 125 00:05:22,030 --> 00:05:25,490 So what I've done is that I've set a first key frame 126 00:05:25,490 --> 00:05:29,050 where I want the rocket to kind of fall. 127 00:05:29,050 --> 00:05:30,860 And then the next key frame 128 00:05:30,860 --> 00:05:34,800 is where the rocket will hit our cube shape. 129 00:05:34,800 --> 00:05:37,340 Since it's a pretty simple motion 130 00:05:37,340 --> 00:05:40,180 just work with pose extremes 131 00:05:40,180 --> 00:05:43,650 as if you were animating a regular character. 132 00:05:43,650 --> 00:05:45,570 We just set the first extreme 133 00:05:45,570 --> 00:05:48,680 which is the "down" pose of the rocket 134 00:05:48,680 --> 00:05:49,720 and the next one 135 00:05:49,720 --> 00:05:52,510 which is when it hits the target. 136 00:05:52,510 --> 00:05:54,810 From there we will just tweak the curve 137 00:05:54,810 --> 00:05:56,930 to get the right motion. 138 00:05:56,930 --> 00:05:59,910 Again, now, it's a matter of creative process. 139 00:05:59,910 --> 00:06:02,680 If you want the rocket to go straight forward 140 00:06:02,680 --> 00:06:04,620 to the target, you can do it. 141 00:06:04,620 --> 00:06:09,180 I do like the idea that the rocket gets shot in two-time. 142 00:06:09,180 --> 00:06:11,250 First, it gets out. 143 00:06:11,250 --> 00:06:12,730 Then the wing opens 144 00:06:12,730 --> 00:06:15,350 and then it goes toward the target. 145 00:06:15,350 --> 00:06:20,330 I think it adds a more interesting rhythm to the animation. 146 00:06:20,330 --> 00:06:22,820 And while I'm recording this video 147 00:06:22,820 --> 00:06:26,060 I'm planning to use them to create the teaser 148 00:06:26,060 --> 00:06:27,410 for the course. 149 00:06:27,410 --> 00:06:30,290 And I want to launch three rockets 150 00:06:30,290 --> 00:06:33,240 so that it will bring us even more rhythm. 151 00:06:33,240 --> 00:06:35,670 I have the shot going in three parts. 152 00:06:35,670 --> 00:06:38,030 The rockets gets out, 153 00:06:38,030 --> 00:06:39,280 then it falls, 154 00:06:39,280 --> 00:06:41,620 and then it flies away. 155 00:06:41,620 --> 00:06:44,059 And I will kind of multiply that 156 00:06:44,059 --> 00:06:46,770 three-times, using three rockets. 157 00:06:46,770 --> 00:06:48,710 Animation-wise, what I did 158 00:06:48,710 --> 00:06:51,620 is that there is a slight slowing down 159 00:06:51,620 --> 00:06:53,720 on the Y-axis of the rocket, 160 00:06:53,720 --> 00:06:56,340 so that it kind of floats 161 00:06:56,340 --> 00:07:00,020 before the reactor of the rocket ignites. 162 00:07:00,020 --> 00:07:01,740 And then it accelerates 163 00:07:01,740 --> 00:07:04,880 on the Y-axis until the impact. 164 00:07:04,880 --> 00:07:07,160 This is why I'm using vector handles 165 00:07:07,160 --> 00:07:08,660 on the very last key frame 166 00:07:08,660 --> 00:07:10,370 so that we are sure we don't get 167 00:07:10,370 --> 00:07:13,690 any easing in the last position. 168 00:07:13,690 --> 00:07:16,250 In the end, I spent most of the time 169 00:07:16,250 --> 00:07:18,530 tweaking the rotation curve to get 170 00:07:18,530 --> 00:07:21,140 the rocket pointing at the target. 171 00:07:21,140 --> 00:07:26,140 While we could use Aim Space, with a Tracking Constraint, 172 00:07:26,240 --> 00:07:29,350 you could add an Empty object onto the cube 173 00:07:29,350 --> 00:07:33,106 and use it to add a Don't Track Constraint on the Empty 174 00:07:33,106 --> 00:07:36,270 that is used to manipulate the rocket. 175 00:07:36,270 --> 00:07:38,490 That could save you a bit of time. 176 00:07:38,490 --> 00:07:41,990 But in the end, this is not a very complex animation. 177 00:07:41,990 --> 00:07:45,600 We are manipulating only one rotational axis. 178 00:07:45,600 --> 00:07:49,140 So it's a good exercise to do it by hand, too. 179 00:07:49,140 --> 00:07:52,870 So I will let you there until the end of the video. 180 00:07:52,870 --> 00:07:56,450 You can double check the curves on the example file, 181 00:07:56,450 --> 00:07:57,710 but at this stage 182 00:07:57,710 --> 00:08:01,270 you should be able to animate this on your own. 183 00:08:01,270 --> 00:08:04,460 Don't forget to then get back to the rocket 184 00:08:04,460 --> 00:08:08,160 and deploy the little wings using the Rotation Controller. 185 00:08:08,160 --> 00:08:10,240 I will see you in the next video 186 00:08:10,240 --> 00:08:14,252 where we will shoot with the artillery cannon. 187 00:08:14,252 --> 00:08:19,252 (somber electronic music with rising piano progression) 188 00:09:57,937 --> 00:10:00,437 (music fades) 14118

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