All language subtitles for 08-05-01 Blocking breakdowns part01

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These are the user uploaded subtitles that are being translated: 1 00:00:00,260 --> 00:00:02,400 - With our golden poses done, 2 00:00:02,400 --> 00:00:04,880 it's time to add some breakdowns. 3 00:00:04,880 --> 00:00:07,810 The goal of those additional poses is to have 4 00:00:07,810 --> 00:00:11,120 a better grasp on the flow of the animation. 5 00:00:11,120 --> 00:00:14,340 We will build the first step into the jab, 6 00:00:14,340 --> 00:00:16,490 which is the anticipation of the jab. 7 00:00:16,490 --> 00:00:19,860 Then the transition into the right cross 8 00:00:19,860 --> 00:00:21,800 and the right cross overshoot 9 00:00:21,800 --> 00:00:25,040 really help to communicate the power into dispatch. 10 00:00:25,040 --> 00:00:28,190 Then we will add a couple of poses after the hook 11 00:00:28,190 --> 00:00:30,940 to show the steps taken by the character 12 00:00:30,940 --> 00:00:34,240 to get back into idle before performing the switch kick. 13 00:00:34,240 --> 00:00:36,450 We'll create the transition jump 14 00:00:36,450 --> 00:00:39,140 into the anticipation of the switch kick 15 00:00:39,140 --> 00:00:40,250 that is already blocked. 16 00:00:40,250 --> 00:00:41,950 After the kicking pose 17 00:00:41,950 --> 00:00:44,270 we will add an overshoot of the leg 18 00:00:44,270 --> 00:00:46,570 that will sell the power of the kick. 19 00:00:46,570 --> 00:00:49,630 And finally, we will add a transition pose 20 00:00:49,630 --> 00:00:54,630 before the two steps we have already blocked back into idle. 21 00:00:54,950 --> 00:00:56,300 Before building those poses, 22 00:00:56,300 --> 00:00:57,950 I've watched the reference and 23 00:00:57,950 --> 00:01:01,300 I've spot the frame that were interesting to me. 24 00:01:01,300 --> 00:01:05,150 Like this pose in between the idle and the first jab 25 00:01:05,150 --> 00:01:07,530 character is lowering his center of gravity 26 00:01:07,530 --> 00:01:09,370 and also pushing forward. 27 00:01:09,370 --> 00:01:12,030 So it will be a great anticipation. 28 00:01:12,030 --> 00:01:15,710 I've also noticed that the character is slightly dropping 29 00:01:15,710 --> 00:01:17,820 his hands during this anticipation. 30 00:01:17,820 --> 00:01:20,196 As a person pose for a walk cycle, 31 00:01:20,196 --> 00:01:23,580 I'm trying to find a good break down 32 00:01:23,580 --> 00:01:26,680 and the time where the character is pulling his left hand 33 00:01:26,680 --> 00:01:28,750 and pushing with the right hand 34 00:01:28,750 --> 00:01:30,830 seems to be pretty nice. 35 00:01:30,830 --> 00:01:33,030 Also adding notes as a reminder, 36 00:01:33,030 --> 00:01:36,630 that the torso is twisting a lot on this pose, 37 00:01:36,630 --> 00:01:38,810 Then I will spot the overshoot. 38 00:01:38,810 --> 00:01:41,710 If your reference doesn't show the next move, 39 00:01:41,710 --> 00:01:44,330 just put note on top of this and make sure 40 00:01:44,330 --> 00:01:46,830 that you look for new reference later on. 41 00:01:46,830 --> 00:01:49,900 So this is something I've been doing for every poses 42 00:01:49,900 --> 00:01:53,050 I wanted to add into the blocking stage. 43 00:01:53,050 --> 00:01:55,260 As in the previous videos our goal 44 00:01:55,260 --> 00:02:00,260 is not necessarily to copy 100% the exact same poses. 45 00:02:00,610 --> 00:02:04,500 But to check the body mechanisms that are involved 46 00:02:04,500 --> 00:02:07,880 and then push them to make our animation 47 00:02:07,880 --> 00:02:10,280 more exaggerated and more appealing. 48 00:02:10,280 --> 00:02:13,640 So let's work the step forward into the jab. 49 00:02:13,640 --> 00:02:16,860 As usual, I will try to define the line of action. 