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These are the user uploaded subtitles that are being translated: 1 00:00:00,500 --> 00:00:01,333 - [Instructor] In this video, 2 00:00:01,333 --> 00:00:04,170 we will see how to use a curve as a path 3 00:00:04,170 --> 00:00:06,950 as in the tree climbing sequence. 4 00:00:06,950 --> 00:00:08,500 In the corresponding file, 5 00:00:08,500 --> 00:00:11,587 I have two collections, one including a simple arrow 6 00:00:11,587 --> 00:00:15,230 and the other one including our squirrel character 7 00:00:15,230 --> 00:00:16,140 and the tree. 8 00:00:16,140 --> 00:00:18,270 Getting back to the arrow collection, 9 00:00:18,270 --> 00:00:19,780 I will press Shift + A 10 00:00:19,780 --> 00:00:22,260 to add a curve, Bezier curve. 11 00:00:22,260 --> 00:00:24,520 As any other object added to your scene, 12 00:00:24,520 --> 00:00:26,940 it is spawned onto the 3D cursor. 13 00:00:26,940 --> 00:00:28,390 It has an origin point 14 00:00:28,390 --> 00:00:31,070 and if I press Tab to enter edit mode, 15 00:00:31,070 --> 00:00:33,830 I can access the handles of the curve. 16 00:00:33,830 --> 00:00:36,650 It's pretty close to the handles we have 17 00:00:36,650 --> 00:00:38,000 in the graph editor. 18 00:00:38,000 --> 00:00:39,740 Curves have an orientation, 19 00:00:39,740 --> 00:00:42,000 meaning that they have a starting point 20 00:00:42,000 --> 00:00:43,800 and an ending point. 21 00:00:43,800 --> 00:00:46,620 To see it, we can go into the overlay 22 00:00:46,620 --> 00:00:49,480 and display the normals of the curve. 23 00:00:49,480 --> 00:00:51,670 Arrows will be displayed along the curve, 24 00:00:51,670 --> 00:00:54,040 showing you the orientation of flow 25 00:00:54,040 --> 00:00:57,540 of the curve, also called normals of the curve. 26 00:00:57,540 --> 00:01:00,140 In edit mode, you can manipulate the handles, 27 00:01:00,140 --> 00:01:01,210 as I explained before, 28 00:01:01,210 --> 00:01:03,930 using G, R and S. 29 00:01:03,930 --> 00:01:05,800 You can change the handle type 30 00:01:05,800 --> 00:01:07,970 as you will do in the graph editor, 31 00:01:07,970 --> 00:01:09,710 pressing the V key. 32 00:01:09,710 --> 00:01:11,640 Then you will get the same behavior 33 00:01:11,640 --> 00:01:13,750 as the one we have in the graph editor 34 00:01:13,750 --> 00:01:16,100 but this time for a 3D object. 35 00:01:16,100 --> 00:01:18,560 And with any curve point selected, 36 00:01:18,560 --> 00:01:21,980 you can press E to extrude a new point. 37 00:01:21,980 --> 00:01:24,750 As any object, we can access the curve 38 00:01:24,750 --> 00:01:27,390 that are in the properties panel. 39 00:01:27,390 --> 00:01:29,130 You can give a bit of thickness 40 00:01:29,130 --> 00:01:33,250 or geometry to your curve going into the geometry panel. 41 00:01:33,250 --> 00:01:37,100 The simple extrude will generate a rebound-like shape, 42 00:01:37,100 --> 00:01:39,220 while the bevel will allow you 43 00:01:39,220 --> 00:01:42,020 to create some kind of pipe. 44 00:01:42,020 --> 00:01:44,513 While we don't need geometry for animation, 45 00:01:45,440 --> 00:01:49,000 it makes the curve more readable in the 3D space. 46 00:01:49,000 --> 00:01:51,670 In object mode, I can select my arrow object, 47 00:01:51,670 --> 00:01:53,970 then select the curve to make it active. 