All language subtitles for 05-06-Run-Cycle-Blocking-02

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,020 --> 00:00:04,530 - Let's go ahead with the blocking stage of our run cycle. 2 00:00:04,530 --> 00:00:09,530 We will now work on the down pose also called passing pose 3 00:00:09,800 --> 00:00:13,310 where the contacting foot is more or less aligned 4 00:00:13,310 --> 00:00:16,387 with the center of gravity of our character 5 00:00:16,387 --> 00:00:18,550 and the opposite foot is passing, 6 00:00:18,550 --> 00:00:22,800 almost passing the center of gravity depending on the kind 7 00:00:22,800 --> 00:00:24,080 of run you're doing. 8 00:00:24,080 --> 00:00:26,480 Note that the torsal route has a bit 9 00:00:26,480 --> 00:00:28,930 of left to right motion, 10 00:00:28,930 --> 00:00:32,730 where the weight is shifting toward the contacting foot. 11 00:00:32,730 --> 00:00:36,950 But this left to right motion need to be more subtle 12 00:00:36,950 --> 00:00:39,120 than on the work cycle 13 00:00:39,120 --> 00:00:42,160 or your character will feel very heavy. 14 00:00:42,160 --> 00:00:45,060 Next pose, I'm not thinking about the timing. 15 00:00:45,060 --> 00:00:48,050 We have four poses on 12 frames, 16 00:00:48,050 --> 00:00:50,770 I will key every free frames. 17 00:00:50,770 --> 00:00:53,030 So I will jump on frame free 18 00:00:53,030 --> 00:00:55,074 and key all the controllers. 19 00:00:55,074 --> 00:00:58,836 As in the action editor and choose all channels. 20 00:00:58,836 --> 00:01:00,510 During the blocking stage, 21 00:01:00,510 --> 00:01:05,110 it's important to key the whole character on each main poses 22 00:01:05,110 --> 00:01:09,180 to avoid any foot sliding or weird interpolation 23 00:01:09,180 --> 00:01:11,100 of the different controllers 24 00:01:11,100 --> 00:01:12,939 or the right foot to the ground level, 25 00:01:12,939 --> 00:01:16,780 cancel the rotation on the foot role 26 00:01:16,780 --> 00:01:20,110 and place it under the root of the character. 27 00:01:20,110 --> 00:01:22,230 You, what I told you in the previous video, 28 00:01:22,230 --> 00:01:26,040 in this case, I need to slightly raise my character 29 00:01:26,040 --> 00:01:29,580 on the first poofs because on the down pose, 30 00:01:29,580 --> 00:01:33,840 I feel like he's too low compared to the previous one. 31 00:01:33,840 --> 00:01:36,340 So I will push the character up, 32 00:01:36,340 --> 00:01:40,700 selecting both the feet and the torso root controller. 33 00:01:40,700 --> 00:01:43,360 As he is pushing on his right leg, 34 00:01:43,360 --> 00:01:46,370 his hips will raise on the right side 35 00:01:46,370 --> 00:01:49,640 and the hips should not be twisted that much 36 00:01:49,640 --> 00:01:51,570 since we are in the passing pose 37 00:01:51,570 --> 00:01:55,300 and the shoulders and hips will be kind of aligned 38 00:01:55,300 --> 00:01:56,330 with the feet. 39 00:01:56,330 --> 00:02:00,300 Here is one of the most important tip of this video, 40 00:02:00,300 --> 00:02:02,230 whenever I'm building a new pose 41 00:02:02,230 --> 00:02:05,610 if I can't get a good result right away, 42 00:02:05,610 --> 00:02:10,610 I will cancel the rotation of the torso root and repose it. 43 00:02:11,180 --> 00:02:14,670 Press Alt + R to cancel rotation on the hips 44 00:02:14,670 --> 00:02:16,380 and the torso routes 45 00:02:16,380 --> 00:02:18,650 and then rebuild the pose. 46 00:02:18,650 --> 00:02:22,520 It's better to do so than trying to match the pose 47 00:02:22,520 --> 00:02:24,340 from the previous one. 48 00:02:24,340 --> 00:02:28,180 If we have made some transformation that doesn't fit. 49 00:02:28,180 --> 00:02:30,270 You will be fighting with your ring 50 00:02:30,270 --> 00:02:32,100 and at the end of the blocking, 51 00:02:32,100 --> 00:02:35,350 you will have lots of weird pose 52 00:02:35,350 --> 00:02:37,310 in your different controller 53 00:02:37,310 --> 00:02:40,310 while it may look kind of, okay, 54 00:02:40,310 --> 00:02:42,980 your rig will be kind of broken. 