All language subtitles for 03-17 Squirrel climbing analysis

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These are the user uploaded subtitles that are being translated: 1 00:00:00,420 --> 00:00:02,410 - [Instructor] The last animation we need 2 00:00:02,410 --> 00:00:05,810 to complete our squirrel sequence 3 00:00:05,810 --> 00:00:07,930 is the climbing animation. 4 00:00:07,930 --> 00:00:09,510 I've already explain you 5 00:00:09,510 --> 00:00:12,530 that studying reference was very important 6 00:00:12,530 --> 00:00:15,640 and I found two nice references 7 00:00:15,640 --> 00:00:17,300 for this animation. 8 00:00:17,300 --> 00:00:19,700 And to be honest while studying them, 9 00:00:19,700 --> 00:00:21,140 I was really surprised 10 00:00:21,140 --> 00:00:25,360 on how the squirrel move while its climbing. 11 00:00:25,360 --> 00:00:27,970 If I was to do it without reference 12 00:00:27,970 --> 00:00:31,280 I would have not done it right for sure. 13 00:00:31,280 --> 00:00:32,960 When studying reference, 14 00:00:32,960 --> 00:00:36,290 it's better to study each part separately. 15 00:00:36,290 --> 00:00:39,720 I will start with the silhouette of our character. 16 00:00:39,720 --> 00:00:41,670 And I will try to draw 17 00:00:41,670 --> 00:00:44,030 the hips, chest and head. 18 00:00:44,030 --> 00:00:46,850 Whether it's the squirrel character 19 00:00:46,850 --> 00:00:48,850 or a human character. 20 00:00:48,850 --> 00:00:50,680 It's very important 21 00:00:50,680 --> 00:00:53,030 to check out the position 22 00:00:53,030 --> 00:00:54,410 between the hips and chest 23 00:00:54,410 --> 00:00:56,150 and chest and head. 24 00:00:56,150 --> 00:00:58,590 Look at how during the motion, 25 00:00:58,590 --> 00:01:02,820 the hips, chest and head gets aligned 26 00:01:02,820 --> 00:01:06,220 and how the space or the distance 27 00:01:06,220 --> 00:01:09,430 between each features is growing. 28 00:01:09,430 --> 00:01:11,530 The whole body of the character 29 00:01:11,530 --> 00:01:13,926 is stretching toward the next part. 30 00:01:13,926 --> 00:01:14,759 (wind howling) 31 00:01:14,759 --> 00:01:16,180 The next thing you can do 32 00:01:16,180 --> 00:01:19,770 to help you read the shape of the character, 33 00:01:19,770 --> 00:01:22,990 is draw what we call the line of action. 34 00:01:22,990 --> 00:01:24,650 We will have a deeper look 35 00:01:24,650 --> 00:01:27,130 to what line of action is 36 00:01:27,130 --> 00:01:29,630 in the mastering pose chapter, 37 00:01:29,630 --> 00:01:30,920 but for the time being, 38 00:01:30,920 --> 00:01:33,140 just think of a curve 39 00:01:33,140 --> 00:01:34,500 that connects the head, 40 00:01:34,500 --> 00:01:36,730 the chest and the hips 41 00:01:36,730 --> 00:01:41,140 and that define simplified version of the curvature 42 00:01:41,140 --> 00:01:43,160 of the body of your character. 43 00:01:43,160 --> 00:01:45,890 This is the most simplified version 44 00:01:45,890 --> 00:01:47,340 of the shape of the body. 45 00:01:47,340 --> 00:01:50,000 That we're going to create. 46 00:01:50,000 --> 00:01:51,620 It's really fascinating 47 00:01:51,620 --> 00:01:54,090 to see how we start with an s-shape 48 00:01:54,090 --> 00:01:56,650 and how it gets stretched 49 00:01:56,650 --> 00:01:58,680 and get back to this s-shape. 50 00:01:58,680 --> 00:01:59,513 (wind howling) 51 00:01:59,513 --> 00:02:01,790 The next step is to track the hands 52 00:02:01,790 --> 00:02:03,910 and the feet of the character. 53 00:02:03,910 --> 00:02:06,980 While the shape is not that surprising, 54 00:02:06,980 --> 00:02:09,540 the thing is that I don't know when 55 00:02:09,540 --> 00:02:11,380 the feet are contacting, 56 00:02:11,380 --> 00:02:13,260 compared to the hands, 57 00:02:13,260 --> 00:02:16,030 and this is why I'm tracking those elements. 58 00:02:16,030 --> 00:02:19,340 I'm trying to figure when they take off the trunk 59 00:02:19,340 --> 00:02:22,030 and when they contact again with it. 60 00:02:22,030 --> 00:02:23,490 And we can see that the ends 61 00:02:23,490 --> 00:02:26,940 of the character take off very early on, 62 00:02:26,940 --> 00:02:29,560 while the feet stays in contact. 