48 00:01:53,970 --> 00:01:57,130 Press Control + P and choose Follow Path. 49 00:01:57,130 --> 00:01:59,530 Now if I scrub into the timeline, 50 00:01:59,530 --> 00:02:02,610 I can see the arrow following the curve. 51 00:02:02,610 --> 00:02:05,710 In the path animation option of the curve, 52 00:02:05,710 --> 00:02:08,170 we can see the value frames. 53 00:02:08,170 --> 00:02:11,520 And it is set to 100 frames. 54 00:02:11,520 --> 00:02:13,930 It means that the object 55 00:02:13,930 --> 00:02:16,030 that is parented to the curve 56 00:02:16,030 --> 00:02:18,370 with the follow path option 57 00:02:18,370 --> 00:02:20,550 will take 100 frames to get 58 00:02:20,550 --> 00:02:24,030 from the beginning of the curve 'til the end of the curve. 59 00:02:24,030 --> 00:02:26,570 Switching to 50 frame value, 60 00:02:26,570 --> 00:02:29,820 you can see that now my arrow get to the end 61 00:02:29,820 --> 00:02:32,410 of the curve on frame 50. 62 00:02:32,410 --> 00:02:35,540 As our arrow object is currently a child 63 00:02:35,540 --> 00:02:37,800 of the curve, we can move it at will. 64 00:02:37,800 --> 00:02:40,260 It will still follow the path. 65 00:02:40,260 --> 00:02:42,380 And we can see that by default, 66 00:02:42,380 --> 00:02:45,250 our arrow object will rotate 67 00:02:45,250 --> 00:02:48,000 to follow the curvature of the path. 68 00:02:48,000 --> 00:02:50,090 If I go into the option of the curve 69 00:02:50,090 --> 00:02:53,480 to the path animation and uncheck Follow, 70 00:02:53,480 --> 00:02:56,870 the object is no longer rotating 71 00:02:56,870 --> 00:02:59,220 to follow the orientation of the curve. 72 00:02:59,220 --> 00:03:03,523 The curve path only affect the location of the object. 73 00:03:03,523 --> 00:03:05,430 Let's restart from scratch. 74 00:03:05,430 --> 00:03:07,860 I have removed any influence from the curve. 75 00:03:07,860 --> 00:03:09,630 I will reselect the arrow, 76 00:03:09,630 --> 00:03:11,900 then the curve, press Control + P 77 00:03:11,900 --> 00:03:15,290 and this time, choose Path Constraint. 78 00:03:15,290 --> 00:03:17,750 This will add a path constraint to the arrow 79 00:03:17,750 --> 00:03:20,320 that we can see in the Constraint tab 80 00:03:20,320 --> 00:03:22,230 of the properties editor. 81 00:03:22,230 --> 00:03:26,330 From there, if I scrub into the timeline, nothing happened. 82 00:03:26,330 --> 00:03:29,470 Our object gets stuck on the initial point 83 00:03:29,470 --> 00:03:30,510 of the curve. 84 00:03:30,510 --> 00:03:33,350 If I click the Animate Path button, 85 00:03:33,350 --> 00:03:36,810 now our object is traveling along the curve 86 00:03:36,810 --> 00:03:40,560 and you can see that it takes it 100 frames 87 00:03:40,560 --> 00:03:43,300 to follow the curve, as before. 88 00:03:43,300 --> 00:03:45,860 It still use the frame's value 89 00:03:45,860 --> 00:03:47,770 from the curve properties. 90 00:03:47,770 --> 00:03:50,020 Let's go back onto our arrow object 91 00:03:50,020 --> 00:03:52,170 and check out the constraint. 92 00:03:52,170 --> 00:03:55,740 We can see the forward axis and up axis option. 93 00:03:55,740 --> 00:03:57,260 To better understand it, 94 00:03:57,260 --> 00:04:00,100 I will display the axis on my object. 95 00:04:00,100 --> 00:04:02,150 So we can see that our arrow 96 00:04:02,150 --> 00:04:04,690 is pointing in its y direction 97 00:04:04,690 --> 00:04:07,490 and the up axis is the z-axis, 98 00:04:07,490 --> 00:04:10,430 exactly as set into the constraint. 