All language subtitles for 08-09-02 Polishing part 02

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These are the user uploaded subtitles that are being translated: 1 00:00:00,220 --> 00:00:02,230 - [Instructor] As our torso controller 2 00:00:02,230 --> 00:00:04,500 is now polished or at least improved, 3 00:00:04,500 --> 00:00:06,680 we can work on the chest. 4 00:00:06,680 --> 00:00:08,820 There is a bit of location variation 5 00:00:08,820 --> 00:00:10,760 in the motion of the chest, 6 00:00:10,760 --> 00:00:14,760 but the main motion are led by the rotation. 7 00:00:14,760 --> 00:00:18,310 So we will work on the rotation, our goal is again, 8 00:00:18,310 --> 00:00:20,550 to bring as much contrast as possible 9 00:00:20,550 --> 00:00:22,570 to the animation of the character, 10 00:00:22,570 --> 00:00:25,095 to better communicate the impact of the punches. 11 00:00:25,095 --> 00:00:27,850 As the center of gravity is dropping down, 12 00:00:27,850 --> 00:00:29,590 I'm raising a bit the chest, 13 00:00:29,590 --> 00:00:32,310 with the X quaternion rotation curve. 14 00:00:32,310 --> 00:00:33,850 Pushing the curve a bit down, 15 00:00:33,850 --> 00:00:37,990 we'll make the chest to drag while the character is falling. 16 00:00:37,990 --> 00:00:40,190 Then as the character push forward, 17 00:00:40,190 --> 00:00:45,190 I will make him lean a bit down, pushing the X curve up. 18 00:00:45,870 --> 00:00:47,420 Now working on the Z curve, 19 00:00:47,420 --> 00:00:49,600 I'm removing a bit of the noise, 20 00:00:49,600 --> 00:00:51,200 and I'm twisting the character 21 00:00:51,200 --> 00:00:54,640 so that he opens a bit before the jab and then 22 00:00:54,640 --> 00:00:57,690 twist his body toward his left arm 23 00:00:57,690 --> 00:01:00,090 to input more power into the jab. 24 00:01:00,090 --> 00:01:02,860 Then, as we did with the torso root controller, 25 00:01:02,860 --> 00:01:07,860 I will open him a bit more when he start twisting to throw 26 00:01:08,140 --> 00:01:11,520 the right cross, and as he throw hit, 27 00:01:11,520 --> 00:01:14,820 I will accelerate the twisting motion 28 00:01:14,820 --> 00:01:19,260 by shortening the spacing on the Z rotation curve 29 00:01:19,260 --> 00:01:21,780 meaning that the changes of value 30 00:01:21,780 --> 00:01:25,660 on the Z rotation curve will be faster or more brutal. 31 00:01:25,660 --> 00:01:27,680 And then we get a slight overshoot 32 00:01:27,680 --> 00:01:31,350 as our character has put a lot of energy to the punch 33 00:01:31,350 --> 00:01:34,080 so his body continued twisting a bit 34 00:01:34,080 --> 00:01:35,800 over a couple of frames. 35 00:01:35,800 --> 00:01:39,490 Now, I'm chasing any pops into the rotation curve 36 00:01:39,490 --> 00:01:43,400 and see what they are doing, see if they make sense. 37 00:01:43,400 --> 00:01:46,080 And as you can see, I'm trying to smooth out 38 00:01:46,080 --> 00:01:46,980 a bit the curve. 39 00:01:46,980 --> 00:01:49,980 What I mean by that is that I first input 40 00:01:49,980 --> 00:01:51,840 the deep contrast into my curve 41 00:01:51,840 --> 00:01:55,638 then I watch frame by frame and I check if my character 42 00:01:55,638 --> 00:01:58,160 is zigzagging or doing some, 43 00:01:58,160 --> 00:02:00,830 weird left to right motion at some point, 44 00:02:00,830 --> 00:02:03,170 and I try to get rid of those. 45 00:02:03,170 --> 00:02:06,490 But I won't be breaking the main contrast that we have 46 00:02:06,490 --> 00:02:08,722 in the Z curve for example. 47 00:02:08,722 --> 00:02:11,520 With those few improvement on the curve, 48 00:02:11,520 --> 00:02:14,710 we have already changed a lot about the animation 49 00:02:14,710 --> 00:02:16,610 and the impact of the punching. 50 00:02:16,610 --> 00:02:18,480 From there, I will make a quick pass 51 00:02:18,480 --> 00:02:21,280 on the rotation curves of the hips. 52 00:02:21,280 --> 00:02:23,380 When it comes to polishing the hips, 53 00:02:23,380 --> 00:02:27,620 I generally fix issues more than I'm trying 54 00:02:27,620 --> 00:02:32,160 to create posies or push the motion of the hips. 55 00:02:32,160 --> 00:02:35,540 For example, here the character is getting down, 56 00:02:35,540 --> 00:02:38,820 so his hips should be tilting a bit forward. 