All language subtitles for 07-02 Line of action and exageration

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These are the user uploaded subtitles that are being translated: 1 00:00:00,067 --> 00:00:02,870 [Instructor] There are a couple of animation principle 2 00:00:02,870 --> 00:00:05,350 we haven't talked about yet. 3 00:00:05,350 --> 00:00:08,470 Line of action and exaggeration. 4 00:00:08,470 --> 00:00:12,090 The cool thing about both those principle 5 00:00:12,090 --> 00:00:14,620 is that they both apply 6 00:00:14,620 --> 00:00:17,870 to animation but also drawing 7 00:00:17,870 --> 00:00:21,420 as they define the quality of a pose 8 00:00:21,420 --> 00:00:23,370 not the quality of the motion. 9 00:00:23,370 --> 00:00:28,180 But since motion and good animation is about 10 00:00:28,180 --> 00:00:33,180 a sequence of poses then it does relate also to animation. 11 00:00:33,180 --> 00:00:37,500 So let's first have a look to what a line of action is 12 00:00:37,500 --> 00:00:38,620 into a pose. 13 00:00:38,620 --> 00:00:40,740 In the words of Preston Blair, 14 00:00:40,740 --> 00:00:44,800 former veteran animator at the Walt Disney studio 15 00:00:44,800 --> 00:00:46,987 and also Metro-Goldwyn-Mayer, 16 00:00:46,987 --> 00:00:49,857 "The line of action is an imaginary line 17 00:00:49,857 --> 00:00:52,900 "extending through the main action of the figure." 18 00:00:52,900 --> 00:00:55,964 Basically it's a line or a curve 19 00:00:55,964 --> 00:00:59,900 that does support the silhouette of your character 20 00:00:59,900 --> 00:01:04,060 and give direction to its motion or to its current pose. 21 00:01:04,060 --> 00:01:06,080 It's here to guide the eyes 22 00:01:06,080 --> 00:01:09,590 and build to the whole dynamism of a pose. 23 00:01:09,590 --> 00:01:11,550 Whether it's dynamic or not. 24 00:01:11,550 --> 00:01:13,353 The shape of your line of action 25 00:01:13,353 --> 00:01:16,880 may turn your pose in something more static. 26 00:01:16,880 --> 00:01:19,650 So it's not about drawing dynamism, 27 00:01:19,650 --> 00:01:24,000 it's about drawing directionality to make the pose clearer. 28 00:01:24,000 --> 00:01:26,550 Let's see a couple of example. 29 00:01:26,550 --> 00:01:28,793 Line of action is about simplifying 30 00:01:28,793 --> 00:01:32,120 how a silhouette or a character reads. 31 00:01:32,120 --> 00:01:34,500 On the character it often starts from 32 00:01:34,500 --> 00:01:36,700 a contracting point or a pushing point 33 00:01:36,700 --> 00:01:38,583 to the opposite extremity. 34 00:01:38,583 --> 00:01:43,230 Because the line of action is not always but often driven 35 00:01:43,230 --> 00:01:46,600 by the force applied into a pose. 36 00:01:46,600 --> 00:01:50,090 So good line of action will translate momentum 37 00:01:50,090 --> 00:01:52,630 or directionality to your motion. 38 00:01:52,630 --> 00:01:55,980 So whenever you are building a pose for your character, 39 00:01:55,980 --> 00:02:00,090 the whole pose should support the line of action. 40 00:02:00,090 --> 00:02:03,360 All the line of action should support the whole pose. 41 00:02:03,360 --> 00:02:05,720 In this case I've posed the back 42 00:02:05,720 --> 00:02:09,160 but also the tip of the finger of the end of my character 43 00:02:09,160 --> 00:02:11,260 to support the line of action. 44 00:02:11,260 --> 00:02:12,440 Same thing here. 45 00:02:12,440 --> 00:02:14,490 The way the character is posed 46 00:02:14,490 --> 00:02:17,640 make the line of action super obvious. 47 00:02:17,640 --> 00:02:20,870 So the line of action helps to read the pose 48 00:02:20,870 --> 00:02:23,373 and helps to read the motion. 49 00:02:23,373 --> 00:02:26,720 If we see the evolution of the line of action 50 00:02:26,720 --> 00:02:28,730 through those poses, 51 00:02:28,730 --> 00:02:33,730 we can see it extending as our character is jumping. 