All language subtitles for 03-19-Climb inbetween

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 00:00:00,000 --> 00:00:02,810 - [Instructor] Since it's a pretty complex animation, 2 00:00:02,810 --> 00:00:06,560 we do need more poses in the blocking stage 3 00:00:06,560 --> 00:00:08,720 so let's add some in-betweens. 4 00:00:08,720 --> 00:00:12,880 The first pose I've been working on was the pushing pose, 5 00:00:12,880 --> 00:00:16,220 the character is getting almost fully extended 6 00:00:16,220 --> 00:00:21,220 the front legs or hands are just about to leave the trunk, 7 00:00:21,380 --> 00:00:24,050 the back legs are not extended yet, 8 00:00:24,050 --> 00:00:26,790 pressing Shift S I've snapped the cursor 9 00:00:26,790 --> 00:00:28,960 to the leg of my character, 10 00:00:28,960 --> 00:00:31,620 now I can push the foot backward 11 00:00:31,620 --> 00:00:34,930 and then move to root bone forward 12 00:00:34,930 --> 00:00:38,944 or upward since our character is rotated to match 13 00:00:38,944 --> 00:00:41,550 the previous position of the foot 14 00:00:41,550 --> 00:00:45,950 so that we don't have this sliding contact effect. 15 00:00:45,950 --> 00:00:49,070 The trick here is that I input the value 16 00:00:49,070 --> 00:00:54,070 of the movement with the keyboard pressing G then Z to move 17 00:00:54,710 --> 00:00:56,780 along the global Z axis 18 00:00:56,780 --> 00:01:01,420 and press 0.08 to move by eight centimeters, 19 00:01:01,420 --> 00:01:05,710 this way, I do know how much I have moved the foot 20 00:01:05,710 --> 00:01:08,100 and I will offset the root bone, 21 00:01:08,100 --> 00:01:12,880 but also the hands of the character by the same value 22 00:01:12,880 --> 00:01:16,960 this way I'm sure that I will have corresponding motion 23 00:01:16,960 --> 00:01:19,440 for all the parts of the characters. 24 00:01:19,440 --> 00:01:23,480 It's a good way to do this because it's very accurate 25 00:01:23,480 --> 00:01:24,962 but it's also a bad way 26 00:01:24,962 --> 00:01:29,962 because it's a very constraint way to do this thing, 27 00:01:30,230 --> 00:01:34,210 this is why I advised you not to use any root motion 28 00:01:34,210 --> 00:01:37,130 for the blocking of this animation in the previous video 29 00:01:37,130 --> 00:01:39,590 but to show doing so that's not bad 30 00:01:39,590 --> 00:01:42,830 because this is something we will have to do later on, 31 00:01:42,830 --> 00:01:46,830 so it gives us a base to work on, 32 00:01:46,830 --> 00:01:50,809 doing it the hard way here might not be the most 33 00:01:50,809 --> 00:01:53,460 intuitive way to do it 34 00:01:53,460 --> 00:01:55,430 that's what I'm meaning 35 00:01:55,430 --> 00:02:00,220 but I will have a solid base to go into polishing them. 36 00:02:00,220 --> 00:02:02,127 Dispose is the one where the head 37 00:02:02,127 --> 00:02:04,390 has the biggest spacing compared 38 00:02:04,390 --> 00:02:05,550 to the previous pose, 39 00:02:05,550 --> 00:02:07,210 it's one of the first pose 40 00:02:07,210 --> 00:02:09,370 where the character is pushing forward, 41 00:02:09,370 --> 00:02:12,830 so I will extend the neck of the character quite a bit, 42 00:02:12,830 --> 00:02:17,770 it feels like the front legs are a bit too extended 43 00:02:17,770 --> 00:02:19,570 and on the reference we can see 44 00:02:19,570 --> 00:02:22,810 that the front legs are not touching the trunk anymore 45 00:02:22,810 --> 00:02:24,710 so I will put them into a pose 46 00:02:24,710 --> 00:02:27,760 where they just took off the tree trunk. 47 00:02:27,760 --> 00:02:30,610 Since this in-between is starting to define 48 00:02:30,610 --> 00:02:32,390 the emotion of the character 49 00:02:32,390 --> 00:02:36,020 because we have the extreme poses and this is an in-between 50 00:02:36,020 --> 00:02:39,420 so it makes the transition between those two poses, 51 00:02:39,420 --> 00:02:41,447 this is why I'm playing the animation 52 00:02:41,447 --> 00:02:44,680 of curbing through the frames a lot 53 00:02:44,680 --> 00:02:47,430 beyond matching the reference pose 54 00:02:47,430 --> 00:02:50,210 I'm trying to feel the emotion of the character. 