99 00:04:10,430 --> 00:04:13,860 So if I now click the Follow Curve option, 100 00:04:13,860 --> 00:04:17,130 the orientation of the arrow will change. 101 00:04:17,130 --> 00:04:18,900 It will follow the curve. 102 00:04:18,900 --> 00:04:23,060 Its y-axis will be aligned with the curve path 103 00:04:23,060 --> 00:04:25,980 and the z-axis will still be pointing up 104 00:04:25,980 --> 00:04:28,130 as set in the constraint. 105 00:04:28,130 --> 00:04:31,090 If I switch the orientation to -y, 106 00:04:31,090 --> 00:04:35,150 it will flip the arrow but it will still follow the curve 107 00:04:35,150 --> 00:04:38,980 and so if I choose the x-axis, for example, 108 00:04:38,980 --> 00:04:41,540 logically you can't use the same channel 109 00:04:41,540 --> 00:04:44,100 as a forward and up axis. 110 00:04:44,100 --> 00:04:46,040 It will deactivate the constraint 111 00:04:46,040 --> 00:04:48,365 and it will no longer work. 112 00:04:48,365 --> 00:04:51,970 The offset value have two different behavior. 113 00:04:51,970 --> 00:04:53,710 Let's move to frame 20 114 00:04:53,710 --> 00:04:57,270 and in the offset value, set the value to 10. 115 00:04:57,270 --> 00:05:00,520 Our arrow is moved back on the curve. 116 00:05:00,520 --> 00:05:05,297 Its current position is frame 20, -10 frames. 117 00:05:06,220 --> 00:05:10,270 The offset value is how we delay the position 118 00:05:10,270 --> 00:05:12,450 of the arrow in time. 119 00:05:12,450 --> 00:05:15,880 Basically, we are subtracting the offset value 120 00:05:15,880 --> 00:05:18,580 to the frame's value of the curve. 121 00:05:18,580 --> 00:05:20,750 So if I set it to -10, 122 00:05:20,750 --> 00:05:23,640 it will currently move the arrow forward, 123 00:05:23,640 --> 00:05:26,530 10 frame earlier in time. 124 00:05:26,530 --> 00:05:31,530 Exactly as if I was on frame 30 without any offset. 125 00:05:31,816 --> 00:05:34,120 If I now enable the fixed position, 126 00:05:34,120 --> 00:05:36,180 our arrow object will be stuck 127 00:05:36,180 --> 00:05:37,760 to the beginning of the curve. 128 00:05:37,760 --> 00:05:40,850 Now the offset value is no longer a value in frame 129 00:05:40,850 --> 00:05:43,260 but a value that goes from zero to one 130 00:05:43,260 --> 00:05:45,360 and indicate the position 131 00:05:45,360 --> 00:05:48,510 between the beginning and the end of the curve. 132 00:05:48,510 --> 00:05:52,220 Finally, if I enable the curve radius option, 133 00:05:52,220 --> 00:05:54,620 our constraint object scale 134 00:05:54,620 --> 00:05:57,620 will depend on the curve radius. 135 00:05:57,620 --> 00:05:59,700 So if I now go into edit mode 136 00:05:59,700 --> 00:06:02,670 onto the curve and press Alt + S 137 00:06:02,670 --> 00:06:05,550 with one of the control points selected, 138 00:06:05,550 --> 00:06:09,440 I will be able to change the radius of the curve 139 00:06:09,440 --> 00:06:11,570 and this will influence the scale 140 00:06:11,570 --> 00:06:13,380 of our arrow objects. 141 00:06:13,380 --> 00:06:14,980 Finally, in edit mode, 142 00:06:14,980 --> 00:06:16,860 when working on the curve, 143 00:06:16,860 --> 00:06:19,030 with a control point selected, 144 00:06:19,030 --> 00:06:21,460 I can change the tilt value 145 00:06:21,460 --> 00:06:26,050 and I will see my curve twisting or tilting. 