All language subtitles for 08-09-01 Polishing part 01

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These are the user uploaded subtitles that are being translated: 1 00:00:00,630 --> 00:00:02,130 - [Instructor] The time has finally come 2 00:00:02,130 --> 00:00:05,763 to start polishing our animation and jump into spline. 3 00:00:06,610 --> 00:00:09,260 To make the 3D space as clear as possible, 4 00:00:09,260 --> 00:00:11,880 I will just hide the camera rig. 5 00:00:11,880 --> 00:00:14,660 From there, we need to switch our interpolation mode 6 00:00:14,660 --> 00:00:16,920 from step to bezier. 7 00:00:16,920 --> 00:00:19,800 So what I will do is that in the action editor, 8 00:00:19,800 --> 00:00:23,400 I will press Control + Tab to switch to the graph editor. 9 00:00:23,400 --> 00:00:26,730 Then I will make sure that I display all the curves 10 00:00:26,730 --> 00:00:29,540 by enabling the Show Hidden option. 11 00:00:29,540 --> 00:00:30,600 And on top of this, 12 00:00:30,600 --> 00:00:32,540 I will press Alt + H to make sure 13 00:00:32,540 --> 00:00:35,940 that I have no curve or transform channel hidden. 14 00:00:35,940 --> 00:00:38,350 From there, we can press Control + Tab again 15 00:00:38,350 --> 00:00:40,340 and switch to the action editor. 16 00:00:40,340 --> 00:00:43,770 Press A to select all the keys, and then T, 17 00:00:43,770 --> 00:00:45,000 and choose Bezier. 18 00:00:45,000 --> 00:00:47,970 Then select the punching bag and do the same. 19 00:00:47,970 --> 00:00:50,050 Now if we play our animation, 20 00:00:50,050 --> 00:00:52,270 it's no longer in step mode. 21 00:00:52,270 --> 00:00:54,830 We have interpolation between the keys. 22 00:00:54,830 --> 00:00:58,280 And since we've built a very detailed blocking, 23 00:00:58,280 --> 00:01:01,640 our animation already looks pretty good. 24 00:01:01,640 --> 00:01:04,230 This is why I've been very insistent 25 00:01:04,230 --> 00:01:06,890 whenever I was telling you not to jump 26 00:01:06,890 --> 00:01:08,880 into spline too early on, 27 00:01:08,880 --> 00:01:13,300 because now our work will mostly to improve the animation, 28 00:01:13,300 --> 00:01:15,760 rather than fix issues. 29 00:01:15,760 --> 00:01:18,330 Before I jump into the graph editor, 30 00:01:18,330 --> 00:01:21,420 I will rework a bit of the timing of the animation 31 00:01:21,420 --> 00:01:24,690 by moving some of the keys here and there. 32 00:01:24,690 --> 00:01:27,180 Since we have the bag that is supposed 33 00:01:27,180 --> 00:01:29,720 to be synchronized with the character, 34 00:01:29,720 --> 00:01:31,930 it would be better to use the Dope Sheet 35 00:01:31,930 --> 00:01:35,030 so that we can move all the keys from the bag 36 00:01:35,030 --> 00:01:37,760 and the character at the same time. 37 00:01:37,760 --> 00:01:38,960 Again, I will make sure 38 00:01:38,960 --> 00:01:42,330 that the Show Hidden option is enabled. 39 00:01:42,330 --> 00:01:45,940 And as I want to make sure I won't be moving the keys 40 00:01:45,940 --> 00:01:47,810 from our camera rig, 41 00:01:47,810 --> 00:01:50,140 I will lock all the channels. 42 00:01:50,140 --> 00:01:52,950 And from there, I will make some artistical choices. 43 00:01:52,950 --> 00:01:57,670 So it's harder to justify that pure mechanical choice, 44 00:01:57,670 --> 00:01:59,690 but I felt like the impact of the hook 45 00:01:59,690 --> 00:02:01,010 wasn't that impressive. 