55 00:02:50,210 --> 00:02:52,520 Try to fix the orientation of the arms 56 00:02:52,520 --> 00:02:55,180 I'm facing some kind of issues with the rings, 57 00:02:55,180 --> 00:02:57,890 some limitations, this is pretty usual 58 00:02:57,890 --> 00:03:00,970 with this kind of inverse kinematic controllers 59 00:03:00,970 --> 00:03:02,420 so I reset the rotation 60 00:03:02,420 --> 00:03:05,600 and instead I'm using those tweaker controllers 61 00:03:05,600 --> 00:03:08,020 to give a better shape to the arms, 62 00:03:08,020 --> 00:03:09,600 so I advise you to deal 63 00:03:09,600 --> 00:03:12,220 with the shape of the arms using those controller 64 00:03:12,220 --> 00:03:14,113 for this specific animation. 65 00:03:15,850 --> 00:03:18,690 The next critical pose for me is the one 66 00:03:18,690 --> 00:03:21,803 whenever the character is contacting 67 00:03:21,803 --> 00:03:24,300 with the surface of the tree trunk, 68 00:03:24,300 --> 00:03:28,475 this contact frame is occurring between frame 15 and 20 69 00:03:28,475 --> 00:03:31,000 so I will set it up from 18 70 00:03:31,000 --> 00:03:34,170 for example, it really doesn't matter from the time being 71 00:03:34,170 --> 00:03:36,320 we are just breeding the different poses 72 00:03:36,320 --> 00:03:38,050 and then at the end of the video 73 00:03:38,050 --> 00:03:41,150 we will do a rapid timing paths. 74 00:03:41,150 --> 00:03:43,030 The first thing I do to switch 75 00:03:43,030 --> 00:03:45,980 to this new pose is to move the root bone 76 00:03:45,980 --> 00:03:49,400 so I've been trying to move it using the same technique 77 00:03:49,400 --> 00:03:51,330 as for the previous pose 78 00:03:51,330 --> 00:03:54,250 meaning that I'm moving the root bone 79 00:03:54,250 --> 00:03:57,890 entering a proper value with the keyboard, 80 00:03:57,890 --> 00:04:01,840 but since my character has no contact with the tree trunk 81 00:04:01,840 --> 00:04:05,660 it doesn't really matter if shall not really accurate 82 00:04:05,660 --> 00:04:07,560 with the position of the root bone 83 00:04:07,560 --> 00:04:10,820 right now, there won't be that much of the problem 84 00:04:10,820 --> 00:04:13,360 we will be able to offset a bit the position 85 00:04:13,360 --> 00:04:16,430 of the root bone during the polishing stage. 86 00:04:16,430 --> 00:04:18,490 What's important here is that 87 00:04:18,490 --> 00:04:21,120 since there is no contacting frame, 88 00:04:21,120 --> 00:04:23,740 no part of the character contacting 89 00:04:23,740 --> 00:04:26,850 with the tree trunk or with the ground 90 00:04:26,850 --> 00:04:31,060 for example, the fact that the root bone motion 91 00:04:31,060 --> 00:04:33,640 is not perfect, doesn't matter, 92 00:04:33,640 --> 00:04:37,630 we won't have any sliding foot effect here 93 00:04:37,630 --> 00:04:40,480 because there is no contact with the ground. 94 00:04:40,480 --> 00:04:43,170 So in the end, because of this foot motion 95 00:04:43,170 --> 00:04:46,540 and the squeal to have everything perfectly aligned 96 00:04:46,540 --> 00:04:49,050 and to try, I spent most of the time trying 97 00:04:49,050 --> 00:04:52,464 to figure out a way to position the hands properly 98 00:04:52,464 --> 00:04:54,790 while it wasn't important, 99 00:04:54,790 --> 00:04:57,740 the only thing important is to make sure that the position 100 00:04:57,740 --> 00:05:01,734 of the hands are correct compared to frame 20 101 00:05:01,734 --> 00:05:05,180 and even if there is a bit of a challenge 102 00:05:05,180 --> 00:05:07,269 a bit of a difference this is something 103 