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These are the user uploaded subtitles that are being translated: 1 00:00:01,020 --> 00:00:03,292 - [Pierre] In this video, we are going to create 2 00:00:03,292 --> 00:00:06,410 the artillery shot animation. 3 00:00:06,410 --> 00:00:10,130 Again, we will rely a lot on the space switching 4 00:00:10,130 --> 00:00:11,480 to achieve it. 5 00:00:11,480 --> 00:00:15,600 We can start from our cling action and duplicate it. 6 00:00:15,600 --> 00:00:17,608 The idea is to have our robot standing 7 00:00:17,608 --> 00:00:21,290 with its two feet planted in the ground. 8 00:00:21,290 --> 00:00:22,510 I've renamed the action 9 00:00:22,510 --> 00:00:24,518 and I will click the little shield icon 10 00:00:24,518 --> 00:00:27,520 to make sure that I won't lose the animation. 11 00:00:27,520 --> 00:00:30,709 Since the rotation range of the cannon is a bit limited, 12 00:00:30,709 --> 00:00:33,940 I will also select the head of the character 13 00:00:33,940 --> 00:00:36,000 and slightly rotate it back. 14 00:00:36,000 --> 00:00:38,755 The process is the same as for the walk cycle. 15 00:00:38,755 --> 00:00:41,199 I will first create a base motion 16 00:00:41,199 --> 00:00:45,730 and then we will propagate each using space switching. 17 00:00:45,730 --> 00:00:47,780 The shot is a very fast action, 18 00:00:47,780 --> 00:00:49,860 so I will jump on frame four 19 00:00:49,860 --> 00:00:53,470 and I will pull back the recoil control. 20 00:00:53,470 --> 00:00:55,940 What I noticed while playing the animation 21 00:00:55,940 --> 00:00:57,520 is that it was repeating, 22 00:00:57,520 --> 00:01:00,540 there is probably a cycling quantifier. 23 00:01:00,540 --> 00:01:03,840 So I will select all the keys of all the controllers 24 00:01:03,840 --> 00:01:06,910 and press shift E and clear cyclic. 25 00:01:06,910 --> 00:01:07,743 From there. 26 00:01:07,743 --> 00:01:11,350 I will directly jump into the graph editor and I we'll work 27 00:01:11,350 --> 00:01:14,500 on the curve of the record controller. 28 00:01:14,500 --> 00:01:17,550 Since it's kind of an instant motion 29 00:01:17,550 --> 00:01:21,480 I will select the first key frame of the recalling 30 00:01:21,480 --> 00:01:24,920 controller and convert it to vector. 31 00:01:24,920 --> 00:01:27,540 The idea is that the controller is pushed back 32 00:01:27,540 --> 00:01:28,560 at full speed 33 00:01:28,560 --> 00:01:31,950 right at the beginning, the moment where we shoot 34 00:01:31,950 --> 00:01:34,020 With the artillery, it gets 35 00:01:34,020 --> 00:01:36,897 Very fast to its extreme on frame four. 36 00:01:36,897 --> 00:01:41,690 And then I will duplicate the very first frame onto frame 10 37 00:01:41,690 --> 00:01:46,000 so that the controller gets back into its position. 38 00:01:46,000 --> 00:01:48,980 Then I played the animation a couple of time 39 00:01:48,980 --> 00:01:50,440 and tweaked the curve. 40 00:01:50,440 --> 00:01:53,880 In the end, I set the extreme on frame two 41 00:01:53,880 --> 00:01:57,880 and reset the position of the controller on frame seven 42 00:01:57,880 --> 00:02:01,380 Played the animation a couple of more time, and then 43 00:02:01,380 --> 00:02:05,080 decided it was better to sit in final position 44 00:02:05,080 --> 00:02:06,320 on frame nine. 45 00:02:06,320 --> 00:02:09,360 So we have the base motion of the Canon. 46 00:02:09,360 --> 00:02:13,960 Now we need to move the root of the torso of the robot to 47 00:02:13,960 --> 00:02:15,580 keep the exercise simple. 48 00:02:15,580 --> 00:02:18,344 I will just walk on the Y axis. 49 00:02:18,344 --> 00:02:21,670 We've my torso root controller selected. 