146 00:06:26,050 --> 00:06:28,080 And so will the object 147 00:06:28,080 --> 00:06:30,000 that is constrained by the curve, 148 00:06:30,000 --> 00:06:32,870 creating very nice animations. 149 00:06:32,870 --> 00:06:36,413 We can tilt the curve with the Control + T shortcut. 150 00:06:37,600 --> 00:06:40,170 Let's now see how we can use this trick 151 00:06:40,170 --> 00:06:42,830 to animate our squirrel character. 152 00:06:42,830 --> 00:06:45,187 I will display the squirrel collection. 153 00:06:45,187 --> 00:06:46,020 I will move the current curve into the arrow collection 154 00:06:49,849 --> 00:06:52,140 and I will press the Shift + A in object mode 155 00:06:52,140 --> 00:06:53,770 to add a new curve. 156 00:06:53,770 --> 00:06:57,450 This is going to be our squirrel path. 157 00:06:57,450 --> 00:07:02,000 This time, instead of constraining the squirrel object, 158 00:07:02,000 --> 00:07:05,610 I will constrain the root bone of our character. 159 00:07:05,610 --> 00:07:09,040 In pose mode, I can go to the bone constraint, 160 00:07:09,040 --> 00:07:10,720 not the object constraint 161 00:07:10,720 --> 00:07:13,530 and add a follow path constraint 162 00:07:13,530 --> 00:07:16,070 and source our curve. 163 00:07:16,070 --> 00:07:18,900 Now the root bone of our character gets stuck 164 00:07:18,900 --> 00:07:20,770 at the beginning of the curve. 165 00:07:20,770 --> 00:07:23,110 If I click the Follow Curve option, 166 00:07:23,110 --> 00:07:26,620 I can see my character getting align with the curve 167 00:07:26,620 --> 00:07:30,220 and if I now scrub, I can't see it moving 168 00:07:30,220 --> 00:07:33,860 because we need to click the Animate Path button. 169 00:07:33,860 --> 00:07:35,630 And by default, our character 170 00:07:35,630 --> 00:07:39,980 will follow the curve and reach the end on frame 100. 171 00:07:39,980 --> 00:07:43,010 To give a proper orientation to our character, 172 00:07:43,010 --> 00:07:48,010 we need to switch to -y as being the forward axis. 173 00:07:48,220 --> 00:07:52,020 Now our character is properly following the path. 174 00:07:52,020 --> 00:07:53,470 A big warning here. 175 00:07:53,470 --> 00:07:56,063 Whenever you are using a curve modifier, 176 00:07:56,063 --> 00:07:58,411 make sure that the constraint object 177 00:07:58,411 --> 00:08:02,310 has its origin aligned with world space, 178 00:08:02,310 --> 00:08:05,640 meaning that its origin is reset 179 00:08:05,640 --> 00:08:07,270 because if you offset the object, 180 00:08:07,270 --> 00:08:10,110 the constraint will behave weirdly. 181 00:08:10,110 --> 00:08:12,310 You can move the curve as you want. 182 00:08:12,310 --> 00:08:14,760 The constraint object will follow 183 00:08:14,760 --> 00:08:16,720 but make sure that the constraint object 184 00:08:16,720 --> 00:08:19,593 has all its transform channels reset. 185 00:08:20,560 --> 00:08:23,540 Now that you understand the curve constraint, 186 00:08:23,540 --> 00:08:25,560 you can go into edit mode 187 00:08:25,560 --> 00:08:27,860 and start building your motion path 188 00:08:27,860 --> 00:08:29,610 for your character. 189 00:08:29,610 --> 00:08:31,580 I'm doing it into a little time lapse 190 00:08:31,580 --> 00:08:34,610 because I'm using a simple rotation scale 191 00:08:34,610 --> 00:08:36,930 and extrude functions. 