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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:05,080 In this chapter, we are finally going to lay down some mesh and start modeling the body. 2 00:00:05,080 --> 00:00:07,280 So let's start by adding an object. 3 00:00:07,280 --> 00:00:10,040 So I will press Shift A and add a circle. 4 00:00:10,040 --> 00:00:12,120 I like to start with the circle. 5 00:00:12,120 --> 00:00:16,500 And we'll need to modify this to six vertices instead of 32. 6 00:00:16,500 --> 00:00:20,660 So expand this window here and enter six here. 7 00:00:20,660 --> 00:00:21,880 Let's press Enter. 8 00:00:21,880 --> 00:00:27,100 And now if we rotate this, this is a simple six sided circle. 9 00:00:27,100 --> 00:00:29,780 And this might look weird that I'm starting with the legs. 10 00:00:29,780 --> 00:00:34,620 But I kind of like this approach, where you start with the legs, finish with the pelvis 11 00:00:34,620 --> 00:00:37,140 and then extrude the body from there. 12 00:00:37,140 --> 00:00:40,280 So let's now go into the edit mode by pressing Tab. 13 00:00:40,280 --> 00:00:42,160 And let's move this to the side a little bit. 14 00:00:42,160 --> 00:00:45,860 So I will press G then X and move this to the side on the x axis. 15 00:00:45,860 --> 00:00:50,880 And now if we look from the front, we'll need to modify this, scale it down, press G and 16 00:00:50,880 --> 00:00:54,880 X once again and move it in place of the foot. 17 00:00:54,880 --> 00:00:59,000 We can zoom in a little bit and let's place it here. 18 00:00:59,000 --> 00:01:03,140 Don't worry about the topology right now, we'll come back to that. 19 00:01:03,140 --> 00:01:07,940 And now let's press F so you can see we filled the circle with the face. 20 00:01:07,940 --> 00:01:10,760 Let's go back to the front view by pressing 1. 21 00:01:10,760 --> 00:01:16,040 Let's press E to extrude and extrude about somewhere here. 22 00:01:16,040 --> 00:01:18,880 And right now we'll need to shear this. 23 00:01:18,880 --> 00:01:24,800 It's a tool I really like because we won't be modifying the position of these vertices 24 00:01:24,800 --> 00:01:26,560 on the x axis. 25 00:01:26,560 --> 00:01:32,720 You can find the shear right here in the toolbar, but there's a shortcut for that. 26 00:01:32,720 --> 00:01:38,880 You can use Ctrl Shift Alt S and that's a handful, but it's not that hard to press actually. 27 00:01:38,880 --> 00:01:44,920 So I will press Ctrl Shift Alt and S and it looks like it's happening because you need 28 00:01:44,920 --> 00:01:49,360 to switch the axis around which the shear is happening. 29 00:01:49,360 --> 00:01:51,140 You can see it right here. 30 00:01:51,140 --> 00:01:53,700 Press X and Y to search your axis. 31 00:01:53,700 --> 00:02:00,080 So I will press Y here and now we are shearing this correctly. 32 00:02:00,080 --> 00:02:07,240 Let's do it like this and press G and Z to move this up a little bit so we are matching 33 00:02:07,240 --> 00:02:09,120 the point here. 34 00:02:09,120 --> 00:02:11,520 And now all we need to do is add the mirror modifier. 35 00:02:11,520 --> 00:02:17,920 So go to modifiers here and add a mirror modifier and don't forget to enable clipping. 36 00:02:17,920 --> 00:02:23,240 So that way when we extrude something all the way to the center of the mirroring, it 37 00:02:23,240 --> 00:02:25,560 will merge the vertices that will touch. 38 00:02:25,560 --> 00:02:28,800 So now we can rotate this to the side. 39 00:02:28,800 --> 00:02:32,580 So press 3 and you can see we are a little bit off. 40 00:02:32,580 --> 00:02:41,160 So I will press A, press G then Y and move this a little bit back. 41 00:02:41,320 --> 00:02:46,240 Now let's rotate this, press 3 for face select, select this top face. 42 00:02:46,240 --> 00:02:51,880 This is very important to do because if we didn't delete this face, I will press X and 43 00:02:51,880 --> 00:02:53,760 delete faces. 44 00:02:53,760 --> 00:03:00,560 If you don't delete this, it will stay inside and it might mess up your mesh later. 45 00:03:00,560 --> 00:03:04,900 Now let's look again from the front side and I see I didn't match the scale of the reference 46 00:03:04,900 --> 00:03:05,960 too much. 47 00:03:05,960 --> 00:03:14,080 So let's just press A, S to scale and Shift Z to scale this only on the X and Y axis. 48 00:03:14,080 --> 00:03:17,160 Something like this and then G and X to move this. 49 00:03:17,160 --> 00:03:20,720 So we want to match the side of the legs here. 50 00:03:20,720 --> 00:03:25,560 Now if we rotate back and press 2 for edge select, select this edge here and CTRL click 51 00:03:25,560 --> 00:03:30,840 here to select half of this loop and now we press E then X to extrude this towards the 52 00:03:30,840 --> 00:03:35,840 middle and since we enabled that clipping, it will merge at center nicely. 