50 00:02:21,670 --> 00:02:25,770 I will directly jump into the graph editor and hide 51 00:02:25,770 --> 00:02:29,210 everything but the Y location axis, 52 00:02:29,210 --> 00:02:31,040 since the recall controller, 53 00:02:31,040 --> 00:02:34,913 or Canon controller reach it's extreme on frame two 54 00:02:34,913 --> 00:02:38,870 I will take the very first frame of the route controller 55 00:02:38,870 --> 00:02:41,049 and duplicate it on frame two. 56 00:02:41,049 --> 00:02:43,040 The ideas that the record 57 00:02:43,040 --> 00:02:48,040 motion start when the Canon is pushing the whole body back. 58 00:02:48,740 --> 00:02:51,700 Now we can add a key frame on frame 10 59 00:02:51,700 --> 00:02:55,880 and move the curve up so that our character torso 60 00:02:55,880 --> 00:02:57,380 is moving back. 61 00:02:57,380 --> 00:03:00,140 Then I will reset the pose of 62 00:03:00,140 --> 00:03:03,060 The character around frame 23. 63 00:03:03,060 --> 00:03:05,400 Again, this is a creative process. 64 00:03:05,400 --> 00:03:08,440 If you want, you can use other values. 65 00:03:08,440 --> 00:03:11,800 I'm here to teach you in the method, not all to 66 00:03:11,800 --> 00:03:14,430 make this specific animation. 67 00:03:14,430 --> 00:03:17,840 I will create a more easing on the back position 68 00:03:17,840 --> 00:03:19,360 by scaling the curve. 69 00:03:19,360 --> 00:03:24,120 And I will make the first angle to be vector because again 70 00:03:24,120 --> 00:03:29,050 I don't want any easing into the recoil, the recoil start 71 00:03:29,050 --> 00:03:30,160 at full speed. 72 00:03:30,160 --> 00:03:35,160 Then it eases into frame 10, and it finally gets back 73 00:03:35,270 --> 00:03:37,860 with easing onto frame 23. 74 00:03:37,860 --> 00:03:41,630 As I watch the motion, I feel like the robot is a bit out 75 00:03:41,630 --> 00:03:43,990 of balance, so I will select the whole curve 76 00:03:43,990 --> 00:03:46,360 and slightly offset it down. 77 00:03:46,360 --> 00:03:49,720 But the character is positioned more forward onto his feet. 78 00:03:49,720 --> 00:03:52,980 When he's going to shoot, it's important to watch out 79 00:03:52,980 --> 00:03:55,670 for the center of gravity of your character, so 80 00:03:55,670 --> 00:03:58,200 that it looks balanced when shooting. 81 00:03:58,200 --> 00:04:00,830 And so the shot looks more believable 82 00:04:03,403 --> 00:04:04,450 (Wooshing Noises) 83 00:04:04,450 --> 00:04:08,300 Before we start animating the head of the character, 84 00:04:08,300 --> 00:04:12,042 I will just add a very slight rotation to the Canon. 85 00:04:12,042 --> 00:04:15,140 In the end, we will use also space switching to 86 00:04:15,140 --> 00:04:17,710 add more emotion to the Canon 87 00:04:17,710 --> 00:04:20,410 but the idea is just to have some kind 88 00:04:20,410 --> 00:04:22,560 of passive motion or rate. 89 00:04:22,560 --> 00:04:26,590 I don't think it's necessary though, but it's very fast. 90 00:04:26,590 --> 00:04:31,275 It's just one key frame on frame four or five, to get a bit 91 00:04:31,275 --> 00:04:36,260 of rotation back and switch the first handle to vector. 92 00:04:36,260 --> 00:04:37,971 Then I will dial the angle 93 00:04:37,971 --> 00:04:41,810 by reducing the amplitude of the curve and we are done 94 00:04:41,810 --> 00:04:44,520 and we can jump onto the head controller. 95 00:04:44,520 --> 00:04:47,410 In this video, we are going to repeat a lot 96 00:04:47,410 --> 00:04:50,598 of thing we have done during the walk cycle 97 00:04:50,598 --> 00:04:52,920 meaning that we will use a lot 98 00:04:52,920 --> 00:04:56,900 of copy location and a lot of end space. 