All language subtitles for 03-21-03 Climb cycle - Feet polish

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 00:00:00,820 --> 00:00:02,600 - As the body is now polished, 2 00:00:02,600 --> 00:00:05,480 I can work on the feet of the character. 3 00:00:05,480 --> 00:00:08,850 Will start with the back legs since they move the most. 4 00:00:08,850 --> 00:00:12,240 First thing is to fix the Y location curve 5 00:00:12,240 --> 00:00:13,890 on the contact pose. 6 00:00:13,890 --> 00:00:16,190 Now I have a proper linear root motion 7 00:00:16,190 --> 00:00:19,240 switch all the angles of the contact frame 8 00:00:19,240 --> 00:00:21,360 of the feet to vector, 9 00:00:21,360 --> 00:00:24,680 get rid of any intermediate frame, 10 00:00:24,680 --> 00:00:27,690 and tweak the value before the foot take off 11 00:00:27,690 --> 00:00:31,330 to make sure that I don't have any sliding effect. 12 00:00:31,330 --> 00:00:34,100 Since the leg looks too overextended on frame three, 13 00:00:34,100 --> 00:00:37,630 I've decided it will be the take off frame. 14 00:00:37,630 --> 00:00:40,230 From the side view I worked mainly 15 00:00:40,230 --> 00:00:41,790 on the Y location 16 00:00:41,790 --> 00:00:43,990 and then the Z location. 17 00:00:43,990 --> 00:00:45,210 As for a run cycle, 18 00:00:45,210 --> 00:00:47,720 I don't push too much the foot away 19 00:00:47,720 --> 00:00:49,290 from the tree trunk. 20 00:00:49,290 --> 00:00:52,240 And forget that our character is pushing 21 00:00:52,240 --> 00:00:56,630 toward the sky is not pushing against the tree trunk. 22 00:00:56,630 --> 00:00:58,700 If he does, he would fall. 23 00:00:58,700 --> 00:01:00,570 So from the current point of view, 24 00:01:00,570 --> 00:01:02,280 it's better to push the pose 25 00:01:02,280 --> 00:01:04,040 of the foot downward, 26 00:01:04,040 --> 00:01:07,420 than pushing it on the left side. 27 00:01:07,420 --> 00:01:09,860 And when you reach the end of the cycle, 28 00:01:09,860 --> 00:01:13,240 make sure that again the contact pose are in vector, 29 00:01:13,240 --> 00:01:15,317 then I'm fixing any sliding 30 00:01:15,317 --> 00:01:18,390 issue by moving the frame eight. 31 00:01:18,390 --> 00:01:21,420 Because if I was moving the value of frame nine, 32 00:01:21,420 --> 00:01:25,110 then I would have to duplicate this value of frame zero 33 00:01:25,110 --> 00:01:27,470 since this is the latest frame, 34 00:01:27,470 --> 00:01:31,640 it would break the fix I did in the beginning of the video 35 00:01:31,640 --> 00:01:34,170 between frame zero and frame two. 36 00:01:34,170 --> 00:01:37,120 Because the value difference between frame two and 37 00:01:37,120 --> 00:01:39,210 frame zero will change. 38 00:01:39,210 --> 00:01:41,330 Regarding the X location axis, 39 00:01:41,330 --> 00:01:45,800 what I've done is that as the leg is taking off, 40 00:01:45,800 --> 00:01:48,580 it will be pushing slightly inward 41 00:01:48,580 --> 00:01:51,200 and then as it comes forward, 42 00:01:51,200 --> 00:01:53,360 it will move on this side, 43 00:01:53,360 --> 00:01:57,960 as if the character was going to embrace the tree trunk. 44 00:01:57,960 --> 00:01:59,870 This is something I will try to do 45 00:01:59,870 --> 00:02:03,000 on both the hands and the feet of the character. 46 00:02:03,000 --> 00:02:05,550 Because as you climb the tree trunk you're trying 47 00:02:05,550 --> 00:02:08,660 to bind the trunk to your body in a way 48 00:02:08,660 --> 00:02:10,310 But we do need to feel 49 00:02:10,310 --> 00:02:14,160 that there is a side to side force being applied 50 00:02:14,160 --> 00:02:15,890 onto the tree trunk. 51 00:02:15,890 --> 00:02:17,600 And the larger the tree trunk, 52 00:02:17,600 --> 00:02:21,420 the wider our character will open his arms. 53 00:02:21,420 --> 00:02:24,520 As usual when I'm done with the location curve, 54 00:02:24,520 --> 00:02:27,100 I can work with my rotation curve. 