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These are the user uploaded subtitles that are being translated: 1 00:00:00,130 --> 00:00:00,963 - [Teacher] In this video, 2 00:00:00,963 --> 00:00:03,620 we will start to blocking our animation 3 00:00:03,620 --> 00:00:05,740 using the extreme poses. 4 00:00:05,740 --> 00:00:09,320 We have a spot and define on the reference. 5 00:00:09,320 --> 00:00:12,520 As we did when we were animating the squirrel character, 6 00:00:12,520 --> 00:00:16,430 I will create those key poses every five frames. 7 00:00:16,430 --> 00:00:20,270 So for the time being, we don't care about timing at all. 8 00:00:20,270 --> 00:00:23,240 And to make sure that I have no sliding controllers, 9 00:00:23,240 --> 00:00:25,760 I will insert the key frame on all controllers 10 00:00:25,760 --> 00:00:29,130 for both the character and the punching bag. 11 00:00:29,130 --> 00:00:32,450 Since our character will be doing a lot of footwork, 12 00:00:32,450 --> 00:00:35,780 and that generally the knees align with the foot 13 00:00:35,780 --> 00:00:37,140 in the rig properties, 14 00:00:37,140 --> 00:00:40,380 I will make sure that the leg parent is set to one. 15 00:00:40,380 --> 00:00:44,240 Meaning that the pole target is now following the foot. 16 00:00:44,240 --> 00:00:47,520 And as we rotate the feet, the knee will follow. 17 00:00:47,520 --> 00:00:50,600 So let's now build our first pose; 18 00:00:50,600 --> 00:00:52,010 the idle pose. 19 00:00:52,010 --> 00:00:55,200 The right leg or back leg is open to the outside, 20 00:00:55,200 --> 00:00:58,750 meaning that the foot is rotated to the right. 21 00:00:58,750 --> 00:01:01,300 The weight of the character is supporting 22 00:01:01,300 --> 00:01:02,950 mostly by this leg. 23 00:01:02,950 --> 00:01:06,110 So I'm pushing the center of gravity backward 24 00:01:06,110 --> 00:01:07,800 and onto the right leg. 25 00:01:07,800 --> 00:01:11,110 If we watch the reference and look at the line affection, 26 00:01:11,110 --> 00:01:13,200 we can see that the whole body 27 00:01:13,200 --> 00:01:15,030 is slightly leaning forward, 28 00:01:15,030 --> 00:01:18,090 creating a nice C curve forward 29 00:01:18,090 --> 00:01:20,850 from the supporting foot to the head. 30 00:01:20,850 --> 00:01:23,370 Generally the front leg or left leg 31 00:01:23,370 --> 00:01:25,810 is not supporting that much weight. 32 00:01:25,810 --> 00:01:27,900 and the character is supposed to be 33 00:01:27,900 --> 00:01:29,520 on the tip of his toes. 34 00:01:29,520 --> 00:01:31,770 You will often see muay Thai fighter 35 00:01:31,770 --> 00:01:34,390 making slight bounce with the front leg. 36 00:01:34,390 --> 00:01:37,530 It's a way to input rhythm into the fight 37 00:01:37,530 --> 00:01:39,880 and they keep their front leg ready 38 00:01:39,880 --> 00:01:43,330 to block any kick using their left shin. 39 00:01:43,330 --> 00:01:44,780 When posing the arms, 40 00:01:44,780 --> 00:01:47,740 don't forget that you can't rotate your elbow 41 00:01:47,740 --> 00:01:50,330 in any other axis then the Z-axis 42 00:01:50,330 --> 00:01:53,030 and that the arm bone can't rotate upward 43 00:01:53,030 --> 00:01:55,400 than the line made by the shoulders. 44 00:01:55,400 --> 00:01:59,200 So it's super important to currently pose the shoulders. 45 00:01:59,200 --> 00:02:01,080 I see too many beginners 46 00:02:01,080 --> 00:02:02,950 not playing with the shoulder controller 47 00:02:02,950 --> 00:02:04,930 while they are very important 48 00:02:04,930 --> 00:02:08,170 and critically influence the silhouette of your character. 