All language subtitles for 08-11-01 Polishing kick part 01

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,230 --> 00:00:02,240 - [Instructor] We are hitting the final part 2 00:00:02,240 --> 00:00:03,770 of our polishing stage, 3 00:00:03,770 --> 00:00:06,060 where we are going to polish the kick. 4 00:00:06,060 --> 00:00:09,310 At this stage, you should already have guessed that 5 00:00:09,310 --> 00:00:10,840 we are going to start with 6 00:00:10,840 --> 00:00:13,710 the torso route controller of our character. 7 00:00:13,710 --> 00:00:16,450 The first thing that might be a bit disturbing is that 8 00:00:16,450 --> 00:00:21,450 since our character has rotated in space during the hook, 9 00:00:22,010 --> 00:00:25,510 the side to side motion of his center of gravity 10 00:00:25,510 --> 00:00:28,840 is no longer driven by the X location, 11 00:00:28,840 --> 00:00:30,780 but the Y location curve. 12 00:00:30,780 --> 00:00:33,350 This is because our torso controller 13 00:00:33,350 --> 00:00:35,400 is aligned with world space. 14 00:00:35,400 --> 00:00:39,940 So as our character is rotated by more or less 90 degrees, 15 00:00:39,940 --> 00:00:42,995 its local left to right motion is now aligned with 16 00:00:42,995 --> 00:00:46,500 the world space forward and backward motion. 17 00:00:46,500 --> 00:00:49,320 As usual, you don't need to think about all of this. 18 00:00:49,320 --> 00:00:51,810 The important thing is just to test the curve, 19 00:00:51,810 --> 00:00:55,540 see how your character behave and start from there. 20 00:00:55,540 --> 00:00:56,730 As we did before, 21 00:00:56,730 --> 00:00:59,640 I'm moving the center of gravity of the character 22 00:00:59,640 --> 00:01:01,890 based on the steps it's taking. 23 00:01:01,890 --> 00:01:04,920 I'm pushing the center of gravity on the left leg, 24 00:01:04,920 --> 00:01:08,570 whenever the character is freeing his right foot 25 00:01:08,570 --> 00:01:10,340 to be able to pull it back. 26 00:01:10,340 --> 00:01:13,380 And then we have this micro anticipation before 27 00:01:13,380 --> 00:01:15,200 the jump into the switch. 28 00:01:15,200 --> 00:01:18,900 The weight of the character is shifting upon the right leg. 29 00:01:18,900 --> 00:01:22,610 And we are holding don't pose for a couple of frames. 30 00:01:22,610 --> 00:01:24,428 Then as our character is jumping, 31 00:01:24,428 --> 00:01:28,500 the value of the Z curve is raising pretty fast. 32 00:01:28,500 --> 00:01:32,149 And since our character has no more contact with the ground, 33 00:01:32,149 --> 00:01:36,050 I'm making the Y curve almost linear 34 00:01:36,050 --> 00:01:38,063 because our character is not able 35 00:01:38,063 --> 00:01:41,930 to apply any forces to accelerate 36 00:01:41,930 --> 00:01:45,650 on its X or Y axis while in the air. 37 00:01:45,650 --> 00:01:47,840 When your character is airborn, 38 00:01:47,840 --> 00:01:49,313 The only axis that gets a lot of variation is the Z axis, 39 00:01:51,710 --> 00:01:53,040 the up and down. 40 00:01:53,040 --> 00:01:55,660 As the lens, the reason micro anticipation, 41 00:01:55,660 --> 00:01:58,333 so a little down pose over fret 74. 42 00:01:59,530 --> 00:02:01,366 From there, I will give a quick polish to 43 00:02:01,366 --> 00:02:04,440 the X location curve of our character. 44 00:02:04,440 --> 00:02:07,200 Remember that the feet travels faster 45 00:02:07,200 --> 00:02:08,900 than the center of gravity. 