All language subtitles for 08-09-03 Polishing part 03

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These are the user uploaded subtitles that are being translated: 1 00:00:00,110 --> 00:00:02,040 - [Narrator] So now let's polish the arms 2 00:00:02,040 --> 00:00:04,590 and the little details for the first chunk 3 00:00:04,590 --> 00:00:05,860 of this animation. 4 00:00:05,860 --> 00:00:08,370 But one thing I'd done before publishing the arm 5 00:00:08,370 --> 00:00:10,980 is that I've input a bit of details 6 00:00:10,980 --> 00:00:13,860 into the toes of the right foot. 7 00:00:13,860 --> 00:00:16,900 So I'm not using the graph editor here, 8 00:00:16,900 --> 00:00:19,330 I'm just directly posing to camera. 9 00:00:19,330 --> 00:00:21,049 When the foot is moving forward, 10 00:00:21,049 --> 00:00:23,370 I'm making the toes dragging a bit 11 00:00:23,370 --> 00:00:25,900 as if they were sliding on the ground. 12 00:00:25,900 --> 00:00:27,770 I will later in the video, 13 00:00:27,770 --> 00:00:29,330 revise the rotation, 14 00:00:29,330 --> 00:00:32,580 timing of the foot as it rotates toward 15 00:00:32,580 --> 00:00:34,560 the pinch a bit too soon. 16 00:00:34,560 --> 00:00:36,480 I will offset it by a couple of frames 17 00:00:36,480 --> 00:00:38,010 at the very end of the video. 18 00:00:38,010 --> 00:00:40,590 I will start by polishing the left arm 19 00:00:40,590 --> 00:00:43,010 and I won't be showing you my curves 20 00:00:43,010 --> 00:00:44,750 because it's not necessary. 21 00:00:44,750 --> 00:00:46,800 What's important is the process. 22 00:00:46,800 --> 00:00:49,200 First I've tracked the elbow 23 00:00:49,200 --> 00:00:52,600 by calculating the motion path of the elbow tweaker. 24 00:00:52,600 --> 00:00:54,690 And now think of what's happening, 25 00:00:54,690 --> 00:00:56,460 the character is dropping down, 26 00:00:56,460 --> 00:00:58,500 so I want the shoulder to drag a bit. 27 00:00:58,500 --> 00:01:00,730 I want the shoulder to raise a bit 28 00:01:00,730 --> 00:01:02,570 when the character is fully. 29 00:01:02,570 --> 00:01:06,160 So I'm just spotting which channel I can use, 30 00:01:06,160 --> 00:01:08,590 which is the extradition channel, 31 00:01:08,590 --> 00:01:10,740 and I just raise a bit the curve, 32 00:01:10,740 --> 00:01:12,830 so that it raise a bit the shoulder. 33 00:01:12,830 --> 00:01:14,520 Then I will do the same with the arm. 34 00:01:14,520 --> 00:01:16,400 I want the elbow to raise a bit 35 00:01:16,400 --> 00:01:18,910 while the character is going down. 36 00:01:18,910 --> 00:01:21,248 And then for the next two frames, 37 00:01:21,248 --> 00:01:23,670 I will fix the pose of the arm 38 00:01:23,670 --> 00:01:27,820 so that it doesn't cover that much the face anymore. 39 00:01:27,820 --> 00:01:31,360 I will push a bit the forearm forward 40 00:01:31,360 --> 00:01:33,920 and check out my camera view 41 00:01:33,920 --> 00:01:36,747 to make sure that I see the eyes of the character. 42 00:01:37,738 --> 00:01:41,620 So while we may rely a lot on the graph editor, 43 00:01:41,620 --> 00:01:44,210 for the root motion of the character, 44 00:01:44,210 --> 00:01:48,163 because it's super important and it reads well, 45 00:01:49,232 --> 00:01:50,870 whenever I'm polishing the arms 46 00:01:50,870 --> 00:01:53,330 or the knees or stuff like that, 47 00:01:53,330 --> 00:01:56,050 I'm just tracking the arcs on screen. 48 00:01:56,050 --> 00:01:58,770 The graph editor does make sense to me, 49 00:01:58,770 --> 00:02:00,890 but you don't need to 50 00:02:00,890 --> 00:02:04,410 perfectly understand everything about it, 51 00:02:04,410 --> 00:02:06,920 to be clever about your choices. 