All language subtitles for 07-05-Pushing the pose

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These are the user uploaded subtitles that are being translated: 1 00:00:00,310 --> 00:00:02,540 - Now that we have our base pose, 2 00:00:02,540 --> 00:00:05,910 it's time for us to push this pose 3 00:00:05,910 --> 00:00:08,600 to make it more dynamic and appealing. 4 00:00:08,600 --> 00:00:11,100 We have learned before the fundamentals 5 00:00:11,100 --> 00:00:14,140 by identifying the line of action 6 00:00:14,140 --> 00:00:18,160 and studying the basics of creating a nice silhouette. 7 00:00:18,160 --> 00:00:20,540 Now it's time to apply those fundamental 8 00:00:20,540 --> 00:00:22,540 and exaggerate them. 9 00:00:22,540 --> 00:00:24,410 The first thing I'm going to do 10 00:00:24,410 --> 00:00:28,990 is duplicate our current key frames onto frame two. 11 00:00:28,990 --> 00:00:31,460 This way we can compare both poses 12 00:00:31,460 --> 00:00:34,017 by hitting the up and down arrows. 13 00:00:34,017 --> 00:00:35,670 The first thing we can do 14 00:00:35,670 --> 00:00:39,380 is to push the directionality of the line of action. 15 00:00:39,380 --> 00:00:40,990 While on our basic pose 16 00:00:40,990 --> 00:00:43,930 our line affection create a nice curve, 17 00:00:43,930 --> 00:00:45,740 I will straighten the line of action 18 00:00:45,740 --> 00:00:47,740 to give it more directionality. 19 00:00:47,740 --> 00:00:50,040 The first thing to do is to lower 20 00:00:50,040 --> 00:00:52,400 the center of gravity of our character 21 00:00:52,400 --> 00:00:55,730 and push it to the side on the supporting leg. 22 00:00:55,730 --> 00:00:57,860 Then we need to increase the contrast 23 00:00:57,860 --> 00:01:00,167 between the right leg and the left leg, 24 00:01:00,167 --> 00:01:04,540 meaning that I will try to make the right leg 25 00:01:04,540 --> 00:01:06,430 as straight as possible. 26 00:01:06,430 --> 00:01:08,980 First, with the different controller in this case 27 00:01:08,980 --> 00:01:11,090 I will slightly move the pole target 28 00:01:11,090 --> 00:01:14,052 and I will also use the tweaker controller 29 00:01:14,052 --> 00:01:18,020 to align the knee with the ankle and the hips. 30 00:01:18,020 --> 00:01:21,910 Then I will slightly open the stance of our character, 31 00:01:21,910 --> 00:01:24,410 pushing the left foot a bit backwards 32 00:01:24,410 --> 00:01:27,020 so that it's not out of balance 33 00:01:27,020 --> 00:01:28,580 and indirectly, 34 00:01:28,580 --> 00:01:32,400 contrasting the open stance of our character. 35 00:01:32,400 --> 00:01:35,210 As usual, this is not a linear work, 36 00:01:35,210 --> 00:01:39,297 so I may make the character leaning forward too much, 37 00:01:39,297 --> 00:01:40,808 then leaning backward, 38 00:01:40,808 --> 00:01:45,808 then trying different poses that looks more dynamical. 39 00:01:46,240 --> 00:01:48,780 In the end, I've chosen to rotate 40 00:01:48,780 --> 00:01:51,143 the center of gravity more forward 41 00:01:51,143 --> 00:01:53,940 so that that it reduces a bit 42 00:01:53,940 --> 00:01:55,750 the profile of the torso 43 00:01:55,750 --> 00:02:00,210 and makes it more aligned with the line of action. 44 00:02:00,210 --> 00:02:02,770 Then we need to tweak the position of the hips, 45 00:02:02,770 --> 00:02:05,170 of the torso, of the head also, 46 00:02:05,170 --> 00:02:07,120 tilting it a bit forward, 47 00:02:07,120 --> 00:02:08,374 more into the pose. 48 00:02:08,374 --> 00:02:11,370 And then we can start shaping the arms. 49 00:02:11,370 --> 00:02:13,090 As for the line of action, 50 00:02:13,090 --> 00:02:14,677 where I have a smooth curve. 51 00:02:14,677 --> 00:02:18,610 I've decided to increase the tension in the arms, 52 00:02:18,610 --> 00:02:20,540 making the right arm straight 53 00:02:20,540 --> 00:02:23,010 and supporting the line with the left arm 54 00:02:23,010 --> 00:02:24,640 by opening it a bit. 55 00:02:24,640 --> 00:02:28,600 But I was really hesitating and still hesitating 56 00:02:28,600 --> 00:02:31,390 to pose it more into an angled way. 57 00:02:31,390 --> 00:02:33,420 I think this pose works too 58 00:02:33,420 --> 00:02:35,290 and is also very strong. 59 00:02:35,290 --> 00:02:37,240 I've straightened what was straight 60 00:02:37,240 --> 00:02:41,090 and I've created another angle where it was angled. 