All language subtitles for 05-10-Polishing the arms

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These are the user uploaded subtitles that are being translated: 1 00:00:01,110 --> 00:00:01,943 - [Instructor] This video, 2 00:00:01,943 --> 00:00:05,520 we are going to finish the polish stage of our run cycle 3 00:00:05,520 --> 00:00:08,510 animation by polishing the arms. 4 00:00:08,510 --> 00:00:12,200 Whenever you are walking with forward kinematic chains 5 00:00:12,200 --> 00:00:13,490 like our arms, 6 00:00:13,490 --> 00:00:15,740 we need to start from the root of the chain 7 00:00:15,740 --> 00:00:18,470 and then go down to the tip of the chin. 8 00:00:18,470 --> 00:00:19,620 So in this case, 9 00:00:19,620 --> 00:00:23,540 we will start with the shoulders, then work on the arms, 10 00:00:23,540 --> 00:00:25,920 Then forearms, and finally hands. 11 00:00:25,920 --> 00:00:28,020 To polish the shoulder animation. 12 00:00:28,020 --> 00:00:30,820 I will work first on the rotation, 13 00:00:30,820 --> 00:00:35,430 but this time I won't be isolating each rotation channel 14 00:00:35,430 --> 00:00:39,000 one by one, but I will work on the free channel 15 00:00:39,000 --> 00:00:40,160 at the same time. 16 00:00:40,160 --> 00:00:44,450 The idea is to smooth out the shoulder rotation, 17 00:00:44,450 --> 00:00:47,640 make sure that we don't have any weird movement 18 00:00:47,640 --> 00:00:50,097 into the shoulder or glitches. 19 00:00:50,097 --> 00:00:53,840 And the second thing is to make sure that the extreme will 20 00:00:53,840 --> 00:00:56,380 reads well and that we pushed the pose. 21 00:00:56,380 --> 00:00:59,970 So that we get a nice and contrasted animation. 22 00:00:59,970 --> 00:01:03,080 The thing to remember is that the shoulder 23 00:01:03,080 --> 00:01:05,660 lead the motion of the torso, 24 00:01:05,660 --> 00:01:08,530 the shoulder pulled the whole chest up. 25 00:01:08,530 --> 00:01:10,140 So rotation wise, 26 00:01:10,140 --> 00:01:14,580 we should avoid making the shoulder drag too much. 27 00:01:14,580 --> 00:01:17,340 So Kev, why is it so a little more complex 28 00:01:17,340 --> 00:01:20,360 to explain that what we did with the spine? 29 00:01:20,360 --> 00:01:23,600 But my method is to move the keys channel by channel 30 00:01:23,600 --> 00:01:27,270 and see all of the character behaves per channel 31 00:01:27,270 --> 00:01:29,110 and then work on the pose. 32 00:01:29,110 --> 00:01:32,240 So in this case, this is the moment where are the shoulder 33 00:01:32,240 --> 00:01:35,230 should be hitting it's extreme pose 34 00:01:35,230 --> 00:01:37,170 a little before the chest, 35 00:01:37,170 --> 00:01:40,200 so I'm trying to push the shoulder up 36 00:01:40,200 --> 00:01:42,380 and then polish the curve, 37 00:01:42,380 --> 00:01:44,550 make it a little smoother 38 00:01:44,550 --> 00:01:47,700 so that I don't have weird left to right motion 39 00:01:47,700 --> 00:01:48,970 during the transition. 40 00:01:48,970 --> 00:01:51,260 If we have a look to the final curve here, 41 00:01:51,260 --> 00:01:55,110 we can see that it has a pretty classic shape in the end. 42 00:01:55,110 --> 00:01:59,210 We get a plateau on the X rotation and the Z rotation 43 00:01:59,210 --> 00:02:01,380 whenever we are reaching the extreme. 44 00:02:01,380 --> 00:02:05,600 So it means that the shoulder is not rotating that much 45 00:02:05,600 --> 00:02:08,910 once it hit its highest pose 46 00:02:08,910 --> 00:02:11,870 whether it's forward or backward. 47 00:02:11,870 --> 00:02:14,260 And then we have the fast transition during 48 00:02:14,260 --> 00:02:15,450 the passing pose. 49 00:02:15,450 --> 00:02:19,190 The work on the wire rotation curve is less sensitive. 50 00:02:19,190 --> 00:02:22,360 We do have to work on it because it could cause 51 00:02:22,360 --> 00:02:24,980 a gimbal lock, but the twisting motion is 52 00:02:24,980 --> 00:02:28,160 that is driven by the Y eular rotation 53 00:02:28,160 --> 00:02:33,120 is not quite natural, but once combined with the X and Z 54 00:02:33,120 --> 00:02:36,470 rotation curves, it blends pretty smoothly. 