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These are the user uploaded subtitles that are being translated: 1 00:00:00,420 --> 00:00:02,001 - [Instructor] We are slowly but surely getting close 2 00:00:02,001 --> 00:00:03,910 to the end of this chapter, 3 00:00:03,910 --> 00:00:07,400 as we just need to polish the arm of our character. 4 00:00:07,400 --> 00:00:09,940 It's gonna be very easy because we will deal 5 00:00:09,940 --> 00:00:13,550 with the arms as a simple, overlapping motion, 6 00:00:13,550 --> 00:00:16,850 animating the shoulders in reaction to the torso 7 00:00:16,850 --> 00:00:19,433 the arms in reaction to the shoulders, 8 00:00:19,433 --> 00:00:22,390 and the forearm, hands and fingers 9 00:00:22,390 --> 00:00:25,553 in reaction of their parents in the chain. 10 00:00:26,680 --> 00:00:30,650 To polish the shoulder, I prefer to hide the arms. 11 00:00:30,650 --> 00:00:33,140 They bring a lot of motion to the screen, 12 00:00:33,140 --> 00:00:34,837 and that could be distracting. 13 00:00:34,837 --> 00:00:38,663 As usual, for most of our forward kinematic controllers, 14 00:00:38,663 --> 00:00:41,380 I will start with the rotation. 15 00:00:41,380 --> 00:00:44,922 The X rotation channel drives the rotation 16 00:00:44,922 --> 00:00:48,100 that goes up and down on the shoulders, 17 00:00:48,100 --> 00:00:51,300 while the Z rotation drive the forward 18 00:00:51,300 --> 00:00:53,570 and backward motion of the shoulder. 19 00:00:53,570 --> 00:00:56,950 We will then slightly adjust to Y rotation curve, 20 00:00:56,950 --> 00:01:00,715 but without that much amplitude, because if you remember 21 00:01:00,715 --> 00:01:03,540 in the rotation video, I explained 22 00:01:03,540 --> 00:01:07,340 that if we go too far with this third axis, 23 00:01:07,340 --> 00:01:09,950 we may encounter gimble lock. 24 00:01:09,950 --> 00:01:13,320 Here, I'm starting with the X rotation curve 25 00:01:13,320 --> 00:01:16,559 that drives the up and down motion of the shoulder. 26 00:01:16,559 --> 00:01:19,330 Editing this curve will be pretty straight forward, 27 00:01:19,330 --> 00:01:22,356 as we are animating the shoulders in reaction 28 00:01:22,356 --> 00:01:24,410 to the torso motion. 29 00:01:24,410 --> 00:01:28,473 Whenever the torso is raising, I will lower the shoulder, 30 00:01:28,473 --> 00:01:31,730 and whenever the torso is falling, 31 00:01:31,730 --> 00:01:33,400 I will raise the shoulder, 32 00:01:33,400 --> 00:01:37,371 and we need to bring extra contrast on the extremes. 33 00:01:37,371 --> 00:01:41,280 (mumbles) polishing the chest for the open-and-down motion, 34 00:01:41,280 --> 00:01:46,280 we generally mirror or repeat the cycle over 16 frames, 35 00:01:47,090 --> 00:01:50,240 as the chest is aligned with the center of gravity, 36 00:01:50,240 --> 00:01:54,310 whether we were stepping with the left foot or right foot, 37 00:01:54,310 --> 00:01:57,260 we had the same up-and-down behavior, 38 00:01:57,260 --> 00:02:00,640 but in the case of the shoulder, there will be a difference 39 00:02:00,640 --> 00:02:03,510 whenever we are hitting with the right foot 40 00:02:03,510 --> 00:02:06,330 or the left foot, since the chest 41 00:02:06,330 --> 00:02:09,623 is leaning left or right in those cases. 42 00:02:10,500 --> 00:02:14,200 This is why I'm polishing the whole X curve, 43 00:02:14,200 --> 00:02:17,143 not only the frame from zero to 16. 44 00:02:18,200 --> 00:02:20,940 Goal is to add a bit of overlapping motion 45 00:02:20,940 --> 00:02:24,320 to have a relaxed shoulder behavior. 