63 00:02:29,560 --> 00:02:31,910 There is a moment where our character 64 00:02:31,910 --> 00:02:33,490 is totally our bones. 65 00:02:33,490 --> 00:02:36,270 So it means that he's jumping 66 00:02:36,270 --> 00:02:38,880 and then the hand and the feet 67 00:02:38,880 --> 00:02:43,013 have like one frame offset or the contact. 68 00:02:43,970 --> 00:02:47,410 If I quickly do the same with the second reference 69 00:02:47,410 --> 00:02:49,950 you will find a link to the YouTube video 70 00:02:49,950 --> 00:02:51,520 in the documentation. 71 00:02:51,520 --> 00:02:53,540 The behavior of the character 72 00:02:53,540 --> 00:02:57,430 is pretty close to what we had on the first reference, 73 00:02:57,430 --> 00:02:59,930 the front legs or hands, 74 00:02:59,930 --> 00:03:03,100 are taking off very early on 75 00:03:03,100 --> 00:03:06,520 while the feet are still in contact with the trunk. 76 00:03:06,520 --> 00:03:07,670 The main difference 77 00:03:07,670 --> 00:03:09,850 compared to the previous reference 78 00:03:09,850 --> 00:03:12,530 is the timing of the contact pose. 79 00:03:12,530 --> 00:03:13,920 On this reference, 80 00:03:13,920 --> 00:03:15,590 both the ends and the feet 81 00:03:15,590 --> 00:03:17,674 seems to contact at the same time. 82 00:03:17,674 --> 00:03:18,507 (wind howling) 83 00:03:18,507 --> 00:03:20,600 The next thing I wanted to check 84 00:03:20,600 --> 00:03:23,290 was the spacing of the hips 85 00:03:23,290 --> 00:03:25,520 and the spacing of the head. 86 00:03:25,520 --> 00:03:29,080 So I've tried to pound a point on the hips 87 00:03:29,080 --> 00:03:30,660 that allow me to track them. 88 00:03:30,660 --> 00:03:32,840 There was a different of color 89 00:03:32,840 --> 00:03:34,910 in the fur of the character 90 00:03:34,910 --> 00:03:36,130 and to track the head, 91 00:03:36,130 --> 00:03:39,586 I've simply tracked the eyes of the character 92 00:03:39,586 --> 00:03:40,930 and we can really see 93 00:03:40,930 --> 00:03:43,790 that the head is going very fast 94 00:03:43,790 --> 00:03:46,240 in the beginning and stops, 95 00:03:46,240 --> 00:03:47,940 and then the hips catch up. 96 00:03:47,940 --> 00:03:50,240 So there will be quite of a difference 97 00:03:50,240 --> 00:03:52,300 between the hazing of the hips 98 00:03:52,300 --> 00:03:54,509 and the hazing of the head position. 99 00:03:54,509 --> 00:03:55,342 (wind howling) 100 00:03:55,342 --> 00:03:58,280 The last thing I've checked was the distance 101 00:03:58,280 --> 00:04:00,490 between the chest of the character 102 00:04:00,490 --> 00:04:01,920 and the tree trunk. 103 00:04:01,920 --> 00:04:04,010 And it's pretty surprising, 104 00:04:04,010 --> 00:04:07,100 as the character is pushing forward, 105 00:04:07,100 --> 00:04:10,900 his chest is getting closer to the tree trunk. 106 00:04:10,900 --> 00:04:13,180 This isn't something I would have guessed 107 00:04:13,180 --> 00:04:16,970 because when you are used to make run cycle, 108 00:04:16,970 --> 00:04:19,590 you tend to push your character 109 00:04:19,590 --> 00:04:21,580 away from the ground, 110 00:04:21,580 --> 00:04:23,560 while he's pushing on his leg 111 00:04:23,560 --> 00:04:25,120 to move forward. 112 00:04:25,120 --> 00:04:28,920 While here as the character is pushing on 113 00:04:28,920 --> 00:04:31,820 his legs is getting closer and closer 114 00:04:31,820 --> 00:04:33,050 to the tree trunk. 115 00:04:33,050 --> 00:04:35,510 And as you get in contact 116 00:04:35,510 --> 00:04:36,850 with the tree trunk 117 00:04:36,850 --> 00:04:39,840 is slightly get away from it. 118 00:04:39,840 --> 00:04:41,790 And that's a major difference 119 00:04:41,790 --> 00:04:43,990 compared to a run cycle. 120 00:04:43,990 --> 00:04:45,843 Let's block this animation. 8386

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