46 00:02:01,010 --> 00:02:06,010 So maybe I should hold for a couple of additional frames 47 00:02:06,270 --> 00:02:08,150 the overshoot of the hook. 48 00:02:08,150 --> 00:02:09,910 So from there what we can do 49 00:02:09,910 --> 00:02:13,890 is select all the key frames after frame 45, 50 00:02:13,890 --> 00:02:16,070 and we can offset to beat those keys 51 00:02:16,070 --> 00:02:18,713 whether toward the end of the animation 52 00:02:18,713 --> 00:02:20,590 to hold the pose longer. 53 00:02:20,590 --> 00:02:22,590 Or if you want to shorten it, 54 00:02:22,590 --> 00:02:25,970 get it closer to the beginning of your animation. 55 00:02:25,970 --> 00:02:27,870 The other moment in the animation 56 00:02:27,870 --> 00:02:31,390 I spot wasn't looking that good at this stage, 57 00:02:31,390 --> 00:02:33,960 so it's very rough, it's very floaty, 58 00:02:33,960 --> 00:02:38,690 but still, you can feel the animation, is the switch kick. 59 00:02:38,690 --> 00:02:40,690 It's the moment where the character 60 00:02:40,690 --> 00:02:42,620 stepped back into the switch. 61 00:02:42,620 --> 00:02:45,470 I was hesitating whether to make the character 62 00:02:45,470 --> 00:02:50,220 jump as soon as he reaches the extreme back, 63 00:02:50,220 --> 00:02:52,800 or make him hold the beat down 64 00:02:52,800 --> 00:02:56,070 before he make the jump to the switch kick. 65 00:02:56,070 --> 00:02:59,070 In the end, I've chosen to make him jump 66 00:02:59,070 --> 00:03:03,170 into the switch kick as soon as he hit the down pose. 67 00:03:03,170 --> 00:03:06,500 So what I did is that I've selected all the keys. 68 00:03:06,500 --> 00:03:08,300 As you can see, I've made a test 69 00:03:08,300 --> 00:03:11,390 where I've made his down pose longer, 70 00:03:11,390 --> 00:03:14,140 but then I've moved it backward 71 00:03:14,140 --> 00:03:17,443 so that he instantly jump into the switch. 72 00:03:18,400 --> 00:03:21,660 It's now time to jump into the graph editor. 73 00:03:21,660 --> 00:03:24,800 So I've pressed Control + Tab to switch to the graph editor. 74 00:03:24,800 --> 00:03:27,710 And as always, I will start by polishing 75 00:03:27,710 --> 00:03:29,540 the root of my character. 76 00:03:29,540 --> 00:03:32,430 And I always start with its location. 77 00:03:32,430 --> 00:03:34,730 You know it's like the bouncing ball, 78 00:03:34,730 --> 00:03:37,050 we are not playing with squash and stretch 79 00:03:37,050 --> 00:03:39,060 unless we have figured out the position 80 00:03:39,060 --> 00:03:40,650 of the ball in space. 81 00:03:40,650 --> 00:03:43,290 Now I will press Q to access my quick favorite 82 00:03:43,290 --> 00:03:45,270 and calculate the motion path 83 00:03:45,270 --> 00:03:47,520 of the current torso controller. 84 00:03:47,520 --> 00:03:50,180 And I will be only calculating the motion path 85 00:03:50,180 --> 00:03:54,160 from a frame of five to 30 or 25. 86 00:03:54,160 --> 00:03:57,660 Because I will stop polishing my animation by chunk, 87 00:03:57,660 --> 00:04:00,920 I won't be polishing the root on the whole animation. 88 00:04:00,920 --> 00:04:04,850 That will be a nightmare to handle and very odd to track. 89 00:04:04,850 --> 00:04:09,021 So what I do is that I select a part of the animation 90 00:04:09,021 --> 00:04:11,010 that I feel is clearly defined, 91 00:04:11,010 --> 00:04:13,790 in this case, the jab cross motion. 