All language subtitles for 08-10-03 Polishing hook part 03

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These are the user uploaded subtitles that are being translated: 1 00:00:00,110 --> 00:00:02,030 - [Instructor] With our center of gravity 2 00:00:02,030 --> 00:00:03,730 and our feet polished, 3 00:00:03,730 --> 00:00:06,686 it's gonna be way he's yours to now polish the hips 4 00:00:06,686 --> 00:00:08,110 of the character. 5 00:00:08,110 --> 00:00:10,220 To get rid of any visual noise, 6 00:00:10,220 --> 00:00:14,800 I will ID arms of the character using the rig UI. 7 00:00:14,800 --> 00:00:17,830 So let's expose the hips rotation curve. 8 00:00:17,830 --> 00:00:21,410 And keep in mind that the hips can either be pushed 9 00:00:21,410 --> 00:00:25,140 by the supporting leg or lead the leg, pulling it. 10 00:00:25,140 --> 00:00:28,620 For example, on the section of the animation, 11 00:00:28,620 --> 00:00:33,020 as the weight is totally shifting toward the right leg, 12 00:00:33,020 --> 00:00:35,580 the hips will raise toward the right leg, 13 00:00:35,580 --> 00:00:38,310 because they are pushed by the right leg. 14 00:00:38,310 --> 00:00:41,370 And our goal is not to know which curve to use, 15 00:00:41,370 --> 00:00:44,740 but to figure it out based on the character motion. 16 00:00:44,740 --> 00:00:46,470 The weight is on the right leg, 17 00:00:46,470 --> 00:00:51,050 so I need to slightly raise the hips toward the right. 18 00:00:51,050 --> 00:00:52,690 I'm testing different curve. 19 00:00:52,690 --> 00:00:55,020 The Y rotation curve seems to be the one 20 00:00:55,020 --> 00:00:57,320 that will do what I need. 21 00:00:57,320 --> 00:00:59,670 And I tweak this curve rig-wise. 22 00:00:59,670 --> 00:01:02,930 Most of the motion of the torso of our character 23 00:01:02,930 --> 00:01:06,760 is generated by the torso root or center of gravity. 24 00:01:06,760 --> 00:01:08,060 So most of the time, 25 00:01:08,060 --> 00:01:11,080 once the center of gravity is polished, 26 00:01:11,080 --> 00:01:14,980 polishing the hips is mostly smoothing out the curve, 27 00:01:14,980 --> 00:01:19,720 so that we don't get harsh angles or distorted torso shape. 28 00:01:19,720 --> 00:01:22,320 And then I tend to rotate a little more 29 00:01:22,320 --> 00:01:25,000 to chest controller than the hips controller 30 00:01:25,000 --> 00:01:27,830 As you can see, I'm pushing and pulling 31 00:01:27,830 --> 00:01:29,470 along the way of the curve, 32 00:01:29,470 --> 00:01:32,020 so that I get smoother transition 33 00:01:32,020 --> 00:01:34,050 from one extreme to the other. 34 00:01:34,050 --> 00:01:37,320 On frame 47, I will push down a bit 35 00:01:37,320 --> 00:01:39,190 the Z quaternion curve, 36 00:01:39,190 --> 00:01:43,570 because it will make the hips to twist a little further 37 00:01:43,570 --> 00:01:45,160 into the punch. 38 00:01:45,160 --> 00:01:48,050 Since the hips are leading the punch, 39 00:01:48,050 --> 00:01:50,300 it's where the energy come from. 40 00:01:50,300 --> 00:01:52,880 We do need just after the impact them 41 00:01:52,880 --> 00:01:55,130 to slightly overshoot. 42 00:01:55,130 --> 00:01:58,540 And then I'm realigning the hips with the rest of the body, 43 00:01:58,540 --> 00:02:02,960 so that I don't get a too distorted trunk. 