53 00:03:35,840 --> 00:03:43,200 So this is our base for legs and pelvis and it's a little bit short but then again we 54 00:03:43,200 --> 00:03:47,960 are creating stylized characters so we can continue with this. 55 00:03:47,960 --> 00:03:50,040 Let's ALT click here to select this loop. 56 00:03:50,040 --> 00:03:57,240 Let's look from the front by pressing 1 on the numpad and now press E again to extrude 57 00:03:57,240 --> 00:04:03,200 and we are not pressing any axis so we are extruding this freely and let's extrude this 58 00:04:03,200 --> 00:04:08,320 like that towards the side a little bit. 59 00:04:08,320 --> 00:04:13,880 Now we look from the side so press 3 for side view and we'll scale this on Y a little bit 60 00:04:13,880 --> 00:04:23,040 so press S and Y, scale this up and right now I want you to press R for rotate and rotate 61 00:04:23,040 --> 00:04:25,800 this a little bit. 62 00:04:25,800 --> 00:04:31,860 We can additionally press G and a little bit match the topology underneath and the reason 63 00:04:31,860 --> 00:04:39,060 I rotated this is because in the human body you have basically two solid blocks, the rib 64 00:04:39,060 --> 00:04:46,780 cage, the chest and the pelvis and they are connected with the spine so and they go in 65 00:04:46,780 --> 00:04:48,100 a little bit of an angle. 66 00:04:48,100 --> 00:04:55,140 So you have pelvis like this and you have a chest somewhere here and they are connected 67 00:04:55,140 --> 00:05:01,140 with the spine here and this angle is really important here and it's good that the topology 68 00:05:01,140 --> 00:05:06,420 meets those angles and then it's easier for deformations and animations and stuff like 69 00:05:06,420 --> 00:05:07,620 that. 70 00:05:07,620 --> 00:05:14,580 Now we can continue by extruding this upwards so press E and just extrude this and we will 71 00:05:14,580 --> 00:05:19,980 rotate this once again to match that other angle, the chest angle so let's just rotate 72 00:05:19,980 --> 00:05:23,260 this and we'll scale this down. 73 00:05:23,260 --> 00:05:28,100 So we are creating something like this, don't worry about the belly here, we'll be creating 74 00:05:28,100 --> 00:05:32,100 that a little bit later when we add more topology. 75 00:05:32,100 --> 00:05:38,020 So let's look from the front and so far so good, maybe make this a little bit smaller 76 00:05:38,020 --> 00:05:42,640 on the X axis like this. 77 00:05:42,640 --> 00:05:47,120 Let's continue now so let's rotate and we'll now select this edge in the front and bring 78 00:05:47,120 --> 00:05:54,060 it a little bit up so let's look from the side again and bring it up like this by pressing 79 00:05:54,060 --> 00:06:03,620 G and maybe a little bit towards the back and now shift click this one here so once 80 00:06:03,620 --> 00:06:10,020 again we are selecting these two edges in the front, going back to the side view and 81 00:06:10,020 --> 00:06:17,380 extruding the chest all the way up here and now we'll need to extrude this towards the 82 00:06:17,380 --> 00:06:23,740 back so press E then Y and extrude this. 83 00:06:24,140 --> 00:06:30,100 Now we can fix this a little bit by selecting this edge here, pressing G then Y and moving 84 00:06:30,100 --> 00:06:39,920 it here and we'll now connect these two so shift click here, press F then select this 85 00:06:39,920 --> 00:06:46,620 edge here and press F again to connect this and we basically created an opening for a 86 00:06:46,620 --> 00:06:51,660 hand and again don't worry about the topology right now, we'll need to add some more loops 87 00:06:51,660 --> 00:06:57,900 here so press CTRL R, add a loop here in the back, confirm and release with the right 88 00:06:57,900 --> 00:07:06,420 mouse button and in the front as well so CTRL R and release. 