All language subtitles for 08-07-03 Detailed blocking part 03

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,150 --> 00:00:03,570 - The next pose I'd like to add to my animation 2 00:00:03,570 --> 00:00:04,480 is the subtle, 3 00:00:04,480 --> 00:00:08,270 just after the other shoot of the cross punch. 4 00:00:08,270 --> 00:00:10,294 To our right cross default pose, 5 00:00:10,294 --> 00:00:14,273 we have created a pose where everything is extended forward 6 00:00:14,273 --> 00:00:18,300 so that it better communicate impact and speed. 7 00:00:18,300 --> 00:00:23,130 As a smear frame, this kind of pose can't last too long, 8 00:00:23,130 --> 00:00:25,140 or it will really looks weird. 9 00:00:25,140 --> 00:00:27,670 So we need to burn a subtle pose, 10 00:00:27,670 --> 00:00:30,540 where we get rid of all the exaggeration, 11 00:00:30,540 --> 00:00:32,510 the chest we'll get back in place. 12 00:00:32,510 --> 00:00:35,160 The hips will catch up and the right arm 13 00:00:35,160 --> 00:00:37,800 will recover it's normal size. 14 00:00:37,800 --> 00:00:41,790 Not that the left arm is doing an overshoot and finishing 15 00:00:41,790 --> 00:00:45,290 it's ark by getting a little straighter. 16 00:00:45,290 --> 00:00:47,610 So building this pose is going to be pretty straight 17 00:00:47,610 --> 00:00:48,443 forward. 18 00:00:48,443 --> 00:00:51,120 I will pull the beat to the center of gravity back 19 00:00:51,120 --> 00:00:53,690 and I will reset the location on all the 20 00:00:53,690 --> 00:00:57,440 bones on the arm so that it's not stretched anymore. 21 00:00:57,440 --> 00:01:00,180 I will do the same with the IEPs and the chest. 22 00:01:00,180 --> 00:01:02,470 And then, I will reset or transform 23 00:01:02,470 --> 00:01:04,500 on the tweaker bone, along the chain 24 00:01:04,500 --> 00:01:05,680 of the spine. 25 00:01:05,680 --> 00:01:08,470 We have used those bones to fix the shape 26 00:01:08,470 --> 00:01:10,350 of the torso when it was extended, 27 00:01:10,350 --> 00:01:12,220 but we don't need them anymore. 28 00:01:12,220 --> 00:01:13,391 It's in the chest to the right. 29 00:01:13,391 --> 00:01:16,749 And as the left arm was a swinging back during the previous 30 00:01:16,749 --> 00:01:17,750 frames, 31 00:01:17,750 --> 00:01:21,640 I will spread a bit more the whole arm chain as it is 32 00:01:21,640 --> 00:01:23,700 finishing its motion back. 33 00:01:23,700 --> 00:01:25,453 So compared to the previous pose 34 00:01:25,453 --> 00:01:27,945 I have built during the blocking stage, 35 00:01:27,945 --> 00:01:31,800 I've kept the character way straighter this time. 36 00:01:31,800 --> 00:01:33,889 I was initially planning to make him dive 37 00:01:33,889 --> 00:01:36,440 into the anticipation for the hook, 38 00:01:36,440 --> 00:01:39,300 but the character look way out of balance. 39 00:01:39,300 --> 00:01:42,109 I prefer that he pulled back his right arm 40 00:01:42,109 --> 00:01:44,670 so that the right leg can catch up 41 00:01:44,670 --> 00:01:47,643 and then dive into the anticipation for the hook. 42 00:01:48,700 --> 00:01:50,370 So we do need to build the pose 43 00:01:50,370 --> 00:01:52,620 where the right foot is catching up. 44 00:01:52,620 --> 00:01:54,560 If we watch the previous pose, 45 00:01:54,560 --> 00:01:58,140 we have built and the next one in the animation 46 00:01:58,140 --> 00:02:00,390 that we can see that as the right foot 47 00:02:00,390 --> 00:02:03,370 is going forward, the chest is going backwards 48 00:02:03,370 --> 00:02:05,280 into a more neutral pose. 49 00:02:05,280 --> 00:02:07,080 We are going to break the position between 50 00:02:07,080 --> 00:02:09,720 where the right foot is still traveling, 51 00:02:09,720 --> 00:02:12,500 and so our characters center of gravity 52 00:02:12,500 --> 00:02:14,720 is more to while that the left leg. 53 00:02:14,720 --> 00:02:17,180 He's still lightweight on his right foot 54 00:02:17,180 --> 00:02:18,150 and pulling it. 55 00:02:18,150 --> 00:02:21,360 This is why I raised the heel as the hips 56 00:02:21,360 --> 00:02:23,120 are leading the animation because 57 00:02:23,120 --> 00:02:25,780 they are dragging the character backward 58 00:02:25,780 --> 00:02:29,450 the chest is dragging. So does the right arm chain, 59 00:02:29,450 --> 00:02:32,390 but they have already started to move backward. 