44 00:02:02,960 --> 00:02:07,180 This little push on frame 47 will create a slight overshoot, 45 00:02:07,180 --> 00:02:09,450 and that will better sell the impact, 46 00:02:09,450 --> 00:02:14,360 because we will have a slight glitch into the hips rotation 47 00:02:14,360 --> 00:02:16,430 just after he hit the bag. 48 00:02:16,430 --> 00:02:19,070 And since the hips are pulling the leg, 49 00:02:19,070 --> 00:02:22,470 I will propagate a bit the slight overshoot 50 00:02:22,470 --> 00:02:26,640 into the left knee, by playing with the pull target. 51 00:02:26,640 --> 00:02:30,390 We can see the pull target shifting after frame 47 52 00:02:30,390 --> 00:02:33,270 to the left, but I will just pull a bit the curve 53 00:02:33,270 --> 00:02:37,830 on frame 50 and 52 to create a slight overshoot 54 00:02:37,830 --> 00:02:39,210 toward the inside. 55 00:02:39,210 --> 00:02:44,210 As the hips rotate, the knee is pulled inside, 56 00:02:44,390 --> 00:02:48,210 overshoot a bit, and then get back into its position 57 00:02:48,210 --> 00:02:49,433 on frame 58. 58 00:02:50,577 --> 00:02:52,820 (air whooshes) 59 00:02:52,820 --> 00:02:56,610 Polishing the chest will be mostly about making it drag. 60 00:02:56,610 --> 00:02:59,930 A lot of the force in boxing comes from way you deal 61 00:02:59,930 --> 00:03:01,490 with your center of gravity, 62 00:03:01,490 --> 00:03:04,950 so basically how you move your feet and your hips. 63 00:03:04,950 --> 00:03:09,030 Having a strong upper body is really a secondary factor 64 00:03:09,030 --> 00:03:10,640 to the power of your punch. 65 00:03:10,640 --> 00:03:12,610 This is why we can make it drag it, 66 00:03:12,610 --> 00:03:15,080 because this is not the primary force 67 00:03:15,080 --> 00:03:17,300 into the punching motion. 68 00:03:17,300 --> 00:03:20,170 The twisting of our character chest is led 69 00:03:20,170 --> 00:03:21,900 by the Z quaternion curve. 70 00:03:21,900 --> 00:03:25,410 So that our character torso root is twisting 71 00:03:25,410 --> 00:03:28,630 toward the left, I will make the chest drag 72 00:03:28,630 --> 00:03:32,270 by inputting a bit of delay into the Z quaternion curve, 73 00:03:32,270 --> 00:03:35,500 meaning that I will offset any extreme pose, 74 00:03:35,500 --> 00:03:38,700 and I will push the curve toward its previous value. 75 00:03:38,700 --> 00:03:40,770 This is a very easy method that you can use 76 00:03:40,770 --> 00:03:43,590 whenever you're trying to achieve a dragging motion, 77 00:03:43,590 --> 00:03:46,800 whether it's the finger, a pony tail, or whatever. 78 00:03:46,800 --> 00:03:50,000 You just delay the keys of the controller 79 00:03:50,000 --> 00:03:52,660 based on their position in the chain. 80 00:03:52,660 --> 00:03:55,490 The closer they get to the tip of the chain, 81 00:03:55,490 --> 00:03:58,260 the further you will offset the keys, 82 00:03:58,260 --> 00:04:01,670 and I will apply this concept to different degrees 83 00:04:01,670 --> 00:04:02,760 for the chest. 84 00:04:02,760 --> 00:04:06,060 The more strength the character will put into his punch, 85 00:04:06,060 --> 00:04:10,110 meaning that he will contract all the muscle of his torso, 86 00:04:10,110 --> 00:04:11,800 the tighter will be the dragging. 87 00:04:11,800 --> 00:04:16,800 So I may not offset by your key, every pose of the chest, 88 00:04:17,260 --> 00:04:21,410 but rather have a rise to previous pose, and then overshoot. 