52 00:02:06,920 --> 00:02:10,044 So now that I've fixed the few initial pose, 53 00:02:10,044 --> 00:02:12,711 I will track the rest of my character, 54 00:02:12,711 --> 00:02:15,820 and it feels like it's popping too much. 55 00:02:15,820 --> 00:02:19,580 To double check that I will simply select the wrist tweaker 56 00:02:19,580 --> 00:02:21,690 and calculate its motion path. 57 00:02:21,690 --> 00:02:23,910 So what I will do by working 58 00:02:23,910 --> 00:02:26,680 on the different controllers of the arm 59 00:02:26,680 --> 00:02:29,160 and not really caring about the graph editor, 60 00:02:29,160 --> 00:02:32,370 is to reduce the gap between those two frame, 61 00:02:32,370 --> 00:02:34,420 especially the ups and down 62 00:02:34,420 --> 00:02:36,950 because it's breaking the flow of the punch. 63 00:02:36,950 --> 00:02:40,140 So if we focus on the shoulder of the character 64 00:02:40,140 --> 00:02:42,560 between frame 12 and frame 13, 65 00:02:42,560 --> 00:02:45,080 there is a big gap of shape. 66 00:02:45,080 --> 00:02:47,970 On frame 12 the arm is overextended, 67 00:02:47,970 --> 00:02:49,720 and so does the shoulder 68 00:02:49,720 --> 00:02:52,280 while it's compressing on frame 13. 69 00:02:52,280 --> 00:02:56,850 So I can find some kind of in-between shape on frame 13 70 00:02:56,850 --> 00:02:59,040 by moving a bit the shoulder, 71 00:02:59,040 --> 00:03:00,210 moving a bit the arm, 72 00:03:00,210 --> 00:03:02,110 moving a bit the forearm 73 00:03:02,110 --> 00:03:06,460 and try to flatten a bit the motion path of the fist. 74 00:03:06,460 --> 00:03:09,710 Again, I'm not relying on the graph editor to do so. 75 00:03:09,710 --> 00:03:12,160 I tweak the pose through graph editor, 76 00:03:12,160 --> 00:03:14,360 but also directly in the 3D view. 77 00:03:14,360 --> 00:03:17,952 Next, if we follow along the tracking of the wrist, 78 00:03:17,952 --> 00:03:21,380 we can see that there is a arch angle here 79 00:03:21,380 --> 00:03:25,440 and the fist of the character disappear on the next frame. 80 00:03:25,440 --> 00:03:27,540 All of these from the camera view, 81 00:03:27,540 --> 00:03:29,150 not in our space. 82 00:03:29,150 --> 00:03:31,200 So what we can do to fix this 83 00:03:31,200 --> 00:03:36,160 is that we can make the elbow diving little more down. 84 00:03:36,160 --> 00:03:38,582 So I will slightly twist the arm 85 00:03:38,582 --> 00:03:42,630 so that I get more of an angle with the hand. 86 00:03:42,630 --> 00:03:45,320 This way, I will be able later on 87 00:03:45,320 --> 00:03:49,710 to create a smear into a C-shape from the camera view. 88 00:03:49,710 --> 00:03:51,170 Now in the next pose, 89 00:03:51,170 --> 00:03:54,831 I will try to show as much elbow as possible 90 00:03:54,831 --> 00:03:57,490 so that the arms read well, 91 00:03:57,490 --> 00:04:01,690 and it will also extend the current pose of the character. 92 00:04:01,690 --> 00:04:04,841 I'm sure checking my character from all angle, 93 00:04:04,841 --> 00:04:06,870 I'm tweaking the pose, 94 00:04:06,870 --> 00:04:08,070 but as you can see, 95 00:04:08,070 --> 00:04:11,540 I don't work that much directing to the graph editor. 96 00:04:11,540 --> 00:04:14,869 I work a lot directly on my character 97 00:04:14,869 --> 00:04:17,460 a little later on in the animation, 98 00:04:17,460 --> 00:04:19,770 same issue, same solution. 99 00:04:19,770 --> 00:04:23,450 Here you can see from frame 19 to frame 22, 100 00:04:23,450 --> 00:04:25,580 I have a flat motion path. 101 00:04:25,580 --> 00:04:28,690 So it will be better if we add a nice arc. 102 00:04:28,690 --> 00:04:31,048 So the point here is not to know 103 00:04:31,048 --> 00:04:34,330 what all the curves are doing into this motion, 104 00:04:34,330 --> 00:04:36,810 but choose the right curves 105 00:04:36,810 --> 00:04:39,287 that will help me to fix this issue. 