57 00:02:38,820 --> 00:02:42,977 I'm fixing this, now he's getting more weight onto the right 58 00:02:42,977 --> 00:02:45,980 leg here, so using the Y rotation curve, 59 00:02:45,980 --> 00:02:50,980 I will slightly make the hips tilting towards the right leg. 60 00:02:51,120 --> 00:02:53,440 Then we'll tilt up to the right. 61 00:02:53,440 --> 00:02:55,310 Governing the Y rotation curves 62 00:02:55,310 --> 00:02:59,100 that drives the tilt to the left and the right. 63 00:02:59,100 --> 00:03:03,210 Think of which leg is currently pushing the more 64 00:03:03,210 --> 00:03:06,400 onto the hips and favorize the curve 65 00:03:06,400 --> 00:03:08,770 toward the current leg. 66 00:03:08,770 --> 00:03:13,090 Remember that the hips should not be dragging 67 00:03:13,090 --> 00:03:17,010 compared to the feet, because the hips are used 68 00:03:17,010 --> 00:03:19,070 to currently drive the legs. 69 00:03:19,070 --> 00:03:22,921 The Z rotation curve will allow us to twist the hips. 70 00:03:22,921 --> 00:03:27,350 Your key is to keep them aligned with the feet position, 71 00:03:27,350 --> 00:03:30,580 and whenever we are punching, we will drag for example, 72 00:03:30,580 --> 00:03:33,310 here the right foot using the hips, 73 00:03:33,310 --> 00:03:38,280 so there will be a lot of Z rotation, toward the right 74 00:03:38,280 --> 00:03:40,420 to pull the right leg. 75 00:03:40,420 --> 00:03:41,920 But what we can do now, 76 00:03:41,920 --> 00:03:44,510 to input a bit of dragging into the hips 77 00:03:44,510 --> 00:03:47,710 and create a more impactful animation, 78 00:03:47,710 --> 00:03:50,610 is to use the location curve and slightly delay 79 00:03:50,610 --> 00:03:54,230 the position of the hips by pulling them backward 80 00:03:54,230 --> 00:03:57,710 in the beginning of the punch, and a couple of frames 81 00:03:57,710 --> 00:04:02,170 after the hit, pull them forward so that they will compress 82 00:04:02,170 --> 00:04:06,420 with the chest, and it feels like the hips of the character, 83 00:04:06,420 --> 00:04:09,600 have a lot of momentum and have a lot of weight, 84 00:04:09,600 --> 00:04:13,073 and so they are projected forward during the punch. 85 00:04:13,073 --> 00:04:15,600 This is something we've been doing with the head 86 00:04:15,600 --> 00:04:18,230 of the squirrel character in chapter three. 87 00:04:18,230 --> 00:04:20,030 And once I'm done with the hips, 88 00:04:20,030 --> 00:04:21,890 I will do the same with the chest, 89 00:04:21,890 --> 00:04:24,960 as the body of the character is moving forward, 90 00:04:24,960 --> 00:04:27,850 the chest is slightly pulled backward, 91 00:04:27,850 --> 00:04:31,810 compressed toward the hips, and just after the hit, 92 00:04:31,810 --> 00:04:36,340 the chest is projected forward, so you can see on frame 17, 93 00:04:36,340 --> 00:04:39,340 the curve is pulling down the compression, 94 00:04:39,340 --> 00:04:42,450 then it's projected for a couple of frame forward 95 00:04:42,450 --> 00:04:47,450 on frame 18 and 19, and then the chest will recover 96 00:04:47,550 --> 00:04:50,680 with a slight overshoot, and then the curve will slowly, 97 00:04:50,680 --> 00:04:54,440 he's to zero in the rest pose of the chest. 98 00:04:54,440 --> 00:04:58,130 This means that the chest has absorbed it's momentum. 99 00:04:58,130 --> 00:05:01,800 Remember that your audience is going to see your animation, 100 00:05:01,800 --> 00:05:04,522 through the camera view, while we are trying to make our 101 00:05:04,522 --> 00:05:08,740 animation looks good from every angle as an exercise, 102 00:05:08,740 --> 00:05:12,800 you need to often check your animation for the camera view. 103 00:05:12,800 --> 00:05:16,980 And we may input more details into the animation later on, 104 00:05:16,980 --> 00:05:18,960 to favorize this camera view. 105 00:05:18,960 --> 00:05:20,960 What I wanted to show you here is that 106 00:05:20,960 --> 00:05:23,610 you can use the tweaker bone of the chest 107 00:05:23,610 --> 00:05:26,900 on the base of the neck and the base of the hips, 108 00:05:26,900 --> 00:05:28,850 and calculate their motion path, 109 00:05:28,850 --> 00:05:31,640 to see how it looks in the camera view. 110 00:05:31,640 --> 00:05:34,430 And here we can see we have two nice arcs, 111 00:05:34,430 --> 00:05:37,580 we've an ease in and ease out during the step, 112 00:05:37,580 --> 00:05:38,470 and the punch. 