89 00:04:21,410 --> 00:04:24,870 For example, here, I will push up the Z quaternion curve 90 00:04:24,870 --> 00:04:27,720 on frame 44 and 45, 91 00:04:27,720 --> 00:04:31,140 but then I will push it down to create the overshoot. 92 00:04:31,140 --> 00:04:34,920 Pushing up the curve create the drags into the twist. 93 00:04:34,920 --> 00:04:37,820 Pushing it down create the overshoot 94 00:04:37,820 --> 00:04:40,770 and sell more power to the hook. 95 00:04:40,770 --> 00:04:42,290 Now you have to be careful 96 00:04:42,290 --> 00:04:45,710 not to smooth out the motion too much. 97 00:04:45,710 --> 00:04:50,190 A good way to input a bit of texture and impact to the hook 98 00:04:50,190 --> 00:04:52,570 is to use the location of the chest. 99 00:04:52,570 --> 00:04:55,340 As the character is moving up very fast, 100 00:04:55,340 --> 00:04:57,230 I will pull the chest down. 101 00:04:57,230 --> 00:04:59,480 I will squash it onto the hips, 102 00:04:59,480 --> 00:05:01,940 but then as the character hit the bag, 103 00:05:01,940 --> 00:05:04,270 I will slightly pull the chest the back. 104 00:05:04,270 --> 00:05:06,800 So I will make it drag a bit. 105 00:05:06,800 --> 00:05:10,160 And just after the impact, I will push it forward. 106 00:05:10,160 --> 00:05:13,360 So basically you move the chest opposite to the punch, 107 00:05:13,360 --> 00:05:16,120 and then you move it toward the punch. 108 00:05:16,120 --> 00:05:19,810 It will feels like the chest of the character is bouncing 109 00:05:19,810 --> 00:05:21,880 due to the impact of the hook. 110 00:05:21,880 --> 00:05:24,490 Don't hesitate to push this pose further away, 111 00:05:24,490 --> 00:05:26,700 pushing forward over one frame, 112 00:05:26,700 --> 00:05:29,823 and recovering over two or three frames. 113 00:05:30,861 --> 00:05:31,694 (air whooshes) 114 00:05:31,694 --> 00:05:33,260 From there, polishing the neck 115 00:05:33,260 --> 00:05:35,520 and the head is pretty straightforward. 116 00:05:35,520 --> 00:05:38,640 I'm using the tweaker bone at the base of the head 117 00:05:38,640 --> 00:05:40,510 to calculate the motion path. 118 00:05:40,510 --> 00:05:42,920 And from there, I will walk as we did 119 00:05:42,920 --> 00:05:45,636 in the previous segment of this animation. 120 00:05:45,636 --> 00:05:48,800 We are going to make the neck dragging compound 121 00:05:48,800 --> 00:05:49,830 to the chest. 122 00:05:49,830 --> 00:05:52,430 Since the neck is following the rotation 123 00:05:52,430 --> 00:05:55,210 of the chest controller-wise, 124 00:05:55,210 --> 00:05:57,380 the element of work to polish those curve 125 00:05:57,380 --> 00:05:59,940 won't be that big, but just for our eyes, 126 00:05:59,940 --> 00:06:01,540 it will beat the previous pose 127 00:06:01,540 --> 00:06:03,670 by pushing the value of the curve 128 00:06:03,670 --> 00:06:08,000 toward its previous value or offsetting in in time 129 00:06:08,000 --> 00:06:09,360 by one frame. 130 00:06:09,360 --> 00:06:10,690 Then track your arcs. 131 00:06:10,690 --> 00:06:13,390 You can see here, I have a very clean arc 132 00:06:13,390 --> 00:06:15,330 made by the pace of the head. 133 00:06:15,330 --> 00:06:18,390 And since the head comes from the left, 134 00:06:18,390 --> 00:06:21,600 I'm tweaking the value of the curve, 135 00:06:21,600 --> 00:06:24,800 so that the head move a bit more to the left 136 00:06:24,800 --> 00:06:27,010 during this transition move. 137 00:06:27,010 --> 00:06:30,660 And then as it hits the next pose, 138 00:06:30,660 --> 00:06:34,220 I will make it overshoot a bit, one or two frame, 139 00:06:34,220 --> 00:06:36,840 after it hits the extreme pose. 140 00:06:36,840 --> 00:06:39,700 Technically, I don't have that much tricks 141 00:06:39,700 --> 00:06:41,520 to teach you here, 142 00:06:41,520 --> 00:06:44,390 but to watch the motion path 143 00:06:44,390 --> 00:06:48,050 and make sure you create as smooth arc as possible. 