46 00:02:08,900 --> 00:02:10,867 So when the character is stepping back, 47 00:02:10,867 --> 00:02:15,867 I will hold his center of gravity upon the left foot until 48 00:02:15,980 --> 00:02:19,130 the right foot reaches its contact pose. 49 00:02:19,130 --> 00:02:21,220 And then the center of gravity travels 50 00:02:21,220 --> 00:02:22,940 toward the right foot 51 00:02:22,940 --> 00:02:26,090 and as I did before with the Y location curve, 52 00:02:26,090 --> 00:02:29,820 during the jump, I will make the curve more linear 53 00:02:29,820 --> 00:02:33,660 by simply removing the unnecessary keys. 54 00:02:33,660 --> 00:02:37,320 Once I got the satisfying arc for the jump of the character, 55 00:02:37,320 --> 00:02:41,650 I will try to push him back and down as far as possible 56 00:02:41,650 --> 00:02:45,300 to contrast with the position whenever it's kicking. 57 00:02:45,300 --> 00:02:47,437 From there, I didn't have that much work 58 00:02:47,437 --> 00:02:50,060 regarding the kick itself 59 00:02:50,060 --> 00:02:53,210 because it was already polished a lot 60 00:02:53,210 --> 00:02:57,770 during the blocking stage, since we have animate it on once. 61 00:02:57,770 --> 00:02:58,620 So from there, 62 00:02:58,620 --> 00:03:03,280 I will be mainly working on the step back of the character. 63 00:03:03,280 --> 00:03:04,570 And as usual, 64 00:03:04,570 --> 00:03:09,490 I will make sure that the center of gravity of my character 65 00:03:09,490 --> 00:03:12,530 is aligned with the contacting foot 66 00:03:12,530 --> 00:03:15,120 and that the weight shifts 67 00:03:15,120 --> 00:03:18,500 upon the new contacting foot 68 00:03:18,500 --> 00:03:22,820 as soon as the current foot contact the ground. 69 00:03:22,820 --> 00:03:26,090 So first the foot contact the ground 70 00:03:26,090 --> 00:03:30,330 then the center of gravity shift toward the foot 71 00:03:30,330 --> 00:03:34,240 and to be able to move the food, the character need 72 00:03:34,240 --> 00:03:36,770 to raise his center of gravity. 73 00:03:36,770 --> 00:03:40,830 So the center of gravity will both shift to what the 74 00:03:40,830 --> 00:03:44,866 supporting leg and raise while the opposite foot 75 00:03:44,866 --> 00:03:48,910 is moving to its next contact pose. 76 00:03:48,910 --> 00:03:53,050 And as it reaches its next contact pose, 77 00:03:53,050 --> 00:03:56,360 the center of gravity start to get down 78 00:03:56,360 --> 00:03:59,440 and toward this new contact pose. 79 00:03:59,440 --> 00:04:01,570 Very common mistake is to move 80 00:04:01,570 --> 00:04:04,720 the center of gravity in sync with the foot. 81 00:04:04,720 --> 00:04:06,995 As explained before, the center of gravity and 82 00:04:06,995 --> 00:04:10,140 the feet don't move at the same speed 83 00:04:10,140 --> 00:04:12,610 because at some point the center of gravity 84 00:04:12,610 --> 00:04:15,410 needs to be supported by the foot 85 00:04:15,410 --> 00:04:17,730 and at some point the center of gravity 86 00:04:17,730 --> 00:04:21,190 needs to free the foot so that it can move. 87 00:04:21,190 --> 00:04:23,200 So just try to keep this in mind, 88 00:04:23,200 --> 00:04:26,153 this mechanism where the center of gravity will shift 89 00:04:26,153 --> 00:04:28,181 towards the available foot, 90 00:04:28,181 --> 00:04:30,910 the ones that doesn't move anymore. 91 00:04:30,910 --> 00:04:32,840 When it comes to rotation, 92 00:04:32,840 --> 00:04:35,130 as soon as the character is pulling back, 93 00:04:35,130 --> 00:04:37,660 I am making the torso drag in a bit 94 00:04:37,660 --> 00:04:42,270 so that I will rotate it toward its previous position. 