All language subtitles for 08-07-01 Detailed blocking part 01

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These are the user uploaded subtitles that are being translated: 1 00:00:00,090 --> 00:00:03,810 - In this video, we will start to Detailing our Blocking. 2 00:00:03,810 --> 00:00:05,850 It currently looked like that 3 00:00:05,850 --> 00:00:09,730 and our goal is to add as many poses as possible 4 00:00:09,730 --> 00:00:13,013 to avoid any interpretation of the Blocking. 5 00:00:13,013 --> 00:00:16,410 Here you can see the result of this Detailed Blocking 6 00:00:16,410 --> 00:00:18,000 or Blocking plus. 7 00:00:18,000 --> 00:00:20,590 Your objective when you're doing the Blocking plus 8 00:00:20,590 --> 00:00:24,220 or Detailed Blocking is to spot any big changes 9 00:00:24,220 --> 00:00:26,860 in the silhouette or pose of your character 10 00:00:26,860 --> 00:00:30,870 and create an intermediate pose or a transition pose. 11 00:00:30,870 --> 00:00:34,900 This is also the moment where you will lock the anticipation 12 00:00:34,900 --> 00:00:36,170 and your overshoot. 13 00:00:36,170 --> 00:00:38,970 So, that when you will switch into Spline, 14 00:00:38,970 --> 00:00:43,110 you will have as less floating and timing issue compared 15 00:00:43,110 --> 00:00:44,720 to the Blocking as possible. 16 00:00:44,720 --> 00:00:48,320 The first pose I'm going to work on is the overshoot 17 00:00:48,320 --> 00:00:49,930 of the right cross. 18 00:00:49,930 --> 00:00:53,400 The current post we are seeing is the extreme we have built 19 00:00:53,400 --> 00:00:56,360 during the Blocking stage and here is you overshoot. 20 00:00:56,360 --> 00:00:59,070 I'm extending the whole body on one frame. 21 00:00:59,070 --> 00:01:02,600 I'm creating this pose one frame after the extreme. 22 00:01:02,600 --> 00:01:06,016 It'll create a visual pop that will better sell 23 00:01:06,016 --> 00:01:07,730 the speed of the punch. 24 00:01:07,730 --> 00:01:10,050 It's a pretty easy pose to achieve. 25 00:01:10,050 --> 00:01:13,880 Just twist a bit more the chest, align the hips, 26 00:01:13,880 --> 00:01:17,930 move the torso controller forward and then extend the arm. 27 00:01:17,930 --> 00:01:20,980 But we can lean a bit more the head into the shot 28 00:01:20,980 --> 00:01:23,410 and spread the left arm backward 29 00:01:23,410 --> 00:01:26,350 as it was swinging in the previous post. 30 00:01:26,350 --> 00:01:29,070 From there it's all about exaggeration. 31 00:01:29,070 --> 00:01:32,520 Take the chest controller and move it on the y-axis. 32 00:01:32,520 --> 00:01:36,160 Don't rotate it but currently change its location 33 00:01:36,160 --> 00:01:37,730 and do the same with the arm. 34 00:01:37,730 --> 00:01:41,860 I'm taking each controller and I'm moving them forward 35 00:01:41,860 --> 00:01:44,300 on their local Y-axis. 36 00:01:44,300 --> 00:01:47,960 When you're pushing the pose or you are pushing the rig, 37 00:01:47,960 --> 00:01:50,710 it might generate some visual artifact, 38 00:01:50,710 --> 00:01:54,100 especially regarding the deformation of the chest. 39 00:01:54,100 --> 00:01:55,780 This is the time where you can use 40 00:01:55,780 --> 00:01:59,390 the torso three controller, move them and scale them a bit 41 00:01:59,390 --> 00:02:02,850 to fix the shape of the torso and its silhouette. 42 00:02:02,850 --> 00:02:04,710 As explained in the previous chapter, 43 00:02:04,710 --> 00:02:07,373 I was not really satisfied with the frame 21. 44 00:02:08,380 --> 00:02:11,180 Because it feels like the character is falling forward. 45 00:02:11,180 --> 00:02:13,580 So, I've decided to remove this pose 46 00:02:13,580 --> 00:02:16,620 and we will create a better pose later on. 47 00:02:16,620 --> 00:02:18,480 Before I delete the key frame, 48 00:02:18,480 --> 00:02:21,830 I will simply move them away at the end of the animation 49 00:02:21,830 --> 00:02:25,700 so, that I can watch the animation without this pose 50 00:02:25,700 --> 00:02:28,000 and then put it back in if needed. 