55 00:02:36,470 --> 00:02:41,130 So the idea is just to kind of fix the orientation 56 00:02:41,130 --> 00:02:44,340 of the shoulder on those specific poses. 57 00:02:44,340 --> 00:02:46,700 I know it can sound a bit abstract here, 58 00:02:46,700 --> 00:02:49,870 but what I'm trying to avoid is any distortions 59 00:02:49,870 --> 00:02:51,500 in the shoulder shape 60 00:02:51,500 --> 00:02:55,350 while the X and Z curves are here to drive the motion. 61 00:02:55,350 --> 00:02:57,140 Don forget to use the motion path 62 00:02:57,140 --> 00:02:59,920 to double-check your arcs and spacing. 63 00:02:59,920 --> 00:03:02,160 And that you can use to tail off the bone 64 00:03:02,160 --> 00:03:05,890 or tip of the bone to calculate this motion path. 65 00:03:05,890 --> 00:03:06,723 In this case, 66 00:03:06,723 --> 00:03:10,340 it result in showing you the tip of the shoulder, 67 00:03:10,340 --> 00:03:12,223 not the root of the clavicles. 68 00:03:13,840 --> 00:03:18,220 At this stage, you can call the shoulder polishing done, 69 00:03:18,220 --> 00:03:21,430 or you can push it a little further using location. 70 00:03:21,430 --> 00:03:23,450 Using the Y and Z location curve, 71 00:03:23,450 --> 00:03:27,790 I will make the shoulder drag a bit just before it hits 72 00:03:27,790 --> 00:03:31,360 it's extreme, but I don't want to delay the shoulder. 73 00:03:31,360 --> 00:03:36,360 So I reset the pose by moving the keys that has a zero value 74 00:03:36,530 --> 00:03:37,680 on frame six. 75 00:03:37,680 --> 00:03:40,780 And then I will slightly push the shoulder down 76 00:03:40,780 --> 00:03:43,863 during the passing pose so that when you put weight 77 00:03:43,863 --> 00:03:45,300 into the shoulder, 78 00:03:45,300 --> 00:03:47,820 as if just after the impact, 79 00:03:47,820 --> 00:03:51,410 it was getting pulled down by its own weight, 80 00:03:51,410 --> 00:03:54,590 then I will do the same in the pose just after 81 00:03:54,590 --> 00:03:56,730 it reaches it's highest point. 82 00:03:56,730 --> 00:03:59,560 I will push it a little higher 83 00:03:59,560 --> 00:04:02,450 as if there was momentum into the shoulder 84 00:04:02,450 --> 00:04:05,780 that make it go a little further up. 85 00:04:05,780 --> 00:04:07,800 So I keep it very subtle. 86 00:04:07,800 --> 00:04:12,230 The idea is just to emphasize what we did before. 87 00:04:12,230 --> 00:04:15,330 Whenever the shoulder is in it's down pose, 88 00:04:15,330 --> 00:04:19,160 I make it drag a little bit just to touch 89 00:04:19,160 --> 00:04:21,560 and I push it down a little more. 90 00:04:21,560 --> 00:04:24,660 And when it has reach its highest point, 91 00:04:24,660 --> 00:04:26,130 one or two frame later, 92 00:04:26,130 --> 00:04:28,300 I will just raise it a little more 93 00:04:28,300 --> 00:04:31,830 to bring a bit of momentum into the shoulder motion. 94 00:04:31,830 --> 00:04:35,000 The heavy lifting was done with the rotation, 95 00:04:35,000 --> 00:04:38,240 and this is what will brings you nice arcs. 96 00:04:38,240 --> 00:04:42,170 And then you can bring some texture to your animation 97 00:04:42,170 --> 00:04:43,630 using location. 98 00:04:43,630 --> 00:04:47,140 Again, it must be subtle because if you push too far, 99 00:04:47,140 --> 00:04:50,190 you will break the shape of the shoulder and it will look 100 00:04:50,190 --> 00:04:52,393 pointy or out of place. 101 00:04:57,200 --> 00:04:59,760 Unleashing the arm is pretty straightforward. 102 00:04:59,760 --> 00:05:03,430 One of the first thing you may do is track the position 103 00:05:03,430 --> 00:05:05,980 of the elbow tweak controller 104 00:05:05,980 --> 00:05:10,320 so that you can easily track your arcs from the elbow. 