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These are the user uploaded subtitles that are being translated: 1 00:00:01,200 --> 00:00:02,130 - [Instructor] In this video, 2 00:00:02,130 --> 00:00:04,360 we are going to set up our camera. 3 00:00:04,360 --> 00:00:07,050 Initial goal of this combo animation 4 00:00:07,050 --> 00:00:10,360 is not to teach you how to frame your character. 5 00:00:10,360 --> 00:00:13,410 I think the camera now will help us take some decision 6 00:00:13,410 --> 00:00:14,950 during the position stage. 7 00:00:14,950 --> 00:00:17,560 Since I don't have a clear direction 8 00:00:17,560 --> 00:00:20,750 regarding the framing of this animation, 9 00:00:20,750 --> 00:00:23,090 it wasn't planned ahead, 10 00:00:23,090 --> 00:00:27,350 what I'm doing is that I'm just positioning my 3D view 11 00:00:27,350 --> 00:00:29,960 and see how I can frame my character. 12 00:00:29,960 --> 00:00:34,210 Play a few frame of the animation and see if it works. 13 00:00:34,210 --> 00:00:36,810 By default Blender 3D view is set 14 00:00:36,810 --> 00:00:39,480 to a 50 millimeter focal length. 15 00:00:39,480 --> 00:00:42,260 So this is something we have to take in account 16 00:00:42,260 --> 00:00:45,050 whenever we are trying to frame our character, 17 00:00:45,050 --> 00:00:47,170 pretty freely for the time being. 18 00:00:47,170 --> 00:00:50,050 On the initial pose when I'm facing the character, 19 00:00:50,050 --> 00:00:51,320 it looks pretty cool. 20 00:00:51,320 --> 00:00:55,270 His base pose reads pretty well and we do understand 21 00:00:55,270 --> 00:00:58,090 that his objective is the punching bag. 22 00:00:58,090 --> 00:00:59,850 But when I play the animation, 23 00:00:59,850 --> 00:01:02,150 the punches don't look that powerful 24 00:01:02,150 --> 00:01:05,370 and the character is often hidden by the bag. 25 00:01:05,370 --> 00:01:07,940 When we have build those first poses, 26 00:01:07,940 --> 00:01:11,520 we have intentionally created straight shapes 27 00:01:11,520 --> 00:01:12,780 for our character. 28 00:01:12,780 --> 00:01:15,880 So there are big chances that those shapes 29 00:01:15,880 --> 00:01:18,160 will read well from side view. 30 00:01:18,160 --> 00:01:20,580 In this regard, we will probably 31 00:01:20,580 --> 00:01:24,840 favorize a side view for those two initial punches. 32 00:01:24,840 --> 00:01:27,810 Whether we are facing the inside of the character 33 00:01:27,810 --> 00:01:31,660 or the outside or back of the character, when he's punching. 34 00:01:31,660 --> 00:01:34,110 While I'm pretty convinced of the framing 35 00:01:34,110 --> 00:01:35,710 for the beginning of the combo, 36 00:01:35,710 --> 00:01:39,770 when the hook happened, I don't feel like it reads well. 37 00:01:39,770 --> 00:01:43,630 While if I rotate the 3D view to face the character, 38 00:01:43,630 --> 00:01:46,423 I better see the anticipation and I also 39 00:01:46,423 --> 00:01:49,540 better see the arc built by the fists. 40 00:01:49,540 --> 00:01:54,210 So I know that I will have to transition from a side view 41 00:01:54,210 --> 00:01:56,960 to a more frontal view of the character. 