All language subtitles for 05-08-Polishing the Torso

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 00:00:00,000 --> 00:00:01,310 - [Instructor] In this video, 2 00:00:01,310 --> 00:00:04,680 we are going to polish the torso of the character. 3 00:00:04,680 --> 00:00:07,370 Since it's pretty subtle on the run cycle, 4 00:00:07,370 --> 00:00:09,210 especially for a light character, 5 00:00:09,210 --> 00:00:13,020 I like to start with the left to right location motion. 6 00:00:13,020 --> 00:00:15,450 So basically whenever your character 7 00:00:15,450 --> 00:00:17,590 is contacting with the crown, 8 00:00:17,590 --> 00:00:21,280 the contacting leg will first absorb the impact 9 00:00:21,280 --> 00:00:24,000 and then push the character up, 10 00:00:24,000 --> 00:00:26,900 but also a bit on the opposite side. 11 00:00:26,900 --> 00:00:30,920 Your character should be moving to what the contacting foot 12 00:00:30,920 --> 00:00:33,900 one or two frame after the contact, 13 00:00:33,900 --> 00:00:36,650 so that he has time to compensate the momentum 14 00:00:36,650 --> 00:00:38,210 of the previous move. 15 00:00:38,210 --> 00:00:42,100 Then there will be an acceleration during the pushing 16 00:00:42,100 --> 00:00:44,110 toward the other side. 17 00:00:44,110 --> 00:00:46,810 And when the character is airborne, 18 00:00:46,810 --> 00:00:49,860 my go-to is to use a linear curve. 19 00:00:49,860 --> 00:00:52,780 But there won't be any noticeable dumping 20 00:00:52,780 --> 00:00:55,010 while your character is in the air. 21 00:00:55,010 --> 00:00:58,470 There is no opposite force to absorb the momentum 22 00:00:58,470 --> 00:01:00,510 of the side to side motion. 23 00:01:00,510 --> 00:01:04,270 So in our case, the contacting frame is frame two 24 00:01:04,270 --> 00:01:09,270 and frame 14, then takes two frame to get to the extreme. 25 00:01:09,590 --> 00:01:12,210 And then as the character is pushing, 26 00:01:12,210 --> 00:01:15,000 his body is moving on the other side. 27 00:01:15,000 --> 00:01:18,010 Once you are done with the side to side motion, 28 00:01:18,010 --> 00:01:22,360 we can work on the forward and backward motion. 29 00:01:22,360 --> 00:01:27,170 People, and myself included, often forget to add forward 30 00:01:27,170 --> 00:01:30,060 and backward motion to the torso root. 31 00:01:30,060 --> 00:01:32,450 It's not a big deal if you forget to, 32 00:01:32,450 --> 00:01:34,730 as it's gonna be pretty subtle, 33 00:01:34,730 --> 00:01:38,300 But this slight variation will bring a bit of texture 34 00:01:38,300 --> 00:01:40,030 to your run cycle. 35 00:01:40,030 --> 00:01:41,890 The rule is pretty simple. 36 00:01:41,890 --> 00:01:45,150 As your character is falling forward, 37 00:01:45,150 --> 00:01:48,180 as the torso is getting down, 38 00:01:48,180 --> 00:01:52,210 his torso root will slightly shift forward. 39 00:01:52,210 --> 00:01:55,730 During the pushing pose and while he's airborne, 40 00:01:55,730 --> 00:01:59,200 torso root will slightly travel backward. 41 00:01:59,200 --> 00:02:01,940 So if you have a look to the Y curve, 42 00:02:01,940 --> 00:02:04,840 you can see that the values we are working with 43 00:02:04,840 --> 00:02:06,810 are very, very subtle. 44 00:02:06,810 --> 00:02:10,050 So whenever you are checking the curve as a reference, 45 00:02:10,050 --> 00:02:14,513 don't forget to check out the values on the left side. 46 00:02:14,513 --> 00:02:19,160 To make the X rotation motion a little more obvious. 