All language subtitles for 03-16-04-Polishing idle part 3

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
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
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,810 --> 00:00:01,740 - [Instructor] In this video, 2 00:00:01,740 --> 00:00:04,330 we will polish the moment our character 3 00:00:04,330 --> 00:00:07,970 is making his head turn and smell the air. 4 00:00:07,970 --> 00:00:09,820 He's sniffing the air. 5 00:00:09,820 --> 00:00:14,410 For this one, the body controller motion is quite subtle, 6 00:00:14,410 --> 00:00:16,700 because in the end our character 7 00:00:16,700 --> 00:00:19,820 is not really changing stance. 8 00:00:19,820 --> 00:00:22,480 He's rotating a bit and raising a bit. 9 00:00:22,480 --> 00:00:25,370 So as usual, I'm trying to make a nice arc 10 00:00:25,370 --> 00:00:28,160 when I'm doing this kind of motion. 11 00:00:28,160 --> 00:00:31,270 This time, the arc is more subtle than usual 12 00:00:31,270 --> 00:00:33,450 because the motion is subtle. 13 00:00:33,450 --> 00:00:36,870 As the character is shifting to its left 14 00:00:36,870 --> 00:00:39,130 and rotating to its left, 15 00:00:39,130 --> 00:00:43,650 I'm first slightly lowering the whole body 16 00:00:43,650 --> 00:00:44,990 and then raising it. 17 00:00:44,990 --> 00:00:46,960 It will create this arc. 18 00:00:46,960 --> 00:00:51,640 This lower stance can be used as some kind of anticipation. 19 00:00:51,640 --> 00:00:54,880 One thing I should have done and you should do 20 00:00:54,880 --> 00:00:58,960 is that just before the character smells the air 21 00:00:58,960 --> 00:01:02,430 as he push his body a little upper 22 00:01:02,430 --> 00:01:07,290 you could add a micro anticipation on frame 60 for example, 23 00:01:07,290 --> 00:01:11,483 just lowering the body attached before raising it even more. 24 00:01:12,320 --> 00:01:14,560 This is something I've explained before 25 00:01:14,560 --> 00:01:17,330 when we have done the walk cycle 26 00:01:17,330 --> 00:01:22,090 something I like to update early on or polish early on 27 00:01:22,090 --> 00:01:24,190 are the contacting controllers. 28 00:01:24,190 --> 00:01:27,790 So as our character's shifting his weight onto his left 29 00:01:27,790 --> 00:01:30,940 I want to move his foot controller too. 30 00:01:30,940 --> 00:01:32,750 As the body was polished, 31 00:01:32,750 --> 00:01:36,410 I have reworked the spacing of the footstep 32 00:01:36,410 --> 00:01:38,620 making it a little faster 33 00:01:38,620 --> 00:01:41,540 and then I've changed it's timing 34 00:01:41,540 --> 00:01:46,460 so that it starts just after the body start rotating 35 00:01:46,460 --> 00:01:51,460 but it lands before the body hit it's extreme pose. 36 00:01:51,580 --> 00:01:55,290 Motion-wise it's pretty simple for the location. 37 00:01:55,290 --> 00:02:00,020 The X and Y axis are using vector handles 38 00:02:00,020 --> 00:02:02,810 so is that I have a linear interpolation. 39 00:02:02,810 --> 00:02:06,400 As for the other foot contact animation we have done before 40 00:02:06,400 --> 00:02:08,200 for the Z location, 41 00:02:08,200 --> 00:02:11,470 the contacting frame 49 and 53 42 00:02:11,470 --> 00:02:13,290 are using vector handles 43 00:02:13,290 --> 00:02:17,490 and on frame 51 I've created a slight bump on the curve. 44 00:02:17,490 --> 00:02:20,250 Keep it subtle, don't forget that we are lazy 45 00:02:20,250 --> 00:02:22,950 and we won't be raising the foot that much. 46 00:02:22,950 --> 00:02:25,140 What will really improve this footstep 47 00:02:25,140 --> 00:02:26,850 is the rotation in the foot, 48 00:02:26,850 --> 00:02:28,490 this is very important. 