42 00:01:56,960 --> 00:01:59,900 Also I think like it looks a little better 43 00:01:59,900 --> 00:02:03,920 when we get closer to the ground to frame the hook. 44 00:02:03,920 --> 00:02:06,400 The characters look more impressive 45 00:02:06,400 --> 00:02:08,260 and he's dominating the view. 46 00:02:08,260 --> 00:02:10,120 Now regarding the kick, 47 00:02:10,120 --> 00:02:13,190 the anticipation looks very good from there 48 00:02:13,190 --> 00:02:15,220 but the character get hidden by the bag 49 00:02:15,220 --> 00:02:16,710 during the kicking pose. 50 00:02:16,710 --> 00:02:19,920 And there is a lot of verticality into the pose 51 00:02:19,920 --> 00:02:23,440 so I feel like we lose a bit the orientation of the kick. 52 00:02:23,440 --> 00:02:26,550 While if we continue rotating a bit the camera, 53 00:02:26,550 --> 00:02:29,040 we get a very interesting framing 54 00:02:29,040 --> 00:02:31,750 because we can see the eyes of our character 55 00:02:31,750 --> 00:02:35,650 in the negative space drawn by the leg and the arm. 56 00:02:35,650 --> 00:02:37,400 We still I've have a very strong 57 00:02:37,400 --> 00:02:40,030 orientation of the kicking pose, 58 00:02:40,030 --> 00:02:43,090 so it doesn't ruin all the work we have done before. 59 00:02:43,090 --> 00:02:47,710 One thing we can do to improve those close range action shot 60 00:02:47,710 --> 00:02:51,280 is to increase the angle of view 61 00:02:51,280 --> 00:02:55,080 by reducing the focal length of our 3D view. 62 00:02:55,080 --> 00:02:58,550 I will switch from 50 to 30 millimeters 63 00:02:58,550 --> 00:03:02,090 and while it doesn't really improve the side view, 64 00:03:02,090 --> 00:03:04,270 when it comes to spinning strikes, 65 00:03:04,270 --> 00:03:06,470 like the hook or the kick, 66 00:03:06,470 --> 00:03:08,700 it does look way better for sure. 67 00:03:08,700 --> 00:03:12,870 The characters look stronger and the arcs reads way better. 68 00:03:12,870 --> 00:03:16,110 Finally, that will be cool if in the end, 69 00:03:16,110 --> 00:03:18,760 the punching bag was still framed 70 00:03:18,760 --> 00:03:21,290 and projected away from the camera. 71 00:03:21,290 --> 00:03:23,130 Because it communicates the fact 72 00:03:23,130 --> 00:03:26,220 that our character has extra human power 73 00:03:26,220 --> 00:03:28,710 and he kicked so hard that he has 74 00:03:28,710 --> 00:03:31,320 broken the chains of the punching bag. 75 00:03:31,320 --> 00:03:35,410 So it does improve the understanding of the current shot, 76 00:03:35,410 --> 00:03:37,710 so it does improve staging. 77 00:03:37,710 --> 00:03:40,590 Now regarding the camera initial position, 78 00:03:40,590 --> 00:03:43,670 here is a cool trick I've learned from Daniel Dettol 79 00:03:43,670 --> 00:03:46,610 while I was working on this specific animation. 80 00:03:46,610 --> 00:03:50,890 He explained me that it's better to set the camera 81 00:03:50,890 --> 00:03:54,910 so that it rotates the opposite way as the character. 82 00:03:54,910 --> 00:03:59,330 Our character is pivoting around this side of the bag. 83 00:03:59,330 --> 00:04:01,830 So if we place the camera to the side 84 00:04:01,830 --> 00:04:05,030 and we follow the motion of the character, 85 00:04:05,030 --> 00:04:07,410 we will mostly be looking at his back. 86 00:04:07,410 --> 00:04:09,860 Plus in the end, we will probably have to 87 00:04:09,860 --> 00:04:12,840 revise the camera position a little backward 88 00:04:12,840 --> 00:04:16,510 to be sure that we properly frame the kicking pose. 89 00:04:16,510 --> 00:04:19,840 But why if we place the camera on the other side? 90 00:04:19,840 --> 00:04:23,500 We will have a continuous rotation of the camera, 91 00:04:23,500 --> 00:04:26,660 with an easing at the end into the kick, 92 00:04:26,660 --> 00:04:30,260 and it will move the opposite way of the character. 93 00:04:30,260 --> 00:04:33,290 So it will increase the rotation feeling. 