106 00:04:39,287 --> 00:04:41,750 And if I take the arm controller 107 00:04:41,750 --> 00:04:45,137 and then just check each rotation channel, 108 00:04:45,137 --> 00:04:47,320 I will find one of the curve 109 00:04:47,320 --> 00:04:50,910 that I'll need to raise a bit the arm. 110 00:04:50,910 --> 00:04:53,230 They found the couple of curve 111 00:04:53,230 --> 00:04:55,300 that will all meet to rotate the arm 112 00:04:55,300 --> 00:04:57,840 the way I want from the camera view, 113 00:04:57,840 --> 00:05:00,690 I can tweak them to create the arcs. 114 00:05:00,690 --> 00:05:04,500 I will just regularly update the motion path 115 00:05:04,500 --> 00:05:06,730 and you can see in a few seconds, 116 00:05:06,730 --> 00:05:08,520 I have fixed my issue, 117 00:05:08,520 --> 00:05:11,239 and this is why having a super detailed booking 118 00:05:11,239 --> 00:05:15,020 before we switch to spline was really helpful 119 00:05:15,020 --> 00:05:18,270 because now we can focus on improving the animation 120 00:05:18,270 --> 00:05:21,372 in putting detail and fixing the little arcs. 121 00:05:21,372 --> 00:05:22,205 (sound whooshing) 122 00:05:22,205 --> 00:05:23,500 As I fix the arcs, 123 00:05:23,500 --> 00:05:25,500 I have now a motion path 124 00:05:25,500 --> 00:05:27,940 I can full to bard my smears. 125 00:05:27,940 --> 00:05:31,250 I will enable the tweaker bone in the UI, 126 00:05:31,250 --> 00:05:33,530 and then they will jump to the action editor. 127 00:05:33,530 --> 00:05:36,470 And I will make sure that I have a key frame 128 00:05:36,470 --> 00:05:40,710 on all those controller on the previous and next frame. 129 00:05:40,710 --> 00:05:42,310 Around the current frame, 130 00:05:42,310 --> 00:05:46,020 I want to build my smear frame on this way, 131 00:05:46,020 --> 00:05:48,320 those tweaker bone won't interpolate, 132 00:05:48,320 --> 00:05:53,010 since they are locked before and after the current frame. 133 00:05:53,010 --> 00:05:55,280 Again, here, there is no magical trick, 134 00:05:55,280 --> 00:05:57,020 I'm just shaping the pose. 135 00:05:57,020 --> 00:05:59,912 So I am pushing, pulling the different controllers 136 00:05:59,912 --> 00:06:03,660 until it creates a nice arc with the arm. 137 00:06:03,660 --> 00:06:06,560 I'm also breaking the wrist and rotating 138 00:06:06,560 --> 00:06:10,350 the hand so that it's pointing toward its previous position. 139 00:06:10,350 --> 00:06:12,190 Try to keep the current arch in the arm 140 00:06:12,190 --> 00:06:13,428 as smooth as possible 141 00:06:13,428 --> 00:06:17,400 and focus on what will be seen from the camera view. 142 00:06:17,400 --> 00:06:18,470 On the next frame, 143 00:06:18,470 --> 00:06:20,230 I will also try to cheat 144 00:06:20,230 --> 00:06:23,690 and show a part of the left hand of the character 145 00:06:23,690 --> 00:06:24,930 in the camera view. 146 00:06:24,930 --> 00:06:27,170 Even if it's only on one frame, 147 00:06:27,170 --> 00:06:30,270 the fact that we don't lose track of the hand 148 00:06:30,270 --> 00:06:32,970 will help reading the animation. 149 00:06:32,970 --> 00:06:35,690 Again here, there is no graph editor involved. 150 00:06:35,690 --> 00:06:38,778 From there even if I don't see it from the camera view, 151 00:06:38,778 --> 00:06:41,800 I am bulging the smear on the left arm. 152 00:06:41,800 --> 00:06:46,080 Maybe I will have to present this specific animation 153 00:06:46,080 --> 00:06:47,870 from many angles. 154 00:06:47,870 --> 00:06:51,250 Maybe I will have to tweak the position of the camera, 155 00:06:51,250 --> 00:06:53,483 both learning wise, 156 00:06:53,483 --> 00:06:55,870 and to prevent any rework later on, 157 00:06:55,870 --> 00:06:56,920 you should do this also. (sound whooshing) 158 00:06:56,920 --> 00:07:00,040 I will speed up a bit the video for the right arm, 159 00:07:00,040 --> 00:07:03,270 because in the beginning I'm doing exactly the same thing. 160 00:07:03,270 --> 00:07:04,600 As the character drop, 161 00:07:04,600 --> 00:07:05,822 I'm raising the shoulder, 162 00:07:05,822 --> 00:07:07,710 then from the camera view, 163 00:07:07,710 --> 00:07:11,280 I will be tracking first the elbow of the character, 164 00:07:11,280 --> 00:07:14,210 and I will try to create a nice arc. 165 00:07:14,210 --> 00:07:15,770 Also from camera view, 166 00:07:15,770 --> 00:07:19,513 I will try to show as much of the right arm as possible. 