113 00:05:38,470 --> 00:05:42,900 Another useful trick you can use is to create trackers, 114 00:05:42,900 --> 00:05:46,760 so I will add the simple sphere and I will scale it down. 115 00:05:46,760 --> 00:05:50,980 Then in the properties panel, we can create a new material. 116 00:05:50,980 --> 00:05:54,300 We will call this tracker and we don't need to play 117 00:05:54,300 --> 00:05:55,840 with the material properties, 118 00:05:55,840 --> 00:05:59,180 but only the viewport visibility setting. 119 00:05:59,180 --> 00:06:01,750 And I will give it a yellowish color. 120 00:06:01,750 --> 00:06:04,010 Then I will create another bone, 121 00:06:04,010 --> 00:06:06,360 I will duplicate the material, 122 00:06:06,360 --> 00:06:10,650 give it another color and repeat the process a third time. 123 00:06:10,650 --> 00:06:14,520 From there, what we can do is add a constraint 124 00:06:14,520 --> 00:06:18,110 to the sphere so that they will copy the location 125 00:06:18,110 --> 00:06:19,150 of the chosen bone. 126 00:06:19,150 --> 00:06:22,780 With the yellow sphere selected, I will add up 127 00:06:22,780 --> 00:06:26,590 to the constraint panel, add it a copy location, 128 00:06:26,590 --> 00:06:30,320 then I will source the trident armature, 129 00:06:30,320 --> 00:06:32,858 and in the bone section, I will start typing chest, 130 00:06:32,858 --> 00:06:36,080 and then search for the chest to tweaker. 131 00:06:36,080 --> 00:06:39,500 Now, the sphere has snapped onto the tweaker controller, 132 00:06:39,500 --> 00:06:43,070 but we can't see it because it clips with the character. 133 00:06:43,070 --> 00:06:45,600 So we can go into the object properties, 134 00:06:45,600 --> 00:06:49,290 and in the viewport displays, set it to infant, 135 00:06:49,290 --> 00:06:52,660 so that it will be shown over our character. 136 00:06:52,660 --> 00:06:55,890 So from there, you can duplicate the sphere, 137 00:06:55,890 --> 00:06:57,940 as many times as you want, 138 00:06:57,940 --> 00:07:02,150 and change its constraints so that it will snap to the head, 139 00:07:02,150 --> 00:07:04,620 for example, and the hips. 140 00:07:04,620 --> 00:07:07,620 I will then do the same with the blue and red sphere, 141 00:07:07,620 --> 00:07:09,977 and I will snap them onto the elbows, 142 00:07:09,977 --> 00:07:13,850 the fist, the feet, and the knees. 143 00:07:13,850 --> 00:07:16,570 Whenever you are searching for a bone to target, 144 00:07:16,570 --> 00:07:19,040 just search for knee, elbow, 145 00:07:19,040 --> 00:07:23,320 and choose wherever you want the .L or .R bone, 146 00:07:23,320 --> 00:07:26,060 that mean left or right bone. 147 00:07:26,060 --> 00:07:30,690 I advise you to wherever snap to the DEF bone, 148 00:07:30,690 --> 00:07:34,150 that means deformation, those are the bones 149 00:07:34,150 --> 00:07:37,210 that are currently making our character move, 150 00:07:37,210 --> 00:07:41,390 or the tweaker bone, that are pretty low into the hierarchy, 151 00:07:41,390 --> 00:07:44,810 so whatever kind of mechanism you are using, 152 00:07:44,810 --> 00:07:48,170 like forward kinematic or inverse kinematic, 153 00:07:48,170 --> 00:07:51,810 they will always move and follow your character. 154 00:07:51,810 --> 00:07:55,401 From there, you can freely scale those trackers 155 00:07:55,401 --> 00:07:58,350 that it better fits the shape of your character. 156 00:07:58,350 --> 00:08:01,020 Then you can select them all, and in the 3D view, 157 00:08:01,020 --> 00:08:04,830 press M, to move them into a new collection. 