51 00:02:28,000 --> 00:02:30,520 Or if I want I can switch the poses 52 00:02:30,520 --> 00:02:33,850 by simply moving the key frame in and out 53 00:02:33,850 --> 00:02:36,890 and play the animation and choose the one I prefer. 54 00:02:36,890 --> 00:02:38,420 Once my choice is made, 55 00:02:38,420 --> 00:02:41,570 I can get rid of the pose I don't need anymore. 56 00:02:41,570 --> 00:02:43,610 The next pose I need to build 57 00:02:43,610 --> 00:02:47,540 is the Transition into the hook anticipation. 58 00:02:47,540 --> 00:02:50,150 So, basically at the end of the right cross, 59 00:02:50,150 --> 00:02:51,940 the right foot is catching up 60 00:02:51,940 --> 00:02:55,160 and our characters need to pull its right arm 61 00:02:55,160 --> 00:02:56,710 back into it's guard. 62 00:02:56,710 --> 00:03:00,000 The center of gravity is still mainly supported 63 00:03:00,000 --> 00:03:04,840 by the left foot but it's shifting towards the right foot. 64 00:03:04,840 --> 00:03:07,720 As I often do whenever I am building a pose 65 00:03:07,720 --> 00:03:10,590 that is very different from the previous one, 66 00:03:10,590 --> 00:03:13,480 I will cancel the rotation on the chest hips 67 00:03:13,480 --> 00:03:17,410 and even on the center of gravity or torso root controller. 68 00:03:17,410 --> 00:03:20,320 I've also canceled the old transform on the neck, 69 00:03:20,320 --> 00:03:22,750 on the head, on the shoulders and the arms. 70 00:03:22,750 --> 00:03:24,710 But if we have a look at the reference pose, 71 00:03:24,710 --> 00:03:27,700 we can see that the center of gravity is mostly 72 00:03:27,700 --> 00:03:28,940 upon the left leg. 73 00:03:28,940 --> 00:03:31,910 While the hips are mostly pointing forward, 74 00:03:31,910 --> 00:03:36,030 the chest is slightly dragging and so does the right arm. 75 00:03:36,030 --> 00:03:38,790 So, it's a bit extended Transitioning 76 00:03:38,790 --> 00:03:41,290 into the hook anticipation. 77 00:03:41,290 --> 00:03:43,610 We will sure need additional poses 78 00:03:43,610 --> 00:03:45,590 to Detail this Transition, 79 00:03:45,590 --> 00:03:48,580 but it already improve a lot the readability 80 00:03:48,580 --> 00:03:49,690 of the animation. 81 00:03:49,690 --> 00:03:52,330 Make sure that the top of the body's delayed 82 00:03:52,330 --> 00:03:53,970 compared to the hips 83 00:03:53,970 --> 00:03:56,933 so, that the chest and the arms are dragging a bit. 84 00:03:59,230 --> 00:04:02,350 Since we have a foot position change 85 00:04:02,350 --> 00:04:06,210 between the current pose and the hook anticipation, 86 00:04:06,210 --> 00:04:09,370 I you advise you to create the pose where the foot 87 00:04:09,370 --> 00:04:12,760 is currently contacting with its new location. 88 00:04:12,760 --> 00:04:16,170 During the Blocking stage, you should create a pose 89 00:04:16,170 --> 00:04:18,970 each time a foot is contacting the ground. 90 00:04:18,970 --> 00:04:21,970 So, what I will do is that on the anticipation pose 91 00:04:21,970 --> 00:04:23,820 with the foot controller selected, 92 00:04:23,820 --> 00:04:26,480 I will press Ctrl+C to copy its pose. 93 00:04:26,480 --> 00:04:27,880 Since this is the moment 94 00:04:27,880 --> 00:04:29,930 where the foot is contacting the ground, 95 00:04:29,930 --> 00:04:34,490 I will make sure that it touches it with its inner edge, 96 00:04:34,490 --> 00:04:38,010 and they will slightly raise the tip of the toes 97 00:04:38,010 --> 00:04:39,850 and rotate the toes backwards. 98 00:04:39,850 --> 00:04:41,890 But whenever you're trying to raise a leg, 99 00:04:41,890 --> 00:04:46,010 your center of gravity will shift toward the supporting leg. 100 00:04:46,010 --> 00:04:50,550 So, I've pushed the center of gravity on to the right foot. 101 00:04:50,550 --> 00:04:54,200 Finally, our character was still pulling his right arm back 102 00:04:54,200 --> 00:04:56,160 and his left arm in front. 103 00:04:56,160 --> 00:04:59,180 So, the chest will be slightly rotating backward 104 00:04:59,180 --> 00:05:01,540 and the left arm is raised near the temples 105 00:05:01,540 --> 00:05:03,470 of the character in guard. 