All language subtitles for 04-02-Robot rig presentation

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These are the user uploaded subtitles that are being translated: 1 00:00:00,720 --> 00:00:02,070 - [Instructor] Before we get started, 2 00:00:02,070 --> 00:00:04,140 let's have a look to the rig. 3 00:00:04,140 --> 00:00:07,898 By default, the character is presented with a MatCap 4 00:00:07,898 --> 00:00:10,380 and the preview of the texture. 5 00:00:10,380 --> 00:00:13,130 You can enter material preview mode 6 00:00:13,130 --> 00:00:15,850 to see the robot at its best 7 00:00:15,850 --> 00:00:17,830 but you should stay in showing mode 8 00:00:17,830 --> 00:00:19,321 for animation performances. 9 00:00:19,321 --> 00:00:20,160 (whoosh) 10 00:00:20,160 --> 00:00:22,310 By default, you should have access 11 00:00:22,310 --> 00:00:24,390 to the different rig layers. 12 00:00:24,390 --> 00:00:27,670 If it's not the case, open the text editor. 13 00:00:27,670 --> 00:00:29,590 You should have the script open, 14 00:00:29,590 --> 00:00:32,340 if it's not the case, select it in the list 15 00:00:32,340 --> 00:00:34,150 and press the play button. 16 00:00:34,150 --> 00:00:35,910 Then select the rig 17 00:00:35,910 --> 00:00:38,180 and go into pose mode. 18 00:00:38,180 --> 00:00:41,630 The first thing to check is this eye icon. 19 00:00:41,630 --> 00:00:45,280 It's a bone that holds some custom properties. 20 00:00:45,280 --> 00:00:48,480 The Bevel option allows us to re-enable 21 00:00:48,480 --> 00:00:51,470 the Bevel modifier that is on the robot. 22 00:00:51,470 --> 00:00:53,750 It will make it look a little better 23 00:00:53,750 --> 00:00:57,340 but it will also increase the number of polygon, 24 00:00:57,340 --> 00:00:59,750 hence reducing the performances. 25 00:00:59,750 --> 00:01:01,850 Activating the Bevel modifier 26 00:01:01,850 --> 00:01:04,880 tend to triple the number of polygons. 27 00:01:04,880 --> 00:01:07,170 Enabling the subdiv option, 28 00:01:07,170 --> 00:01:10,598 will enabled the subdivision modifier on the robot, 29 00:01:10,598 --> 00:01:15,010 increasing the number of faces to almost a million. 30 00:01:15,010 --> 00:01:19,200 So it will largely slow down your computer performances. 31 00:01:19,200 --> 00:01:23,180 If I press the space bar and try to play the animation, 32 00:01:23,180 --> 00:01:26,130 even if our robot is not animated, 33 00:01:26,130 --> 00:01:29,360 you can see the number of frame per second dropping. 34 00:01:29,360 --> 00:01:32,529 Note that those option only effect the viewport display. 35 00:01:32,529 --> 00:01:35,160 You don't need to re-enable them 36 00:01:35,160 --> 00:01:37,750 if you want to render your animation. 37 00:01:37,750 --> 00:01:40,620 Getting back onto this view property bone, 38 00:01:40,620 --> 00:01:43,110 you can see that there are options to 39 00:01:43,110 --> 00:01:46,490 mask the artillery piece, the legs, 40 00:01:46,490 --> 00:01:49,180 and both the mini gun, and the rocket launcher. 41 00:01:49,180 --> 00:01:53,780 Just, as we add on the squirrel character allows us to focus 42 00:01:53,780 --> 00:01:56,070 on specific parts of the character. 43 00:01:56,070 --> 00:01:57,450 Next to these bones, 44 00:01:57,450 --> 00:02:00,910 we have another one that is our properties bone. 45 00:02:00,910 --> 00:02:03,280 It includes a lot of different properties 46 00:02:03,280 --> 00:02:05,930 but they almost all do the same thing. 