99 00:04:56,900 --> 00:04:58,630 The only things that will change is 100 00:04:58,630 --> 00:05:02,000 all we offset the curve in time. 101 00:05:02,000 --> 00:05:04,387 Instead of creating a delay 102 00:05:04,387 --> 00:05:07,180 we will make the curve move back 103 00:05:07,180 --> 00:05:09,780 in time so that the head motion 104 00:05:09,780 --> 00:05:13,430 occurs before the bud in motion, this way 105 00:05:13,430 --> 00:05:18,370 we will fake the fact that the motion is led by the head. 106 00:05:18,370 --> 00:05:20,790 First let's work with the location of yet. 107 00:05:20,790 --> 00:05:23,040 I've added an empty, I will make sure 108 00:05:23,040 --> 00:05:27,330 that it's displayed in front and on the armature 109 00:05:27,330 --> 00:05:31,040 in the armature viewpoint display, I will enable names 110 00:05:31,040 --> 00:05:35,850 and axis it will just help us identifying the bone with ease 111 00:05:35,850 --> 00:05:39,370 Back on my empty, I will add a copy location 112 00:05:39,370 --> 00:05:44,130 as usual source our armature, and then the head controller. 113 00:05:44,130 --> 00:05:45,610 I will bake the action 114 00:05:45,610 --> 00:05:50,180 For this specific animation, I've used 30 frames on it. 115 00:05:50,180 --> 00:05:53,220 Then get rid of the user's curve, If you want a gain. 116 00:05:53,220 --> 00:05:54,890 It doesn't matter. 117 00:05:54,890 --> 00:05:57,680 DMT is following the add motion. 118 00:05:57,680 --> 00:06:00,210 Let's now reverse the constraint 119 00:06:00,210 --> 00:06:02,980 go to the head bone inputs mode 120 00:06:02,980 --> 00:06:07,690 add to it a copy location, constraint and source the empty. 121 00:06:07,690 --> 00:06:10,800 We can now get back to the empty and instead 122 00:06:10,800 --> 00:06:15,090 of offsetting the curve to the right filtering time 123 00:06:15,090 --> 00:06:17,770 we'll offset to the left back in time. 124 00:06:17,770 --> 00:06:21,230 And now the head moves before the torso. 125 00:06:21,230 --> 00:06:23,960 I will offset it back by one key frame. 126 00:06:23,960 --> 00:06:28,090 So is that there is a bit of delay between the shot 127 00:06:28,090 --> 00:06:32,390 and the head motion, but the head motions still occur 128 00:06:32,390 --> 00:06:36,960 before the torso root motion, as I'm happy with the result 129 00:06:36,960 --> 00:06:40,090 I will bake the action onto the head, boom. 130 00:06:40,090 --> 00:06:42,953 And now we can work on the head rotation 131 00:06:42,953 --> 00:06:45,810 since the Canon is a child of the head 132 00:06:45,810 --> 00:06:49,510 whenever the head will rotate, the cannon will rotate too. 133 00:06:49,510 --> 00:06:51,260 And I don't really want that 134 00:06:51,260 --> 00:06:54,730 because the Canon was supposed to lead the animation. 135 00:06:54,730 --> 00:06:59,290 So what I will do is that I will create an aim constraint 136 00:06:59,290 --> 00:07:01,870 or tracking constraint for the gun 137 00:07:01,870 --> 00:07:06,200 and we will keep this constraint to the end of the animation 138 00:07:06,200 --> 00:07:10,270 so that the gun will always be pointing at the same target 139 00:07:10,270 --> 00:07:13,890 while we are working on the different part of the robot. 140 00:07:13,890 --> 00:07:15,710 So you should know the process now 141 00:07:15,710 --> 00:07:19,901 but I will repeat it either way first, add a copy, transform 142 00:07:19,901 --> 00:07:23,160 to the empty, then press control-A 143 00:07:23,160 --> 00:07:25,690 and apply the visual transform. 144 00:07:25,690 --> 00:07:28,460 From there, We can get treated of the copy 145 00:07:28,460 --> 00:07:33,460 transform constraint and move the empty on its local Y axis. 146 00:07:34,310 --> 00:07:39,150 Then we need to make it a child of the artillery pivot 147 00:07:39,150 --> 00:07:42,690 so that it will follow its current motion. 148 00:07:42,690 --> 00:07:44,440 So I will select it. 149 00:07:44,440 --> 00:07:48,480 Use a child of constraint, source the armature 150 00:07:48,480 --> 00:07:51,830 and then the Archer re-pivot controller. 