00:05:07,269 --> 00:05:10,498 we'll be able to fix when we are polishing 104 00:05:10,498 --> 00:05:14,090 by moving the curve or duplicating the curves, 105 00:05:14,090 --> 00:05:17,490 what's matter here is really the pose of the character, 106 00:05:17,490 --> 00:05:21,120 so the front legs are almost fully extended, 107 00:05:21,120 --> 00:05:23,510 the back legs are catching up pointing 108 00:05:23,510 --> 00:05:27,360 toward their landing pose. 109 00:05:27,360 --> 00:05:31,070 And finally, we have still the hip sat down 110 00:05:31,070 --> 00:05:34,279 dragging a bit, but they are slowly catching up, 111 00:05:34,279 --> 00:05:37,830 while the chest and head are getting very close 112 00:05:37,830 --> 00:05:42,540 to their final pose or to the pose we have on frame 20, 113 00:05:42,540 --> 00:05:44,730 so you can see on the reference 114 00:05:44,730 --> 00:05:46,700 that the curvature of the body 115 00:05:46,700 --> 00:05:51,700 of our character is slowly getting back into it's S shape. 116 00:05:53,180 --> 00:05:56,050 The next pose is more of a breakdown 117 00:05:56,050 --> 00:05:58,581 that in in-between onto this breakdown 118 00:05:58,581 --> 00:06:01,760 between frame zero and five, because on frame five 119 00:06:01,760 --> 00:06:06,500 our character ends a normal angle contacting the tree trunk 120 00:06:06,500 --> 00:06:09,160 with all my read controller selected, 121 00:06:09,160 --> 00:06:11,120 I'm pressing a Shift E, 122 00:06:11,120 --> 00:06:14,120 then when I moved the mouse left to right 123 00:06:14,120 --> 00:06:16,900 I changed the value of the breakdown, 124 00:06:16,900 --> 00:06:19,250 I will set it to 50%, 125 00:06:19,250 --> 00:06:22,180 then they will left click to confirm 126 00:06:22,180 --> 00:06:24,850 this way blender has automatically interpolated 127 00:06:25,850 --> 00:06:29,230 all the controller of my character by 50% 128 00:06:29,230 --> 00:06:31,890 between frame zero and frame five, 129 00:06:31,890 --> 00:06:35,760 now I don't want to move the hand controllers, 130 00:06:35,760 --> 00:06:39,550 so I go back on frame zero select one of the hand controller 131 00:06:39,550 --> 00:06:42,970 press Shift S snap the cursor to it, 132 00:06:42,970 --> 00:06:46,560 then I go back onto frame two my break down pose 133 00:06:46,560 --> 00:06:50,390 and press Shift S selection to cursor 134 00:06:50,390 --> 00:06:54,610 the hand will be snapped on to the same position 135 00:06:54,610 --> 00:06:56,860 as on frame zero, 136 00:06:56,860 --> 00:07:01,145 I will repeat the process for the other hand and this way 137 00:07:01,145 --> 00:07:06,145 my whole character body and root has moved by 50%, 138 00:07:06,450 --> 00:07:11,450 and I can work on this pose and the feet position is fixed, 139 00:07:12,700 --> 00:07:15,270 thanks to this little manipulation. 140 00:07:15,270 --> 00:07:20,270 So now I can work on the torso controller to refine the pose 141 00:07:20,760 --> 00:07:22,780 and offset the different element 142 00:07:22,780 --> 00:07:27,650 because if everything is interpolated by 50% 143 00:07:27,650 --> 00:07:31,380 I will have a very robotic motion of my character. 144 00:07:31,380 --> 00:07:34,040 So here, as we have explained before 145 00:07:34,040 --> 00:07:36,570 during the reference analysis 146 00:07:36,570 --> 00:07:40,900 I'm pushing a lot the neck and chest of my character 147 00:07:40,900 --> 00:07:43,570 while the hips are dragging a bit back, 148 00:07:43,570 --> 00:07:46,700 from there what I did is that I have taken 149 00:07:46,700 --> 00:07:48,944 all the key frame of each pose 150 00:07:48,944 --> 00:07:52,460 and I have set them every two frames, 151 00:07:52,460 --> 00:07:54,870 so one on frame zero one on frame two, 152 00:07:54,870 --> 00:07:57,730 four, six, eight, 10, and 12. 