92 00:04:13,790 --> 00:04:17,890 And I will work on this part until I feel it's satisfying, 93 00:04:17,890 --> 00:04:19,900 and then move to the next one. 94 00:04:19,900 --> 00:04:22,400 It doesn't mean that I won't come back 95 00:04:22,400 --> 00:04:24,370 to this part later on. 96 00:04:24,370 --> 00:04:27,930 But at least I feel like it's more satisfying 97 00:04:27,930 --> 00:04:30,810 to polish a part, feel like it looks good, 98 00:04:30,810 --> 00:04:33,100 and then jump to the other part, 99 00:04:33,100 --> 00:04:36,280 than trying to polish the whole animation at once. 100 00:04:36,280 --> 00:04:38,250 Now let's talk about the curve. 101 00:04:38,250 --> 00:04:42,100 What I want to do is to bring as much contrast and impact 102 00:04:42,100 --> 00:04:44,580 into this animation as possible. 103 00:04:44,580 --> 00:04:46,720 I want it to be super snappy. 104 00:04:46,720 --> 00:04:49,920 So the idea is to hold a bit longer 105 00:04:49,920 --> 00:04:52,410 your character back when he's back. 106 00:04:52,410 --> 00:04:54,420 And when he's moving forward, 107 00:04:54,420 --> 00:04:58,150 move it in faster and jump into the other shoot. 108 00:04:58,150 --> 00:05:00,770 So if we have a look at the edited curve, 109 00:05:00,770 --> 00:05:03,640 the Y channel is the back and forth channel 110 00:05:03,640 --> 00:05:06,550 of our character, so, basically, 111 00:05:06,550 --> 00:05:10,490 the motion that helps him to punch into the bag. 112 00:05:10,490 --> 00:05:12,960 As you can see, that from four to eight, 113 00:05:12,960 --> 00:05:15,470 the character is slowly moving forward 114 00:05:15,470 --> 00:05:17,900 as he's taking his step forward. 115 00:05:17,900 --> 00:05:20,470 And then, from eight to 12, 116 00:05:20,470 --> 00:05:23,880 he's moving really faster while he's punching, 117 00:05:23,880 --> 00:05:27,100 while it was way more linear previously. 118 00:05:27,100 --> 00:05:30,870 Then we have a plateau shape between frame 12 and 16. 119 00:05:30,870 --> 00:05:33,670 But this is the transition into the cross. 120 00:05:33,670 --> 00:05:35,910 So the character is still moving forward, 121 00:05:35,910 --> 00:05:38,580 but at a very slow speed. 122 00:05:38,580 --> 00:05:40,730 And then there is a big drop forward 123 00:05:40,730 --> 00:05:44,320 so that the character move very fast from from 16 to 18 124 00:05:44,320 --> 00:05:47,250 when he's punching with the right cross. 125 00:05:47,250 --> 00:05:48,580 Regarding the Z curve, 126 00:05:48,580 --> 00:05:52,800 I'm just wanting my character to squat before he pushes. 127 00:05:52,800 --> 00:05:55,440 So I further rised the first poses 128 00:05:55,440 --> 00:05:58,730 and lowered the Z curve at the beginning. 129 00:05:58,730 --> 00:06:01,317 Then as he push, he's raising a bit, 130 00:06:01,317 --> 00:06:04,340 but he's not jumping, he's pushing forward. 131 00:06:04,340 --> 00:06:07,250 So don't create a too big overshoot. 132 00:06:07,250 --> 00:06:10,090 Then he's diving into the right cross. 133 00:06:10,090 --> 00:06:12,160 And as he punch, he's going straight. 134 00:06:12,160 --> 00:06:14,560 There is a quick dive, then a plateau, 135 00:06:14,560 --> 00:06:15,530 then he's recovering. 136 00:06:15,530 --> 00:06:18,840 From there, I've been working on the rotation of the root. 137 00:06:18,840 --> 00:06:21,920 And I did approach the rotation a bit 138 00:06:21,920 --> 00:06:25,000 as I did for the forward momentum, 139 00:06:25,000 --> 00:06:27,750 meaning that I've tried to contrast it. 140 00:06:27,750 --> 00:06:30,230 I'm starting with the X rotation curve, 141 00:06:30,230 --> 00:06:32,820 which allow us to make our character 142 00:06:32,820 --> 00:06:35,120 lean forward and backward. 143 00:06:35,120 --> 00:06:37,700 So what I did is that I've just made him 144 00:06:37,700 --> 00:06:39,470 slightly bend backward, 145 00:06:39,470 --> 00:06:42,040 when he was dropping in the beginning, 146 00:06:42,040 --> 00:06:44,480 as his torso is dragging. 