55 00:02:27,100 --> 00:02:28,880 When the foot is taking off, 56 00:02:28,880 --> 00:02:31,900 I make sure that I have a fast rotation back one, 57 00:02:31,900 --> 00:02:36,900 so that we can feel that the foot has just pushed, 58 00:02:37,000 --> 00:02:39,190 and is kind of wiping in the air 59 00:02:39,190 --> 00:02:41,070 And then as it catch up, 60 00:02:41,070 --> 00:02:44,110 I will just make the tip of the foot dragging 61 00:02:44,110 --> 00:02:46,638 So I will use the rotation to do this. 62 00:02:46,638 --> 00:02:49,333 Then I have my impact frame where I want 63 00:02:49,333 --> 00:02:54,333 to open the foot just before it lands on the surface , 64 00:02:54,340 --> 00:02:55,260 on the reference, 65 00:02:55,260 --> 00:02:56,690 we can barely see, 66 00:02:56,690 --> 00:03:00,500 that the character is currently grabbing the tree trunk 67 00:03:00,500 --> 00:03:01,830 with his toes. 68 00:03:01,830 --> 00:03:05,300 But our rig definition doesn't allow us to do this. 69 00:03:05,300 --> 00:03:06,210 So what I did 70 00:03:06,210 --> 00:03:09,930 is I just created a slight foot slap 71 00:03:09,930 --> 00:03:11,970 as we did for the run cycle, 72 00:03:11,970 --> 00:03:13,710 landing on the foot bone 73 00:03:13,710 --> 00:03:18,710 and then flapping the toes against the tree trunk. 74 00:03:18,800 --> 00:03:21,998 I have used exactly the same process for the left foot. 75 00:03:21,998 --> 00:03:26,330 First make sure that you don't have any sliding effect 76 00:03:26,330 --> 00:03:29,158 Fixing the Y location on frame zero 77 00:03:29,158 --> 00:03:32,690 until the frame where the foot take off 78 00:03:32,690 --> 00:03:34,440 and repeat the process on the frame, 79 00:03:34,440 --> 00:03:36,800 where the foot is contacting the tree trunk 80 00:03:36,800 --> 00:03:38,570 until the end of the cycle 81 00:03:38,570 --> 00:03:41,890 If you want to push the pause favorize the Y location 82 00:03:41,890 --> 00:03:45,610 because the Z location will take the foot thunder 83 00:03:45,610 --> 00:03:47,500 away from the tree trunk, 84 00:03:47,500 --> 00:03:50,930 and it won't match a climbing locomotion. 85 00:03:50,930 --> 00:03:54,680 Then don't forget to work on the X location curve 86 00:03:54,680 --> 00:03:57,640 Spreading the leg on the side as the character 87 00:03:57,640 --> 00:04:00,900 is pulling it up before the contact pose, 88 00:04:00,900 --> 00:04:02,964 so that we feel that the character 89 00:04:02,964 --> 00:04:05,070 is catching the tree trunk, 90 00:04:05,070 --> 00:04:07,010 not simply contacting with it, 91 00:04:07,010 --> 00:04:09,290 but really grabbing the tree trunk. 92 00:04:09,290 --> 00:04:11,610 And the final important detail here, 93 00:04:11,610 --> 00:04:13,530 is to avoid twinning. 94 00:04:13,530 --> 00:04:17,050 I've made both feet contacting the tree trunk 95 00:04:17,050 --> 00:04:19,320 at the same time and that's fine, 96 00:04:19,320 --> 00:04:23,070 because we have very few frames on the cycle. 97 00:04:23,070 --> 00:04:25,860 But whether you're looking from the side view or 98 00:04:25,860 --> 00:04:28,050 from the front view, you can see 99 00:04:28,050 --> 00:04:30,872 that my feet are never aligned. 100 00:04:30,872 --> 00:04:32,520 Once the feet are polished, 101 00:04:32,520 --> 00:04:35,090 you can rip onto the pole controllers. 102 00:04:35,090 --> 00:04:38,119 They will allow us to fix the orientation of the knees. 103 00:04:38,119 --> 00:04:41,757 I won't be using the graffiti for this 104 00:04:41,757 --> 00:04:43,780 I will just check frame by frame 105 00:04:43,780 --> 00:04:46,100 and move the pole target if needed. 