49 00:02:28,490 --> 00:02:30,570 It's a very subtle motion 50 00:02:30,570 --> 00:02:32,790 I don't say that I'm doing it perfectly 51 00:02:32,790 --> 00:02:36,720 but what I'm sure is that animators will look 52 00:02:36,720 --> 00:02:38,420 at these kind of details. 53 00:02:38,420 --> 00:02:40,670 When the foot raise it's dragging 54 00:02:40,670 --> 00:02:44,650 so the outer part of the foot is pointing down. 55 00:02:44,650 --> 00:02:48,290 Then it's raising so that the ball of the foot 56 00:02:48,290 --> 00:02:50,220 is facing the ground. 57 00:02:50,220 --> 00:02:53,730 On the contact frame the foot is still rotated 58 00:02:53,730 --> 00:02:55,160 and on the next frame, 59 00:02:55,160 --> 00:02:57,050 I will make the foot flat 60 00:02:57,050 --> 00:03:00,790 so that I have this slap motion on the ground. 61 00:03:00,790 --> 00:03:01,760 From the side view, 62 00:03:01,760 --> 00:03:04,800 it's even more obvious the foot's raised, 63 00:03:04,800 --> 00:03:07,500 the tip of the foot is dragging. 64 00:03:07,500 --> 00:03:09,480 Then just before the contact frame 65 00:03:09,480 --> 00:03:11,910 the tip of the foot is raising 66 00:03:11,910 --> 00:03:15,190 on the contact post the tip of the foot is still raised 67 00:03:15,190 --> 00:03:17,960 and on the next post it's flattened 68 00:03:17,960 --> 00:03:21,600 to get the snap effect on the ground. 69 00:03:23,127 --> 00:03:27,280 The chest motion is here to support the head rotation. 70 00:03:27,280 --> 00:03:29,210 The head is leading the animation 71 00:03:29,210 --> 00:03:32,270 meaning that the chest will be slightly delayed 72 00:03:32,270 --> 00:03:33,670 compared to the head. 73 00:03:33,670 --> 00:03:36,970 In the end they arrived almost at the same time 74 00:03:36,970 --> 00:03:38,260 on their extreme pose. 75 00:03:38,260 --> 00:03:42,710 The little extra information regarding the chest controller 76 00:03:42,710 --> 00:03:46,030 is that I've been using the location 77 00:03:46,030 --> 00:03:49,160 to emphasize the smelling motion. 78 00:03:49,160 --> 00:03:52,280 I've used it to pull the character up 79 00:03:52,280 --> 00:03:55,810 and then I've added a slight bump on the curve 80 00:03:55,810 --> 00:03:58,090 to create the smelling motion. 81 00:03:58,090 --> 00:04:01,540 It adds an extra up and down motion to the chest 82 00:04:01,540 --> 00:04:03,277 which is connected to the head 83 00:04:03,277 --> 00:04:05,810 and the head will be rotating 84 00:04:05,810 --> 00:04:08,530 or moving this up-and-down motion 85 00:04:08,530 --> 00:04:11,893 that translate our character smelling the air. 86 00:04:12,890 --> 00:04:16,050 As usual, when I'm polishing the head rotation 87 00:04:16,050 --> 00:04:18,900 I'm tracking the motion path of the nose. 88 00:04:18,900 --> 00:04:20,880 To create the smelling motion 89 00:04:20,880 --> 00:04:25,880 I've just added a couple of bump on the X rotation curve 90 00:04:26,100 --> 00:04:27,670 of the head controller. 91 00:04:27,670 --> 00:04:31,080 Keep it subtle, you don't need the head to nod that much 92 00:04:31,080 --> 00:04:32,650 and test different spacing. 93 00:04:32,650 --> 00:04:37,000 In my case, having the first bump on frame 66 94 00:04:37,000 --> 00:04:41,370 and the second on frame 73 was the good call. 95 00:04:41,370 --> 00:04:45,250 After I finished polishing the head rotation, 96 00:04:45,250 --> 00:04:48,540 I've added a bit of extra motion on the nose 97 00:04:48,540 --> 00:04:50,450 playing with its Y curve. 