147 00:06:44,480 --> 00:06:47,530 And then, I will make him lean into the punch. 148 00:06:47,530 --> 00:06:50,820 So I haven't moved this curve that much, 149 00:06:50,820 --> 00:06:54,760 because it wasn't needed from the rocking we have done. 150 00:06:54,760 --> 00:06:59,470 The curve I did put more work on was the Z rotation curve, 151 00:06:59,470 --> 00:07:03,480 because at this stage, it's allows the character to twist 152 00:07:03,480 --> 00:07:07,430 and the power of a punch is all about twisting. 153 00:07:07,430 --> 00:07:10,240 In the beginning when the character is moving forward, 154 00:07:10,240 --> 00:07:12,070 I've input the new information 155 00:07:12,070 --> 00:07:14,770 we didn't have during the blocking, 156 00:07:14,770 --> 00:07:17,570 is that I've slightly pushed up the curve 157 00:07:17,570 --> 00:07:20,240 so that the torso of the character is opening a bit, 158 00:07:20,240 --> 00:07:22,660 and it creates a little anticipation 159 00:07:22,660 --> 00:07:25,470 for the left jab that will twist the opposite way 160 00:07:25,470 --> 00:07:26,850 a couple of frames later. 161 00:07:26,850 --> 00:07:29,340 Then to bring contrast to the animation, 162 00:07:29,340 --> 00:07:31,530 what I did is that I created a slight plot. 163 00:07:31,530 --> 00:07:34,160 And then we are rapidly transitioning 164 00:07:34,160 --> 00:07:38,020 into the opposite twisting during the right cross 165 00:07:38,020 --> 00:07:40,520 and there is a very slight overshoot. 166 00:07:40,520 --> 00:07:45,160 Instead of our initial stimulus with our curve we have here, 167 00:07:45,160 --> 00:07:48,150 I have something that is more contrasted. 168 00:07:48,150 --> 00:07:51,120 On there, I'm taking my character from all angle 169 00:07:51,120 --> 00:07:53,970 and I work on the other curve just to eliminate 170 00:07:53,970 --> 00:07:57,760 any pops or any weird changing the direction. 171 00:07:57,760 --> 00:08:01,790 For example, here, the X location of the character 172 00:08:01,790 --> 00:08:03,860 is going right, then left, then right. 173 00:08:03,860 --> 00:08:06,350 So I'm just stabilizing the character 174 00:08:06,350 --> 00:08:09,850 while he's punching with his right cross, 175 00:08:09,850 --> 00:08:13,450 his weight is going over the left leg, and that's it. 176 00:08:13,450 --> 00:08:15,670 He's no longer bouncing right and left. 177 00:08:15,670 --> 00:08:17,210 But once I'm done with my root, 178 00:08:17,210 --> 00:08:19,210 I generally work on the feet. 179 00:08:19,210 --> 00:08:21,130 That's because the contacting point 180 00:08:21,130 --> 00:08:23,840 has a lot of influence on the rest of the body, 181 00:08:23,840 --> 00:08:26,950 so I like to time them as soon as possible. 182 00:08:26,950 --> 00:08:30,140 I want to make the foot accelerating forward, 183 00:08:30,140 --> 00:08:31,450 so easing forward, 184 00:08:31,450 --> 00:08:33,740 by scaling the first pose. 185 00:08:33,740 --> 00:08:36,780 And I want to get rid of this straight leg pose 186 00:08:36,780 --> 00:08:39,070 that doesn't look natural at all, 187 00:08:39,070 --> 00:08:42,260 so I will offset the curve by one frame. 188 00:08:42,260 --> 00:08:44,700 Then I've converted it to vector 189 00:08:44,700 --> 00:08:47,720 because I want the foot to plant on the ground 190 00:08:47,720 --> 00:08:49,730 so it does a hard stop. 191 00:08:49,730 --> 00:08:51,680 And from there, I will duplicate 192 00:08:51,680 --> 00:08:53,530 a couple of key of the Z curve 193 00:08:53,530 --> 00:08:58,020 and slightly push it up at the time the foot is traveling. 