106 00:04:46,100 --> 00:04:49,970 The idea is to push the knees inward 107 00:04:49,970 --> 00:04:52,416 while our character is pushing, 108 00:04:52,416 --> 00:04:57,390 And then reopen the legs as he's pulling his feet apart. 109 00:04:57,390 --> 00:04:59,530 For example here I add a bit 110 00:04:59,530 --> 00:05:02,350 of a glitch in the motion of the knee 111 00:05:02,350 --> 00:05:06,470 where I have a big modification of the shape of the leg. 112 00:05:06,470 --> 00:05:09,178 I'm just looking at the shape of the legs, 113 00:05:09,178 --> 00:05:11,500 and moving the pole target, 114 00:05:11,500 --> 00:05:14,370 so that I get a smoother motion of the knee 115 00:05:14,370 --> 00:05:18,118 I will apply exactly the same process for the left leg. 116 00:05:18,118 --> 00:05:21,010 When you are done with the pole targets, 117 00:05:21,010 --> 00:05:23,170 use the tweaker controller. 118 00:05:23,170 --> 00:05:27,430 To avoid any reversed bending like this one. 119 00:05:27,430 --> 00:05:29,630 Just scrub frame by frame, 120 00:05:29,630 --> 00:05:33,200 and fix any weird the shape of the knees. 121 00:05:33,200 --> 00:05:34,033 In the end, 122 00:05:34,033 --> 00:05:37,493 I think I just needed to fix a couple of poses. 123 00:05:38,440 --> 00:05:40,220 Once I was done with the back leg, 124 00:05:40,220 --> 00:05:42,805 I've worked with the ends of front leg 125 00:05:42,805 --> 00:05:44,090 of the character, 126 00:05:44,090 --> 00:05:46,390 I've used exactly the same process. 127 00:05:46,390 --> 00:05:50,650 First fixed the Y location to avoid any sliding 128 00:05:50,650 --> 00:05:54,460 avoid to make too big change on the Z location, 129 00:05:54,460 --> 00:05:56,020 and made the hands getting 130 00:05:56,020 --> 00:05:58,480 too far away from the tree trunk. 131 00:05:58,480 --> 00:06:00,270 You will see in the next video 132 00:06:00,270 --> 00:06:01,973 in the full time lapse that I've 133 00:06:01,973 --> 00:06:06,973 initially really widely open the arms using the X location, 134 00:06:08,600 --> 00:06:11,130 and then I've tightened them because it 135 00:06:11,130 --> 00:06:13,000 was looking a bit too weird. 136 00:06:13,000 --> 00:06:15,500 Just remember that it's perfectly fine 137 00:06:15,500 --> 00:06:18,596 to revise your poses during the polishing stage. 138 00:06:18,596 --> 00:06:21,510 I've initially posed the four arms 139 00:06:21,510 --> 00:06:23,690 to be very tight to the body 140 00:06:23,690 --> 00:06:26,250 and in the end using the x axis, 141 00:06:26,250 --> 00:06:28,310 I've spread them on the sides 142 00:06:28,310 --> 00:06:30,790 Forget to break the twinning also 143 00:06:30,790 --> 00:06:32,040 on the arms. 144 00:06:32,040 --> 00:06:35,454 And when you are done polishing the arms controller, 145 00:06:35,454 --> 00:06:39,900 you can use the joint controller to fix the position 146 00:06:39,900 --> 00:06:41,150 of the elbows. 147 00:06:41,150 --> 00:06:42,660 Again for this process, 148 00:06:42,660 --> 00:06:45,430 it's better to do it frame by frame. 149 00:06:45,430 --> 00:06:47,250 Just make sure that your elbow 150 00:06:47,250 --> 00:06:48,950 is bending in the right way. 151 00:06:48,950 --> 00:06:52,050 So don't forget to rotate around your character 152 00:06:52,050 --> 00:06:53,220 and you will be done. 153 00:06:53,220 --> 00:06:55,700 The next video will be a time lapse 154 00:06:55,700 --> 00:06:58,480 of all the points we've just seen. 155 00:06:58,480 --> 00:07:00,310 And in the video after, 156 00:07:00,310 --> 00:07:03,470 I will change the timing of the animation, 157 00:07:03,470 --> 00:07:07,630 because I wasn't satisfied of what I add here. 158 00:07:07,630 --> 00:07:09,760 Don't worry, it's not a big deal. 159 00:07:09,760 --> 00:07:11,950 It will take only few minutes 160 00:07:11,950 --> 00:07:14,710 but it will really improve the animation 12175

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