All language subtitles for 08-04-01 Blocking part 02

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These are the user uploaded subtitles that are being translated: 1 00:00:00,140 --> 00:00:02,350 - Let's go ahead with the next pose, 2 00:00:02,350 --> 00:00:03,920 the right cross. 3 00:00:03,920 --> 00:00:05,890 While I have chosen not to push 4 00:00:05,890 --> 00:00:08,340 the pose too far for their job. 5 00:00:08,340 --> 00:00:09,860 For this specific pose, 6 00:00:09,860 --> 00:00:13,470 if you compare my current pose to the reference, 7 00:00:13,470 --> 00:00:16,040 I've pushed my character way further. 8 00:00:16,040 --> 00:00:19,560 While the left jab is settle punch, 9 00:00:19,560 --> 00:00:23,620 to get closer to the target and mask the next punch. 10 00:00:23,620 --> 00:00:27,680 This right cross is made to destroy the target. 11 00:00:27,680 --> 00:00:30,800 So to bury this pose, I'm applying the principle 12 00:00:30,800 --> 00:00:33,370 we've learned in the previous chapter. 13 00:00:33,370 --> 00:00:37,010 I'm looking for the specific features of this pose, 14 00:00:37,010 --> 00:00:40,870 like the foot orientation, the distance between them, 15 00:00:40,870 --> 00:00:42,610 the orientation of the torso, 16 00:00:42,610 --> 00:00:45,600 and the position of the center of gravity 17 00:00:45,600 --> 00:00:47,690 based on the feet position. 18 00:00:47,690 --> 00:00:48,880 On the right cross, 19 00:00:48,880 --> 00:00:53,090 the center of gravity is shifting towards the left leg. 20 00:00:53,090 --> 00:00:56,650 So the front foot get flattened on the ground, 21 00:00:56,650 --> 00:01:00,700 while the right foot twist towards the left foot 22 00:01:00,700 --> 00:01:02,650 and its heel get traced. 23 00:01:02,650 --> 00:01:05,940 The torso is twisting toward the left foot 24 00:01:05,940 --> 00:01:09,680 and the shoulders are aligned to create a straight line 25 00:01:09,680 --> 00:01:11,240 toward the target. 26 00:01:11,240 --> 00:01:14,380 But since we have already identified the marker of this pose 27 00:01:14,380 --> 00:01:16,480 I am already pushing the character. 28 00:01:16,480 --> 00:01:19,220 I've built a wider stance with the feet. 29 00:01:19,220 --> 00:01:21,460 I've lowered the center of gravity 30 00:01:21,460 --> 00:01:24,400 and the line of action is pushed forward. 31 00:01:24,400 --> 00:01:28,130 It's more oriented toward the impact, 32 00:01:28,130 --> 00:01:32,980 but instead of keeping the left elbow against the rib cage 33 00:01:32,980 --> 00:01:34,920 I've raised it backward, 34 00:01:34,920 --> 00:01:38,130 so that both arms from the profile view 35 00:01:38,130 --> 00:01:40,350 creates a straight line. 36 00:01:40,350 --> 00:01:42,450 This way even the back arm 37 00:01:42,450 --> 00:01:46,750 or left arm is supporting the directionality of the punch. 38 00:01:46,750 --> 00:01:49,390 Once I'm done with this, I will slightly twist 39 00:01:49,390 --> 00:01:52,300 and tilt the neck toward the right shoulder. 40 00:01:52,300 --> 00:01:55,610 I'm exaggerating the previous concept we have seen 41 00:01:55,610 --> 00:01:58,660 where the character is protecting his face 42 00:01:58,660 --> 00:02:01,750 and his chin using his shoulder. 43 00:02:01,750 --> 00:02:05,210 One little detail I like to point out 44 00:02:05,210 --> 00:02:09,310 is the way I slightly twist the punching fist 45 00:02:09,310 --> 00:02:11,720 so that the thumb is pointing down. 46 00:02:11,720 --> 00:02:14,310 This is the way you have to throw a straight punch, 47 00:02:14,310 --> 00:02:19,210 whether it's across or a jab to avoid overextension 48 00:02:19,210 --> 00:02:21,710 of the elbow that can lead to injuries, 49 00:02:21,710 --> 00:02:23,560 but it's also a way to get through 50 00:02:23,560 --> 00:02:25,030 the guard of your opponent. 51 00:02:25,030 --> 00:02:27,120 But once you're done with your character pose 52 00:02:27,120 --> 00:02:30,122 don't forget to also pose the punching back. 53 00:02:30,122 --> 00:02:33,090 So I've rotated the main controller 54 00:02:33,090 --> 00:02:35,520 so that we can start swinging the bag. 55 00:02:35,520 --> 00:02:38,320 And then I'm using the tweaker bone to shape it 56 00:02:38,320 --> 00:02:41,280 so that we feel like the fist is getting through it. 57 00:02:41,280 --> 00:02:43,470 Don't worry if you have a hard time following 58 00:02:43,470 --> 00:02:45,140 everything I'm doing here. 59 00:02:45,140 --> 00:02:48,175 I will then provide a slow paced time-lapse 60 00:02:48,175 --> 00:02:52,070 showing the whole process so that you can follow along. 