192 00:08:36,930 --> 00:08:41,350 My main advice is use as less point as possible 193 00:08:41,350 --> 00:08:44,950 and try to have your curve as smooth as possible. 194 00:08:44,950 --> 00:08:47,400 Also, you can use the bevel option 195 00:08:47,400 --> 00:08:49,880 to give a bit of thickness to your curve 196 00:08:49,880 --> 00:08:53,490 so that it's easier to read along the tree trunk. 197 00:08:53,490 --> 00:08:56,850 The less control point you set onto your curve, 198 00:08:56,850 --> 00:08:59,690 the easier it will be to keep it smooth 199 00:08:59,690 --> 00:09:01,900 and so the animation of your character 200 00:09:01,900 --> 00:09:03,750 will also be smooth. 201 00:09:03,750 --> 00:09:06,900 If you create hard angles or too curvy path, 202 00:09:06,900 --> 00:09:08,810 then the animation of your character 203 00:09:08,810 --> 00:09:12,810 will look weird unless you heavily edit the animation 204 00:09:12,810 --> 00:09:14,690 on top of the cycle. 205 00:09:14,690 --> 00:09:16,730 When you're satisfied with the path, 206 00:09:16,730 --> 00:09:20,470 you can zoom in and tweak the tilt and position 207 00:09:20,470 --> 00:09:21,680 of the control point 208 00:09:21,680 --> 00:09:25,180 so that your character feet stick to the trunk 209 00:09:25,180 --> 00:09:26,790 and you avoid the clipping. 210 00:09:26,790 --> 00:09:29,540 Don't forget to double check from camera view 211 00:09:29,540 --> 00:09:32,160 because sometimes, even if your character 212 00:09:32,160 --> 00:09:34,690 is a bit floating, that's perfectly fine, 213 00:09:34,690 --> 00:09:39,080 'til it looks good from the camera point of view as usual. 214 00:09:39,080 --> 00:09:40,310 Back to object mode, 215 00:09:40,310 --> 00:09:42,410 we need to set the correct speed 216 00:09:42,410 --> 00:09:44,730 for our character to climb the tree 217 00:09:44,730 --> 00:09:48,360 and we can do it by modifying the frame's value 218 00:09:48,360 --> 00:09:50,520 into the curve's option. 219 00:09:50,520 --> 00:09:52,350 As the feet are moving backward, 220 00:09:52,350 --> 00:09:54,950 it means that our character animation 221 00:09:54,950 --> 00:09:57,150 is faster than the locomotion. 222 00:09:57,150 --> 00:10:00,250 So I need to reduce the frame's value. 223 00:10:00,250 --> 00:10:04,070 With a value of 70, it seems that now the feet 224 00:10:04,070 --> 00:10:06,060 are sliding forward. 225 00:10:06,060 --> 00:10:09,510 So our character locomotion is too fast. 226 00:10:09,510 --> 00:10:12,220 So it's just a matter of trial and error 227 00:10:12,220 --> 00:10:14,430 to find the correct value. 228 00:10:14,430 --> 00:10:17,960 A value of 85 seems to work well for me. 229 00:10:17,960 --> 00:10:20,240 And it depends on the curve length. 230 00:10:20,240 --> 00:10:22,713 So you may not have the same value. 231 00:10:23,820 --> 00:10:26,000 Another way to control the speed 232 00:10:26,000 --> 00:10:28,380 at which our character is moving 233 00:10:28,380 --> 00:10:30,000 is to use the offset. 234 00:10:30,000 --> 00:10:32,240 We can enable the fixed position. 235 00:10:32,240 --> 00:10:34,910 Now our character is no longer moving 236 00:10:34,910 --> 00:10:38,840 and insert a keyframe on the offset factor. 