158 00:08:04,830 --> 00:08:07,500 I've created a collection called tracker, 159 00:08:07,500 --> 00:08:11,160 and so from there, I can easily hide my character 160 00:08:11,160 --> 00:08:14,930 if I want to, and only see those bone moving. 161 00:08:14,930 --> 00:08:19,610 This will help you to spot any glitches in your motion, 162 00:08:19,610 --> 00:08:23,330 or to have a different view over your animation. 163 00:08:23,330 --> 00:08:25,200 I'm not saying this is necessary, 164 00:08:25,200 --> 00:08:27,376 but the fact that you have a different view of all your 165 00:08:27,376 --> 00:08:31,960 animation, will help you to spot the problem or to focus on 166 00:08:31,960 --> 00:08:35,400 the important part, like the arcs of the end 167 00:08:35,400 --> 00:08:37,423 on the cross, for example. 168 00:08:38,270 --> 00:08:41,390 So let's now get back to our actual characters. 169 00:08:41,390 --> 00:08:44,720 Since we are going to unmake the neck and the head, 170 00:08:44,720 --> 00:08:47,120 we don't need to see the hops. 171 00:08:47,120 --> 00:08:49,160 So I will simply hide them. 172 00:08:49,160 --> 00:08:52,650 Our goal is going to add some overlapping motion 173 00:08:52,650 --> 00:08:56,610 and dragging to the head, by first playing with the rotation 174 00:08:56,610 --> 00:08:59,930 of the neck, and then work with the rotation 175 00:08:59,930 --> 00:09:01,810 and location of the head. 176 00:09:01,810 --> 00:09:04,460 I've isolated the rotation channel of the neck, 177 00:09:04,460 --> 00:09:06,720 and we will start the X rotation, 178 00:09:06,720 --> 00:09:09,840 which is the up and down rotation. 179 00:09:09,840 --> 00:09:14,180 As the body is going down, the neck is raising a bit. 180 00:09:14,180 --> 00:09:18,510 I will hold for a couple of frame, and then as our character 181 00:09:18,510 --> 00:09:22,650 is pushing forward, we will transition and make the neck 182 00:09:22,650 --> 00:09:24,230 dive a bit forward. 183 00:09:24,230 --> 00:09:27,100 Those overlapping motion are going to support 184 00:09:27,100 --> 00:09:28,990 the current animation. 185 00:09:28,990 --> 00:09:32,530 But since they are further away from the initial rotation 186 00:09:32,530 --> 00:09:36,280 point, which is the center of gravity of our character, 187 00:09:36,280 --> 00:09:39,530 the curve will be slightly smoother than the center 188 00:09:39,530 --> 00:09:42,780 of gravity or the chest. 189 00:09:42,780 --> 00:09:46,910 The further away from your region of the rotation you are, 190 00:09:46,910 --> 00:09:48,620 the smoother will be your curve, 191 00:09:48,620 --> 00:09:51,610 and the smoother will be the overlapping motion. 192 00:09:51,610 --> 00:09:56,000 When working on the neck, first work on the X curve as I did 193 00:09:56,000 --> 00:09:58,120 so when the character is going down, 194 00:09:58,120 --> 00:10:01,960 the neck goes up a bit, and when the character change 195 00:10:01,960 --> 00:10:05,070 direction and goes up, the neck drops. 196 00:10:05,070 --> 00:10:08,010 But don't exaggerate too much those dragging, 197 00:10:08,010 --> 00:10:11,964 or it will feel like your character is unable to hold 198 00:10:11,964 --> 00:10:14,900 his own head, and it will look weird. 199 00:10:14,900 --> 00:10:17,430 I will now repeat the process with the head. 200 00:10:17,430 --> 00:10:20,210 I will start with the X rotational curve, 201 00:10:20,210 --> 00:10:22,370 and as the character goes down, 202 00:10:22,370 --> 00:10:24,300 I will slightly raise the head, 203 00:10:24,300 --> 00:10:27,010 raise the chin of the character. 204 00:10:27,010 --> 00:10:29,670 And then when he start to come forward, 205 00:10:29,670 --> 00:10:33,440 I will slightly make the head dive into the punch. 206 00:10:33,440 --> 00:10:35,430 When pushing the curve down, 207 00:10:35,430 --> 00:10:39,110 the head is racing, when pushing the curve up, 208 00:10:39,110 --> 00:10:41,430 the head is leaning forward. 209 00:10:41,430 --> 00:10:45,240 So when the chest of the character is diving into the punch, 210 00:10:45,240 --> 00:10:47,370 I'm raising the head a bit. 211 00:10:47,370 --> 00:10:52,080 And once he's coming back, I'm pushing the head forward, 212 00:10:52,080 --> 00:10:54,350 rotating toward the ground. 