60 00:02:32,390 --> 00:02:34,834 Particularly the lower part of our character 61 00:02:34,834 --> 00:02:38,400 is visualizing the next pose, while the upper 62 00:02:38,400 --> 00:02:41,090 part is visualizing the previous pose. 63 00:02:41,090 --> 00:02:42,930 On this lead there is not that much 64 00:02:42,930 --> 00:02:44,920 to say about the posing process 65 00:02:44,920 --> 00:02:47,770 whenever I'm building these specific in-between. 66 00:02:47,770 --> 00:02:50,770 So I will jump to the next pose. 67 00:02:50,770 --> 00:02:53,670 As usual, you will find a slow paced 68 00:02:53,670 --> 00:02:55,850 time-lapse of the whole processes 69 00:02:55,850 --> 00:02:56,812 that you can follow along. 70 00:02:56,812 --> 00:02:57,645 (wind rushing) 71 00:02:57,645 --> 00:03:00,340 The next area of our animation is, that really 72 00:03:00,340 --> 00:03:02,754 lacks information, is the step- 73 00:03:02,754 --> 00:03:04,780 back after the kick. 74 00:03:04,780 --> 00:03:06,510 We have already built the pose where 75 00:03:06,510 --> 00:03:09,980 our character is pulling his left leg back 76 00:03:09,980 --> 00:03:14,150 after the kick, then going into the contact pose, 77 00:03:14,150 --> 00:03:17,940 and then it's idle pose, right leg goes back 78 00:03:17,940 --> 00:03:20,150 and supports to weight of the character. 79 00:03:20,150 --> 00:03:22,410 But we do need to create the poses where 80 00:03:22,410 --> 00:03:24,636 our character will be pulling his right leg. 81 00:03:24,636 --> 00:03:27,837 Then when the right leg is going to contact, 82 00:03:27,837 --> 00:03:31,260 then you can even create a down pose. 83 00:03:31,260 --> 00:03:33,960 Before you settle into the idle pose. 84 00:03:33,960 --> 00:03:36,400 To start positioning the torso controller, 85 00:03:36,400 --> 00:03:39,807 you can press shift E to activate the break down there. 86 00:03:39,807 --> 00:03:43,860 And then you can slightly offset the torso controller to the 87 00:03:43,860 --> 00:03:46,690 left, on top of the left leg that is going 88 00:03:46,690 --> 00:03:49,170 to support the weight of the character as the 89 00:03:49,170 --> 00:03:50,501 left leg is supporting the weight 90 00:03:50,501 --> 00:03:53,430 of the character, I'm concealing the rotation 91 00:03:53,430 --> 00:03:55,353 of the heels is that it's in contact with the 92 00:03:55,353 --> 00:03:57,706 ground and they've slightly pushed 93 00:03:57,706 --> 00:04:00,380 the left foot into the ground, 94 00:04:00,380 --> 00:04:02,030 to fake body pressure. 95 00:04:02,030 --> 00:04:03,590 Then you can slightly lean your 96 00:04:03,590 --> 00:04:06,067 character to the left as he's pulling 97 00:04:06,067 --> 00:04:07,970 his right leg up. 98 00:04:07,970 --> 00:04:09,950 Normally I will slightly clench or pose 99 00:04:09,950 --> 00:04:13,020 the chest by twisting it to the right. 100 00:04:13,020 --> 00:04:15,320 Since the hips are twisting the other way 101 00:04:15,320 --> 00:04:16,690 to pull the right leg. 102 00:04:16,690 --> 00:04:19,620 Finally, you can relax a bit the arms 103 00:04:19,620 --> 00:04:21,470 by spreading them. In this case, 104 00:04:21,470 --> 00:04:24,120 the right leg looks a little bit too 105 00:04:24,120 --> 00:04:26,770 over extended, so I will slightly raise the 106 00:04:26,770 --> 00:04:29,440 foot as it starts traveling backwards. 107 00:04:29,440 --> 00:04:32,969 We know of the pose where the foot is taking off, 108 00:04:32,969 --> 00:04:35,308 we need to create the post where the foot 109 00:04:35,308 --> 00:04:37,660 is just contacting the ground. 110 00:04:37,660 --> 00:04:39,740 As usual, you need to first think of the 111 00:04:39,740 --> 00:04:42,300 position of the center of gravity. 112 00:04:42,300 --> 00:04:44,330 The feet are traveling faster. 113 00:04:44,330 --> 00:04:46,486 So the center of gravity will still 114 00:04:46,486 --> 00:04:49,547 be more onto the left foot, which is supporting 115 00:04:49,547 --> 00:04:52,893 the weight, but also more forward. 