153 00:07:57,730 --> 00:08:02,490 I feel like this cycle should be 12 frame long 154 00:08:02,490 --> 00:08:06,610 so I'm just kind of distributing the different posts evenly 155 00:08:06,610 --> 00:08:08,905 for the time being because I'm not working 156 00:08:08,905 --> 00:08:12,270 on the timing of the animation right now 157 00:08:12,270 --> 00:08:14,863 but it does help reading the animation. 158 00:08:16,810 --> 00:08:19,585 The last pose I wanted to create is the one 159 00:08:19,585 --> 00:08:23,100 where the back legs are contacting with the tree trunk 160 00:08:24,110 --> 00:08:28,000 as explained why we were locking the idle animation 161 00:08:28,000 --> 00:08:31,980 you should create a bring down pose each time 162 00:08:31,980 --> 00:08:35,830 there is a drastic change in the pose of your character 163 00:08:35,830 --> 00:08:39,410 meaning that here the back feet are abohm 164 00:08:39,410 --> 00:08:42,240 and then they are contacting with the surface 165 00:08:42,240 --> 00:08:45,460 in this regard, their mechanical function 166 00:08:45,460 --> 00:08:49,620 and the way they move is changing a lot 167 00:08:49,620 --> 00:08:52,210 because when they are floating in the air 168 00:08:52,210 --> 00:08:54,730 you should be looking for arcs 169 00:08:54,730 --> 00:08:58,280 while when they are impacting with the tree trunk, 170 00:08:58,280 --> 00:09:00,740 you're not looking anymore for arcs 171 00:09:00,740 --> 00:09:03,000 but mostly for a linear interpolation 172 00:09:04,090 --> 00:09:06,940 as the foot is sliding along the surface. 173 00:09:06,940 --> 00:09:09,290 So it's better to add a breakdown 174 00:09:09,290 --> 00:09:12,090 to this pose than trying to figure this out 175 00:09:12,090 --> 00:09:13,760 during the polishing stage, 176 00:09:13,760 --> 00:09:15,910 this pose was pretty quick to achieve 177 00:09:15,910 --> 00:09:18,210 because we have already depends 178 00:09:18,210 --> 00:09:21,710 on the front legs already contacting the tree trunks 179 00:09:21,710 --> 00:09:23,850 and the only thing we had to do is to make sure 180 00:09:23,850 --> 00:09:28,030 that the back legs are contacting and the hips catch, 181 00:09:28,030 --> 00:09:32,039 I've made a quick timing paths here, but I will show you 182 00:09:32,039 --> 00:09:35,383 how to get a better timing paths in the next video. 183 00:09:37,012 --> 00:09:41,530 Lastly, I couldn't help polishing a bit to tail motion 184 00:09:41,530 --> 00:09:46,530 but honestly, at this stage it's mostly a waste of time, 185 00:09:47,250 --> 00:09:52,250 don't work the tail for the time being since it's ending 186 00:09:52,380 --> 00:09:55,610 and following the body, we will work on it 187 00:09:55,610 --> 00:09:58,580 during the polishing stage once we have finished 188 00:09:58,580 --> 00:10:00,430 the whole motion of the body. 189 00:10:00,430 --> 00:10:04,570 What was a little more important here is to rotate 190 00:10:04,570 --> 00:10:07,237 around your character, check out all the poses 191 00:10:07,237 --> 00:10:11,193 and then fix a bit the pole target to give a better 192 00:10:11,193 --> 00:10:15,450 orientation to the knees and also check 193 00:10:15,450 --> 00:10:18,290 out the elbow tweaker bones, 194 00:10:18,290 --> 00:10:21,450 you can see that my elbows are pointing in word 195 00:10:21,450 --> 00:10:23,920 and it doesn't look super natural, 196 00:10:23,920 --> 00:10:27,900 so double check each poses and check that the silhouette 197 00:10:27,900 --> 00:10:30,940 show character, the shape of the arms of the legs 198 00:10:30,940 --> 00:10:34,900 et cetera, looks good from every point of view. 199 00:10:34,900 --> 00:10:37,030 In the next video, we will revise 200 00:10:37,030 --> 00:10:39,480 the timing of this animation is still 201 00:10:39,480 --> 00:10:42,453 in step mode before jumping into spline. 16412

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