213 00:10:54,350 --> 00:10:57,500 Then to tweak the head, tilt and twist, 214 00:10:57,500 --> 00:10:59,670 I will switch to the front view. 215 00:10:59,670 --> 00:11:02,060 And I will play with the Z rotation curve, 216 00:11:02,060 --> 00:11:03,760 and the Y rotation curve. 217 00:11:03,760 --> 00:11:07,720 Between frame 10 and 12, you can see I have a big head pop. 218 00:11:07,720 --> 00:11:11,120 And since my current head curve are pretty smooth, 219 00:11:11,120 --> 00:11:14,340 it means that the problem comes from a controller 220 00:11:14,340 --> 00:11:16,570 previous in the chain. 221 00:11:16,570 --> 00:11:19,400 So it's currently the torso controller. 222 00:11:19,400 --> 00:11:21,130 When you have this kind of problem, 223 00:11:21,130 --> 00:11:24,960 just to double check the previous controllers in the chain 224 00:11:24,960 --> 00:11:27,900 until you find the ones that is big. 225 00:11:27,900 --> 00:11:30,990 So here we can see that on the Z quaternion curve 226 00:11:30,990 --> 00:11:34,370 of the torso controller, we have a big change. 227 00:11:34,370 --> 00:11:37,790 I will just smooth it a bit, and now it looks better. 228 00:11:37,790 --> 00:11:40,410 So from there, I can go back onto the head 229 00:11:40,410 --> 00:11:43,390 and make sure that the heads drags a bit 230 00:11:43,390 --> 00:11:45,310 whenever it's rotating to the left, 231 00:11:45,310 --> 00:11:47,800 to the right up and down. 232 00:11:47,800 --> 00:11:51,330 The idea is not to make the head wobbling around, 233 00:11:51,330 --> 00:11:54,220 but just give it a slight dragging motion. 234 00:11:54,220 --> 00:11:57,460 From there, we can play a bit with the head location. 235 00:11:57,460 --> 00:12:01,150 I will only be using the head Y location, 236 00:12:01,150 --> 00:12:03,930 and when the body of the character will be moving 237 00:12:03,930 --> 00:12:08,110 very rapidly forward, I will slightly push the head 238 00:12:08,110 --> 00:12:11,280 inward toward the shoulders. 239 00:12:11,280 --> 00:12:14,400 And as the second punch is done, 240 00:12:14,400 --> 00:12:16,320 I will pull the head toward the back. 241 00:12:16,320 --> 00:12:19,890 The head is projected forward and backward 242 00:12:19,890 --> 00:12:22,910 based on its weight and its momentum. 243 00:12:22,910 --> 00:12:25,670 And as a micro detail, you can play 244 00:12:25,670 --> 00:12:29,370 with the head tweaker bone on the top of the head, 245 00:12:29,370 --> 00:12:32,560 and stretch a bit the head when it's pulling back 246 00:12:32,560 --> 00:12:34,980 just a touch, and as it stopped, 247 00:12:34,980 --> 00:12:37,260 you can squash it a little bit. 248 00:12:37,260 --> 00:12:39,130 Those are super subtle smiles, 249 00:12:39,130 --> 00:12:41,460 but they will improve a bit your animation. 250 00:12:41,460 --> 00:12:43,693 From there, I will double check the animation 251 00:12:43,693 --> 00:12:45,360 from the camera view. 252 00:12:45,360 --> 00:12:48,610 And then I will fine tweak the rotation of the head. 253 00:12:48,610 --> 00:12:52,430 I'm trying to spot the moments where I could be showing 254 00:12:52,430 --> 00:12:54,230 both eyes of the character. 255 00:12:54,230 --> 00:12:58,280 This will help your audience to connect with the character. 256 00:12:58,280 --> 00:13:01,760 So whenever he's throwing or preparing to throw 257 00:13:01,760 --> 00:13:04,550 the jab hold the right cross. 258 00:13:04,550 --> 00:13:07,520 You can see that by simply pushing a bit down the 259 00:13:07,520 --> 00:13:11,010 the Z quartanion curve, I can slightly twist the head 260 00:13:11,010 --> 00:13:13,970 toward the camera and you'll see both eyes. 261 00:13:13,970 --> 00:13:16,500 That's subtle, that's just a detail, 262 00:13:16,500 --> 00:13:19,560 but it may or might do the difference 263 00:13:19,560 --> 00:13:21,833 between the good and a great animation. 21681

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