50 00:02:16,860 --> 00:02:20,740 The simple C shape the front foot is currently raising 51 00:02:20,740 --> 00:02:22,520 while the back foot is pushing. 52 00:02:22,520 --> 00:02:26,890 So as before I generally scrub around the current frame to 53 00:02:26,890 --> 00:02:30,550 check out the motion of the different parts of the body, 54 00:02:30,550 --> 00:02:32,770 the hands, the head, the feet, 55 00:02:32,770 --> 00:02:34,490 so that I don't forget to put them. 56 00:02:34,490 --> 00:02:38,110 And also I could choose whether I favorite the front foot 57 00:02:38,110 --> 00:02:40,870 to move further away or to be closer, 58 00:02:40,870 --> 00:02:44,190 to drop more the feet, to lean more the character forward, 59 00:02:44,190 --> 00:02:47,840 make any choice to exaggerate the current pose. 60 00:02:47,840 --> 00:02:50,750 Now in blender I will insert a key frame 61 00:02:50,750 --> 00:02:52,997 for all the controllers of both the character 62 00:02:52,997 --> 00:02:54,980 and the bag on the frame seven. 63 00:02:54,980 --> 00:02:58,200 Again, at this stage, we don't care about timing. 64 00:02:58,200 --> 00:03:00,910 We can do it on frame seven or eight doesn't matter. 65 00:03:00,910 --> 00:03:03,870 Then I want to get rid of the rest pose 66 00:03:03,870 --> 00:03:05,420 we have on frame zero. 67 00:03:05,420 --> 00:03:08,520 So I will duplicate frame five on frame zero. 68 00:03:08,520 --> 00:03:10,114 When working on an animation, 69 00:03:10,114 --> 00:03:12,880 if it's not a gameplay animation, 70 00:03:12,880 --> 00:03:16,540 I you advise you to keep five frames also in the beginning 71 00:03:16,540 --> 00:03:19,840 in the still pose so that you can get prepared 72 00:03:19,840 --> 00:03:22,200 to what is coming next. 73 00:03:22,200 --> 00:03:24,660 If you start your animation from frame zero, 74 00:03:24,660 --> 00:03:27,460 sometime it's a bit hard to read. 75 00:03:27,460 --> 00:03:29,530 The difference between this new pose 76 00:03:29,530 --> 00:03:32,220 and the previous one won't be that big. 77 00:03:32,220 --> 00:03:35,070 First I want to lower the center of gravity 78 00:03:35,070 --> 00:03:39,610 as our character is gathering energy to throw the punch. 79 00:03:39,610 --> 00:03:43,010 Then I pushed the center of gravity forward. 80 00:03:43,010 --> 00:03:46,228 As our character is already moving forward. 81 00:03:46,228 --> 00:03:50,180 The left foot is raised a little bit and 82 00:03:50,180 --> 00:03:52,740 slightly rotated towards the inside 83 00:03:52,740 --> 00:03:56,160 because it's going to leave the ground on the next frame. 84 00:03:56,160 --> 00:03:59,850 And so the center of gravity will shift a bit to the left. 85 00:03:59,850 --> 00:04:04,010 The character is pushing toward his left foot 86 00:04:04,010 --> 00:04:05,330 with his right foot. 87 00:04:05,330 --> 00:04:08,320 So you have to move the cog a bit to the left. 88 00:04:08,320 --> 00:04:11,080 Then I do a few adjustment with the arm, 89 00:04:11,080 --> 00:04:13,000 making them dragging it. 90 00:04:13,000 --> 00:04:16,250 So I raised the shoulder as the center of gravity 91 00:04:16,250 --> 00:04:17,820 is getting lower. 92 00:04:17,820 --> 00:04:22,050 I open the hand as the whole body's moving forward 93 00:04:22,050 --> 00:04:26,890 as if there was wind blowing into the palm of the character 94 00:04:26,890 --> 00:04:29,420 and I do the same with the neck and the head. 95 00:04:29,420 --> 00:04:33,093 As it drop into the step I slightly raise his chin. 96 00:04:34,089 --> 00:04:35,130 (swishing noise) 97 00:04:35,130 --> 00:04:37,670 When we watch the reference for the next pose, 98 00:04:37,670 --> 00:04:40,860 we can see that the character is currently pulling 99 00:04:40,860 --> 00:04:45,170 the left arm and bring it close to his chin to protect it. 100 00:04:45,170 --> 00:04:47,720 In the meantime, the right arm is traveling 101 00:04:47,720 --> 00:04:49,240 towards the target. 