89 00:07:06,420 --> 00:07:12,860 And now we can alt click the loop here, select from the side and adjust this a little bit 90 00:07:12,860 --> 00:07:19,480 so we are trying to create a hexagonal opening for an arm and you can see this happening 91 00:07:19,480 --> 00:07:27,160 on the topology right here, I will again use the annotation so these are the edges 92 00:07:27,160 --> 00:07:34,560 we are going for, we don't see underneath but basically it goes something like this 93 00:07:34,560 --> 00:07:42,960 so let's press G and move this a little bit down 94 00:07:42,960 --> 00:07:52,840 and we switch to the vertex select by pressing 1 and move these vertices around so we create 95 00:07:52,840 --> 00:08:02,720 a nice opening for an arm like this. 96 00:08:02,720 --> 00:08:08,600 Okay I think I like this so far and now we'll create a shoulder so let's go back to the 97 00:08:08,600 --> 00:08:14,160 edge select by pressing 2 and select this edge and CTRL click right here to select half 98 00:08:14,160 --> 00:08:20,880 of this loop and we'll extrude this to the side so let's look from the front, we are 99 00:08:20,880 --> 00:08:28,200 extruding this half loop and rotating this so let's rotate it a little bit and let's 100 00:08:28,200 --> 00:08:34,760 now close this up by adding some triangles so again in the edge select I will click this 101 00:08:34,760 --> 00:08:41,720 edge here and left click here and press F to fill a triangle there and here in the back 102 00:08:41,720 --> 00:08:48,800 as well so shift click and fill this up so we have the base of our topology now let's 103 00:08:48,800 --> 00:08:54,800 fix the positions a little bit so we can go back to the front view, go to the vertex select 104 00:08:54,800 --> 00:08:59,200 and select all of these vertices and you can see we are a little bit off here, this is 105 00:08:59,280 --> 00:09:05,680 basically the part here so we can rotate this a little bit and move it here and you will 106 00:09:05,680 --> 00:09:14,680 see how this is starting to match it nicely and we can move these vertices as well here 107 00:09:14,680 --> 00:09:27,680 a little bit down and we can select this one here and move it towards there so this is 108 00:09:27,680 --> 00:09:38,640 starting to look more like a body topology and we can adjust this further by moving it 109 00:09:38,640 --> 00:09:44,400 to the right place. 110 00:09:44,400 --> 00:09:51,920 So this is fairly optional, you might want to experiment with this later when we apply 111 00:09:52,000 --> 00:09:58,000 subdivision modifier and you want a different shape of the body or something but I've included 112 00:09:58,000 --> 00:10:03,920 this topology reference so you can match what you see on the screen right here and we can 113 00:10:03,920 --> 00:10:10,080 press and we can select this vertex too and select G twice to move it towards the middle 114 00:10:10,080 --> 00:10:11,080 there. 115 00:10:11,080 --> 00:10:16,280 Let's now look from the front by pressing 1 and we'll extrude this short loop and this 116 00:10:16,280 --> 00:10:22,120 will finish our shoulder here so as you can see we have our chest part here and then it 117 00:10:22,120 --> 00:10:29,400 connects to the shoulder part and then extends to the arm itself so we can alt click here 118 00:10:29,400 --> 00:10:36,720 to select this loop, extrude, press R and rotate to put it in place we can scale this 119 00:10:36,720 --> 00:10:44,000 down a little bit so press S to scale and now we'll extrude the arm so press E once 120 00:10:44,000 --> 00:10:50,600 again extrude arm all the way up here and let's just resize this, don't worry about 121 00:10:50,600 --> 00:10:54,080 the middle here, we'll get to that later. 122 00:10:54,080 --> 00:10:59,060 Let's now look from the side by pressing 3 and I want to do a loop on the belly here 123 00:10:59,060 --> 00:11:06,760 so CTRL R and make a cut right here, we can release this by clicking the right mouse button 124 00:11:06,760 --> 00:11:12,240 and now we'll need to fix this according to the reference, we want to make that large 125 00:11:12,240 --> 00:11:19,160 belly there so first of all we can move this a little bit here and then drag the selection 126 00:11:19,160 --> 00:11:24,560 around these front vertices and move this all the way up to the front. 127 00:11:24,560 --> 00:11:29,480 Now we need to rotate this a little bit and select this edge right here in the front and 128 00:11:29,480 --> 00:11:37,800 go back to the side view, press G and move this towards here and we'll need to fix the 129 00:11:37,800 --> 00:11:45,300 chest as well and for that we'll need one additional loop so press CTRL R, do a new 130 00:11:45,300 --> 00:11:54,820 cut here and move it a little bit upwards like this and now go back to the vertex select 131 00:11:54,820 --> 00:12:07,300 by pressing 1 and move these vertices into place. 