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These are the user uploaded subtitles that are being translated: 1 00:00:00,180 --> 00:00:02,030 - [Instructor] In the beginning of this chapter, 2 00:00:02,030 --> 00:00:04,870 we've been talking about exaggeration 3 00:00:04,870 --> 00:00:06,060 and line of action. 4 00:00:06,060 --> 00:00:10,160 Exaggeration can be used to amplify feeling. 5 00:00:10,160 --> 00:00:12,140 If you want to communicate anger, 6 00:00:12,140 --> 00:00:14,510 just make your character mad, for example. 7 00:00:14,510 --> 00:00:18,420 But we have also seen that we can use exaggeration 8 00:00:18,420 --> 00:00:22,760 to give whether more impact or more freely to the motion. 9 00:00:22,760 --> 00:00:27,180 Look at all, the Trident here is completely bent, 10 00:00:27,180 --> 00:00:29,370 helping to read the arc of motion. 11 00:00:29,370 --> 00:00:32,110 Next frame, all the limbs are reshaped 12 00:00:32,110 --> 00:00:34,890 to exaggerate this pinning motion of the character 13 00:00:35,910 --> 00:00:37,350 or on this landing pose. 14 00:00:37,350 --> 00:00:40,427 The character is stretched toward the ground 15 00:00:40,427 --> 00:00:43,120 clearly supporting the line of action 16 00:00:43,120 --> 00:00:45,230 and the directionality of the jump. 17 00:00:45,230 --> 00:00:48,680 And if you did your homework, this should remind you, 18 00:00:48,680 --> 00:00:51,320 this should remind you something, right there. 19 00:00:51,320 --> 00:00:53,410 Whenever we are stretching the ball, 20 00:00:53,410 --> 00:00:55,200 we create some kind of smear 21 00:00:55,200 --> 00:00:57,650 and we are exaggerating its motion 22 00:00:57,650 --> 00:00:58,847 and the same occur 23 00:00:58,847 --> 00:01:01,340 whenever we are squashing the ball on the ground. 24 00:01:01,340 --> 00:01:05,690 It's another exaggeration that better sell the impact. 25 00:01:05,690 --> 00:01:09,160 So how can we apply those principles to our character? 26 00:01:09,160 --> 00:01:12,450 When we are first in the light the reference pose 27 00:01:12,450 --> 00:01:15,440 output the different line of action of the pose 28 00:01:15,440 --> 00:01:17,610 using the red and orange line. 29 00:01:17,610 --> 00:01:20,010 So now what if we push those lines? 30 00:01:20,010 --> 00:01:21,990 What if we exaggerate them? 31 00:01:21,990 --> 00:01:26,240 The goal is to build our shape or silhouette 32 00:01:26,240 --> 00:01:29,170 based on the motion of the character 33 00:01:29,170 --> 00:01:33,680 as if he was pulled by the inertia of the movement. 34 00:01:33,680 --> 00:01:37,810 As our line of faction is curving, just push the curve. 35 00:01:37,810 --> 00:01:42,360 And as our character is twisting, just support the twists, 36 00:01:42,360 --> 00:01:46,300 creating a rotation motion within the hum and the sword. 37 00:01:46,300 --> 00:01:50,890 We can also build a strong smear upon the sword 38 00:01:50,890 --> 00:01:53,220 to simulate motion blur. 39 00:01:53,220 --> 00:01:56,050 To do it, let's go back into pose mode. 40 00:01:56,050 --> 00:01:58,740 I will duplicate the initial pose 41 00:01:58,740 --> 00:02:00,730 and I will start by pushing 42 00:02:00,730 --> 00:02:04,210 the center of gravity of our character to the right, 43 00:02:04,210 --> 00:02:06,520 in the direction of the motion 44 00:02:06,520 --> 00:02:09,890 or in the direction of the force is applying 45 00:02:09,890 --> 00:02:13,940 to strike the ball or maybe cut is opponent in half 46 00:02:13,940 --> 00:02:17,770 to be able to shape the silhouette of our character at will 47 00:02:17,770 --> 00:02:20,360 we will need to enable the tweaker bones. 