61 00:02:52,070 --> 00:02:54,500 Here I am trying to give you a guidance 62 00:02:54,500 --> 00:02:57,890 to what you have to look for and what is your goal 63 00:02:57,890 --> 00:03:00,690 whenever you are creating those different poses. 64 00:03:00,690 --> 00:03:03,510 The next pose is the anticipation of the hook. 65 00:03:03,510 --> 00:03:07,410 Since the punching bag just received a heavy blow 66 00:03:07,410 --> 00:03:10,380 and is no longer in contact with the character, 67 00:03:10,380 --> 00:03:12,720 I've decided to pose it first. 68 00:03:12,720 --> 00:03:15,520 I'm simply canceling all the transformation, 69 00:03:15,520 --> 00:03:19,163 and then I'm gonna rotate it away using the main controller. 70 00:03:20,650 --> 00:03:23,580 But one super important tip whenever you are building 71 00:03:23,580 --> 00:03:27,730 a new pose with your character, is to cancel the rotation 72 00:03:27,730 --> 00:03:32,180 of the chest, the hips, and even the torso root controller. 73 00:03:32,180 --> 00:03:36,080 First of all, it pushes you to rethink about 74 00:03:36,080 --> 00:03:38,940 the current pose instead of building it 75 00:03:38,940 --> 00:03:41,350 based on the previous pose. 76 00:03:41,350 --> 00:03:43,780 You will better watch your reference 77 00:03:43,780 --> 00:03:47,290 and try to match it, so it will improve your focus, 78 00:03:47,290 --> 00:03:52,290 and secondly, it will avoid you to source mistakes 79 00:03:52,300 --> 00:03:53,800 from the previous pose. 80 00:03:53,800 --> 00:03:57,030 Especially when it comes to hips and chest twisting. 81 00:03:57,030 --> 00:04:00,260 Now as usual, I've repositioned the feet first, 82 00:04:00,260 --> 00:04:02,500 and then I'm working on the torso. 83 00:04:02,500 --> 00:04:05,150 Both the reference and the pushed pose 84 00:04:05,150 --> 00:04:09,190 shows that the character has both of his feet flat. 85 00:04:09,190 --> 00:04:11,640 The character is gathering energy. 86 00:04:11,640 --> 00:04:14,670 So he's twisting toward the left. 87 00:04:14,670 --> 00:04:17,973 Since he will twist to right to deliver the hook, 88 00:04:17,973 --> 00:04:22,020 his weight and center of gravity is shifted 89 00:04:22,020 --> 00:04:24,000 toward the left foot. 90 00:04:24,000 --> 00:04:28,140 Both arms are bent, the right arm is bent in front 91 00:04:28,140 --> 00:04:31,100 of the character to protect his face, 92 00:04:31,100 --> 00:04:35,524 while the left arm is slightly more open and slightly lower, 93 00:04:35,524 --> 00:04:40,340 preparing to fire a big punch into the next pose. 94 00:04:40,340 --> 00:04:44,110 As usual, I work the shoulder lines and the arms 95 00:04:44,110 --> 00:04:46,538 so that I get a nice curve. 96 00:04:46,538 --> 00:04:50,320 The arm and the shoulder flow into an elliptic shape. 97 00:04:50,320 --> 00:04:53,510 It supports the twisting of the character 98 00:04:53,510 --> 00:04:56,710 and it communicates the fact that our character 99 00:04:56,710 --> 00:04:58,670 is going to swing the other way. 100 00:04:58,670 --> 00:05:01,560 Once you are done, don't hesitate to play the animation 101 00:05:01,560 --> 00:05:03,440 even if there is no timing. 102 00:05:03,440 --> 00:05:05,840 It's just a good way to see if the flow 103 00:05:05,840 --> 00:05:08,910 between the different poses is okay for you. 104 00:05:08,910 --> 00:05:11,460 And you will get more familiar with your animation. 105 00:05:11,460 --> 00:05:13,740 When jumping into the next pose, again, 106 00:05:13,740 --> 00:05:15,670 it's interesting to have a quick look 107 00:05:15,670 --> 00:05:17,260 to the video reference. 108 00:05:17,260 --> 00:05:19,741 As usual, my goal is to spot if the feet 109 00:05:19,741 --> 00:05:22,980 are changing of location, and the right feet 110 00:05:22,980 --> 00:05:25,270 is currently moving forward. 111 00:05:25,270 --> 00:05:28,040 I will work exactly as I did for the previous pose. 112 00:05:28,040 --> 00:05:31,220 I will first work on the foot supporting the weight. 