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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 0 00:00:00,060 --> 00:00:01,760 Is the elbow and the hand 1 00:00:01,770 --> 00:00:04,030 moves last. As a result, 2 00:00:04,090 --> 00:00:05,630 we get an overlapping action. 3 00:00:07,470 --> 00:00:09,200 Keep in mind that the character's 4 00:00:09,210 --> 00:00:11,200 limbs or other objects, parts move 5 00:00:11,220 --> 00:00:13,640 at different speeds depending on weight, 6 00:00:14,030 --> 00:00:15,200 size and position. 7 00:00:19,940 --> 00:00:21,120 And this is how a logo 8 00:00:21,120 --> 00:00:23,440 will look without overlapping follow through 9 00:00:23,440 --> 00:00:25,440 action and ding oscillations. 10 00:00:26,490 --> 00:00:27,830 You must agree. It definitely looked 11 00:00:27,830 --> 00:00:28,550 better with them. 12 00:00:33,220 --> 00:00:34,900 Anticipation is one of the major 13 00:00:34,970 --> 00:00:37,260 aspects impacting the expressive power 14 00:00:37,320 --> 00:00:38,980 of action. Here are some typical 15 00:00:39,060 --> 00:00:41,380 examples of character animation based on 16 00:00:41,380 --> 00:00:43,620 this principle, the character crouches before 17 00:00:43,620 --> 00:00:45,580 jumping, when preparing to make a 18 00:00:45,580 --> 00:00:47,100 throw, a character makes a swing. 19 00:00:47,970 --> 00:00:50,220 This is anticipation. The 20 00:00:50,220 --> 00:00:52,380 preparatory action, opposed to the main 21 00:00:52,440 --> 00:00:54,380 action. The former can be less 22 00:00:54,380 --> 00:00:56,740 significant, but it still makes animation 23 00:00:56,740 --> 00:00:58,940 more expressive. For example, 24 00:00:59,080 --> 00:01:00,780 in this animation, the door opens 25 00:01:00,860 --> 00:01:02,780 a little before closing as if 26 00:01:02,780 --> 00:01:05,060 gaining acceleration, the viewer 27 00:01:05,060 --> 00:01:07,100 immediately understands that some action will 28 00:01:07,100 --> 00:01:09,140 follow the door. Slams 29 00:01:10,050 --> 00:01:11,900 next, the washing machine prepares for 30 00:01:11,900 --> 00:01:12,700 quick rotation. 31 00:01:16,520 --> 00:01:17,820 It works the same way with 32 00:01:18,030 --> 00:01:20,180 logos in this animation, 33 00:01:20,320 --> 00:01:22,100 the chicken swings before eating the 34 00:01:22,100 --> 00:01:22,300 warm 35 00:01:34,640 --> 00:01:36,660 here's the animation without anticipation, 36 00:01:37,680 --> 00:01:39,820 the chickens Peck seems unexpected 37 00:01:40,040 --> 00:01:40,780 and less natural. 38 00:01:51,680 --> 00:01:53,450 This piece of cheese also prepares 39 00:01:53,450 --> 00:01:54,010 for the bite. 40 00:02:02,160 --> 00:02:03,930 This logo crouches before jumping, 41 00:02:10,300 --> 00:02:12,430 this applies to both character logos 42 00:02:12,490 --> 00:02:14,590 and more strict or simple ones 43 00:02:15,890 --> 00:02:18,070 in such cases. Anticipation is often 44 00:02:18,070 --> 00:02:19,750 used before the object disappears 45 00:02:20,610 --> 00:02:22,110 in the first logo. You can 46 00:02:22,110 --> 00:02:23,830 see how the object shrinks before 47 00:02:23,830 --> 00:02:24,510 disappearing 48 00:02:28,010 --> 00:02:29,430 in the second. On the contrary, 49 00:02:29,490 --> 00:02:30,110 it grows 50 00:02:35,140 --> 00:02:36,720 in a third. The letters fly 51 00:02:36,740 --> 00:02:36,960 up. 52 00:02:45,090 --> 00:02:47,340 Staging is another animation principle. 53 00:02:48,360 --> 00:02:49,860 The essence of this principle is 54 00:02:49,860 --> 00:02:51,820 to focus the viewer's attention, convey 55 00:02:51,820 --> 00:02:54,020 a mood, a reaction, a 56 00:02:54,020 --> 00:02:55,900 character's attitude to the story and 57 00:02:56,060 --> 00:02:57,820 ensure the storyline consistency 58 00:02:59,290 --> 00:03:00,510 to achieve this. You need to 59 00:03:00,510 --> 00:03:02,830 prioritize properly. The main 60 00:03:02,830 --> 00:03:04,910 actions take place by turns with 61 00:03:04,910 --> 00:03:07,310 small pauses to emphasize a 62 00:03:07,550 --> 00:03:07,990 specific moment. 