132 00:12:07,300 --> 00:12:14,340 So we are getting to something more similar than you can see on the reference and as you 133 00:12:14,340 --> 00:12:19,600 can see it was nothing too crazy so far, you just have to be a little bit careful to see 134 00:12:19,600 --> 00:12:25,340 where you're extruding stuff and where you're putting your loops and where you're connecting 135 00:12:25,340 --> 00:12:32,340 things but so far this is fairly simple topology and we've just added two more loops to the 136 00:12:32,340 --> 00:12:37,900 belly section here so we can create a more complex shape and we'll now do the same thing 137 00:12:37,900 --> 00:12:44,140 for the arms and legs so let's look from the front and create a new loop here so CTRL R, 138 00:12:44,140 --> 00:12:51,300 create a new loop, we can rotate this a little bit and scale this up like this and we can 139 00:12:51,300 --> 00:13:04,220 create new loops on the legs so let's do a cut here and one more down here and we can 140 00:13:04,220 --> 00:13:12,600 shear this once again so CTRL SHIFT ALT S and then Y to shear this and ALT click this 141 00:13:12,600 --> 00:13:20,380 loop and CTRL ALT SHIFT S and Y to shear this as well so we better match the underlying 142 00:13:20,420 --> 00:13:29,100 topology so now we got to something really similar and I can see some differences here 143 00:13:29,100 --> 00:13:33,620 and there so if you see something like that you can drag selection around those vertices 144 00:13:33,620 --> 00:13:41,580 and put them more into place if you feel like there's too much lines going on you can always 145 00:13:41,580 --> 00:13:49,020 toggle x-ray even in the wireframe view so you have the nice clean view of topology here and 146 00:13:49,140 --> 00:13:55,380 we can already see that the topology here is a little bit off so we can select this edge here 147 00:13:55,380 --> 00:14:05,620 go back and move it a little bit to the side and then just position of these vertices as well so 148 00:14:05,620 --> 00:14:11,580 we better match the reference and again this is completely optional so if you want to get as 149 00:14:11,580 --> 00:14:18,660 close as possible repeat this after me if you want to find some other shape that works for you 150 00:14:18,660 --> 00:14:25,180 that's totally okay the important thing is the way how you build the mesh and the topology so 151 00:14:25,180 --> 00:14:31,580 it gives the desired result but the shape is all up to you and now I will move this a little bit 152 00:14:31,580 --> 00:14:50,100 here as well look from the side and match some of these as well now I don't like this part here so 153 00:14:50,100 --> 00:14:56,780 we'll need some more geometry there and I will use a knife tool for that so let me toggle off 154 00:14:56,780 --> 00:15:02,820 the x-ray so we have a better view of what we are doing and now I will press K for knife and 155 00:15:02,820 --> 00:15:13,340 let's click this vertex right here do a cut towards this edge then one more here so we are 156 00:15:13,340 --> 00:15:20,620 basically creating a new geometry here by creating this triangle there and now we can move this back 157 00:15:20,660 --> 00:15:36,100 so it looks a little bit nicer here and I think this better matches the original let's toggle 158 00:15:36,100 --> 00:15:42,620 the x-ray once again so I'm holding Z and toggling the x-ray and we'll add some subdivision modifiers 159 00:15:42,740 --> 00:15:51,620 so go to the modifier and add subdivision surface here with two levels now let's rotate this go to 160 00:15:51,620 --> 00:16:01,980 the solid view and so far so good but here we want this a little bit sharper since there's like chest 161 00:16:02,140 --> 00:16:14,860 starting so we'll use the knife once again press K start at the vertex here and make a cut right 162 00:16:14,860 --> 00:16:21,580 there you will see what will happen if we hit enter to confirm our cut you'll see we created 163 00:16:21,580 --> 00:16:31,060 this nice sharp chest part there and belly is going from there so all good here and now I will 164 00:16:31,140 --> 00:16:36,820 rotate this to the back enable the auto merge here and that's basically the function when you 165 00:16:36,820 --> 00:16:43,500 move the vertices around and you hit another vertex they will auto merge if you land it on 166 00:16:43,500 --> 00:16:49,740 the same position so if I select the vertex here press G twice don't repeat this after me and leave 167 00:16:49,740 --> 00:16:56,380 it here it will merge these two vertices at the same place if you have the auto merge on and now 168 00:16:56,380 --> 00:17:03,140 we'll need to switch to the edge select so press 2 select this edge right here press G twice so we 169 00:17:03,140 --> 00:17:09,620 are sliding here and move this all the way down until it doesn't go further and left click and 