55 00:02:42,980 --> 00:02:44,150 So trust me, 56 00:02:44,150 --> 00:02:46,910 you may take a little more time blocking 57 00:02:46,910 --> 00:02:48,730 your poses this way, 58 00:02:48,730 --> 00:02:53,120 but whenever you feel like the character is not responding, 59 00:02:53,120 --> 00:02:56,070 or the rig is not responding properly, 60 00:02:56,070 --> 00:02:58,700 just cancel the rotation and rebuild the pose 61 00:02:58,700 --> 00:03:00,910 from scratch. 62 00:03:00,910 --> 00:03:04,800 You will save them a lot of time during the polishing. 63 00:03:04,800 --> 00:03:06,250 Back to our pose, 64 00:03:06,250 --> 00:03:09,980 don't forget that the feet have a slight right 65 00:03:09,980 --> 00:03:12,460 to left movement while in air. 66 00:03:12,460 --> 00:03:15,510 Position of the foot depend on the people 67 00:03:15,510 --> 00:03:18,280 and on the speed at which you are running. 68 00:03:18,280 --> 00:03:22,509 Some people will have their feet going on the outside during 69 00:03:22,509 --> 00:03:26,060 the passing pose other on the inside. 70 00:03:26,060 --> 00:03:28,560 Since we are blocking the pose don't forget 71 00:03:28,560 --> 00:03:30,480 to select all your keys and set them 72 00:03:30,480 --> 00:03:32,636 to constant interpolation. 73 00:03:32,636 --> 00:03:35,690 Regarding the global arm position. 74 00:03:35,690 --> 00:03:38,960 You will generally keep your arms close to your body, 75 00:03:38,960 --> 00:03:40,490 the faster you run. 76 00:03:40,490 --> 00:03:44,170 So basically what you have to think about when working 77 00:03:44,170 --> 00:03:47,980 on your poses is the faster, the straighter. 78 00:03:47,980 --> 00:03:50,360 since you've matched your video reference 79 00:03:50,360 --> 00:03:52,410 or the reference provided, 80 00:03:52,410 --> 00:03:56,259 don't hesitate to fine tweak the first pose. 81 00:03:56,259 --> 00:03:57,092 Then the second pose, 82 00:03:57,092 --> 00:04:00,400 maybe lean a bit more forward the character 83 00:04:00,400 --> 00:04:03,720 to make him look like a little more dynamical 84 00:04:03,720 --> 00:04:06,350 that will surely refine those poses 85 00:04:06,350 --> 00:04:09,008 when we will be working on the curves. 86 00:04:09,008 --> 00:04:12,410 Let's now jump on to the push pose. 87 00:04:12,410 --> 00:04:14,670 This is one of the most beautiful 88 00:04:14,670 --> 00:04:18,400 and iconic extreme of a run cycle it's where 89 00:04:19,368 --> 00:04:21,900 the contacting leg is straight back 90 00:04:21,900 --> 00:04:26,010 and the leading arm is at its maximum speed. 91 00:04:26,010 --> 00:04:29,350 As the arm and the shoulder up pulling 92 00:04:30,319 --> 00:04:33,110 the body upward in the first video, 93 00:04:33,110 --> 00:04:36,930 the leading arm and shoulder will hit their extremes 94 00:04:36,930 --> 00:04:38,580 before the feet. 95 00:04:38,580 --> 00:04:43,440 The fist generally don't have a big side to side motion. 96 00:04:43,440 --> 00:04:45,880 It can be tempting to cross 97 00:04:45,880 --> 00:04:49,480 the right hand toward the left shoulder, 98 00:04:49,480 --> 00:04:51,810 but that's kind of a mistake. 99 00:04:51,810 --> 00:04:56,790 You will get a cool pose, but less realistic run cycle. 100 00:04:56,790 --> 00:04:58,770 In the case of this exercise, 101 00:04:58,770 --> 00:05:02,750 even if we do a slightly stylized run cycle, 102 00:05:02,750 --> 00:05:05,600 try to match something pretty realistic. 103 00:05:05,600 --> 00:05:09,310 You can make then some badass run cycle, 104 00:05:09,310 --> 00:05:13,330 once you master the run cycle principles. 105 00:05:13,330 --> 00:05:15,740 So I will go on frame six. 106 00:05:15,740 --> 00:05:18,930 I will raise the heel of the contacting leg 107 00:05:18,930 --> 00:05:22,150 and cancel any rotation on the toes. 108 00:05:22,150 --> 00:05:24,480 Then I will move the leg backward 109 00:05:24,480 --> 00:05:27,000 and slightly raise the torso. 110 00:05:27,000 --> 00:05:30,760 I gain advise you to use the foot roll controller, 111 00:05:30,760 --> 00:05:32,490 to orientate the foot 112 00:05:32,490 --> 00:05:36,020 and make the toes slightly dragging backwards. 