52 00:02:33,760 --> 00:02:38,140 There absolutely no doubt about the orientation of the jump 53 00:02:38,140 --> 00:02:42,500 so it simplified the readability of the lecture 54 00:02:42,500 --> 00:02:45,720 of this jumping moment or action. 55 00:02:45,720 --> 00:02:49,490 The line of action is not necessarily a straight line 56 00:02:49,490 --> 00:02:50,760 or a simple curve. 57 00:02:50,760 --> 00:02:53,140 It can have an S shape 58 00:02:53,140 --> 00:02:55,950 clearly translating the fact that our character 59 00:02:55,950 --> 00:03:00,160 is gathering energy to extend on the next pose. 60 00:03:00,160 --> 00:03:03,400 So beyond simplifying the readability, 61 00:03:03,400 --> 00:03:06,380 the line of action will also define the flow 62 00:03:06,380 --> 00:03:07,890 of your animation. 63 00:03:07,890 --> 00:03:11,470 So the line of action is the best friend of the animator 64 00:03:11,470 --> 00:03:15,521 because it will help you to see and simplify 65 00:03:15,521 --> 00:03:19,260 the poses of your character through time. 66 00:03:19,260 --> 00:03:21,320 So when you build your animation 67 00:03:21,320 --> 00:03:23,490 and when you build your poses, 68 00:03:23,490 --> 00:03:27,044 you need to first think of the line of action. 69 00:03:27,044 --> 00:03:30,970 And then while posing make sure that your pose 70 00:03:30,970 --> 00:03:34,090 is currently supporting this line of action. 71 00:03:34,090 --> 00:03:37,740 So it's always about going back and forth 72 00:03:37,740 --> 00:03:42,740 between what drives the pose and what the pose defines. 73 00:03:42,820 --> 00:03:47,090 Let's now about a bit one of the 12 principles of animation, 74 00:03:47,090 --> 00:03:49,000 which is exaggeration. 75 00:03:49,000 --> 00:03:49,833 For me, 76 00:03:49,833 --> 00:03:53,750 this is one of the most important principle of animation 77 00:03:53,750 --> 00:03:57,560 especially regarding my own style of animation, 78 00:03:57,560 --> 00:04:01,940 which tend to be pretty cartoonish or stylized let's say. 79 00:04:01,940 --> 00:04:06,400 And this whole chapter will be about exaggeration in a way. 80 00:04:06,400 --> 00:04:10,570 I have very few interests to super realistic animation 81 00:04:10,570 --> 00:04:12,900 where there is no exaggeration. 82 00:04:12,900 --> 00:04:16,080 Though exaggerating in animation doesn't mean 83 00:04:16,080 --> 00:04:17,970 it won't look realistic. 84 00:04:17,970 --> 00:04:21,720 Great animator will clean motion capture the data 85 00:04:21,720 --> 00:04:25,188 and know the spots where they can push the pose 86 00:04:25,188 --> 00:04:29,445 or exaggerate the animation to make it more appealing 87 00:04:29,445 --> 00:04:33,630 and better sell the animation or the idea. 88 00:04:33,630 --> 00:04:37,950 Exaggeration is not about building extreme poses 89 00:04:37,950 --> 00:04:40,400 but better sell an idea. 90 00:04:40,400 --> 00:04:44,340 Here I've just built a pose where a character is punching. 91 00:04:44,340 --> 00:04:46,950 I've used the reference and tried to match it. 92 00:04:46,950 --> 00:04:50,980 So I'm not here to tell you if this pose is good or not 93 00:04:50,980 --> 00:04:53,250 but I feel like it does work 94 00:04:53,250 --> 00:04:55,610 and sell that the character is punching. 95 00:04:55,610 --> 00:04:59,370 But now what if I take this pose and I push it 96 00:04:59,370 --> 00:05:01,580 or I exaggerate it. 97 00:05:01,580 --> 00:05:02,413 Don't worry, 98 00:05:02,413 --> 00:05:05,650 I will explain the whole process in the next videos 99 00:05:05,650 --> 00:05:09,100 and we are going to build a bunch of different poses. 100 00:05:09,100 --> 00:05:11,530 What we need to understand here is that 101 00:05:11,530 --> 00:05:13,550 I'm taking the same idea, 102 00:05:13,550 --> 00:05:18,240 my character is throwing a punch and I'm exaggerating it, 103 00:05:18,240 --> 00:05:21,080 meaning that I will push the pose further 104 00:05:21,080 --> 00:05:24,010 both in its directionality 105 00:05:24,010 --> 00:05:27,230 but also in the intention of the character. 