All language subtitles for 06-06-Walk Polish Torso

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These are the user uploaded subtitles that are being translated: 1 00:00:00,970 --> 00:00:04,570 - Start polishing the torso of our character. 2 00:00:04,570 --> 00:00:09,310 As usual, I will start with the torso route controller. 3 00:00:09,310 --> 00:00:10,820 This is something we have been doing 4 00:00:10,820 --> 00:00:13,030 on all the previous lessons, 5 00:00:13,030 --> 00:00:16,480 whether it was the robot or the squirrel character 6 00:00:16,480 --> 00:00:19,390 or the run cycle on this character. 7 00:00:19,390 --> 00:00:23,940 What I want to point out here is that the motion of the 8 00:00:23,940 --> 00:00:27,343 torso root is one of the most important parts 9 00:00:27,343 --> 00:00:29,530 of your character. 10 00:00:29,530 --> 00:00:34,420 Define the center of gravity motion of your character. 11 00:00:34,420 --> 00:00:37,700 Hence it will define the weight and rhythm 12 00:00:37,700 --> 00:00:39,220 of your walk cycle, 13 00:00:39,220 --> 00:00:43,360 which is the most important notion in body mechanic. 14 00:00:43,360 --> 00:00:47,210 Start with the up and down motion, or Z location curve, 15 00:00:47,210 --> 00:00:50,110 which is the most important on the walk cycle. 16 00:00:50,110 --> 00:00:53,350 Right now, the curve looks very (indistinct) 17 00:00:53,350 --> 00:00:54,640 and very smooth 18 00:00:54,640 --> 00:00:56,970 but it seems that the extreme are 19 00:00:56,970 --> 00:00:59,420 pretty well positioned in time. 20 00:00:59,420 --> 00:01:03,430 Goal will be to bring contrast to the motion by holding 21 00:01:03,430 --> 00:01:06,930 a bit the down pose and the up pose. 22 00:01:06,930 --> 00:01:10,470 We will have a slight plateau on the highest and the lowest 23 00:01:10,470 --> 00:01:12,290 values of the curve. 24 00:01:12,290 --> 00:01:13,640 On the extreme up, 25 00:01:13,640 --> 00:01:17,800 I'm trying to have the leg almost fully extended. 26 00:01:17,800 --> 00:01:21,220 Here I'm comparing the previous pose with the new one. 27 00:01:21,220 --> 00:01:23,350 During the pushing or up pose, 28 00:01:23,350 --> 00:01:26,910 I'm trying to get an almost straight leg. 29 00:01:26,910 --> 00:01:29,110 This give a better shape to the leg 30 00:01:29,110 --> 00:01:31,890 and a better line of action to it. 31 00:01:31,890 --> 00:01:34,560 We will talk about line or action in detail 32 00:01:34,560 --> 00:01:36,200 in the next chapter. 33 00:01:36,200 --> 00:01:39,210 To make it simple here, it makes the silhouette 34 00:01:39,210 --> 00:01:41,730 of our character more readable. 35 00:01:41,730 --> 00:01:46,450 As the straight leg supports the idea of verticality, 36 00:01:46,450 --> 00:01:48,280 of pushing up. 37 00:01:48,280 --> 00:01:51,933 So I've polished the first half of the motion, 38 00:01:51,933 --> 00:01:55,610 I will first duplicate the extreme down on frame four 39 00:01:55,610 --> 00:02:00,360 and move it by 16 frame of the length of the cycle, 40 00:02:00,360 --> 00:02:04,390 get rid of all the key frame after frame 20. 41 00:02:04,390 --> 00:02:08,250 And they will duplicate the polished portion of the curve 42 00:02:08,250 --> 00:02:13,230 from frame four to frame 20 and move it by 16 frames. 43 00:02:13,230 --> 00:02:16,850 There I can select the key on frame 32, 44 00:02:16,850 --> 00:02:19,860 if you don't have one and you can insert a key frame there 45 00:02:19,860 --> 00:02:21,900 and move it on frame zero. 46 00:02:21,900 --> 00:02:26,900 You treat of any keys that goes beyond our 32 frame rail. 47 00:02:26,940 --> 00:02:29,100 If needed, don't forget to rotate 48 00:02:29,100 --> 00:02:33,450 to beat the keys on frame zero and 32 to align the curve 49 00:02:33,450 --> 00:02:35,390 from one cycle to the other. 50 00:02:35,390 --> 00:02:38,450 Where you are polishing a specific feature or area 51 00:02:38,450 --> 00:02:39,740 of your character, 52 00:02:39,740 --> 00:02:42,560 don't hesitate to hide the other part. 53 00:02:42,560 --> 00:02:45,616 So I will add that to the visibility properties panel 54 00:02:45,616 --> 00:02:47,550 and I will hide arms 55 00:02:47,550 --> 00:02:50,660 and hide the arms (indistinct) controllers. 