48 00:02:20,360 --> 00:02:22,030 All the yellow controllers, 49 00:02:22,030 --> 00:02:25,340 I'll use to reshape each part of the arms, 50 00:02:25,340 --> 00:02:28,120 the legs, torso, or even the whip. 51 00:02:28,120 --> 00:02:30,300 So as we need in the previous video, 52 00:02:30,300 --> 00:02:32,870 I'm slightly pushing the pose. 53 00:02:32,870 --> 00:02:36,730 And then I will start using those tweaker controllers, 54 00:02:36,730 --> 00:02:38,560 starting with the left leg. 55 00:02:38,560 --> 00:02:43,060 My goal will be to shape the whole left side of my character 56 00:02:43,972 --> 00:02:46,010 as a single curve. 57 00:02:46,010 --> 00:02:49,520 Note that I will mainly build the shape to camera. 58 00:02:49,520 --> 00:02:51,400 It's all down to create smears 59 00:02:51,400 --> 00:02:53,650 that can read from all the angles 60 00:02:53,650 --> 00:02:56,100 and focusing on the camera point of view 61 00:02:56,100 --> 00:02:59,920 will alow you to push the pose even further. 62 00:02:59,920 --> 00:03:02,570 The bigger knee tweaker controller 63 00:03:02,570 --> 00:03:04,820 allows you to push the knee with the thigh 64 00:03:04,820 --> 00:03:06,090 and shin following. 65 00:03:06,090 --> 00:03:08,980 While the smallest one will allow you 66 00:03:08,980 --> 00:03:12,910 to shape each joint of this thigh and the shin. 67 00:03:12,910 --> 00:03:14,800 So, as we did so far, 68 00:03:14,800 --> 00:03:17,230 just repeat the process several time. 69 00:03:17,230 --> 00:03:18,830 Push should be the pose. 70 00:03:18,830 --> 00:03:21,910 Shape the arm and the leg into a curvy shape. 71 00:03:21,910 --> 00:03:24,760 And whenever you reach a satisfying shape, 72 00:03:24,760 --> 00:03:28,600 just try to push it by repeating the process. 73 00:03:28,600 --> 00:03:30,260 As you get more experience, 74 00:03:30,260 --> 00:03:32,930 you will be able to reach your extreme 75 00:03:32,930 --> 00:03:34,990 or exaggeration faster. 76 00:03:34,990 --> 00:03:38,520 Another important thing is not to over-focus 77 00:03:38,520 --> 00:03:40,520 on one part of the character, 78 00:03:40,520 --> 00:03:43,480 and this is why you should often add a loop 79 00:03:43,480 --> 00:03:45,310 to the silhouette of short character. 80 00:03:45,310 --> 00:03:47,610 The first step to give a better shape 81 00:03:47,610 --> 00:03:50,110 to the sword is to first bend it. 82 00:03:50,110 --> 00:03:54,120 To do so, you can use the sword master rotational controller 83 00:03:54,120 --> 00:03:56,510 available on the root of the blade 84 00:03:56,510 --> 00:03:59,580 by pressing R and D twice, I can rotate it 85 00:03:59,580 --> 00:04:01,740 along its local Z axis. 86 00:04:01,740 --> 00:04:04,480 Then you can use each individual controllers 87 00:04:04,480 --> 00:04:08,480 to whether tweak the rotation or location or to scale them. 88 00:04:08,480 --> 00:04:12,810 Here, I'm currently scaling them along their local X axis. 89 00:04:12,810 --> 00:04:14,570 Starting from the tip of the sword 90 00:04:14,570 --> 00:04:17,450 And then going up until the root of the sword. 91 00:04:17,450 --> 00:04:21,470 Look, all, we already improve the character's silhouette. 