98 00:04:50,450 --> 00:04:53,580 The idea wasn't to make the nose dragging 99 00:04:53,580 --> 00:04:56,320 but instead moving forward and inward 100 00:04:56,320 --> 00:05:00,110 so that we can feel the breathing of our character 101 00:05:00,110 --> 00:05:01,980 while he's smelling the air. 102 00:05:01,980 --> 00:05:06,080 This is why the Y curve was working great for this one. 103 00:05:06,080 --> 00:05:07,660 You can pause the nose by hand 104 00:05:07,660 --> 00:05:10,000 if you're not comfortable with the curve 105 00:05:10,000 --> 00:05:11,830 and try different timing. 106 00:05:11,830 --> 00:05:14,560 Another detail I wanted to add on top of this 107 00:05:14,560 --> 00:05:16,850 are the eyes slightly closing 108 00:05:16,850 --> 00:05:19,620 while our character is smelling the air. 109 00:05:19,620 --> 00:05:22,610 That's a pretty common thing when you are focusing 110 00:05:22,610 --> 00:05:25,130 on when you are smelling something good, 111 00:05:25,130 --> 00:05:27,550 you tend to close your eyes 112 00:05:27,550 --> 00:05:32,550 to focus on the sense that is used to focus on your smell. 113 00:05:32,770 --> 00:05:35,890 There's only the Z curve that controlled the eyeopening 114 00:05:35,890 --> 00:05:38,690 so editing this curve is very simple. 115 00:05:38,690 --> 00:05:41,070 The ears are also pretty important 116 00:05:41,070 --> 00:05:44,620 to support this specific animation. 117 00:05:44,620 --> 00:05:47,950 If you watch the spacing between the head rotation 118 00:05:47,950 --> 00:05:50,870 tracking the eyes and the ear rotation, 119 00:05:50,870 --> 00:05:53,330 we can see that the spacing is more important 120 00:05:53,330 --> 00:05:55,040 on the left ear 121 00:05:55,040 --> 00:05:59,700 and this is because I wanted the ear to lead the animation. 122 00:05:59,700 --> 00:06:04,580 The character rotate the ears towards his next move 123 00:06:04,580 --> 00:06:09,260 because the ears communicate his center of attention 124 00:06:09,260 --> 00:06:11,860 and as he's going to smell the air, 125 00:06:11,860 --> 00:06:14,800 the ears, the eyes, everything is pointing 126 00:06:14,800 --> 00:06:16,660 in the same direction 127 00:06:16,660 --> 00:06:19,680 because he's focusing on smelling the air 128 00:06:19,680 --> 00:06:22,240 in this very direction. 129 00:06:22,240 --> 00:06:23,910 For this part of the animation 130 00:06:23,910 --> 00:06:27,470 I've also softened the hips rotation. 131 00:06:27,470 --> 00:06:28,660 So they are still there. 132 00:06:28,660 --> 00:06:31,310 There is still a little twisting 133 00:06:31,310 --> 00:06:35,070 as the character is pulling his left leg 134 00:06:35,070 --> 00:06:37,040 toward the contact point. 135 00:06:37,040 --> 00:06:39,360 This is why I spent a lot of time 136 00:06:39,360 --> 00:06:42,030 on the Z quaternions rotation curve. 137 00:06:42,030 --> 00:06:44,980 Between frame 52 and 56 138 00:06:44,980 --> 00:06:48,820 the leg is getting pulled and on frame 58, 139 00:06:48,820 --> 00:06:50,090 the pose settle. 140 00:06:50,090 --> 00:06:53,240 So we can see the curve changing direction. 141 00:06:53,240 --> 00:06:56,410 It's getting down between frame 52 and 55, 142 00:06:56,410 --> 00:06:59,920 and after that it's getting up ever so slightly. 143 00:06:59,920 --> 00:07:01,680 The next thing I have polished 144 00:07:01,680 --> 00:07:05,180 on this segment of the animation were the arms. 145 00:07:05,180 --> 00:07:08,240 Since they are not contacting with anything 146 00:07:08,240 --> 00:07:12,090 try to draw nice arcs with your arm motion. 