61 00:02:41,090 --> 00:02:43,440 But they feel like there is more readability 62 00:02:43,440 --> 00:02:46,510 in the hand of my initial pose, 63 00:02:46,510 --> 00:02:47,870 so we will stick to it. 64 00:02:47,870 --> 00:02:49,950 So I will raise the shoulders, 65 00:02:49,950 --> 00:02:51,280 I will open the hand, 66 00:02:51,280 --> 00:02:54,420 I will slightly rotate it toward the sky 67 00:02:54,420 --> 00:02:57,763 and make sure that the palm is more open too, 68 00:02:57,763 --> 00:02:59,740 more to the side. 69 00:02:59,740 --> 00:03:01,698 To keep the directionality, 70 00:03:01,698 --> 00:03:04,490 when we open the forearm, 71 00:03:04,490 --> 00:03:07,950 we need to raise the arm and raise the shoulder. 72 00:03:07,950 --> 00:03:10,550 I will do the same with the left arm, 73 00:03:10,550 --> 00:03:13,235 I will make sure that it's in the continuity 74 00:03:13,235 --> 00:03:15,368 of the current line of action 75 00:03:15,368 --> 00:03:17,880 and I will slightly open the hand 76 00:03:17,880 --> 00:03:20,737 so that we can clearly see the fingers 77 00:03:20,737 --> 00:03:23,330 on the silhouette of the character 78 00:03:23,330 --> 00:03:25,700 which wasn't the case previously. 79 00:03:25,700 --> 00:03:27,977 While it might not look super natural, 80 00:03:27,977 --> 00:03:30,970 I like to curl the fingers forwards. 81 00:03:30,970 --> 00:03:32,910 It brings a lot of tension 82 00:03:32,910 --> 00:03:36,200 as if our character was pushing the air. 83 00:03:36,200 --> 00:03:37,740 During the whole process, 84 00:03:37,740 --> 00:03:41,280 I will repeat the same steps again and again. 85 00:03:41,280 --> 00:03:46,214 Because it's very odd to push a controller to its maximum 86 00:03:46,214 --> 00:03:48,971 without comparing it to the other one. 87 00:03:48,971 --> 00:03:53,090 Because the pose is to be read as a whole, 88 00:03:53,090 --> 00:03:55,290 it's a relationship between the legs, 89 00:03:55,290 --> 00:03:57,810 the torso, the arms, etc. 90 00:03:57,810 --> 00:03:59,775 So whenever you're pushing the torso, 91 00:03:59,775 --> 00:04:04,280 then you are rebalancing your character by moving the feet 92 00:04:04,280 --> 00:04:06,780 and it changes the pose. 93 00:04:06,780 --> 00:04:10,630 But then maybe you want to push this pose even further. 94 00:04:10,630 --> 00:04:13,320 What I'm trying to explain here is that 95 00:04:13,320 --> 00:04:18,320 you may need to repeat the process several time 96 00:04:18,320 --> 00:04:21,230 before you hit the right pose 97 00:04:21,230 --> 00:04:26,230 or you hit the most extreme pose or exaggerated pose 98 00:04:27,090 --> 00:04:29,350 that still feels right. 99 00:04:29,350 --> 00:04:32,710 As explained before in the previous videos, 100 00:04:32,710 --> 00:04:34,810 we are sculpting the pose. 101 00:04:34,810 --> 00:04:36,440 And when you are sculpting, 102 00:04:36,440 --> 00:04:40,460 you don't sculpt the details of one hand or of the face 103 00:04:40,460 --> 00:04:43,892 without looking at the whole body of your character. 104 00:04:43,892 --> 00:04:46,340 You generally already start looking 105 00:04:46,340 --> 00:04:49,690 and then you refine each part one by one 106 00:04:49,690 --> 00:04:53,320 and you refine them depending on the other one. 107 00:04:53,320 --> 00:04:57,500 You refine the proportion of the head based on the chest 108 00:04:57,500 --> 00:05:01,510 or the proportion of the legs based on the arm, etc. 109 00:05:01,510 --> 00:05:03,735 And don't fool yourself, 110 00:05:03,735 --> 00:05:06,140 animation as an art form 111 00:05:06,140 --> 00:05:09,680 is really comparable to drawing or sculpting. 112 00:05:09,680 --> 00:05:12,566 Because we are shaping our whole character, 113 00:05:12,566 --> 00:05:16,320 working on the relationship between the shoulder, 114 00:05:16,320 --> 00:05:17,810 the arms, the forearms, 115 00:05:17,810 --> 00:05:21,130 the hands, the chest, the hips, etc. 116 00:05:21,130 --> 00:05:25,020 So if you have fundamentals into sculpting or drawing, 117 00:05:25,020 --> 00:05:27,060 make sure you also apply them 118 00:05:27,060 --> 00:05:30,213 whenever you are posing your character for animation. 119 00:05:30,213 --> 00:05:33,060 And if you don't have any fundamentals 120 00:05:33,060 --> 00:05:34,640 in sculpting of drawing, 121 00:05:34,640 --> 00:05:38,290 don't be afraid to study drawing and sculpting techniques. 122 00:05:38,290 --> 00:05:41,300 I'm not meaning that you need to draw every day 123 00:05:41,300 --> 00:05:42,750 or sculpt every day, 124 00:05:42,750 --> 00:05:46,340 but at least read some book about figure drawing 125 00:05:46,340 --> 00:05:49,018 because you will see that a lot of the vocabulary 126 00:05:49,018 --> 00:05:50,802 we are using in this course, 127 00:05:50,802 --> 00:05:54,564 or a lot of the fundamentals we are using in this course 128 00:05:54,564 --> 00:05:58,570 are applied in drawing and sculpting also. 129 00:05:58,570 --> 00:06:02,743 So let's jump into the next video and work on more poses. 9920

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