144 00:06:48,050 --> 00:06:51,340 It's exactly the same method as what we did before 145 00:06:51,340 --> 00:06:52,740 for the arms. 146 00:06:52,740 --> 00:06:54,807 We were tracking the elbows, 147 00:06:54,807 --> 00:06:58,940 and then playing with the rotation curve of the upper arm. 148 00:06:58,940 --> 00:07:02,510 We were modifying the shape of the motion path. 149 00:07:02,510 --> 00:07:05,870 At no point was I focusing on the graph (indistinct), 150 00:07:05,870 --> 00:07:09,715 but mostly on the arcs made by the elbow. 151 00:07:09,715 --> 00:07:14,010 At this stage, it's tweaking each pose frame by frame, 152 00:07:14,010 --> 00:07:17,080 whether you're doing these for the rough editorial 153 00:07:17,080 --> 00:07:20,860 or directly in the 3D view port doesn't matter, 154 00:07:20,860 --> 00:07:23,370 but your arcs must be super clean. 155 00:07:23,370 --> 00:07:26,660 For example, here, as the torso is rotating 156 00:07:26,660 --> 00:07:31,160 toward the right, I will rotate the neck to the left, 157 00:07:31,160 --> 00:07:32,390 so that it is dragging. 158 00:07:32,390 --> 00:07:33,630 And then after the impact, 159 00:07:33,630 --> 00:07:35,340 I've pushed the neck to the right, 160 00:07:35,340 --> 00:07:37,240 so that I get a nice overshoot 161 00:07:37,240 --> 00:07:40,783 and we feel like the head has a lot of weight and momentum. 162 00:07:42,100 --> 00:07:44,820 And as I feel up here with the result here, 163 00:07:44,820 --> 00:07:48,320 I will do exactly the same thing with the head. 164 00:07:48,320 --> 00:07:51,020 Instead of tracking the base of the neck, 165 00:07:51,020 --> 00:07:55,610 I may track with the top of the head or the tip of the nose. 166 00:07:55,610 --> 00:07:56,710 From there, you will see 167 00:07:56,710 --> 00:07:59,450 that it's very, very straightforward. 168 00:07:59,450 --> 00:08:00,940 When the head is raising, 169 00:08:00,940 --> 00:08:03,400 I will lower the chin a bit. 170 00:08:03,400 --> 00:08:05,140 When the head is getting down, 171 00:08:05,140 --> 00:08:07,360 I will raise the chin a bit. 172 00:08:07,360 --> 00:08:09,820 When the head is turning to the right, 173 00:08:09,820 --> 00:08:12,000 I will make the nose drag to the left. 174 00:08:12,000 --> 00:08:15,430 So we are repeating the same method over and over 175 00:08:15,430 --> 00:08:17,530 along the whole animation. 176 00:08:17,530 --> 00:08:20,770 There is just a moment with the specific controller 177 00:08:20,770 --> 00:08:23,980 where we are going to break the rules in the way 178 00:08:23,980 --> 00:08:25,430 to create more impact. 179 00:08:25,430 --> 00:08:28,140 If you remember, when we were watching the reference 180 00:08:28,140 --> 00:08:31,100 of Liam Harrison throwing a big hook, 181 00:08:31,100 --> 00:08:34,520 there is a lot of rotation in his head during the impact, 182 00:08:34,520 --> 00:08:37,000 and this is what I want to reproduce here. 183 00:08:37,000 --> 00:08:39,500 And they want to get that into my animation too. 184 00:08:39,500 --> 00:08:41,980 But instead of having a recoil in the head, 185 00:08:41,980 --> 00:08:44,150 I want to hold during the drag, 186 00:08:44,150 --> 00:08:46,770 and then move it away as fast as possible. 