47 00:02:19,160 --> 00:02:24,160 I've parented this stretched tube to our torso controller. 48 00:02:24,580 --> 00:02:27,990 If you focus on the tip of this tube, 49 00:02:27,990 --> 00:02:31,920 you will be able to clearly see the rotation motion. 50 00:02:31,920 --> 00:02:36,500 The X rotation drives the leaning forward and backward 51 00:02:36,500 --> 00:02:39,090 of our character torso root. 52 00:02:39,090 --> 00:02:43,640 What I want to emphasize here is that whenever the character 53 00:02:43,640 --> 00:02:48,500 is pushing on his leg, his torso is leaning forward. 54 00:02:48,500 --> 00:02:52,280 Think of a lion jumping, pushing on his root 55 00:02:52,280 --> 00:02:54,390 with his shoulder inward. 56 00:02:54,390 --> 00:02:57,260 Then he will reach his highest point, 57 00:02:57,260 --> 00:03:01,804 and as he fall down, the shoulder or the upper torso 58 00:03:01,804 --> 00:03:05,790 will kind of drag behind the root, 59 00:03:05,790 --> 00:03:09,740 and so, the X rotation will go the other way. 60 00:03:09,740 --> 00:03:13,180 While this rotation motion should be noticeable, 61 00:03:13,180 --> 00:03:18,180 don't over-commit and input too high rotation values, 62 00:03:18,340 --> 00:03:22,610 because on top of this, we will also add rotation 63 00:03:22,610 --> 00:03:24,780 into the chest controller. 64 00:03:24,780 --> 00:03:29,780 And as the chest controller is inside of the torso root, 65 00:03:29,820 --> 00:03:31,940 it will rotate even more. 66 00:03:31,940 --> 00:03:35,110 A quick tip, whenever you are working on a chain like this, 67 00:03:35,110 --> 00:03:38,400 I will deactivate the chest controller, 68 00:03:38,400 --> 00:03:42,010 this way, the upper body rotation of my character 69 00:03:42,010 --> 00:03:45,460 is only driven by our torso root. 70 00:03:45,460 --> 00:03:49,060 And it makes it easier to read the motion. 71 00:03:49,060 --> 00:03:51,800 The second tip regarding this motion 72 00:03:51,800 --> 00:03:54,880 is that since our character is taking two step 73 00:03:54,880 --> 00:03:58,410 during the whole cycle, we just need to work 74 00:03:58,410 --> 00:04:02,476 on all of the cycle, and then we can duplicate the curve 75 00:04:02,476 --> 00:04:05,560 onto frame 12 to 24. 76 00:04:05,560 --> 00:04:08,470 Another good practice I should have shown you 77 00:04:08,470 --> 00:04:11,070 at the very beginning of this video 78 00:04:11,070 --> 00:04:13,603 is to hide the arms of the character. 79 00:04:14,460 --> 00:04:18,060 Since we are not working on the arms at the moment, 80 00:04:18,060 --> 00:04:21,830 they can be a bit distracting and training-wise, 81 00:04:21,830 --> 00:04:24,720 it is good for you to only see the torso, 82 00:04:24,720 --> 00:04:27,780 so that you will get used to its motion. 83 00:04:27,780 --> 00:04:30,790 As usual, we are not into a linear close, 84 00:04:30,790 --> 00:04:33,940 so I will jump onto the hips before I finished 85 00:04:33,940 --> 00:04:36,940 to polish the rotation of the torso root. 86 00:04:36,940 --> 00:04:40,800 The first thing I check is which channel I will need 87 00:04:40,800 --> 00:04:45,270 to twist the hips, and it's the Z quaternion channel. 