56 00:02:50,660 --> 00:02:53,310 I do so I remove visual noise 57 00:02:53,310 --> 00:02:55,800 and I feel like the up and down motion 58 00:02:55,800 --> 00:02:59,900 while it's properly timed is a bit too strong. 59 00:02:59,900 --> 00:03:02,440 To make sure I'm using the bounding box 60 00:03:02,440 --> 00:03:06,240 as a pivot point so that I can scale the whole curve 61 00:03:06,240 --> 00:03:07,900 on an average. 62 00:03:07,900 --> 00:03:11,170 I will simply scale the whole curve on the Y axis 63 00:03:11,170 --> 00:03:13,340 by pressing S and then Y. 64 00:03:13,340 --> 00:03:17,176 You can also move the whole curve along the Y axis 65 00:03:17,176 --> 00:03:20,325 in the (indistinct) to either raise or lower 66 00:03:20,325 --> 00:03:23,120 the center of gravity of your character. 67 00:03:23,120 --> 00:03:26,030 I want my character to almost have a straight leg 68 00:03:26,030 --> 00:03:30,840 whenever he is pushing so that it feels lightweight. 69 00:03:30,840 --> 00:03:33,370 With the up and down motion now polished, 70 00:03:33,370 --> 00:03:35,680 I will jump to the side to side motion, 71 00:03:35,680 --> 00:03:37,633 working on the explication. 72 00:03:38,540 --> 00:03:42,520 We'll add the Z location and display the X location curve. 73 00:03:42,520 --> 00:03:44,580 It currently looks a bit messy. 74 00:03:44,580 --> 00:03:47,140 We are going to fix it pretty quickly. 75 00:03:47,140 --> 00:03:50,620 First thing we need to do is identify the extremes. 76 00:03:50,620 --> 00:03:53,462 Weight mainly shift between the contact pose 77 00:03:53,462 --> 00:03:55,710 and the passing pose. 78 00:03:55,710 --> 00:03:59,550 Then the body is to decide during the pushing pose, 79 00:03:59,550 --> 00:04:02,820 before the body starts falling on the other side 80 00:04:02,820 --> 00:04:04,083 and accelerate, 81 00:04:04,970 --> 00:04:07,920 shifting the weight onto the other leg. 82 00:04:07,920 --> 00:04:09,193 To the polished curve, 83 00:04:09,193 --> 00:04:11,550 when zero we have the contact pose, 84 00:04:11,550 --> 00:04:13,790 and we are almost reached the extreme 85 00:04:13,790 --> 00:04:15,600 on frame six in the curve 86 00:04:15,600 --> 00:04:17,430 is until frame 11, 87 00:04:17,430 --> 00:04:19,160 where we start pushing. 88 00:04:19,160 --> 00:04:21,100 Frame 11 to frame 15, 89 00:04:21,100 --> 00:04:24,960 we slowly shift the weight onto the other side 90 00:04:24,960 --> 00:04:27,780 until the contact pose where we will have 91 00:04:27,780 --> 00:04:30,280 a fast change in direction. 92 00:04:30,280 --> 00:04:33,710 So you really want to shift the weight from side to side 93 00:04:33,710 --> 00:04:35,220 during the fall, 94 00:04:35,220 --> 00:04:38,390 whenever the leg is about to contact the ground 95 00:04:38,390 --> 00:04:40,070 and contact the ground. 96 00:04:40,070 --> 00:04:43,680 And as the character recover with this contacting leg 97 00:04:43,680 --> 00:04:45,306 and start pushing on it, 98 00:04:45,306 --> 00:04:47,980 it will first absorb the momentum 99 00:04:47,980 --> 00:04:50,930 and then start pushing on the other side. 100 00:04:50,930 --> 00:04:54,732 As usual, you can refer to the current curve on this plane, 101 00:04:54,732 --> 00:04:57,510 but if you want to properly learn, 102 00:04:57,510 --> 00:05:00,670 mostly focus on what we've just explained 103 00:05:00,670 --> 00:05:02,420 first motion during the fall, 104 00:05:02,420 --> 00:05:05,000 and then easing from the transition. 105 00:05:05,000 --> 00:05:07,890 I was getting close to a convincing result 106 00:05:07,890 --> 00:05:11,870 I want to be able to properly symmetrize the motion. 107 00:05:11,870 --> 00:05:13,960 Note that this is not mandatory. 108 00:05:13,960 --> 00:05:17,170 If you have a difference between the left to right motion, 109 00:05:17,170 --> 00:05:19,230 it can be interesting 110 00:05:19,230 --> 00:05:22,810 as a real life walk cycle is never perfect, 111 00:05:22,810 --> 00:05:24,780 but I just want to show you how 112 00:05:24,780 --> 00:05:27,100 to mirror the curve over time. 113 00:05:27,100 --> 00:05:29,974 I will get rid of any curves that goes beyond 114 00:05:29,974 --> 00:05:31,770 half of the cycle. 