113 00:05:36,020 --> 00:05:38,460 As usual for this kind of cycle, 114 00:05:38,460 --> 00:05:43,320 the hips will be twisting toward the forward leg 115 00:05:43,320 --> 00:05:45,720 and the torso root and chest controller 116 00:05:45,720 --> 00:05:48,290 will be twisting the opposite direction. 117 00:05:48,290 --> 00:05:51,570 The left shoulder need to be raised back 118 00:05:51,570 --> 00:05:56,390 and the left elbow is almost at its highest point. 119 00:05:56,390 --> 00:06:00,368 I've slightly the left forearm and left hand forward 120 00:06:00,368 --> 00:06:02,770 to make them drag a bit. 121 00:06:02,770 --> 00:06:07,290 I will then raise the right shoulder and push it forward 122 00:06:07,290 --> 00:06:09,410 and I will raise the right right arm, 123 00:06:09,410 --> 00:06:12,640 twisted it so that I keep the face clear 124 00:06:12,640 --> 00:06:14,750 from the right hand. 125 00:06:14,750 --> 00:06:17,990 The final touch is to make the legs feet 126 00:06:17,990 --> 00:06:20,660 and knees a little straighten, 127 00:06:20,660 --> 00:06:23,260 so that we get a good aerodynamics 128 00:06:23,260 --> 00:06:25,083 and the pose that tells you, 129 00:06:25,083 --> 00:06:27,210 hey, I'm going forward. 130 00:06:27,210 --> 00:06:30,260 This relies a lot on lines of action, 131 00:06:30,260 --> 00:06:33,720 but we will deal with this animation principle 132 00:06:33,720 --> 00:06:36,430 a little later in this course. 133 00:06:36,430 --> 00:06:40,720 For the time being, just look at all the silhouette tells us 134 00:06:40,720 --> 00:06:44,063 that the character is pushing up and forward. 135 00:06:45,800 --> 00:06:50,038 The last pose we will have two bird is the up pose. 136 00:06:50,038 --> 00:06:52,700 This is going to be pretty straight forward 137 00:06:52,700 --> 00:06:57,230 since this is when most of our controllers hits 138 00:06:57,230 --> 00:06:59,290 their extreme poses. 139 00:06:59,290 --> 00:07:02,500 Make sure you're twisting the chest and the hips 140 00:07:02,500 --> 00:07:03,880 to the maximum, 141 00:07:03,880 --> 00:07:06,730 the left shoulder and left elbow 142 00:07:06,730 --> 00:07:09,550 are at their highest point. 143 00:07:09,550 --> 00:07:13,460 So does the right shoulder and the right hand 144 00:07:13,460 --> 00:07:16,700 and then pose the feet according to the reference, 145 00:07:16,700 --> 00:07:21,070 making sure that the right leg is dragging back 146 00:07:21,070 --> 00:07:23,350 with the toes also dragging 147 00:07:23,350 --> 00:07:26,690 to get a nice arrow shape of the leg 148 00:07:26,690 --> 00:07:29,910 that points toward the previous position 149 00:07:29,910 --> 00:07:32,190 of the foot in space. 150 00:07:32,190 --> 00:07:34,520 And then as usual don't hesitate 151 00:07:34,520 --> 00:07:36,865 to rework each controller to get a better pose. 152 00:07:36,865 --> 00:07:41,055 Don't forget to double check the video reference. 153 00:07:41,055 --> 00:07:46,055 As you may get some more details like the left elbow. 154 00:07:46,640 --> 00:07:49,740 is getting higher and the left forearm 155 00:07:49,740 --> 00:07:52,030 is slightly bending inward. 156 00:07:52,030 --> 00:07:54,070 Don't target to slightly twist the arm 157 00:07:54,070 --> 00:07:55,880 to keep the head clear 158 00:07:55,880 --> 00:08:00,170 and finally you should scrub through your animation 159 00:08:00,170 --> 00:08:02,090 as often as possible. 160 00:08:02,090 --> 00:08:05,870 So that you can fine tweak the previous poses 161 00:08:05,870 --> 00:08:08,320 so that the flow looks great. 162 00:08:08,320 --> 00:08:09,810 Once I'm done with that, 163 00:08:09,810 --> 00:08:13,150 I will make sure I add a key frame on all the channel 164 00:08:13,150 --> 00:08:14,370 of this key. 165 00:08:14,370 --> 00:08:15,931 And then I will, 166 00:08:15,931 --> 00:08:20,650 then I will go back on frame zero in the 3d viewport. 