88 00:04:45,270 --> 00:04:48,370 The twisting is the simplest motion 89 00:04:48,370 --> 00:04:52,710 regarding the hips motion since it follows the legs. 90 00:04:52,710 --> 00:04:57,494 So when the left foot is forward or left leg is forward, 91 00:04:57,494 --> 00:04:59,700 the Z curve is pushed down, 92 00:04:59,700 --> 00:05:04,320 so that the hips are twisting forward on their left side. 93 00:05:04,320 --> 00:05:06,380 And during the passing pose, 94 00:05:06,380 --> 00:05:08,880 the hips will twist the other way. 95 00:05:08,880 --> 00:05:12,930 So we have a pretty smooth curve with a slight plateau, 96 00:05:12,930 --> 00:05:17,280 as we are favorizing the airborne pose of the character. 97 00:05:17,280 --> 00:05:21,710 So it's a moment where the hips are not twisting that much. 98 00:05:21,710 --> 00:05:25,100 And then we transition from one side to the other 99 00:05:25,100 --> 00:05:26,293 during the passing. 100 00:05:27,930 --> 00:05:30,850 The next hips motion we will work on 101 00:05:30,850 --> 00:05:33,300 is the left to right tilting, 102 00:05:33,300 --> 00:05:37,270 and it's one of the most important motion of the hips. 103 00:05:37,270 --> 00:05:40,070 It's not the easiest one to get right, 104 00:05:40,070 --> 00:05:43,860 because too much tilting will look very feminine, 105 00:05:43,860 --> 00:05:46,840 while not enough will look very stiff. 106 00:05:46,840 --> 00:05:51,840 This motion is mainly driven by the Y rotation channel. 107 00:05:52,500 --> 00:05:54,570 And what we do want to emphasize 108 00:05:54,570 --> 00:05:57,730 is the pushing of the legs on the hips. 109 00:05:57,730 --> 00:06:01,770 So I'm slightly reducing the amplitude of the curve 110 00:06:01,770 --> 00:06:04,880 so that I can then re-increase it 111 00:06:04,880 --> 00:06:07,330 during the pushing on frame four. 112 00:06:07,330 --> 00:06:11,510 So we have our contact pose on frame two and frame 14, 113 00:06:11,510 --> 00:06:13,915 and on frame four and frame 16, 114 00:06:13,915 --> 00:06:18,480 we need a quick rotation change or shifting, 115 00:06:18,480 --> 00:06:22,070 this way we can fill the impact of the contacting frame 116 00:06:22,070 --> 00:06:26,350 and the fact that the hips will react with a slight delay. 117 00:06:26,350 --> 00:06:29,340 In between those two impact motion, 118 00:06:29,340 --> 00:06:32,690 the hips are smoothly tilting the other way. 119 00:06:32,690 --> 00:06:35,110 As always, for all our cycle, 120 00:06:35,110 --> 00:06:38,920 just make sure that your frame zero and your frame 24 121 00:06:38,920 --> 00:06:40,923 are the same by duplicating them. 122 00:06:41,920 --> 00:06:45,230 Now our hips motion start to look pretty good. 123 00:06:45,230 --> 00:06:49,170 We can now polish the body, X rotation axis, 124 00:06:49,170 --> 00:06:53,090 which will be the tilt forward and backward. 125 00:06:53,090 --> 00:06:56,090 This one is pretty easy to get right. 126 00:06:56,090 --> 00:06:58,540 As the leg reach the contact pose 127 00:06:58,540 --> 00:07:03,470 and switch to the passing pose, the hips will tilt forward. 128 00:07:03,470 --> 00:07:06,800 And then during the pushing and the airborne, 129 00:07:06,800 --> 00:07:08,630 they will tilt backward. 130 00:07:08,630 --> 00:07:10,460 Just imagine that the hips 131 00:07:10,460 --> 00:07:13,030 are currently pulling the front foot, 132 00:07:13,030 --> 00:07:15,180 so when contacting the ground, 133 00:07:15,180 --> 00:07:18,660 the hips will surge forward for the foot, 134 00:07:18,660 --> 00:07:21,090 and then when pushing and going up, 135 00:07:21,090 --> 00:07:23,890 they will pull the foot back. 136 00:07:23,890 --> 00:07:27,460 This motion is linked to the extradition of the top, 137 00:07:27,460 --> 00:07:29,130 so we have already polished it, 138 00:07:29,130 --> 00:07:32,010 so you can keep it very subtle. 