113 00:05:31,220 --> 00:05:33,550 Rotating each a bit inward. 114 00:05:33,550 --> 00:05:37,550 I will move the center of gravity toward the supporting leg. 115 00:05:37,550 --> 00:05:41,584 Move forward the right leg, as we have seen on the video. 116 00:05:41,584 --> 00:05:46,080 And then I will cancel the rotation on the hips, 117 00:05:46,080 --> 00:05:48,940 on the torso controller, and on the chest, 118 00:05:48,940 --> 00:05:53,280 and build the whole torso pose from scratch. 119 00:05:53,280 --> 00:05:56,760 I decided to make the hook to the head, 120 00:05:56,760 --> 00:05:59,480 because the previous punch is pretty low, 121 00:05:59,480 --> 00:06:03,130 this way by changing the level we are hitting, 122 00:06:03,130 --> 00:06:05,400 we bring contrast to our animation 123 00:06:05,400 --> 00:06:07,480 and so it will be more appealing. 124 00:06:07,480 --> 00:06:10,270 From there make sure that you're applying the rules 125 00:06:10,270 --> 00:06:12,650 we have seen in the previous chapter. 126 00:06:12,650 --> 00:06:15,725 Make sure you properly define the line of action. 127 00:06:15,725 --> 00:06:19,840 Make sure that the secondary shape properly communicate 128 00:06:19,840 --> 00:06:21,580 the wheel of your character. 129 00:06:21,580 --> 00:06:23,450 In the punching pose for example, 130 00:06:23,450 --> 00:06:27,116 make sure that the flow of the arms really shows 131 00:06:27,116 --> 00:06:31,290 what your character is hitting, how he's hitting, 132 00:06:31,290 --> 00:06:32,860 and as for the previous pose, 133 00:06:32,860 --> 00:06:35,520 I make sure that the character lower is 134 00:06:35,520 --> 00:06:39,170 at between his shoulders to protect his chin, 135 00:06:39,170 --> 00:06:41,788 because he's an experienced fighter. 136 00:06:41,788 --> 00:06:45,060 A little reminder here, whenever you are posing 137 00:06:45,060 --> 00:06:47,270 the shoulder you can rotate them, 138 00:06:47,270 --> 00:06:50,760 but I also encourage you to change their location. 139 00:06:50,760 --> 00:06:54,200 As for the finger, you will have a hard time reaching 140 00:06:54,200 --> 00:06:57,212 the right pose by only using rotation. 141 00:06:57,212 --> 00:07:02,010 Avoid over-twisting the chest and hips controller 142 00:07:02,010 --> 00:07:05,790 and for the rise using the torso root, 143 00:07:05,790 --> 00:07:09,620 the chest and hips can't really twist that much. 144 00:07:09,620 --> 00:07:13,780 Doesn't mean they can't, but if you over rotate the hips 145 00:07:13,780 --> 00:07:15,853 and rotate the chest the other way, 146 00:07:15,853 --> 00:07:17,640 it will look a bit weird, 147 00:07:17,640 --> 00:07:20,320 even for our stylized character. 148 00:07:20,320 --> 00:07:23,410 Again, don't forget to turn around your pose. 149 00:07:23,410 --> 00:07:25,100 We are not animating to camera 150 00:07:25,100 --> 00:07:28,170 because I want your poses to work from any angle. 151 00:07:28,170 --> 00:07:31,110 This is how you will make the best progress. 152 00:07:31,110 --> 00:07:33,550 Later on, we will add the camera 153 00:07:33,550 --> 00:07:37,000 so that we can push the appeal of our animation, 154 00:07:37,000 --> 00:07:40,530 but for the time being, let's create a nice animation 155 00:07:40,530 --> 00:07:43,050 without a specific camera angle. 156 00:07:43,050 --> 00:07:45,250 I spend a lot of time on each pose 157 00:07:45,250 --> 00:07:48,140 to make sure that everything flows properly, 158 00:07:48,140 --> 00:07:51,990 that the character is looking at what he's hitting, 159 00:07:51,990 --> 00:07:54,440 that I don't have any broken joint, 160 00:07:54,440 --> 00:07:56,870 unless this is a personal choice 161 00:07:56,870 --> 00:07:59,010 to push the pose, for example. 162 00:07:59,010 --> 00:08:01,960 And finally that my character is balanced. 163 00:08:01,960 --> 00:08:04,660 The more time you spend during the blocking stage, 164 00:08:04,660 --> 00:08:07,590 the easier will be the position later on. 165 00:08:07,590 --> 00:08:09,540 And as for the previous poses, 166 00:08:09,540 --> 00:08:12,373 don't forget to pose the punching bag. 13464

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