94 00:04:33,290 --> 00:04:35,380 When you are following a car on the highway, 95 00:04:35,380 --> 00:04:38,660 you feel like the car is pretty static. 96 00:04:38,660 --> 00:04:40,730 While when the car is running 97 00:04:40,730 --> 00:04:42,910 the opposite direction as you're, 98 00:04:42,910 --> 00:04:46,190 both speed are added on top of each other, 99 00:04:46,190 --> 00:04:48,960 and it feels like it goes super fast. 100 00:04:48,960 --> 00:04:51,120 So let's add our camera. 101 00:04:51,120 --> 00:04:54,580 If it's not already the case go to your preferences, 102 00:04:54,580 --> 00:04:56,700 add on, and search for camera, 103 00:04:56,700 --> 00:04:59,570 and activate the camera, add camera rigs. 104 00:04:59,570 --> 00:05:02,050 This is the same add on we've been using 105 00:05:02,050 --> 00:05:04,910 for our squirrel character scene. 106 00:05:04,910 --> 00:05:07,350 From there make sure you are in object mode, 107 00:05:07,350 --> 00:05:11,973 press Shift, A, go to camera, and add a dolly camera rig. 108 00:05:14,170 --> 00:05:16,920 With the dolly camera rig object selected 109 00:05:16,920 --> 00:05:20,090 press Control, Tab to switch to pose mode. 110 00:05:20,090 --> 00:05:22,980 But we need to create an action to control the camera. 111 00:05:22,980 --> 00:05:25,250 So I will switch to the action editor, 112 00:05:25,250 --> 00:05:28,570 create a new action, give it a relevant name, 113 00:05:28,570 --> 00:05:30,220 and click the shield icon 114 00:05:30,220 --> 00:05:32,800 so that I'm sure I won't lose the section. 115 00:05:32,800 --> 00:05:34,847 With all the camera controllers selected 116 00:05:34,847 --> 00:05:38,870 I will press I to insert the key frame on all transformed. 117 00:05:38,870 --> 00:05:41,920 Or you can choose to use only rotation and location 118 00:05:41,920 --> 00:05:46,040 since there is no scaling influencing the camera frame. 119 00:05:46,040 --> 00:05:48,580 From there, I'm testing each controller 120 00:05:48,580 --> 00:05:51,870 and see what range of motion I can have with them. 121 00:05:51,870 --> 00:05:54,940 For example, this one, I can just move it. 122 00:05:54,940 --> 00:05:57,230 I can't rotate it nor scale it. 123 00:05:57,230 --> 00:06:00,400 So I will just get rid of all the transform channel 124 00:06:00,400 --> 00:06:02,580 but the location transform channels. 125 00:06:02,580 --> 00:06:04,330 The camera offset controller 126 00:06:04,330 --> 00:06:07,570 can be moved and rotated, but not scaled. 127 00:06:07,570 --> 00:06:10,880 So I will get rid of the scaling transform channels. 128 00:06:10,880 --> 00:06:14,770 I know that the aim controller can only be moved in space, 129 00:06:14,770 --> 00:06:17,090 it can't be rotated nor scaled, 130 00:06:17,090 --> 00:06:21,240 and the root controller can be moved and rotated, 131 00:06:21,240 --> 00:06:22,870 but the scaling has no (indistinct) 132 00:06:22,870 --> 00:06:24,440 so I can get rid of them. 133 00:06:24,440 --> 00:06:27,560 You can basically key frame any of the properties 134 00:06:27,560 --> 00:06:29,930 of the camera but in the end the only one 135 00:06:29,930 --> 00:06:32,300 we are going to use is the focal length. 136 00:06:32,300 --> 00:06:36,140 So I'm going to add another key frame onto the focal length. 137 00:06:36,140 --> 00:06:39,230 From there I will switch my secondary 3D view 138 00:06:39,230 --> 00:06:41,560 to the camera view by pressing zero. 139 00:06:41,560 --> 00:06:44,340 From there I will use the main camera controller 140 00:06:44,340 --> 00:06:48,000 to move the camera, and the aim controller 141 00:06:48,000 --> 00:06:51,120 to target whatever I want to be framed. 