46 00:02:24,320 --> 00:02:27,730 We'll add extra bounce using the Z location curve 47 00:02:27,730 --> 00:02:28,923 a little later on. 48 00:02:29,910 --> 00:02:32,089 The Z rotation curve on the shoulder 49 00:02:32,089 --> 00:02:34,970 (indistinct) drive the forward-to-backward motion 50 00:02:34,970 --> 00:02:37,290 is way easier to understand. 51 00:02:37,290 --> 00:02:41,160 It looks like curve that we have already edited before. 52 00:02:41,160 --> 00:02:44,530 The fast transition motion, before we ease, 53 00:02:44,530 --> 00:02:48,610 whether in the forward position or the backward position. 54 00:02:48,610 --> 00:02:51,857 Boom, there is a slight plateau to hold the pose. 55 00:02:51,857 --> 00:02:55,200 (indistincT) bell-shaped curve will give you 56 00:02:55,200 --> 00:02:59,610 a very smooth motion, while a more stepped curve 57 00:02:59,610 --> 00:03:02,660 will you give you more contrast in motion. 58 00:03:02,660 --> 00:03:04,600 My preference goes generally 59 00:03:04,600 --> 00:03:08,550 toward a more contrasting motion, which is more interesting. 60 00:03:08,550 --> 00:03:11,313 The curve is just about the twisting of the shoulder, 61 00:03:12,550 --> 00:03:15,260 which on a human being, is super subtle. 62 00:03:15,260 --> 00:03:17,160 Bend is like a few degrees. 63 00:03:17,160 --> 00:03:19,890 In this regard, I'm mainly smoothing the curve 64 00:03:19,890 --> 00:03:22,880 so that this wide rotation curve 65 00:03:22,880 --> 00:03:25,860 doesn't show that much on the animation 66 00:03:25,860 --> 00:03:28,580 and we don't get any popping issues. 67 00:03:28,580 --> 00:03:32,150 While I would like to add extra motion to the shoulder, 68 00:03:32,150 --> 00:03:36,940 using its Z location to bring a bit of up-and-down bounce, 69 00:03:36,940 --> 00:03:39,420 I've decided to mirror the motion 70 00:03:39,420 --> 00:03:42,650 onto the other shoulder right away. 71 00:03:42,650 --> 00:03:43,760 The idea is just to check 72 00:03:43,760 --> 00:03:46,530 if the current polishing of the shoulder 73 00:03:46,530 --> 00:03:50,220 is satisfying before I bring extra details. 74 00:03:50,220 --> 00:03:51,720 I've done this a lot of time. 75 00:03:51,720 --> 00:03:54,400 You can complete the curve from one shoulder, 76 00:03:54,400 --> 00:03:55,770 then go on to the other. 77 00:03:55,770 --> 00:03:58,690 Press control shift to V to paste them 78 00:03:58,690 --> 00:04:00,891 with the mirror option, and then duplicate them 79 00:04:00,891 --> 00:04:04,400 on the whole length by 32 frame 80 00:04:04,400 --> 00:04:07,403 and offset them back by minus 16 frame. 81 00:04:08,780 --> 00:04:09,730 As explained before, 82 00:04:09,730 --> 00:04:11,870 I want to bring a bit of extra motion 83 00:04:11,870 --> 00:04:13,810 with the shoulder bounce. 84 00:04:13,810 --> 00:04:17,880 This might not be a good idea on a very slim character, 85 00:04:17,880 --> 00:04:20,000 but since our character is pretty muscular, 86 00:04:20,000 --> 00:04:23,920 it will bring extra weight to the shoulders 87 00:04:23,920 --> 00:04:26,103 and they will look very relaxed. 88 00:04:27,110 --> 00:04:29,943 So I have isolated the Z location curve 89 00:04:29,943 --> 00:04:32,450 by IDing all the other ones. 90 00:04:32,450 --> 00:04:35,130 Try to focus on the chest motion. 91 00:04:35,130 --> 00:04:36,243 As the chest go down, 92 00:04:36,243 --> 00:04:39,110 we will make the shoulder drag up. 93 00:04:39,110 --> 00:04:41,740 There is a lot of compression, or impact, 94 00:04:41,740 --> 00:04:43,900 on the chest on frame four. 95 00:04:43,900 --> 00:04:47,239 So I'm hitting the lowest position for the shoulder 96 00:04:47,239 --> 00:04:50,080 two frames later on frame six. 97 00:04:50,080 --> 00:04:54,280 Then the character hit its highest point around frame 10. 