237 00:10:38,840 --> 00:10:41,610 I'm setting a value of zero on frame zero 238 00:10:41,610 --> 00:10:45,170 and on frame 85, a value of one. 239 00:10:45,170 --> 00:10:47,440 If I now go into the graph editor, 240 00:10:47,440 --> 00:10:49,690 I will be able to see the curve 241 00:10:49,690 --> 00:10:51,860 of this animated value 242 00:10:51,860 --> 00:10:54,120 and we can see that there is easing in 243 00:10:54,120 --> 00:10:55,120 and easing out, 244 00:10:55,120 --> 00:10:58,740 so our character is slowing down and accelerating. 245 00:10:58,740 --> 00:11:00,250 What I do need to do 246 00:11:00,250 --> 00:11:03,150 is whether change the interpolation of the curve 247 00:11:03,150 --> 00:11:05,880 to linear or select all the handles, 248 00:11:05,880 --> 00:11:08,060 press V, and switch to vector. 249 00:11:08,060 --> 00:11:10,440 The cool thing about choosing this method 250 00:11:10,440 --> 00:11:12,920 is that I can insert a keyframe 251 00:11:12,920 --> 00:11:16,040 whenever my character is about to jump. 252 00:11:16,040 --> 00:11:19,680 Then another keyframe when he's just landing 253 00:11:19,680 --> 00:11:22,630 and then I can offset a bit the landing keyframe 254 00:11:22,630 --> 00:11:25,543 if I want my character to make a larger jump. 255 00:11:26,400 --> 00:11:28,220 The only thing not to forget 256 00:11:28,220 --> 00:11:31,670 is to also offset the latest keyframe 257 00:11:31,670 --> 00:11:34,700 so that the interpolation between those two keyframe 258 00:11:34,700 --> 00:11:39,700 doesn't change, and so our character speed remain the same. 259 00:11:39,860 --> 00:11:43,800 But between frame 22 and frame 29 here, 260 00:11:43,800 --> 00:11:46,670 the speed of my character is no longer the same 261 00:11:46,670 --> 00:11:49,550 and it seems he's doing a bigger jump. 262 00:11:49,550 --> 00:11:51,800 This is a little trick that will allow you 263 00:11:51,800 --> 00:11:54,350 to break the rhythm of your animation 264 00:11:54,350 --> 00:11:56,530 and make it more appealing. 265 00:11:56,530 --> 00:11:57,723 At least, less linear. 266 00:11:58,910 --> 00:12:00,680 This is the end of this chapter. 267 00:12:00,680 --> 00:12:02,794 You now know everything to be able 268 00:12:02,794 --> 00:12:05,680 to create the same shot as I did. 269 00:12:05,680 --> 00:12:09,360 Don't forget that failing is a part of the process 270 00:12:09,360 --> 00:12:12,140 but giving up is not a part of the process. 271 00:12:12,140 --> 00:12:13,830 Stay strong, repeat 272 00:12:13,830 --> 00:12:16,000 and I will see you in the next chapter 273 00:12:16,000 --> 00:12:19,250 where we will learn new animation techniques. 274 00:12:19,250 --> 00:12:22,800 To summarize, we have seen that we can use a 3D curve 275 00:12:22,800 --> 00:12:27,000 as an animated path for an object to follow. 276 00:12:27,000 --> 00:12:30,070 We can use parenting or path constraint. 277 00:12:30,070 --> 00:12:33,200 The frames' value determines the time 278 00:12:33,200 --> 00:12:35,940 to travel along the whole curve. 279 00:12:35,940 --> 00:12:40,940 We can use the offset value to delay the path animation. 280 00:12:41,090 --> 00:12:42,840 We can use the curve to scale 281 00:12:42,840 --> 00:12:45,520 and tilt the constrained object. 282 00:12:45,520 --> 00:12:48,150 We can use the constraint on a bone. 283 00:12:48,150 --> 00:12:51,320 Make sure the origin of the constrained object 284 00:12:51,320 --> 00:12:53,770 is reset to world origin 285 00:12:53,770 --> 00:12:56,913 before applying the curve constraint. 21639

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