167 00:08:20,650 --> 00:08:22,232 Select all the controllers, 168 00:08:22,232 --> 00:08:27,202 press Ctrl + C to copy the pose and then go to frame 12 169 00:08:27,202 --> 00:08:29,172 and in the 3d viewport press control Shift + V 170 00:08:29,172 --> 00:08:30,839 to mirror the pause. 171 00:08:33,000 --> 00:08:35,470 Then I just have to repeat the process, 172 00:08:35,470 --> 00:08:37,660 go on frame free copy the pause 173 00:08:37,660 --> 00:08:41,890 then go 12 frames later on frame 15 174 00:08:41,890 --> 00:08:45,670 and paste the mirrored pause and repeat the process. 175 00:08:45,670 --> 00:08:48,830 Finally, I will just have to duplicate 176 00:08:48,830 --> 00:08:52,924 all the keys from frame zero onto frame 24. 177 00:08:52,924 --> 00:08:54,450 Once I'm done 178 00:08:54,450 --> 00:08:57,170 and it seems that the cycles work, 179 00:08:57,170 --> 00:09:01,240 I will insert a key frame on every single keys 180 00:09:01,240 --> 00:09:02,930 I have created 181 00:09:02,930 --> 00:09:05,700 so that all my controllers are keyed 182 00:09:05,700 --> 00:09:08,340 and we have our linear, our cycle. 183 00:09:08,340 --> 00:09:11,540 As we can finally see our whole cycle. 184 00:09:11,540 --> 00:09:15,190 We can finally check what's working and what's not. 185 00:09:15,190 --> 00:09:16,050 In my case, 186 00:09:16,050 --> 00:09:19,232 I feel like the animation lack of dynamism 187 00:09:19,232 --> 00:09:21,800 to get more dynamic run cycle, 188 00:09:21,800 --> 00:09:24,083 you can push the torso route forward 189 00:09:24,083 --> 00:09:28,320 and lean your character forward too a little more. 190 00:09:28,320 --> 00:09:30,430 When birding a run cycle, 191 00:09:30,430 --> 00:09:34,690 the more horizontal you get the more dynamism you will have. 192 00:09:34,690 --> 00:09:39,480 If you think about the stereotypical anime ninja run cycle 193 00:09:39,480 --> 00:09:41,040 like in our route. 194 00:09:41,040 --> 00:09:44,370 So legs are generally pushed to back while the torso 195 00:09:44,370 --> 00:09:48,090 is pushed forward and is almost horizontal. 196 00:09:48,090 --> 00:09:51,035 Once you've tweaked all your pose. 197 00:09:51,035 --> 00:09:55,040 Don't forget to again to again mirror them on each keys. 198 00:09:55,040 --> 00:09:59,420 Here is the result I got from our blocking stitch. 199 00:09:59,420 --> 00:10:02,950 The run cycle looks pretty cool, pretty natural 200 00:10:02,950 --> 00:10:05,891 not too dynamic, not too stylized 201 00:10:05,891 --> 00:10:09,200 which is perfect to learn our fundamental. 202 00:10:09,200 --> 00:10:12,250 Since we've been keying every free frame 203 00:10:12,250 --> 00:10:14,970 in some kind of thinning our fashion, 204 00:10:14,970 --> 00:10:17,290 the run cycle works. 205 00:10:17,290 --> 00:10:18,480 What we can do now, 206 00:10:18,480 --> 00:10:21,270 is offset some of the key poses 207 00:10:21,270 --> 00:10:24,050 to slightly stylized our run cycle. 208 00:10:24,050 --> 00:10:27,740 For a light skilled and agile character. 209 00:10:27,740 --> 00:10:30,730 We want to favorize the airborne pause. 210 00:10:30,730 --> 00:10:35,200 The idea is to hold the up pose a little longer 211 00:10:35,200 --> 00:10:39,860 and switch from the straight pose down pose 212 00:10:39,860 --> 00:10:42,310 and pushing pose a little faster, 213 00:10:42,310 --> 00:10:45,580 the process in itself is not super complicated 214 00:10:45,580 --> 00:10:47,030 and not super interesting. 215 00:10:47,030 --> 00:10:51,700 I'm just moving some keys until I get to the right timing. 216 00:10:51,700 --> 00:10:54,130 So in the end I've set the down 217 00:10:54,130 --> 00:10:58,130 or passing pose on frame free and 15. 218 00:10:58,130 --> 00:11:02,220 The pushing pose on frame five and 17, 219 00:11:02,220 --> 00:11:04,460 so that we have only two frame between 220 00:11:04,460 --> 00:11:06,482 the down and pushing pose. 221 00:11:06,482 --> 00:11:09,690 So that the foot is rapidly sliding on the ground 222 00:11:09,690 --> 00:11:11,676 before we get back into the air 223 00:11:11,676 --> 00:11:15,583 with the up pose on frame eight and 20. 17338

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.