142 00:06:51,120 --> 00:06:54,030 I advise you to only use those two controllers, 143 00:06:54,030 --> 00:06:55,440 that's way enough. 144 00:06:55,440 --> 00:06:57,220 And the less controller you will use, 145 00:06:57,220 --> 00:06:59,500 the smoother will be your camera motion. 146 00:06:59,500 --> 00:07:01,760 But my next advice is to push 147 00:07:01,760 --> 00:07:05,030 the passepartout opacity to 100%. 148 00:07:05,030 --> 00:07:07,120 This way you won't see what's out of frame 149 00:07:07,120 --> 00:07:09,330 and it won't distract you. 150 00:07:09,330 --> 00:07:11,280 And what you will have on screen 151 00:07:11,280 --> 00:07:13,160 will be what will be outputted 152 00:07:13,160 --> 00:07:16,120 whenever you are going to render your animation. 153 00:07:16,120 --> 00:07:17,910 From there, animate your camera 154 00:07:17,910 --> 00:07:21,360 using the less key frame as possible. 155 00:07:21,360 --> 00:07:25,200 First find the right position for the first frame 156 00:07:25,200 --> 00:07:27,340 while the camera stays still, 157 00:07:27,340 --> 00:07:30,180 then find the position of the camera 158 00:07:30,180 --> 00:07:34,210 whenever it's facing the character for the hook motion. 159 00:07:34,210 --> 00:07:36,690 From there reach the kicking pose 160 00:07:36,690 --> 00:07:39,529 and set the camera and the aim target 161 00:07:39,529 --> 00:07:42,150 so that you frame it as you have planned 162 00:07:42,150 --> 00:07:44,630 And whenever you are moving the 3D view. 163 00:07:44,630 --> 00:07:46,790 Then everything is about smoothing 164 00:07:46,790 --> 00:07:49,060 the motion using the graph editor. 165 00:07:49,060 --> 00:07:52,660 I must say that I'm not a specialist of camera framing 166 00:07:52,660 --> 00:07:55,000 or camera shooting as a gameplay animator 167 00:07:55,890 --> 00:07:58,870 so I will keep it as simple as possible. 168 00:07:58,870 --> 00:08:02,670 But if you're up to, watch as much anime reference, 169 00:08:02,670 --> 00:08:06,880 movie reference, whatever style of animation you like, 170 00:08:06,880 --> 00:08:10,070 and try to understand how the camera move. 171 00:08:10,070 --> 00:08:11,660 This is the best way to learn. 172 00:08:11,660 --> 00:08:13,750 Just watch other animation 173 00:08:13,750 --> 00:08:16,770 and try to mimic their camera style. 174 00:08:16,770 --> 00:08:20,340 So as explained before, I'm just setting a key frame 175 00:08:20,340 --> 00:08:25,250 on those two controllers on the golden poses. 176 00:08:25,250 --> 00:08:29,300 I'm slightly traveling toward the bag until frame 25. 177 00:08:29,300 --> 00:08:33,060 Then on frame 41, I'm lowering the camera, 178 00:08:33,060 --> 00:08:37,090 I'm reducing the focal length to 30 millimeters, 179 00:08:37,090 --> 00:08:40,320 and then I make sure that I'm facing the character. 180 00:08:40,320 --> 00:08:43,500 Just focus on your current composition, 181 00:08:43,500 --> 00:08:47,300 on the current pose, on the current frame. 182 00:08:47,300 --> 00:08:50,380 Tweak the target and tweak the camera position 183 00:08:50,380 --> 00:08:53,810 until you are happy with what you are framing 184 00:08:53,810 --> 00:08:56,440 during the punch and during the anticipation, 185 00:08:56,440 --> 00:08:59,560 and then go directly to the kicking pose. 186 00:08:59,560 --> 00:09:03,400 In my case, it's going to be frame 74 and from there, 187 00:09:03,400 --> 00:09:05,820 I don't care about the camera motion 188 00:09:05,820 --> 00:09:08,420 or what it has been doing before. 