170 00:17:09,620 --> 00:17:15,780 since we enabled this auto merge we merge those vertices and we created the triangle there because 171 00:17:15,780 --> 00:17:24,740 we really don't need that extra topology here we just need to create the chest from here and there 172 00:17:24,740 --> 00:17:30,060 are two little more things we need to finish first we need an opening for neck so let's rotate this 173 00:17:30,060 --> 00:17:36,860 up hit 3 for face select select this top face press X and just delete it and now press 2 for 174 00:17:36,860 --> 00:17:43,460 the edge select select this loop here and look from the front and extrude a neck here like you 175 00:17:43,460 --> 00:17:51,220 see on the topology reference and we'll need to match the y-axis as well so press 3 and scale 176 00:17:51,220 --> 00:17:56,860 this on the y-axis it's a little bit off so we'll need to adjust this a little bit later but right 177 00:17:56,860 --> 00:18:05,220 now we can move towards the legs and fix those and we can toggle the x-ray again so hold Z toggle 178 00:18:05,220 --> 00:18:14,340 x-ray and let's move some of these vertices in place to better match the leg and we can help 179 00:18:14,340 --> 00:18:25,180 ourselves by locking this on Y so press G then Y and move this around a little bit and this 180 00:18:25,180 --> 00:18:34,900 somewhere here okay let me look from the side this looks alright so far and now and now we'll 181 00:18:34,900 --> 00:18:42,780 need to add a loop here so press ctrl R add a loop and make it wider so press S then X and scale this 182 00:18:42,820 --> 00:18:48,620 here and maybe move to the side a little bit so press G then X and move it like this and now look 183 00:18:48,620 --> 00:18:57,260 from the side and we can scale this on Y as well and here we can drag a selection around those two 184 00:18:57,260 --> 00:19:03,820 vertices press G then Y and move this towards the front so we are creating a little bit stylized 185 00:19:04,020 --> 00:19:16,540 foot here and basically we are almost done and you can continue like this maybe fix some parts 186 00:19:16,540 --> 00:19:26,180 like the neck here and you can move on or you can stop here a little bit and refine your mesh 187 00:19:26,300 --> 00:19:33,740 according to topology I will do that right now so let me look from the front here and try to 188 00:19:33,740 --> 00:19:40,660 match this a little bit better I can see you right away we are a little bit off here so let 189 00:19:40,660 --> 00:19:48,980 me move this a little bit up then we can look from the back by pressing 9 if you're in the front view 190 00:19:49,700 --> 00:19:56,100 remember you can always press 9 to look from the other side as well and let me 191 00:19:56,100 --> 00:20:01,540 move these vertices around a little bit so we better match the reference 192 00:20:18,980 --> 00:20:19,480 you 193 00:20:48,980 --> 00:20:57,380 okay I really like this so far so let's disable the x-ray and let's tab out enable smooth shading 194 00:20:57,380 --> 00:21:05,700 so it click shade smooth and we can have a look around and I really like what I see I think with 195 00:21:05,700 --> 00:21:14,420 these few extrudes and cuts we were able to match the body topology quite nicely so this will serve 196 00:21:14,500 --> 00:21:21,380 as a base for our character and we can now move on first let me rename this to body so double 197 00:21:21,380 --> 00:21:32,900 click in the outliner and type body in and again remember we first extruded legs connected them to 198 00:21:32,900 --> 00:21:41,380 pelvis we match this angle right here extruded towards the chest rotated the angle so you can 199 00:21:41,380 --> 00:21:50,260 see they are not perpendicular and then we created the openings for the arms and extruded them and 200 00:21:50,260 --> 00:21:58,740 then fix the topology a little bit by creating some of these cuts with the knife and the shoulders 201 00:21:58,740 --> 00:22:04,980 here and stuff like that so pretty easy and straightforward and for this kind of illustrations 202 00:22:05,540 --> 00:22:14,180 I had much better results creating the topology myself than sculpting and then having to retopologize 203 00:22:14,180 --> 00:22:19,940 the model itself so this is the base for our body let me type out let's press ctrl s to save the 204 00:22:19,940 --> 00:22:25,540 file that's very important don't forget to save often especially when you're doing a little bit 205 00:22:25,540 --> 00:22:30,180 more tedious work like this and let's move on to the next part 23073

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