194 00:08:58,020 --> 00:09:00,270 This will create a subtle step, 195 00:09:00,270 --> 00:09:02,880 instead of having the foot sliding on the ground. 196 00:09:02,880 --> 00:09:05,740 And we can quickly work on the heel controller 197 00:09:05,740 --> 00:09:07,840 using the X rotation. 198 00:09:07,840 --> 00:09:09,960 As the character move forward, 199 00:09:09,960 --> 00:09:12,260 his weight is more on to the left leg. 200 00:09:12,260 --> 00:09:14,440 So we can lower a bit the heel, 201 00:09:14,440 --> 00:09:16,810 slightly raise it mid-air, 202 00:09:16,810 --> 00:09:19,880 and then set it to zero and to vector 203 00:09:19,880 --> 00:09:22,790 and just half turn the foot contact with the ground, 204 00:09:22,790 --> 00:09:25,520 so that the heel will slam on the ground. 205 00:09:25,520 --> 00:09:27,099 Now you can work on the bit 206 00:09:27,099 --> 00:09:29,650 of overlapping motion for the toes. 207 00:09:29,650 --> 00:09:32,410 Select the main toe controller. 208 00:09:32,410 --> 00:09:34,190 Once the leg has left the ground, 209 00:09:34,190 --> 00:09:36,470 rotate a bit the toes down 210 00:09:36,470 --> 00:09:39,540 as they are dragging toward the previous pose. 211 00:09:39,540 --> 00:09:41,800 And as the leg touch the ground, 212 00:09:41,800 --> 00:09:44,010 rotate them up a bit. 213 00:09:44,010 --> 00:09:46,110 And then, one or two frame later, 214 00:09:46,110 --> 00:09:47,710 flatten them on the ground. 215 00:09:47,710 --> 00:09:49,890 From there we can work on the right foot. 216 00:09:49,890 --> 00:09:51,790 And it doesn't feel natural at all 217 00:09:51,790 --> 00:09:53,760 to have the right foot moving 218 00:09:53,760 --> 00:09:56,010 at the same time as the front foot 219 00:09:56,010 --> 00:09:58,600 as if our character was floating. 220 00:09:58,600 --> 00:10:02,360 So we need to offset the motion by at least one frame. 221 00:10:02,360 --> 00:10:05,350 This will straighten a bit the back leg 222 00:10:05,350 --> 00:10:08,669 so it feels way more natural that the back leg 223 00:10:08,669 --> 00:10:12,580 is getting pulled and no longer pushing. 224 00:10:12,580 --> 00:10:16,430 It's pushing while throwing the left jab, 225 00:10:16,430 --> 00:10:20,120 but then it's getting dragged by the body. 226 00:10:20,120 --> 00:10:22,010 Since it's sliding on the ground, 227 00:10:22,010 --> 00:10:25,320 we don't have to work on the Z location curve. 228 00:10:25,320 --> 00:10:27,530 But one thing that is bothering me 229 00:10:27,530 --> 00:10:29,700 is the orientation of the knee. 230 00:10:29,700 --> 00:10:32,640 It's a lot pointing on the outside. 231 00:10:32,640 --> 00:10:36,320 So I will rework rapidly the position of the knee 232 00:10:36,320 --> 00:10:39,210 by changing the position of the pole target 233 00:10:39,210 --> 00:10:43,743 and offsetting it mainly using the X location curve. 234 00:10:45,635 --> 00:10:47,400 For this specific case, 235 00:10:47,400 --> 00:10:49,560 don't focus on the graph editor. 236 00:10:49,560 --> 00:10:51,890 Just focus on the shape of the leg 237 00:10:51,890 --> 00:10:55,380 and remember that your knee is more or less 238 00:10:55,380 --> 00:10:57,240 aligned with your foot. 239 00:10:57,240 --> 00:11:00,720 So having the knee pointing to the outside is very weird. 240 00:11:00,720 --> 00:11:02,323 I'm just fixing this. 18868

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