167 00:07:20,700 --> 00:07:23,395 So I'm slightly offsetting the elbow 168 00:07:23,395 --> 00:07:27,080 so that it shows it's not cut or overlapping 169 00:07:27,080 --> 00:07:28,620 with the chest of the character. 170 00:07:28,620 --> 00:07:32,325 From there, I will calculate the motion path of the hand, 171 00:07:32,325 --> 00:07:35,590 and I feel like it's jiggling a bit here. 172 00:07:35,590 --> 00:07:38,110 You can see that the path is not clean. 173 00:07:38,110 --> 00:07:40,510 I have both a problem of spacing, 174 00:07:40,510 --> 00:07:43,210 and my arc is not clearly defined. 175 00:07:43,210 --> 00:07:45,240 I will manipulate the shoulder, 176 00:07:45,240 --> 00:07:48,900 the arm and the forearm controller until I get it right. 177 00:07:48,900 --> 00:07:52,400 And at some point I will also recalculate 178 00:07:52,400 --> 00:07:53,710 the arcs of the elbow. 179 00:07:53,710 --> 00:07:56,520 Since I'm modifying the position of the arm, 180 00:07:56,520 --> 00:07:59,353 I may mess with the position of the elbow, 181 00:07:59,353 --> 00:08:00,510 the arc of the elbow, 182 00:08:00,510 --> 00:08:02,250 the spacing of the elbow. 183 00:08:02,250 --> 00:08:03,330 Once I was done, 184 00:08:03,330 --> 00:08:06,123 you can see that I have a clean arc, 185 00:08:06,123 --> 00:08:10,810 that is easing into frame 15 before he's throw the punch. 186 00:08:10,810 --> 00:08:13,470 From there, I was able to work on the current spline. 187 00:08:13,470 --> 00:08:16,050 so when we have switched to spline, 188 00:08:16,050 --> 00:08:19,360 the right opened a lot around frame 16, 189 00:08:19,360 --> 00:08:22,690 because of the forward kinematic mechanism 190 00:08:22,690 --> 00:08:26,630 and both pose wise animation wise and boxing wise, 191 00:08:26,630 --> 00:08:28,330 this is not super efficient. 192 00:08:28,330 --> 00:08:31,540 And there, instead of using the interpolation of the curve, 193 00:08:31,540 --> 00:08:34,650 I've decided to revert the current pose 194 00:08:34,650 --> 00:08:37,440 and I've boxing wise exaggerated it 195 00:08:37,440 --> 00:08:38,700 using the tweaker bone. 196 00:08:38,700 --> 00:08:41,928 They're used to create like a narrow with the arm 197 00:08:41,928 --> 00:08:44,330 that will bench into the bag. 198 00:08:44,330 --> 00:08:48,145 From there, I reworked each frames of the punch, 199 00:08:48,145 --> 00:08:51,036 working on all the controllers of the arm 200 00:08:51,036 --> 00:08:54,440 to make sure that the motion path of the punch 201 00:08:54,440 --> 00:08:56,890 was as straight as possible, 202 00:08:56,890 --> 00:08:59,622 and that the whole shape of the arm 203 00:08:59,622 --> 00:09:02,480 was following this motion path. 204 00:09:02,480 --> 00:09:05,790 So even the small orientation of the wrist 205 00:09:05,790 --> 00:09:07,610 is important at this time. 206 00:09:07,610 --> 00:09:10,902 And then when the character is pulling back his arm, 207 00:09:10,902 --> 00:09:13,870 the fist is currently falling down 208 00:09:13,870 --> 00:09:17,390 and it feels like the arm is heavy for our character. 209 00:09:17,390 --> 00:09:20,000 While he's supposed to be super bad bad-ass 210 00:09:20,000 --> 00:09:21,260 so it doesn't fit. 211 00:09:21,260 --> 00:09:24,620 Instead of having the wrist falling down forward, 212 00:09:24,620 --> 00:09:26,940 I reworked the shape of the arm, 213 00:09:26,940 --> 00:09:28,976 so that the elbow is leading. 214 00:09:28,976 --> 00:09:31,904 So I've made the elbow pointing down, 215 00:09:31,904 --> 00:09:34,500 So is that I can raise the wrist 216 00:09:34,500 --> 00:09:36,860 as if it was following through 217 00:09:36,860 --> 00:09:40,284 or overlapping instead of leading the arm down. 218 00:09:40,284 --> 00:09:43,210 Those little details will make the difference 219 00:09:43,210 --> 00:09:46,640 because they communicate a different idea. 220 00:09:46,640 --> 00:09:50,740 The initial pose of our character make him lose control. 