116 00:04:52,893 --> 00:04:56,400 It will catch up the right leg later on. 117 00:04:56,400 --> 00:04:59,810 It's a common beginner mistake to see the center of gravity 118 00:04:59,810 --> 00:05:02,670 traveling as fast as the feet. But generally 119 00:05:02,670 --> 00:05:05,890 your center of gravity, starting to move backward 120 00:05:05,890 --> 00:05:08,440 The front foot is taking off, then it will 121 00:05:08,440 --> 00:05:11,600 land, and then the center of gravity will catch-up. 122 00:05:11,600 --> 00:05:14,500 From there, since our character is more relaxed 123 00:05:14,500 --> 00:05:17,750 than during the punches, I'm trying to make the 124 00:05:17,750 --> 00:05:20,570 arm strike a bit. So if the body 125 00:05:20,570 --> 00:05:23,360 is moving backward, I will slightly 126 00:05:23,360 --> 00:05:26,420 rotate the arm forward. If the body's going down, 127 00:05:26,420 --> 00:05:28,920 I will slightly rotate the arm up 128 00:05:28,920 --> 00:05:30,960 and I will do the same with the neck 129 00:05:30,960 --> 00:05:33,050 and the head of the character. 130 00:05:33,050 --> 00:05:35,360 You can track the chin of your character. 131 00:05:35,360 --> 00:05:38,070 For example, if the body is going down, 132 00:05:38,070 --> 00:05:40,430 or the center of gravity is going down, 133 00:05:40,430 --> 00:05:42,597 slightly rotate the head backwards 134 00:05:42,597 --> 00:05:45,111 so that the chin is raising it. 135 00:05:45,111 --> 00:05:45,944 (wind rushing) 136 00:05:45,944 --> 00:05:47,740 While our character is moving back. 137 00:05:47,740 --> 00:05:50,000 You can take this opportunity to 138 00:05:50,000 --> 00:05:53,430 pose the punching bag as it lands on the ground. 139 00:05:53,430 --> 00:05:57,090 So, instead of making each landing flat, 140 00:05:57,090 --> 00:05:59,667 I will slightly raise the tip of the bag. 141 00:05:59,667 --> 00:06:02,455 And then on the next pose, I will push it 142 00:06:02,455 --> 00:06:05,470 further away so that it seems to slide on the 143 00:06:05,470 --> 00:06:08,540 ground. Just push it a touch, don't move it too 144 00:06:08,540 --> 00:06:10,323 far away or it will looks weird. 145 00:06:10,323 --> 00:06:11,156 (wind rushing) 146 00:06:11,156 --> 00:06:13,540 Another area of the animation, where the feet 147 00:06:13,540 --> 00:06:16,256 are changing location and we haven't created 148 00:06:16,256 --> 00:06:18,770 the contacting pose, is the jab. 149 00:06:18,770 --> 00:06:21,740 As usual to get the right location for the 150 00:06:21,740 --> 00:06:25,070 left foot I will go on to the jab pose. 151 00:06:25,070 --> 00:06:27,780 I will press control C to copy the pose 152 00:06:27,780 --> 00:06:30,180 of the left foot, go to a previous frame 153 00:06:30,180 --> 00:06:32,461 and press control V. From there I can 154 00:06:32,461 --> 00:06:35,840 tweak the foot rotation and the heel rotation. 155 00:06:35,840 --> 00:06:38,030 Remember what we have said before, 156 00:06:38,030 --> 00:06:41,200 the feet move faster than the center of gravity. 157 00:06:41,200 --> 00:06:43,930 So using the break downer, I will create 158 00:06:43,930 --> 00:06:45,918 the pose for the center of gravity, 159 00:06:45,918 --> 00:06:48,350 favoring the previous pose. 160 00:06:48,350 --> 00:06:50,510 So if we compare the pose of our 161 00:06:50,510 --> 00:06:52,390 character on the previous frame 162 00:06:52,390 --> 00:06:54,930 and on the jab frame, and now we 163 00:06:54,930 --> 00:06:57,051 watch the transition frame we are currently 164 00:06:57,051 --> 00:06:59,240 building. Foot is moving faster 165 00:06:59,240 --> 00:07:01,550 than the center of gravity. As the character 166 00:07:01,550 --> 00:07:03,330 is pushing with his right leg, 167 00:07:03,330 --> 00:07:05,500 the center of gravity is likely 168 00:07:05,500 --> 00:07:07,920 shifting toward the left foot. 169 00:07:07,920 --> 00:07:09,739 Don't forget to also twist the 170 00:07:09,739 --> 00:07:13,010 center of gravity towards the left foot, 171 00:07:13,010 --> 00:07:16,400 increasing the range and the strength of the punch. 172 00:07:16,400 --> 00:07:18,640 Another detail regarding this pose 173 00:07:18,640 --> 00:07:21,790 is that I've opened, a bit, the fingers 174 00:07:21,790 --> 00:07:23,840 so that it feels like they are dragging 175 00:07:23,840 --> 00:07:26,314 back as the character is moving fast forward. 176 00:07:26,314 --> 00:07:30,070 The finger of the right hand are relaxed, 177 00:07:30,070 --> 00:07:33,560 are bending backward as they are dragging back. 178 00:07:33,560 --> 00:07:35,990 This is the kind of detail that 179 00:07:35,990 --> 00:07:39,466 could have been added during the polishing stage. 180 00:07:39,466 --> 00:07:42,870 But if you think of something during the 181 00:07:42,870 --> 00:07:45,400 looking stage, you should the block it 182 00:07:45,400 --> 00:07:47,873 because you may forget it afterwards. 14162

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.