106 00:05:27,230 --> 00:05:29,410 No longer punching his target 107 00:05:29,410 --> 00:05:32,880 but he's trying to punch through his target. 108 00:05:32,880 --> 00:05:36,820 If we now compare both poses we have similarities. 109 00:05:36,820 --> 00:05:40,360 On both poses our character is punching 110 00:05:40,360 --> 00:05:44,630 and while the line of action on the first character is clear 111 00:05:44,630 --> 00:05:49,580 by pushing the line of action forward toward the punch 112 00:05:49,580 --> 00:05:53,650 we are making the idea that our character is punching 113 00:05:53,650 --> 00:05:55,160 way more obvious. 114 00:05:55,160 --> 00:05:57,370 We are exaggerating it. 115 00:05:57,370 --> 00:05:59,410 While it may makes the pose 116 00:05:59,410 --> 00:06:02,510 a little less realistic in this case 117 00:06:02,510 --> 00:06:06,820 it makes it way more appealing and way more readable. 118 00:06:06,820 --> 00:06:10,770 A good test is to show those two poses to a child. 119 00:06:10,770 --> 00:06:14,950 He will certainly point out the right pose 120 00:06:14,950 --> 00:06:16,540 as its favorite one 121 00:06:16,540 --> 00:06:20,020 because it better shows the intention of the character. 122 00:06:20,020 --> 00:06:21,780 The big disclaimer here, 123 00:06:21,780 --> 00:06:24,060 no children were harmed or involved 124 00:06:24,060 --> 00:06:25,790 in the recording of this course. 125 00:06:25,790 --> 00:06:30,260 While exaggeration can be used to communicate intention 126 00:06:30,260 --> 00:06:33,790 it can be also used to communicate emotions. 127 00:06:33,790 --> 00:06:35,460 Whether it's joy, 128 00:06:35,460 --> 00:06:40,460 anger or in this case some kind of shininess and sadness 129 00:06:41,010 --> 00:06:45,700 by pushing the character pose and calling him more 130 00:06:45,700 --> 00:06:48,080 I am closing the line of action. 131 00:06:48,080 --> 00:06:49,950 The head is leaning more. 132 00:06:49,950 --> 00:06:52,950 The fingers also looked more tortured. 133 00:06:52,950 --> 00:06:56,700 So in the end the emotion on the right pose 134 00:06:56,700 --> 00:07:01,540 are more convincing and our character will look more alive. 135 00:07:01,540 --> 00:07:04,870 Finally we can also use exaggeration 136 00:07:04,870 --> 00:07:08,290 to improve the readability of the motion. 137 00:07:08,290 --> 00:07:10,330 When the character is jumping 138 00:07:10,330 --> 00:07:13,610 I'm pulling his body or elongating it 139 00:07:13,610 --> 00:07:15,530 though I'm exaggerating his shape 140 00:07:15,530 --> 00:07:17,520 to make the jump read better. 141 00:07:17,520 --> 00:07:19,360 Especially at full speed. 142 00:07:19,360 --> 00:07:23,600 So we can use exaggeration to build what we call smears 143 00:07:23,600 --> 00:07:27,220 that in a way simulate the motion blur of a camera. 144 00:07:27,220 --> 00:07:30,630 And allow us to better feel the motion. 145 00:07:30,630 --> 00:07:33,690 To summarize we have seen that the line of action 146 00:07:33,690 --> 00:07:36,090 can be applied to animation, 147 00:07:36,090 --> 00:07:38,280 drawing or even photography. 148 00:07:38,280 --> 00:07:41,860 The line of action simplifies the readability of the pose. 149 00:07:41,860 --> 00:07:44,280 It conveys the directionality, 150 00:07:44,280 --> 00:07:47,254 momentum and or stability of the pose. 151 00:07:47,254 --> 00:07:51,171 It helps to read the flow of the animation. 152 00:07:51,171 --> 00:07:53,820 The animator should use the line of action 153 00:07:53,820 --> 00:07:56,670 to build his poses and use his poses 154 00:07:56,670 --> 00:07:59,660 to clearly define the line of action. 155 00:07:59,660 --> 00:08:03,935 Exaggeration improves the appeal and dynamism. 156 00:08:03,935 --> 00:08:08,935 It better communicates the ideas and the character feelings 157 00:08:08,950 --> 00:08:11,833 and it can improve fast action readability. 158 00:08:12,833 --> 00:08:15,000 (silence) 12558

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