189 00:09:08,420 --> 00:09:12,130 I'm just focusing on framing the character 190 00:09:12,130 --> 00:09:15,870 so that I check all the details I wanted to have. 191 00:09:15,870 --> 00:09:19,287 I want to read the directionality of the kick. 192 00:09:19,287 --> 00:09:21,630 But since my character is watching left, 193 00:09:21,630 --> 00:09:25,910 I want to frame him on the right third of my camera. 194 00:09:25,910 --> 00:09:29,550 And finally, I want to make sure that I read well his head 195 00:09:29,550 --> 00:09:34,160 in the negative space drawn by his leg and arm. 196 00:09:34,160 --> 00:09:36,670 From there I will jump on the frame 197 00:09:36,670 --> 00:09:39,090 where the bag hit the ground, 198 00:09:39,090 --> 00:09:42,060 and I will make sure that I'm framing everything. 199 00:09:42,060 --> 00:09:43,610 From there, load the camera 200 00:09:43,610 --> 00:09:45,450 in the beginning of your animation. 201 00:09:45,450 --> 00:09:48,260 So duplicate the keys on frame zero 202 00:09:48,260 --> 00:09:51,080 until frame five or seven. 203 00:09:51,080 --> 00:09:53,810 What we don't want is the camera to stop moving 204 00:09:53,810 --> 00:09:56,510 as the character hasn't stopped moving. 205 00:09:56,510 --> 00:09:58,970 Once you are done make sure that you are easing 206 00:09:58,970 --> 00:10:01,360 into the different camera position. 207 00:10:01,360 --> 00:10:05,390 Think of the camera as a very heavy object 208 00:10:05,390 --> 00:10:07,360 so you can move it fast, 209 00:10:07,360 --> 00:10:11,430 but it won't settle into the next pose very quickly. 210 00:10:11,430 --> 00:10:15,360 As an example, let's take the X location channel 211 00:10:15,360 --> 00:10:17,120 off the camera controller. 212 00:10:17,120 --> 00:10:22,120 There is a very fast motion between frame 25 and frame 38, 213 00:10:23,240 --> 00:10:28,240 but the camera reaches its final position only on frame 48. 214 00:10:28,650 --> 00:10:31,730 So it's easing until frame 48. 215 00:10:31,730 --> 00:10:34,197 So basically your graph editor will look like that. 216 00:10:34,197 --> 00:10:36,050 You will have a pose, 217 00:10:36,050 --> 00:10:38,680 then you will have a next extreme pose. 218 00:10:38,680 --> 00:10:40,700 So it could be the motion between 219 00:10:40,700 --> 00:10:42,690 the straight punch and the hook. 220 00:10:42,690 --> 00:10:45,430 And what I do to make the camera ease is that 221 00:10:45,430 --> 00:10:48,340 I will duplicate the extreme movement 222 00:10:48,340 --> 00:10:50,740 by 10 frame for example, 223 00:10:50,740 --> 00:10:53,840 and then I will move the value of the curve 224 00:10:53,840 --> 00:10:56,610 where the camera was supposed to stop 225 00:10:56,610 --> 00:10:59,320 towards the previous frame a little bit. 226 00:10:59,320 --> 00:11:01,990 This way the camera will continue on moving, 227 00:11:01,990 --> 00:11:06,490 but it will slow down until it reaches its final position. 228 00:11:06,490 --> 00:11:09,280 This is pretty easy to use illustrate with this cube. 229 00:11:09,280 --> 00:11:11,550 When it does only two keys, 230 00:11:11,550 --> 00:11:15,090 it slows until its final pose pretty rapidly. 231 00:11:15,090 --> 00:11:19,150 But if we modify its curve as we did previously, 232 00:11:19,150 --> 00:11:22,270 we do feel like the cube is slowing down 233 00:11:22,270 --> 00:11:26,320 as if it was heavier so it looks way more natural. 