151 00:07:51,830 --> 00:07:55,080 We will click setting verse to reset it's position 152 00:07:55,080 --> 00:07:57,140 and bake it's action. 153 00:07:57,140 --> 00:08:01,610 Now I will select the artillery pivot controller 154 00:08:01,610 --> 00:08:05,800 and I will add to it a locked truck constraint 155 00:08:05,800 --> 00:08:08,320 targeting the empty. 156 00:08:08,320 --> 00:08:09,630 The gun is pointing 157 00:08:09,630 --> 00:08:12,950 On it's minus Y axis 158 00:08:12,950 --> 00:08:16,410 and rotating around its X axis. 159 00:08:16,410 --> 00:08:19,740 As soon as I saw the empty, the gun 160 00:08:19,740 --> 00:08:23,950 We'll always aim an empty and whatever the motion 161 00:08:23,950 --> 00:08:27,560 of the head cannon will point a DMT. 162 00:08:27,560 --> 00:08:30,310 We've the limitation of the hydraulics 163 00:08:30,310 --> 00:08:33,970 and the rotation angle of its controller. 164 00:08:33,970 --> 00:08:35,900 So we can keep this constraint 165 00:08:35,900 --> 00:08:39,320 and now work on the rotation of the head. 166 00:08:39,320 --> 00:08:42,260 Since this is something we have done a lot of time 167 00:08:42,260 --> 00:08:44,490 I will slightly speed up the video. 168 00:08:44,490 --> 00:08:46,430 I've created a new empty 169 00:08:46,430 --> 00:08:49,380 I will add to it, a copy transform. 170 00:08:49,380 --> 00:08:53,550 Source the armature then source the head controller apply 171 00:08:53,550 --> 00:08:57,500 its visual transform and get treated of the constraint. 172 00:08:57,500 --> 00:09:01,610 But the trick here is that I won't be upsetting it forward 173 00:09:01,610 --> 00:09:06,610 on the y-axis since we don't have any upended motion 174 00:09:06,860 --> 00:09:09,460 but I will offset to down. 175 00:09:09,460 --> 00:09:12,620 As the body moves back and forth, it's better to get 176 00:09:12,620 --> 00:09:17,620 to this pendulum motion based on the Z axis from there 177 00:09:18,040 --> 00:09:21,980 the process will be exactly the same as what we did before. 178 00:09:21,980 --> 00:09:24,020 During the walk cycle. 179 00:09:24,020 --> 00:09:25,840 First, I will add a child 180 00:09:25,840 --> 00:09:29,730 of constraint to DMT target the armature. 181 00:09:29,730 --> 00:09:32,650 Then you hit controller set inverse. 182 00:09:32,650 --> 00:09:36,836 They take the action, then select the head controller 183 00:09:36,836 --> 00:09:41,836 add a dumped truck, constraint and target the empty. 184 00:09:42,900 --> 00:09:47,180 But this time I will use the minus Z axis 185 00:09:47,180 --> 00:09:51,860 of the head controller instead of the minus Y axis. 186 00:09:51,860 --> 00:09:55,137 And now I can offset the curve in time. 187 00:09:55,137 --> 00:09:58,980 So as usual, you have to experiment, try offsetting 188 00:09:58,980 --> 00:10:01,290 to the left so that the rotation will 189 00:10:01,290 --> 00:10:04,148 occur before the translation of the head 190 00:10:04,148 --> 00:10:08,450 or try the other way, offset the curves to the right 191 00:10:08,450 --> 00:10:13,450 so that the head rotation is based on its translation. 192 00:10:13,450 --> 00:10:16,740 Plus the position of the target, our empty 193 00:10:16,740 --> 00:10:21,610 with variants under or, upon the head will kind 194 00:10:21,610 --> 00:10:26,009 of change the behavior sometimes, delaying the curve. 195 00:10:26,009 --> 00:10:29,367 We'll make the head kind of moving 196 00:10:29,367 --> 00:10:32,520 before it's current translation. 197 00:10:32,520 --> 00:10:37,120 Why if DMT was upon the head and we were targeting 198 00:10:37,120 --> 00:10:41,114 toward the positive Z axis in the constraint 199 00:10:41,114 --> 00:10:45,210 offsetting the curve the same way we'll kind of 200 00:10:45,210 --> 00:10:48,250 reversed the head rotation. 