49 00:02:08,170 --> 00:02:10,770 Now ask yourself, why on the reference, 50 00:02:10,770 --> 00:02:13,300 the character have the shoulders so high? 51 00:02:13,300 --> 00:02:17,210 We are not here to only answers mechanical properties 52 00:02:17,210 --> 00:02:21,270 of the body, but also the purpose of the pose. 53 00:02:21,270 --> 00:02:24,190 Again, as explained in the previous chapter, 54 00:02:24,190 --> 00:02:27,940 if you give a clear goal to the current pose, 55 00:02:27,940 --> 00:02:31,140 it will communicate the will of the character. 56 00:02:31,140 --> 00:02:33,150 And as soon as you do that, 57 00:02:33,150 --> 00:02:35,500 you're giving life to your character. 58 00:02:35,500 --> 00:02:38,690 In muay Thai and in boxing in general, 59 00:02:38,690 --> 00:02:42,070 shoulder are raised a lot to protect the head 60 00:02:42,070 --> 00:02:44,950 of the character, especially the chin, 61 00:02:44,950 --> 00:02:49,670 because a shot in the chin can knock you out instantly. 62 00:02:49,670 --> 00:02:53,230 If you were to animate some beginner in boxing, 63 00:02:53,230 --> 00:02:55,910 maybe you should drop the shoulders 64 00:02:55,910 --> 00:02:59,980 so that you communicate a big mistake boxing wise. 65 00:02:59,980 --> 00:03:03,130 Here I want my character to show mastery 66 00:03:03,130 --> 00:03:05,110 in the art of boxing. 67 00:03:05,110 --> 00:03:07,900 So I will try to mimic the reference pose 68 00:03:07,900 --> 00:03:09,660 and even push it more; 69 00:03:09,660 --> 00:03:12,640 pushing the head deep into the shoulders. 70 00:03:12,640 --> 00:03:16,450 As usual, the step between a good pose and a great pose 71 00:03:16,450 --> 00:03:19,730 is pretty long and it's about a lot of tweaking. 72 00:03:19,730 --> 00:03:23,090 But why it might be more natural to have open hands 73 00:03:23,090 --> 00:03:25,680 whenever you're not wearing gloves? 74 00:03:25,680 --> 00:03:27,240 Especially in muay Thai, 75 00:03:27,240 --> 00:03:29,820 where you can catch your opponent 76 00:03:29,820 --> 00:03:31,210 and go into the clinch, 77 00:03:31,210 --> 00:03:34,020 I've decided to close the left hand 78 00:03:34,020 --> 00:03:38,450 because both my hand were posed a bit the same way, 79 00:03:38,450 --> 00:03:40,610 and I had some twinning in the post 80 00:03:40,610 --> 00:03:43,200 and it didn't look that interesting. 81 00:03:43,200 --> 00:03:47,210 So I will close the fist and I will slide the scale, 82 00:03:47,210 --> 00:03:50,980 the palm fingers on the local X axis 83 00:03:50,980 --> 00:03:53,070 to make them slightly larger 84 00:03:53,070 --> 00:03:56,210 as if the fist was a bit squashed 85 00:03:56,210 --> 00:03:58,620 by the pressure of the closing hand. 86 00:03:58,620 --> 00:04:01,350 Don't forget that you can refer back to the video 87 00:04:01,350 --> 00:04:02,993 about posing the hands. 88 00:04:03,830 --> 00:04:06,030 Don't forget to pose the neck and the head, 89 00:04:06,030 --> 00:04:08,430 but don't over-rotate those controllers. 90 00:04:08,430 --> 00:04:11,730 And as a final touch, you can use the face controller 91 00:04:11,730 --> 00:04:13,270 to shape a bit the eyes. 92 00:04:13,270 --> 00:04:16,440 Now our character is ready to kick some ass. 93 00:04:16,440 --> 00:04:20,810 So don't forget to rotate a lot around your character 94 00:04:20,810 --> 00:04:23,130 to check if the center of gravity 95 00:04:23,130 --> 00:04:26,570 is properly aligned and your character, balanced. 96 00:04:26,570 --> 00:04:29,040 And don't forget to check the overall silhouette 97 00:04:29,040 --> 00:04:31,470 of the character of from different angles. 98 00:04:31,470 --> 00:04:33,980 Again, remember that you can refer to the 99 00:04:33,980 --> 00:04:36,600 previous chapter to double-check the method 100 00:04:36,600 --> 00:04:38,210 to get a good pose. 101 00:04:38,210 --> 00:04:41,110 Before you start posing the jab pose, 102 00:04:41,110 --> 00:04:43,310 double check the video reference. 