Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
- [Instructor] So let's add
quick timing pass to our blocking.
so is that we convert all those poses
into something that will look like an actual animation.
If you are doing the same animation as I do,
here is a screen capture of my timing.
You may have noticed that my key frame have colors.
In the dope sheet or the action editor
you can select keys and press R to give them a color.
Those different colors have a different label.
But those are just references.
They absolutely not affect the way the keys will behave.
And they are just here to give you
a point of reference in your timeline.
I personally never use them,
but for the course it's a good tool for you
to have a point in reference in time
whenever you are watching my content.
Regarding the timing pass in itself,
I advise you to work by chunks.
For example, I'm working on the timing
of the anticipation of the right cross,
the impact, and the overshoot.
And when this feels right,
I will try to time it with the previous pose.
Remember that you can use the video
reference to time your blocking.
I want the first two punches to flow pretty quickly.
Since I'm animating at 30 frame per second,
two to four frames between the two punches should be enough.
This way I should get the bam, bam I wanted initially.
With this first chunk done,
I can then work on the second half of the animation.
But I want a pretty big anticipation on the hook
to break the rhythm of the animation
and also give it more strength.
Though some poses are easier to time,
like the overshoot of the kick generally.
And overshoot is one or two frame
after the current hit on the current extreme.
There, it's a lot of back and forth.
You have to play the animation a lot,
then move some of the keys and see
if the flow is getting better.
I would also recommend you to share
your work at this stage if you can.
It's always very valuable to have fresh eyes upon your work,
even if it's not a professional animator.
When you're animating all day long,
you easily get over focused and you have a hard time
spotting what's wrong or right into your animation.
So as you can see, I played the animation several time,
and then I decided to whether increase
or decrease the length of a pose.
Here for example, I will make the anticipation
from the hook a little longer.
It will bring more power to the hook.
One last advice I'd like to remind you,
give yourself some space at the end of the animation.
This way you will clearly identify
when the animation is finishing and when it's restarting.
It will remove the visual noise of your character
jumping from one position to the other.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.