92 00:04:21,470 --> 00:04:25,160 And we do feel like the sword is currently swinging. 93 00:04:25,160 --> 00:04:29,100 From this point, my goal would only be to push the pose. 94 00:04:29,100 --> 00:04:33,580 So I need to accentuate the curvature of the body 95 00:04:33,580 --> 00:04:36,940 on the left side so that I have better continuity 96 00:04:36,940 --> 00:04:40,010 between the left leg and the torso. 97 00:04:40,010 --> 00:04:43,100 This will support the line of action of our character. 98 00:04:43,100 --> 00:04:46,680 I will also slightly tweak the shape of the blade, 99 00:04:46,680 --> 00:04:48,360 so that it is smoother. 100 00:04:48,360 --> 00:04:51,970 I just need to re walk a bit the X local scale 101 00:04:51,970 --> 00:04:53,800 of the different tweaker bones 102 00:04:53,800 --> 00:04:56,230 to avoid those jacket profiles. 103 00:04:56,230 --> 00:04:59,740 So don't forget to test each controller. 104 00:04:59,740 --> 00:05:03,380 I've also used the tweaker bone within the torso 105 00:05:03,380 --> 00:05:05,800 to give it a more curved shape. 106 00:05:05,800 --> 00:05:08,160 Progressively push the pose, 107 00:05:08,160 --> 00:05:10,240 and don't be afraid to fail. 108 00:05:10,240 --> 00:05:13,840 If you can't nail a good pose at once 109 00:05:13,840 --> 00:05:15,390 that's perfectly fine. 110 00:05:15,390 --> 00:05:18,740 While I do believe I ended up with a satisfying pose, 111 00:05:18,740 --> 00:05:22,150 I am convinced it can be improved a lot 112 00:05:22,150 --> 00:05:24,130 and a more experienced animator 113 00:05:24,130 --> 00:05:28,480 will probably get a better pose than mine faster. 114 00:05:28,480 --> 00:05:32,540 As any other art form becoming good at animation 115 00:05:32,540 --> 00:05:34,910 is just a matter of practicing. 116 00:05:34,910 --> 00:05:38,130 And someone practicing every day for four hours 117 00:05:38,130 --> 00:05:40,890 will be better than someone practicing once a week 118 00:05:40,890 --> 00:05:43,800 for one hour, while it may sound abused, 119 00:05:43,800 --> 00:05:46,240 this is something I'd like to remind you, 120 00:05:46,240 --> 00:05:48,770 And I will probably remind you often 121 00:05:48,770 --> 00:05:50,690 during this whole course. 122 00:05:50,690 --> 00:05:53,030 And if you lack of confidence, 123 00:05:53,030 --> 00:05:56,180 just stop telling yourself that you lack of talent. 124 00:05:56,180 --> 00:05:58,390 I personally don't believe in talent 125 00:05:58,390 --> 00:06:02,010 and whenever you meet any artist that is very good 126 00:06:02,010 --> 00:06:04,750 as it's art and you make the effort 127 00:06:04,750 --> 00:06:06,680 to dig a bit into his career. 128 00:06:06,680 --> 00:06:08,860 You understand that they don't land there 129 00:06:08,860 --> 00:06:10,110 because they were talented, 130 00:06:10,110 --> 00:06:12,970 but just because they were working a lot. 131 00:06:12,970 --> 00:06:15,000 So I will let you there. 132 00:06:15,000 --> 00:06:17,900 Don't hesitate to experiment with the body shape, 133 00:06:17,900 --> 00:06:20,660 stretch the EDD to give it speed. 134 00:06:20,660 --> 00:06:24,360 Just try to affirm. And don't forget that it's okay to fail. 135 00:06:24,360 --> 00:06:26,910 So if this pose doesn't look right to you 136 00:06:26,910 --> 00:06:29,447 just restart from scratch. 137 00:06:29,447 --> 00:06:32,197 (relaxing music) 10851

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