106 00:05:03,470 --> 00:05:05,640 Whenever you think you're done with a pose, 107 00:05:05,640 --> 00:05:08,290 don't forget to scrub through your animation 108 00:05:08,290 --> 00:05:12,120 and see how it flows between the previous and the next one. 109 00:05:12,120 --> 00:05:14,370 You will most likely feel the need 110 00:05:14,370 --> 00:05:17,230 to whether fix the pose you're working on 111 00:05:17,230 --> 00:05:19,937 or rework the previous or next pose. 112 00:05:19,937 --> 00:05:22,430 The pose you will have the clearer will be the flow 113 00:05:22,430 --> 00:05:23,670 of your animation. 114 00:05:23,670 --> 00:05:27,110 So, you will not surely retract the arcs of the ends 115 00:05:27,110 --> 00:05:29,370 of the head of the chest of your character 116 00:05:29,370 --> 00:05:32,170 and maybe fine tune the different poses 117 00:05:32,170 --> 00:05:35,000 so, that those arc currently looks good. 118 00:05:35,000 --> 00:05:37,000 As you can see, I have a big gap 119 00:05:37,000 --> 00:05:39,920 between the current anticipation of the hook 120 00:05:39,920 --> 00:05:41,480 and the hook itself. 121 00:05:41,480 --> 00:05:43,740 To better sell the power of the hook, 122 00:05:43,740 --> 00:05:46,010 I want this long anticipation. 123 00:05:46,010 --> 00:05:48,030 So, we need to hold the current pose 124 00:05:48,030 --> 00:05:50,800 and so, we will create a moving hold. 125 00:05:50,800 --> 00:05:55,000 So, basically it's a pose that is very close to what we have 126 00:05:55,000 --> 00:05:59,550 on the frame 35, but I'm just pushing it a little more. 127 00:05:59,550 --> 00:06:03,430 Animation wise, it will look as if we were holding 128 00:06:03,430 --> 00:06:06,680 the pose 35 for five frames, 129 00:06:06,680 --> 00:06:08,940 but our character will still be moving. 130 00:06:08,940 --> 00:06:11,910 This why we called this a moving hold. 131 00:06:11,910 --> 00:06:15,390 Also, they really help to lock your anticipation. 132 00:06:15,390 --> 00:06:18,130 So, that whenever we will switch to spline 133 00:06:18,130 --> 00:06:21,740 our character won't be transitioning from the anticipation 134 00:06:21,740 --> 00:06:25,200 directly into the hook in a slow motion, 135 00:06:25,200 --> 00:06:28,330 but he will hold the current anticipation 136 00:06:28,330 --> 00:06:30,820 and rapidly transition into the hook. 137 00:06:30,820 --> 00:06:33,630 Note that there is a difference between this 138 00:06:33,630 --> 00:06:34,850 and an overshoot. 139 00:06:34,850 --> 00:06:37,480 Here I am not making the arms dragging 140 00:06:37,480 --> 00:06:39,250 instead I'm contracting them. 141 00:06:39,250 --> 00:06:42,620 So, I'm slightly closing the shape on the arms. 142 00:06:42,620 --> 00:06:46,253 It's not a reaction to the momentum of the previous pose. 143 00:06:47,770 --> 00:06:51,380 At some point, don't forget to also pose the bag. 144 00:06:51,380 --> 00:06:54,020 The most important poses are the poses 145 00:06:54,020 --> 00:06:56,630 where the bag is in contact with your character. 146 00:06:56,630 --> 00:06:59,830 If the other poses are not right, that's not a big deal. 147 00:06:59,830 --> 00:07:04,340 We will be able to almost animate them in straightforward 148 00:07:04,340 --> 00:07:07,380 once we have polished our character animation. 149 00:07:07,380 --> 00:07:09,830 It will be way easier to play with the curve 150 00:07:09,830 --> 00:07:14,220 to get our pendulum right than trying to block it. 151 00:07:14,220 --> 00:07:15,750 But if you are motivated, 152 00:07:15,750 --> 00:07:18,990 I advise you to try to block the motion of the back. 153 00:07:18,990 --> 00:07:22,750 At least that's a good training because you will have to try 154 00:07:22,750 --> 00:07:26,130 to figure out the position of the bag in space, 155 00:07:26,130 --> 00:07:28,990 based on the pose of your character 156 00:07:28,990 --> 00:07:32,710 and the timing between one punch and the next, for example. 157 00:07:32,710 --> 00:07:36,060 Also it will improve your Blocking readability. 158 00:07:36,060 --> 00:07:38,360 But again, this is not mandatory 159 00:07:38,360 --> 00:07:40,160 if you're not comfortable with this. 13061

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