234 00:11:26,320 --> 00:11:28,900 So now that you have your extreme poses 235 00:11:28,900 --> 00:11:31,140 for your camera controller, 236 00:11:31,140 --> 00:11:34,210 you should do this on each channels. 237 00:11:34,210 --> 00:11:36,650 The thing is that once you have created 238 00:11:36,650 --> 00:11:39,280 this easing on all your channel, 239 00:11:39,280 --> 00:11:42,660 you can perfectly switch back to the action editor 240 00:11:42,660 --> 00:11:45,140 and offset the keys if you're not happy 241 00:11:45,140 --> 00:11:47,270 with the timing of your motion. 242 00:11:47,270 --> 00:11:50,950 But at least you have created this natural feeling. 243 00:11:50,950 --> 00:11:54,660 But now to add some extra detail to your camera. 244 00:11:54,660 --> 00:11:58,500 Spot the frame where your character is hitting the bag, 245 00:11:58,500 --> 00:12:01,730 then select the aim controller of the camera 246 00:12:01,730 --> 00:12:04,150 and select the Z location curve. 247 00:12:04,150 --> 00:12:07,500 What we'll do is that on each impact on the bag, 248 00:12:07,500 --> 00:12:10,230 we will add a slight noise modifier 249 00:12:10,230 --> 00:12:11,940 to create a camera shape. 250 00:12:11,940 --> 00:12:14,560 To get access to the modifier stack, 251 00:12:14,560 --> 00:12:17,910 make sure you have at least one key active, 252 00:12:17,910 --> 00:12:19,510 one key you have clicked. 253 00:12:19,510 --> 00:12:22,270 From there in the modifiers panel, 254 00:12:22,270 --> 00:12:25,130 click add modifier and choose noise. 255 00:12:25,130 --> 00:12:27,820 Your whole curve will become a mess. 256 00:12:27,820 --> 00:12:30,850 So we need to restrict the frame range 257 00:12:30,850 --> 00:12:35,570 of the noise modifier by clicking the checkbox. 258 00:12:35,570 --> 00:12:38,760 From there start your noise on that impact frame, 259 00:12:38,760 --> 00:12:43,140 the frame 43, and end it five or six frame later. 260 00:12:43,140 --> 00:12:45,070 And then make sure that you blend 261 00:12:45,070 --> 00:12:48,180 out of the noise over five frame for example. 262 00:12:48,180 --> 00:12:49,870 From there, make sure you reduce 263 00:12:49,870 --> 00:12:52,000 the strength of the noise modifier 264 00:12:52,000 --> 00:12:53,820 or the camera will shake as if 265 00:12:53,820 --> 00:12:56,100 a T Rex was entering the stage. 266 00:12:56,100 --> 00:12:58,780 The value of 0.1 should be enough. 267 00:12:58,780 --> 00:13:02,530 And this is exactly the same setup I've created off camera. 268 00:13:02,530 --> 00:13:05,380 Then you can copy the current modifier 269 00:13:05,380 --> 00:13:06,950 by clicking this icon. 270 00:13:06,950 --> 00:13:09,430 Then you can paste it a couple of time, 271 00:13:09,430 --> 00:13:11,817 clicking the icon next to it. 272 00:13:11,817 --> 00:13:14,320 Put the next impact on the bag 273 00:13:14,320 --> 00:13:18,020 and then set the second noise modifier accordingly. 274 00:13:18,020 --> 00:13:21,090 In this case, the kick occur on frame 74 275 00:13:21,090 --> 00:13:23,630 and the noise stop on frame 80. 276 00:13:23,630 --> 00:13:27,060 And I have increased the strength to 0.2 277 00:13:27,060 --> 00:13:30,040 since the kick is a more powerful strike. 278 00:13:30,040 --> 00:13:32,390 So it makes the camera shake a little more. 279 00:13:32,390 --> 00:13:35,170 And then for the third noise modifier, 280 00:13:35,170 --> 00:13:38,250 I've set the range around the frame 95, 281 00:13:38,250 --> 00:13:39,893 when it hits the ground. 22627

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