187 00:08:46,770 --> 00:08:49,420 To do so, I will create a little plateau 188 00:08:49,420 --> 00:08:51,580 with the Z quaternion rotation. 189 00:08:51,580 --> 00:08:55,990 This way the head is looking at the punch, so it dragging. 190 00:08:55,990 --> 00:08:59,140 And on the next frame, I will push the curve way down, 191 00:08:59,140 --> 00:09:01,240 so that it rotate the opposite way. 192 00:09:01,240 --> 00:09:04,130 And it creates a very impactful rotation of the head 193 00:09:04,130 --> 00:09:05,400 just after the punch. 194 00:09:05,400 --> 00:09:07,043 From there, I will smooth the curve, 195 00:09:07,043 --> 00:09:10,573 so that the character is out of this pose. 196 00:09:11,750 --> 00:09:14,780 From there, it was all about adding some extra detail 197 00:09:14,780 --> 00:09:16,490 to the animation of the torso. 198 00:09:16,490 --> 00:09:19,220 First I've checked the pose of the head 199 00:09:19,220 --> 00:09:20,570 from the camera angle. 200 00:09:20,570 --> 00:09:22,680 And then using its location, 201 00:09:22,680 --> 00:09:24,940 so moving the head in space, 202 00:09:24,940 --> 00:09:27,540 I've exaggerated a bit the impact. 203 00:09:27,540 --> 00:09:30,240 Then I've used the tweaker controller 204 00:09:30,240 --> 00:09:32,890 to add a very slight stretching to the head 205 00:09:32,890 --> 00:09:35,930 whenever it's moving super fast in screen 206 00:09:35,930 --> 00:09:37,360 on this specific frame,. 207 00:09:37,360 --> 00:09:40,970 As for the arm, this will fake the motion blur. 208 00:09:40,970 --> 00:09:44,560 Then I will play with the tweaker controller of the torso. 209 00:09:44,560 --> 00:09:45,680 I will select them all, 210 00:09:45,680 --> 00:09:49,350 and they will insert a key frame on every single frame 211 00:09:49,350 --> 00:09:50,210 during the hook 212 00:09:50,210 --> 00:09:52,960 This way, I'm sure that those controller 213 00:09:52,960 --> 00:09:55,670 won't interpolate from one frame to the other. 214 00:09:55,670 --> 00:09:58,160 And from there, I will use those controller 215 00:09:58,160 --> 00:09:59,710 for two main reason. 216 00:09:59,710 --> 00:10:03,790 First, I want to slightly reshape my character, 217 00:10:03,790 --> 00:10:07,080 so that there is not that much breaks in his silhouette, 218 00:10:07,080 --> 00:10:10,620 and this way, I offer better support to his line of action, 219 00:10:10,620 --> 00:10:13,210 but I will also use them to create a bit 220 00:10:13,210 --> 00:10:17,210 of a shaking his body whenever he hit with the hook. 221 00:10:17,210 --> 00:10:19,870 On frame 48, I will select the tweaker bone 222 00:10:19,870 --> 00:10:24,050 in the middle of the spine between the hips and the chest, 223 00:10:24,050 --> 00:10:25,850 and I will push it forward. 224 00:10:25,850 --> 00:10:29,580 This is subtle details that will bring a little more impact 225 00:10:29,580 --> 00:10:31,100 to the current animation 226 00:10:31,100 --> 00:10:34,180 as if the body of the character was projected forward, 227 00:10:34,180 --> 00:10:36,433 because of the momentum of the strike. 18066

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