147 00:07:12,090 --> 00:07:14,320 The second thing we have pointed out 148 00:07:14,320 --> 00:07:18,470 during the blocking stage was using the arm 149 00:07:18,470 --> 00:07:21,920 as a counterweight to keep our character balanced. 150 00:07:21,920 --> 00:07:23,800 So as the body is raising 151 00:07:23,800 --> 00:07:26,660 for the smelling segment of the animation, 152 00:07:26,660 --> 00:07:28,610 the right arm is dropping. 153 00:07:28,610 --> 00:07:32,290 It lowers the center of gravity of our character 154 00:07:32,290 --> 00:07:34,300 and it's also a nice contrast 155 00:07:34,300 --> 00:07:36,600 with the left arm that is raised. 156 00:07:36,600 --> 00:07:40,160 In the time-lapse you will also see me a bit fighting 157 00:07:40,160 --> 00:07:42,640 with the right tail board character 158 00:07:42,640 --> 00:07:45,180 because there was a bit of intersection 159 00:07:45,180 --> 00:07:47,670 and wobbling in the right arm. 160 00:07:47,670 --> 00:07:50,120 This is the kind of problem and limitation 161 00:07:50,120 --> 00:07:52,810 you can get when using inverse kinematic 162 00:07:52,810 --> 00:07:56,290 without a pole target as we are for the legs. 163 00:07:56,290 --> 00:08:00,370 There is a little technique to fix it using constraint 164 00:08:00,370 --> 00:08:04,070 but this is something that we will see in the next chapter 165 00:08:04,070 --> 00:08:07,330 where I will introduce you to space switching. 166 00:08:07,330 --> 00:08:10,530 On the time being I'm a bit fighting with the curve, 167 00:08:10,530 --> 00:08:12,820 that's not a big deal, honestly. 168 00:08:12,820 --> 00:08:15,520 And if you have the same kind of problem 169 00:08:15,520 --> 00:08:19,643 just try to fix it but don't waste too much time on to it. 170 00:08:21,200 --> 00:08:24,630 Regarding the time motion, there are two things to consider. 171 00:08:24,630 --> 00:08:28,530 The little wiping animation a bit nervous, 172 00:08:28,530 --> 00:08:32,540 again, to translate the character of the squirrel, 173 00:08:32,540 --> 00:08:35,140 the root of the tail doesn't move that much, 174 00:08:35,140 --> 00:08:39,130 there is just the middle and mostly the tip of the tail 175 00:08:39,130 --> 00:08:40,390 that are moving. 176 00:08:40,390 --> 00:08:42,380 Again, this is not a big motion 177 00:08:42,380 --> 00:08:46,410 as during the run cycle or to recover from the jump. 178 00:08:46,410 --> 00:08:48,170 It's just a little something 179 00:08:48,170 --> 00:08:51,180 to give personality to our character 180 00:08:51,180 --> 00:08:53,950 and to transition into the next pose, 181 00:08:53,950 --> 00:08:55,440 which is very important. 182 00:08:55,440 --> 00:08:58,770 If we watch the silhouette of our character 183 00:08:58,770 --> 00:09:00,010 we can clearly see 184 00:09:00,010 --> 00:09:05,010 that he seems to be slightly bending or leaning forward. 185 00:09:05,670 --> 00:09:08,720 This is the pose where he's smelling the air 186 00:09:08,720 --> 00:09:10,140 surrounding him. 187 00:09:10,140 --> 00:09:14,540 So he's trying to reach as high and as far as possible. 188 00:09:14,540 --> 00:09:18,400 And it seems that he's going to fall forward. 189 00:09:18,400 --> 00:09:19,630 So in this case, 190 00:09:19,630 --> 00:09:22,440 the final pose of the time is very important 191 00:09:22,440 --> 00:09:25,610 because it serves as a counterweight. 192 00:09:25,610 --> 00:09:28,820 So those are all the details you need to look for 193 00:09:28,820 --> 00:09:32,653 when you are going to polish the segment of the animation. 15169

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