103 00:04:43,310 --> 00:04:46,260 You can see that both feet are moving forward 104 00:04:46,260 --> 00:04:47,580 during this punch. 105 00:04:47,580 --> 00:04:50,070 Beyond rotating the feet, don't forget 106 00:04:50,070 --> 00:04:53,170 to change their rotation while posing the jab. 107 00:04:53,170 --> 00:04:56,700 So the first thing I will do is to move the feet forward. 108 00:04:56,700 --> 00:04:59,380 Now, as we watch carefully the reference, 109 00:04:59,380 --> 00:05:03,730 we can see that the weight is shifting onto the front feet 110 00:05:03,730 --> 00:05:07,390 and the whole chest is twisting to the right. 111 00:05:07,390 --> 00:05:09,170 And so does the feet. 112 00:05:09,170 --> 00:05:12,720 So, since we have weight on the front foot, 113 00:05:12,720 --> 00:05:14,690 I will flatten it a bit, 114 00:05:14,690 --> 00:05:18,150 and then I will raise the back foot 115 00:05:18,150 --> 00:05:20,040 using the heel controller. 116 00:05:20,040 --> 00:05:22,750 And then we would rotate both feet to the right. 117 00:05:22,750 --> 00:05:26,090 But when you punch left, your feet turns to the right. 118 00:05:26,090 --> 00:05:29,890 When you punch with the right, your feet turn to the left. 119 00:05:29,890 --> 00:05:32,740 But I haven't pushed this pose too much 120 00:05:32,740 --> 00:05:35,350 because the next punch will also be 121 00:05:35,350 --> 00:05:37,660 a straight punch forward. 122 00:05:37,660 --> 00:05:39,990 And if we go too much forward 123 00:05:39,990 --> 00:05:42,890 and too much into a horizontal pose 124 00:05:42,890 --> 00:05:46,610 for this initial punch, we will lose the contrast 125 00:05:46,610 --> 00:05:48,470 with the next one. 126 00:05:48,470 --> 00:05:51,110 And so our pose may look good, 127 00:05:51,110 --> 00:05:55,910 but the animation won't because it will lack of contrast 128 00:05:55,910 --> 00:05:59,170 between the first pose and the second pose. 129 00:05:59,170 --> 00:06:00,850 Another thing I'm doing though, 130 00:06:00,850 --> 00:06:04,790 is that I'm slightly spreading the arms of the character. 131 00:06:04,790 --> 00:06:07,270 While it might not be a super good idea 132 00:06:07,270 --> 00:06:08,680 whenever you are boxing, 133 00:06:08,680 --> 00:06:11,460 because you are exposing your chin, 134 00:06:11,460 --> 00:06:15,040 this improve a bit, the readability of the pose 135 00:06:15,040 --> 00:06:19,220 and it slightly extend the overall silhouette 136 00:06:19,220 --> 00:06:22,493 of the character when we follow the shoulders. 137 00:06:25,810 --> 00:06:29,640 Finally, don't forget that you also have to pose 138 00:06:29,640 --> 00:06:30,810 the punching bag. 139 00:06:30,810 --> 00:06:34,090 Don't push it too far and don't use that much controller. 140 00:06:34,090 --> 00:06:36,680 Moving all the controllers won't necessarily 141 00:06:36,680 --> 00:06:37,840 give you better result. 142 00:06:37,840 --> 00:06:41,130 While we do agree that everything is connected 143 00:06:41,130 --> 00:06:44,280 so everything should be moving; keep it simple. 144 00:06:44,280 --> 00:06:47,240 Your audience will mainly focus on the character. 145 00:06:47,240 --> 00:06:49,520 So you want to avoid any glitches 146 00:06:49,520 --> 00:06:52,410 on the bag by moving too much controller 147 00:06:52,410 --> 00:06:53,400 at the same time. 148 00:06:53,400 --> 00:06:56,360 Once done, don't forget to key all your controllers 149 00:06:56,360 --> 00:06:58,420 and don't forget to add subtle 150 00:06:58,420 --> 00:07:00,690 rotation details to the feet. 151 00:07:00,690 --> 00:07:02,100 When we watch the reference, 152 00:07:02,100 --> 00:07:05,490 we can see that there is a subtle tilting during the punch. 153 00:07:05,490 --> 00:07:08,733 Don't forget to add it during the blocking state. 12089

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