95 00:04:42,270 --> 00:04:44,050 When the character is moving back, 96 00:04:44,050 --> 00:04:47,000 I will make him slightly leaning forward. 97 00:04:47,000 --> 00:04:49,220 Compared to what has been outputted 98 00:04:49,220 --> 00:04:50,720 from the detailed blocking, 99 00:04:50,720 --> 00:04:53,150 I'm not touching the curve that much. 100 00:04:53,150 --> 00:04:55,760 It's mostly about revising a bit, 101 00:04:55,760 --> 00:04:58,700 the timing of the rotation of the character, 102 00:04:58,700 --> 00:05:01,090 then reworking his current poses. 103 00:05:01,090 --> 00:05:05,170 And you can notice that I generally have a very smooth curve 104 00:05:05,170 --> 00:05:09,231 with some plateau whenever the character is moving his foot. 105 00:05:09,231 --> 00:05:12,096 And then the little acceleration of twist 106 00:05:12,096 --> 00:05:16,665 as soon as the foot has reached its contact pose as for the 107 00:05:16,665 --> 00:05:20,530 X and Y location, whenever the character is jumping, 108 00:05:20,530 --> 00:05:24,948 he will have a hard time to create any variation in its 109 00:05:24,948 --> 00:05:28,010 rotation speed while airborn. 110 00:05:28,010 --> 00:05:29,420 To be able to accelerate or 111 00:05:29,420 --> 00:05:32,288 decelerate, you need to apply forces. 112 00:05:32,288 --> 00:05:36,090 And if your body is not in contact with a surface, 113 00:05:36,090 --> 00:05:38,180 you can't push to create this force. 114 00:05:38,180 --> 00:05:40,400 This is why my curves get small linear 115 00:05:40,400 --> 00:05:41,940 on during the jump. 116 00:05:41,940 --> 00:05:43,950 From there, I will walk on the rotation 117 00:05:43,950 --> 00:05:45,920 as I did on the location. 118 00:05:45,920 --> 00:05:49,866 I will try to push the extreme of the anticipation 119 00:05:49,866 --> 00:05:54,318 as far as possible so that I get a very strong contrast 120 00:05:54,318 --> 00:05:56,970 compared to the kick release. 121 00:05:56,970 --> 00:05:59,030 So I'm leaning the character back 122 00:05:59,030 --> 00:06:01,220 and twisting toward its left leg 123 00:06:01,220 --> 00:06:04,449 and then I will twist the body toward the right leg 124 00:06:04,449 --> 00:06:07,760 and lean the character into the kick. 125 00:06:07,760 --> 00:06:11,180 Then when the character is coming back into idle, 126 00:06:11,180 --> 00:06:14,710 I'm mainly tweaking and smoothing the existing curve, 127 00:06:14,710 --> 00:06:16,278 making sure that the body is dragging 128 00:06:16,278 --> 00:06:19,210 as the foot reaches its contact pose, 129 00:06:19,210 --> 00:06:21,620 and then the body catch up. 130 00:06:21,620 --> 00:06:23,900 Exactly as we did for the location. 131 00:06:23,900 --> 00:06:27,547 As usual, I will provide you a slow paced time-lapse 132 00:06:27,547 --> 00:06:30,760 so that you can watch it almost real time. 133 00:06:30,760 --> 00:06:34,220 Note that entire of the animation, I've given me like 134 00:06:34,220 --> 00:06:38,470 five or six additional frame, just to ease into the idle, 135 00:06:38,470 --> 00:06:40,710 instead of having art stop, 136 00:06:40,710 --> 00:06:43,650 I will deal with almost all the controller this way, 137 00:06:43,650 --> 00:06:48,150 creating some kind of moving old until the last frame. 138 00:06:48,150 --> 00:06:50,770 He will be easing into his final post 139 00:06:50,770 --> 00:06:52,473 and that should look right. 11145

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.