105 00:05:10,320 --> 00:05:14,770 I also often use the end position using the wrist 106 00:05:14,770 --> 00:05:16,290 tweaker controller, 107 00:05:16,290 --> 00:05:18,530 but at this stage it will be better 108 00:05:18,530 --> 00:05:21,580 to focus on the elbow position. 109 00:05:21,580 --> 00:05:22,860 While on the reference, 110 00:05:22,860 --> 00:05:26,540 we have seen that there was a slight slowing down 111 00:05:26,540 --> 00:05:27,940 during the passing pose, 112 00:05:27,940 --> 00:05:31,940 and then reaccelerating whether forward or backward, 113 00:05:31,940 --> 00:05:36,550 this is really noticeable when using extreme slow motion. 114 00:05:36,550 --> 00:05:39,460 And when I've tried, it felt a bit weird. 115 00:05:39,460 --> 00:05:40,640 So in my case, 116 00:05:40,640 --> 00:05:44,050 I prefer to have a fast motion during the passing 117 00:05:44,050 --> 00:05:47,840 and ease into the extreme and old pose, 118 00:05:47,840 --> 00:05:49,810 which clearly shows when we look 119 00:05:49,810 --> 00:05:52,300 at the spacing on those arcs, 120 00:05:52,300 --> 00:05:55,220 we have a large spacing during the passing 121 00:05:55,220 --> 00:05:58,640 and it gets tighter on up pose. 122 00:05:58,640 --> 00:06:02,500 Shape wise from a side view, the arc is very smooth. 123 00:06:02,500 --> 00:06:03,333 From the front view, 124 00:06:03,333 --> 00:06:06,590 my main concern was not to make the elbow 125 00:06:06,590 --> 00:06:09,280 going too far on the outside 126 00:06:09,280 --> 00:06:10,690 because the faster you run, 127 00:06:10,690 --> 00:06:13,560 the closer to the body your elbow will be. 128 00:06:13,560 --> 00:06:16,720 And then I make sure it goes slightly on the inside 129 00:06:16,720 --> 00:06:18,010 on both extremes. 130 00:06:18,010 --> 00:06:21,850 Third wise, we have a smooth sensory dull shape 131 00:06:21,850 --> 00:06:24,470 regarding the X rotation, 132 00:06:24,470 --> 00:06:28,070 which mainly influence the distance between the chest 133 00:06:28,070 --> 00:06:30,410 and the elbow from the front view. 134 00:06:30,410 --> 00:06:34,490 And then the Z and Y rotation curve mainly drive 135 00:06:34,490 --> 00:06:36,110 the swing of the arm. 136 00:06:36,110 --> 00:06:40,160 So we can spot on them our usual plateaus shape 137 00:06:40,160 --> 00:06:42,060 when we reach the extreme, 138 00:06:42,060 --> 00:06:45,670 weave the fast transition during the passing. 139 00:06:45,670 --> 00:06:48,880 I've also slightly worked the W curve 140 00:06:48,880 --> 00:06:51,340 just to remove any glitches. 141 00:06:51,340 --> 00:06:53,670 The W curve is generally involved 142 00:06:53,670 --> 00:06:56,333 whenever you are trying to reach an extreme 143 00:06:56,333 --> 00:07:01,333 with the other curve and the quaternions can't solve it. 144 00:07:01,360 --> 00:07:03,880 So unless you are doing a full revolution, 145 00:07:03,880 --> 00:07:07,770 the W curve is generally not that much involved. 146 00:07:07,770 --> 00:07:11,890 But it does need some attention on such a moving part, 147 00:07:11,890 --> 00:07:15,690 since it's a long forward kinematic chain, 148 00:07:15,690 --> 00:07:18,290 it's in everything, the movement of the torso, 149 00:07:18,290 --> 00:07:20,920 then the movement of the shoulder, et cetera. 150 00:07:20,920 --> 00:07:25,520 So we do need to double check the motion path of the elbow 151 00:07:25,520 --> 00:07:30,520 and eye my Y, Z and X rotation curve are kind of smooth 152 00:07:30,640 --> 00:07:32,250 in the graph editor. 153 00:07:32,250 --> 00:07:35,590 I'm just double checking that the W curve 154 00:07:35,590 --> 00:07:38,140 is not bringing any glitches. 155 00:07:38,140 --> 00:07:41,310 In the end, as for every cycle we've been working on, 156 00:07:41,310 --> 00:07:45,500 make sure that your first and last keys are the same 157 00:07:45,500 --> 00:07:46,980 and they are aligned. 12431

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