139 00:07:32,010 --> 00:07:35,530 Again, don't forget to double check the graph editor values. 140 00:07:35,530 --> 00:07:38,808 While the X rotation curve looks pretty contrasted, 141 00:07:38,808 --> 00:07:42,030 the range of value we are working on is very small, 142 00:07:42,030 --> 00:07:45,710 so in the end, the X rotation is not that big. 143 00:07:45,710 --> 00:07:48,990 As we have slightly modified the orientation of the hips 144 00:07:48,990 --> 00:07:52,280 during the motion, we can see that on the contacting pose, 145 00:07:52,280 --> 00:07:54,800 the leg are not full straight. 146 00:07:54,800 --> 00:07:57,270 While it may look a little more natural, 147 00:07:57,270 --> 00:08:00,652 as explained in the beginning of this chapter, 148 00:08:00,652 --> 00:08:05,270 it's better to have an exaggerated pose for the contact. 149 00:08:05,270 --> 00:08:08,180 So I'm just getting back to both foot controllers, 150 00:08:08,180 --> 00:08:12,120 and I'm slightly offsetting the Y location curve 151 00:08:12,120 --> 00:08:15,130 on the contact frame for both feet. 152 00:08:15,130 --> 00:08:17,420 As our hips are now polished, 153 00:08:17,420 --> 00:08:20,840 we can jump back onto the torso controller, 154 00:08:20,840 --> 00:08:23,260 work on the zero rotation channels, 155 00:08:23,260 --> 00:08:25,200 that is the twisting of the body, 156 00:08:25,200 --> 00:08:27,700 but will be very close to what we have 157 00:08:27,700 --> 00:08:30,180 on the zero rotation of the hips. 158 00:08:30,180 --> 00:08:33,590 They will be just out of frame of delay 159 00:08:33,590 --> 00:08:35,750 compared to the hips twisting. 160 00:08:35,750 --> 00:08:37,870 But the torso twist and the hips twist 161 00:08:37,870 --> 00:08:40,307 are kind of the same behavior. 162 00:08:40,307 --> 00:08:43,270 The fast twisting during the passing, 163 00:08:43,270 --> 00:08:46,580 where I switch from one side to the other, 164 00:08:46,580 --> 00:08:48,780 and then some kind of plateau 165 00:08:48,780 --> 00:08:51,100 where we have a slight overshoot 166 00:08:51,100 --> 00:08:52,943 when our character is airborne. 167 00:08:53,900 --> 00:08:56,530 Once you are done with the twisting motion, 168 00:08:56,530 --> 00:09:00,240 there is a bit of tilting left to right also. 169 00:09:00,240 --> 00:09:04,090 So we have to play on the Y quaternion rotation. 170 00:09:04,090 --> 00:09:07,040 I do advise you to keep it super subtle, 171 00:09:07,040 --> 00:09:10,513 because if you push the tilt left to right too far, 172 00:09:10,513 --> 00:09:13,660 your character will look out of balance 173 00:09:13,660 --> 00:09:16,290 or its run cycle will look a bit sloppy. 174 00:09:16,290 --> 00:09:21,290 That could be a good call for a Hulk-ish kind of run cycle 175 00:09:21,320 --> 00:09:24,090 or a knock or a big barbarian, 176 00:09:24,090 --> 00:09:27,100 but for our character, that would be too much. 177 00:09:27,100 --> 00:09:29,600 So in the end, you can see that the range of motion 178 00:09:29,600 --> 00:09:33,490 is pretty limited, and I'm just smoothing the curve. 179 00:09:33,490 --> 00:09:36,690 The W rotation has almost no influence, 180 00:09:36,690 --> 00:09:39,131 so I haven't worked on this curve. 181 00:09:39,131 --> 00:09:43,640 And in the next video, we will work on the chest controller, 182 00:09:43,640 --> 00:09:45,033 the neck and the head. 14826

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