63 00:03:09,500 --> 00:03:11,870 Important objects can be distinguished by 64 00:03:11,870 --> 00:03:13,990 light size or retailization. 65 00:03:15,200 --> 00:03:16,150 Let's take a look at some 66 00:03:16,150 --> 00:03:18,440 examples. What are 67 00:03:18,560 --> 00:03:20,080 the main actions of the animation? 68 00:03:22,300 --> 00:03:23,360 The character appears 69 00:03:25,420 --> 00:03:26,640 the dynamite flies in 70 00:03:29,170 --> 00:03:31,350 the character reacts. It gets scared 71 00:03:31,410 --> 00:03:32,550 and tries to put out the 72 00:03:32,550 --> 00:03:32,830 fuse. 73 00:03:34,970 --> 00:03:36,030 And the final action 74 00:03:37,370 --> 00:03:39,280 about three to five major scenes 75 00:03:39,420 --> 00:03:40,440 are enough for a logo. 76 00:03:41,650 --> 00:03:43,440 Don't confuse the viewer with plenty 77 00:03:43,440 --> 00:03:44,680 of simultaneous actions. 78 00:03:45,820 --> 00:03:47,720 Use one clear action at a 79 00:03:47,720 --> 00:03:49,360 time to convey the idea in 80 00:03:49,360 --> 00:03:51,690 a clear way. Only the cases 81 00:03:51,960 --> 00:03:54,010 when fuss or confusion are what 82 00:03:54,010 --> 00:03:55,410 you really need to convey will 83 00:03:55,410 --> 00:03:57,890 be an exception. Let's 84 00:03:57,890 --> 00:03:59,050 take a look at another example. 85 00:03:59,680 --> 00:04:02,090 This logo, it is also divided 86 00:04:02,160 --> 00:04:03,930 into four bars of animation 87 00:04:04,850 --> 00:04:06,590 at the beginning of the animation. 88 00:04:06,650 --> 00:04:09,030 As the main elements appear a 89 00:04:09,250 --> 00:04:10,990 UFO flies in and slows down 90 00:04:11,070 --> 00:04:13,110 a bit, grasping the viewer's attention. 91 00:04:13,980 --> 00:04:15,590 Next it flies into the universe 92 00:04:15,650 --> 00:04:17,910 at high speed bounces off the 93 00:04:17,920 --> 00:04:19,589 edges, and then it gets pushed 94 00:04:19,589 --> 00:04:21,310 back out of it. At the 95 00:04:21,310 --> 00:04:22,670 same time, the letters appear 96 00:04:23,870 --> 00:04:25,410 the UFO scans the letters 97 00:04:26,390 --> 00:04:27,970 and a little pause follows the 98 00:04:27,970 --> 00:04:29,690 action to focus attention on the 99 00:04:29,930 --> 00:04:32,050 original form of the logo. In 100 00:04:32,070 --> 00:04:33,370 any case, it is worth showing 101 00:04:33,430 --> 00:04:34,970 the logo in its original form. 102 00:04:35,040 --> 00:04:37,170 Even for a moment disappearance. 103 00:04:37,900 --> 00:04:39,890 First stars begin flying as if 104 00:04:39,890 --> 00:04:41,050 sucked into the center of the 105 00:04:41,290 --> 00:04:43,370 universe. Then the letters begin to 106 00:04:43,370 --> 00:04:45,850 follow. And finally, the UFO 107 00:04:46,110 --> 00:04:48,170 as the final element, even if 108 00:04:48,170 --> 00:04:49,610 you are animating a simpler logo, 109 00:04:50,050 --> 00:04:52,010 a text one, for example, keep 110 00:04:52,010 --> 00:04:53,130 in mind that you should not 111 00:04:53,130 --> 00:04:54,530 display all its elements at the 112 00:04:54,530 --> 00:04:56,210 same time. Otherwise it will be 113 00:04:56,210 --> 00:04:57,330 hard for the viewer to focus, 114 00:04:58,390 --> 00:04:59,690 try to display elements in a 115 00:04:59,690 --> 00:05:01,650 certain order or randomly with small 116 00:05:01,720 --> 00:05:04,140 offsets. These 117 00:05:04,140 --> 00:05:05,860 principles will make your animation much 118 00:05:05,860 --> 00:05:07,860 cooler. Use them. And your work 119 00:05:07,860 --> 00:05:09,420 will be appreciated not only by 120 00:05:09,420 --> 00:05:11,100 your parrot and your cats, but 121 00:05:11,210 --> 00:05:13,020 also by everyone around you. They'll 122 00:05:13,020 --> 00:05:14,580 recognize you on the streets and 123 00:05:14,580 --> 00:05:15,460 you will become a star, 124 00:05:18,960 --> 00:05:20,260 but this requires a lot of 125 00:05:20,460 --> 00:05:22,380 practice in the next video. I'll 126 00:05:22,380 --> 00:05:23,420 tell you how to put all 127 00:05:23,420 --> 00:05:24,300 of this into practice. 8197

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