201 00:10:48,250 --> 00:10:53,250 So you have to experiment the reason, no like golden method 202 00:10:53,560 --> 00:10:56,130 try offsetting the curve left to right 203 00:10:56,130 --> 00:10:59,670 check out the behavior of the controller. 204 00:10:59,670 --> 00:11:02,030 And then just guess all you want to 205 00:11:02,030 --> 00:11:06,780 work the final touch here was to edit the empty curve 206 00:11:06,780 --> 00:11:10,307 to get a slight overshoot of the head rotation 207 00:11:10,307 --> 00:11:13,770 and this loose motion of the rotation. 208 00:11:13,770 --> 00:11:17,418 So I've used the baked curve as a guide. 209 00:11:17,418 --> 00:11:21,195 And then I reworked the curve by removing most 210 00:11:21,195 --> 00:11:25,320 of the key frame and smoothing the curve shape 211 00:11:25,320 --> 00:11:28,350 as we did during the walk cycle. 212 00:11:28,350 --> 00:11:30,220 So as usual, it's a matter 213 00:11:30,220 --> 00:11:33,100 of spending time on to your animation 214 00:11:33,100 --> 00:11:37,080 but the location motion of the head is the snap here. 215 00:11:37,080 --> 00:11:41,210 And then since the rotation is kind of reacting to this 216 00:11:41,210 --> 00:11:42,975 I've made it quite smooth. 217 00:11:42,975 --> 00:11:44,940 Now you also want to show 218 00:11:44,940 --> 00:11:48,810 that this robot is made to shoot with the artillery. 219 00:11:48,810 --> 00:11:49,980 So I bring a bit 220 00:11:49,980 --> 00:11:53,170 of smoothness to the motion showing more control than 221 00:11:53,170 --> 00:11:55,510 If it was wobbling all around. 222 00:11:55,510 --> 00:11:57,680 From there, I've repeated the process 223 00:11:57,680 --> 00:12:02,140 for the body controller, the arms, the hips, et cetera 224 00:12:02,140 --> 00:12:06,840 this way I've slowly propagated the recoil motion 225 00:12:06,840 --> 00:12:11,360 from the gunshot on to the whole body of the character. 226 00:12:11,360 --> 00:12:16,360 The final touch was to add a very subtle up and down motion 227 00:12:16,570 --> 00:12:21,230 to one of the feet as if the robot was pushed back 228 00:12:21,230 --> 00:12:25,100 by the recoil and kind of losing a bit of balance. 229 00:12:25,100 --> 00:12:26,830 I've made this motion only 230 00:12:26,830 --> 00:12:30,350 on one foot to break the twinning in the animation. 231 00:12:30,350 --> 00:12:32,370 and make it look more natural 232 00:12:32,370 --> 00:12:35,080 more random in a way to do so. 233 00:12:35,080 --> 00:12:38,420 I've just walked a beat on the Hill controller 234 00:12:38,420 --> 00:12:41,630 and then animated the front two in reaction. 235 00:12:41,630 --> 00:12:43,007 This is very simple. 236 00:12:43,007 --> 00:12:46,710 So I will let you there with this animation. 237 00:12:46,710 --> 00:12:48,440 And in the next video 238 00:12:48,440 --> 00:12:53,300 you will find a slow paced time-lapse of the whole process. 239 00:12:53,300 --> 00:12:55,710 This is something we have repeated a lot 240 00:12:55,710 --> 00:12:57,230 in the previous videos. 241 00:12:57,230 --> 00:12:59,310 So if you don't feel comfortable 242 00:12:59,310 --> 00:13:02,988 do not hesitate to rewatch the work cycle process 243 00:13:02,988 --> 00:13:06,407 as we are using exactly the same process. 244 00:13:06,407 --> 00:13:11,035 And don't forget to check out the axis I'm using 245 00:13:11,035 --> 00:13:14,580 depending on the controller, I'm moving 246 00:13:14,580 --> 00:13:19,020 for these specific animation regarding the body controllers. 247 00:13:19,020 --> 00:13:23,440 I was mostly using in space, downward 248 00:13:23,440 --> 00:13:27,910 and space downward on the minus Z axis 249 00:13:27,910 --> 00:13:32,200 so that I can source the back and forth motion of the body. 20223

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