102 00:04:49,240 --> 00:04:51,130 The hips are twisting a lot. 103 00:04:51,130 --> 00:04:54,840 The center of gravity too and the chest is twisting, 104 00:04:54,840 --> 00:04:56,710 but dragging a little bit. 105 00:04:56,710 --> 00:05:00,010 Finally, the right foot is rotating a lot. 106 00:05:00,010 --> 00:05:03,320 So those are the main point we are going to address 107 00:05:03,320 --> 00:05:05,260 into our breakdown pose. 108 00:05:05,260 --> 00:05:07,700 As for the previous pose I will add a key frame 109 00:05:07,700 --> 00:05:09,700 on all the controllers of the bag 110 00:05:09,700 --> 00:05:11,830 and the character on frame 12. 111 00:05:11,830 --> 00:05:14,910 Again, at this stage, we don't care about timing. 112 00:05:14,910 --> 00:05:17,480 Since the location of the feet doesn't change 113 00:05:17,480 --> 00:05:20,090 between the previous and the next pose 114 00:05:20,090 --> 00:05:23,190 we can directly work on the center of gravity 115 00:05:23,190 --> 00:05:24,023 of the character. 116 00:05:24,023 --> 00:05:26,800 As the character is twisting to his left, 117 00:05:26,800 --> 00:05:31,640 his center of gravity is also shifting to the left foot. 118 00:05:31,640 --> 00:05:33,950 So we need to twist the center of gravity 119 00:05:33,950 --> 00:05:36,520 but we also need to move it to the left. 120 00:05:36,520 --> 00:05:39,530 Just imagine that the character is diving 121 00:05:39,530 --> 00:05:43,040 into the next punch with his left shoulder. 122 00:05:43,040 --> 00:05:46,163 As seen in the reference the right foot is rotating a lot. 123 00:05:46,163 --> 00:05:51,163 So I rotate it even more and I will raise it with the heel. 124 00:05:51,490 --> 00:05:55,740 Don't forget to adjust the position of the hips accordingly. 125 00:05:55,740 --> 00:05:58,360 Now we can twist a bit the chest, 126 00:05:58,360 --> 00:06:00,980 but don't forget that the hips are leading. 127 00:06:00,980 --> 00:06:04,410 So the chest may not twist as much as the hips 128 00:06:04,410 --> 00:06:05,641 for the time being. 129 00:06:05,641 --> 00:06:07,832 Once the punch is thrown, 130 00:06:07,832 --> 00:06:10,930 the chest will catch up with the hips. 131 00:06:10,930 --> 00:06:14,264 And as the weight is getting on the front left foot, 132 00:06:14,264 --> 00:06:17,950 I'm slightly tilting it to the left 133 00:06:17,950 --> 00:06:20,010 and I'm slightly pushing it down. 134 00:06:20,010 --> 00:06:23,180 This will mimic the compression of the foot on the ground. 135 00:06:23,180 --> 00:06:26,230 For this breakdown I decided to not go 136 00:06:26,230 --> 00:06:29,500 too into the orthodox boxing pose with 137 00:06:29,500 --> 00:06:32,244 the left fist very close to the chin. 138 00:06:32,244 --> 00:06:36,340 I've kept the left arm slightly more opened. 139 00:06:36,340 --> 00:06:40,490 This way we have a nice circular flow between the two arms. 140 00:06:40,490 --> 00:06:41,410 As I explained before, 141 00:06:41,410 --> 00:06:44,980 remember to move the arms with the anatomical constraint, 142 00:06:44,980 --> 00:06:47,670 rotating the elbow on neuron one axis, 143 00:06:47,670 --> 00:06:49,550 and don't forget to pose the bag. 144 00:06:49,550 --> 00:06:51,540 That's not the most important thing, 145 00:06:51,540 --> 00:06:53,960 but it will help you read your animation. 146 00:06:53,960 --> 00:06:56,490 To do so I reset all the controller of the bag, 147 00:06:56,490 --> 00:06:58,922 and then I slightly rotated it backward 148 00:06:58,922 --> 00:07:01,220 just after the little jab 149 00:07:01,220 --> 00:07:05,253 as if the jab has pushed it a bit and the bag is swinging. 12019

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