115 00:05:31,770 --> 00:05:35,230 After frame 16, we select all the other keys, 116 00:05:35,230 --> 00:05:40,230 duplicate them and move them by 16 frame on the X axis. 117 00:05:40,450 --> 00:05:44,900 Now, my side to side motion repeat over 16 frame, 118 00:05:44,900 --> 00:05:47,390 but always go onto the same side. 119 00:05:47,390 --> 00:05:50,590 You need to symmetrize the value of our curve along 120 00:05:50,590 --> 00:05:54,190 the Y axis and around the value zero, 121 00:05:54,190 --> 00:05:58,490 we can easily do this by using the 2D cursor. 122 00:05:58,490 --> 00:06:01,190 It is defined by the play at position 123 00:06:01,190 --> 00:06:03,240 for the X value 124 00:06:03,240 --> 00:06:07,260 and this horizontal blue line for the Y value. 125 00:06:07,260 --> 00:06:11,780 Since we want to symmetrize our curve around the value zero, 126 00:06:11,780 --> 00:06:15,240 we need to reposition our 2D cursor 127 00:06:15,240 --> 00:06:17,460 horizontal value to zero. 128 00:06:17,460 --> 00:06:21,400 Precisely set this value by adding to the view tab 129 00:06:21,400 --> 00:06:24,210 where we can see the play at position 130 00:06:24,210 --> 00:06:28,260 named cursor X value and the Y value. 131 00:06:28,260 --> 00:06:31,710 So I would replace the current Y value by zero. 132 00:06:31,710 --> 00:06:35,100 Now, I just have to make sure that I'm using 133 00:06:35,100 --> 00:06:37,940 the 2D cursor as a pivot point, 134 00:06:37,940 --> 00:06:41,410 scale on the Y axis by minus one, 135 00:06:41,410 --> 00:06:45,420 the keys from frame 16 to frame 32. 136 00:06:45,420 --> 00:06:50,120 This way, we make sure that our cycle is currently cycling. 137 00:06:50,120 --> 00:06:52,400 And then I will clean a bit the curve, 138 00:06:52,400 --> 00:06:55,510 removing the keys that talk too close one to the other, 139 00:06:55,510 --> 00:06:58,160 and doesn't bring any information. 140 00:06:58,160 --> 00:07:01,680 From there, we can work on the Y location axis 141 00:07:01,680 --> 00:07:03,203 of our torso. 142 00:07:04,780 --> 00:07:07,620 Polishing the Y curve is going to be pretty simple 143 00:07:07,620 --> 00:07:12,530 because it has a very subtle influence onto our walk cycle. 144 00:07:12,530 --> 00:07:14,770 If you don't want to play with this curve, 145 00:07:14,770 --> 00:07:16,070 that's fine, 146 00:07:16,070 --> 00:07:19,690 but you should always input a bit of motion. 147 00:07:19,690 --> 00:07:23,870 By that is that since we are animating our walk cycle 148 00:07:23,870 --> 00:07:25,270 on the spot, 149 00:07:25,270 --> 00:07:29,150 the torso route forward and backward wise 150 00:07:29,150 --> 00:07:31,120 should it be on the spot too. 151 00:07:31,120 --> 00:07:34,180 There is always a bit of variation of our time 152 00:07:34,180 --> 00:07:38,645 while your whole body is moving in a linear fashion, 153 00:07:38,645 --> 00:07:41,734 the are variation for every single point 154 00:07:41,734 --> 00:07:43,740 in the body of your character. 155 00:07:43,740 --> 00:07:47,330 Thing to know is that as the character is falling forward, 156 00:07:47,330 --> 00:07:49,500 just before the contact pose, 157 00:07:49,500 --> 00:07:52,300 the body is accelerating forward. 158 00:07:52,300 --> 00:07:55,450 And as soon as the foot is hitting the ground, 159 00:07:55,450 --> 00:07:59,060 the body will slow down and move backward. 160 00:07:59,060 --> 00:08:01,410 Double check the values of my curve. 161 00:08:01,410 --> 00:08:05,950 You can see that the range of motion is very, very subtle. 162 00:08:05,950 --> 00:08:09,277 It just brings some extra texture to the motion. 163 00:08:09,277 --> 00:08:11,730 Our torso root is now polished. 164 00:08:11,730 --> 00:08:13,100 And in the next video, 165 00:08:13,100 --> 00:08:16,333 we are going to polish the other features of the torso. 13035

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