221 00:09:50,740 --> 00:09:53,150 He feels weak and I don't like that. 222 00:09:53,150 --> 00:09:54,820 We don't want that. 223 00:09:54,820 --> 00:09:56,200 He's a bad-ass character, 224 00:09:56,200 --> 00:09:57,370 so everything he does, 225 00:09:57,370 --> 00:09:59,020 he does it with control. 226 00:09:59,020 --> 00:10:03,780 Why the previous animation might be mechanically correct, 227 00:10:03,780 --> 00:10:05,690 communication wise it's wrong, 228 00:10:05,690 --> 00:10:09,361 because it doesn't communicate what our character is about. 229 00:10:09,361 --> 00:10:12,430 And asking yourself this kind of question 230 00:10:12,430 --> 00:10:14,941 is not a matter of skill level. 231 00:10:14,941 --> 00:10:18,220 You might be struggling with your mechanism 232 00:10:18,220 --> 00:10:19,790 or body mechanism, 233 00:10:19,790 --> 00:10:22,100 but you should beginner or not 234 00:10:22,100 --> 00:10:24,880 always ask yourself those questions. 235 00:10:24,880 --> 00:10:27,720 Your animation might not be perfect, 236 00:10:27,720 --> 00:10:29,740 but if he does communicate 237 00:10:29,740 --> 00:10:32,500 the right information to your audience, 238 00:10:32,500 --> 00:10:34,610 then you're doing a better work 239 00:10:34,610 --> 00:10:36,665 than having a bad-ass motion, 240 00:10:36,665 --> 00:10:39,965 but nothing to say about your character. 241 00:10:39,965 --> 00:10:42,430 As explained in the beginning of the video, 242 00:10:42,430 --> 00:10:45,670 the right foot was rotating a bit too early, 243 00:10:45,670 --> 00:10:49,890 so I just offset its rotation by a couple of frames. 244 00:10:49,890 --> 00:10:52,020 But once I was happy with the result, 245 00:10:52,020 --> 00:10:54,720 I've made a final pass of details 246 00:10:54,720 --> 00:10:55,837 onto this chunk of the animation. 247 00:10:55,837 --> 00:10:58,420 (sound whooshing) 248 00:10:58,420 --> 00:11:01,590 I did a little pass on the fingers. 249 00:11:01,590 --> 00:11:03,430 I was originally planning 250 00:11:03,430 --> 00:11:06,185 to have my character with open hands 251 00:11:06,185 --> 00:11:09,770 most of the time during this animation, 252 00:11:09,770 --> 00:11:10,830 because in Muay Thai, 253 00:11:10,830 --> 00:11:14,200 it's more natural to have the hands open, 254 00:11:14,200 --> 00:11:16,320 to be able to catch our upend. 255 00:11:16,320 --> 00:11:18,550 But I've chosen to close the fists 256 00:11:18,550 --> 00:11:20,490 because it will take forever 257 00:11:20,490 --> 00:11:23,020 to spline in polish those fingers. 258 00:11:23,020 --> 00:11:27,200 But while the educational content would be super imitated, 259 00:11:27,200 --> 00:11:31,114 the fingers are some hold the limbs of the hand. 260 00:11:31,114 --> 00:11:33,720 So they need to move with pupils. 261 00:11:33,720 --> 00:11:36,830 They will help you to define the shape of the hand, 262 00:11:36,830 --> 00:11:40,640 and they can also communicate something about your character 263 00:11:40,640 --> 00:11:43,730 as seen in the posing hand chapter. 264 00:11:43,730 --> 00:11:47,323 What I've done here is that as the hand is going down, 265 00:11:47,323 --> 00:11:51,996 I will the finger drug by bending them a bit backward. 266 00:11:51,996 --> 00:11:54,893 And just before the fist closed, 267 00:11:55,932 --> 00:11:58,110 I have made the ultimate joint 268 00:11:58,110 --> 00:12:00,590 to bend backwards so that it feels 269 00:12:00,590 --> 00:12:04,200 like the fingers are snapping into a punch 270 00:12:04,200 --> 00:12:07,010 more than they are crawling into a punch. 271 00:12:07,010 --> 00:12:09,850 It will make the punching even snap here 272 00:12:09,850 --> 00:12:11,100 to have the opposite hand 273 00:12:11,100 --> 00:12:13,283 to also have a snappy motion. 21014

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