98 00:04:54,280 --> 00:04:59,280 So again, I'm pulling the shoulder up at its highest point 99 00:04:59,490 --> 00:05:02,780 around the frame 12, two frames later. 100 00:05:02,780 --> 00:05:05,080 There is no impact on the up pose. 101 00:05:05,080 --> 00:05:10,080 This is why I have a hold on the pose, or a slight plateau. 102 00:05:10,269 --> 00:05:14,710 The shoulder hits its extreme high pose around the frame 12, 103 00:05:14,710 --> 00:05:18,280 and then it drags as the body is going down. 104 00:05:18,280 --> 00:05:21,720 So it's keeping its up pose a bit 105 00:05:21,720 --> 00:05:24,310 while the lowest (indistinct) changing the curve 106 00:05:24,310 --> 00:05:26,430 on frame six and 22, 107 00:05:26,430 --> 00:05:30,160 mark the impact after the contacting frame. 108 00:05:30,160 --> 00:05:35,160 Again, our curve doesn't perfectly repeat along 16 frame, 109 00:05:35,350 --> 00:05:39,110 since the torso is leaning left or right 110 00:05:39,110 --> 00:05:41,670 during those 32 frames. 111 00:05:41,670 --> 00:05:45,820 So as the torso is leaning to the right of the character, 112 00:05:45,820 --> 00:05:50,230 I'm (indistinct) the up pose of the left shoulder. 113 00:05:50,230 --> 00:05:53,460 I feel like I've reached a satisfying motion 114 00:05:53,460 --> 00:05:54,600 for the shoulder. 115 00:05:54,600 --> 00:05:57,150 I've run a strength test. 116 00:05:57,150 --> 00:05:59,830 So basically, I will increase or decrease 117 00:05:59,830 --> 00:06:04,010 the scale of the current curve and see how it looks. 118 00:06:04,010 --> 00:06:05,050 It will increase 119 00:06:05,050 --> 00:06:08,250 or decrease the up-and-down motion of the shoulder 120 00:06:08,250 --> 00:06:10,224 and make it more or less noticeable. 121 00:06:10,224 --> 00:06:14,038 To do so, we will need to use the 2D cursor 122 00:06:14,038 --> 00:06:15,960 as a pivot point. 123 00:06:15,960 --> 00:06:18,480 So I will first position it properly 124 00:06:18,480 --> 00:06:23,480 by going into the view tab and setting its Y value to zero. 125 00:06:24,610 --> 00:06:26,790 Then in the pivot point selection, 126 00:06:26,790 --> 00:06:30,950 I will select the 2D cursor as being the pivot point. 127 00:06:30,950 --> 00:06:33,230 With all the control points selected, 128 00:06:33,230 --> 00:06:37,070 I can press S to scale and Y to constrain the scaling 129 00:06:37,070 --> 00:06:39,810 along the Y axis of the curve. 130 00:06:39,810 --> 00:06:41,620 Increasing the Y scale 131 00:06:41,620 --> 00:06:45,110 will increase the amplitude of the motion 132 00:06:45,110 --> 00:06:47,260 and make it more noticeable. 133 00:06:47,260 --> 00:06:50,000 Decreasing it will make it more subtle. 134 00:06:50,000 --> 00:06:52,690 What I advise you is to scale the curve 135 00:06:52,690 --> 00:06:54,860 while playing the animation. 136 00:06:54,860 --> 00:06:57,250 This way, you can have a real-time feedback, 137 00:06:57,250 --> 00:07:01,200 that generally feels better than modifying the curve 138 00:07:01,200 --> 00:07:03,320 and then playing the motion. 139 00:07:03,320 --> 00:07:05,190 Once I'm happy with the result, 140 00:07:05,190 --> 00:07:08,930 I will mirror the curve onto the other shoulder. 141 00:07:08,930 --> 00:07:12,552 Don't forget to check your motion from every angle. 142 00:07:12,552 --> 00:07:15,750 For the up-and-down motion, we can clearly see it 143 00:07:15,750 --> 00:07:17,760 from the back view of the character. 144 00:07:17,760 --> 00:07:21,520 It's great to make this up-and-down motion noticeable; 145 00:07:21,520 --> 00:07:23,280 don't overdo it, though. 146 00:07:23,280 --> 00:07:26,190 In the next video, we are going to polish the arm 147 00:07:26,190 --> 00:07:27,623 for arms and hands. 11794

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