47 00:02:05,930 --> 00:02:08,360 The first ones allow us to switch 48 00:02:08,360 --> 00:02:11,940 between the forward kinematic and inverse kinematics 49 00:02:11,940 --> 00:02:14,360 for the right leg or the left leg. 50 00:02:14,360 --> 00:02:18,110 By default, they are set to inverse kinematics. 51 00:02:18,110 --> 00:02:20,590 Moving the inverse kinematic controller 52 00:02:20,590 --> 00:02:23,260 would allow us to animate the whole leg 53 00:02:23,260 --> 00:02:26,019 exactly as we did with our squirrel characters. 54 00:02:26,019 --> 00:02:29,020 If we change the value to zero, 55 00:02:29,020 --> 00:02:32,470 now the leg is moving in another position. 56 00:02:32,470 --> 00:02:36,300 It will now follow the forward kinematic controllers 57 00:02:36,300 --> 00:02:37,560 that we can access 58 00:02:37,560 --> 00:02:41,320 by activating the forward kinematic layer. 59 00:02:41,320 --> 00:02:44,537 Now the leg is moving using forward kinematic 60 00:02:44,537 --> 00:02:48,290 and we can control each segment separately. 61 00:02:48,290 --> 00:02:51,854 We will be mostly animating using inverse kinematic 62 00:02:51,854 --> 00:02:53,990 so you can switch it back. 63 00:02:53,990 --> 00:02:58,460 The next properties allows up to enable or disable 64 00:02:58,460 --> 00:03:03,120 the rotation follow of the different parts of the robot. 65 00:03:03,120 --> 00:03:04,100 By default, 66 00:03:04,100 --> 00:03:07,510 the arms are following the orientation of the body. 67 00:03:07,510 --> 00:03:10,780 But if I disable this flow rotation, 68 00:03:10,780 --> 00:03:13,010 you can see that now they stay 69 00:03:13,010 --> 00:03:14,310 or (indistinct). 70 00:03:14,310 --> 00:03:16,310 They don't follow the rotation 71 00:03:16,310 --> 00:03:17,840 of the body anymore. 72 00:03:17,840 --> 00:03:20,310 You will find the same option 73 00:03:20,310 --> 00:03:23,970 for the artillery piece and the head of the robot. 74 00:03:23,970 --> 00:03:27,860 By default, the follow rotation is disabled 75 00:03:27,860 --> 00:03:31,500 but if I re-enable the follow head rotation, 76 00:03:31,500 --> 00:03:34,860 you can see that now the head is leaning forward 77 00:03:34,860 --> 00:03:37,027 and is aligned with the body. 78 00:03:37,027 --> 00:03:42,027 The follow leg rotation will only affect the leg behavior 79 00:03:42,100 --> 00:03:45,770 whenever you are using forward kinematic. 80 00:03:45,770 --> 00:03:48,790 This is pretty common when using forward kinematic 81 00:03:48,790 --> 00:03:52,846 for the arms or the leg to isolate their rotation 82 00:03:52,846 --> 00:03:57,070 from the hips rotation, or the shoulder rotation. 83 00:03:57,070 --> 00:03:59,730 The next option, mini gun speed, 84 00:03:59,730 --> 00:04:01,710 will allow us to set 85 00:04:01,710 --> 00:04:05,570 the speed of rotation of the mini gun cannon so that 86 00:04:05,570 --> 00:04:09,510 we don't need to animate the rotation of the barrels. 87 00:04:09,510 --> 00:04:12,520 The mini gun follow and the sensor follow, 88 00:04:12,520 --> 00:04:15,286 allow us to isolate the targets 89 00:04:15,286 --> 00:04:18,000 from both those items. 90 00:04:18,000 --> 00:04:22,970 The mini gun and the sensor will follow their own target. 91 00:04:22,970 --> 00:04:26,010 And by default, those targets are parented 92 00:04:26,010 --> 00:04:28,090 to the body of the robot. 93 00:04:28,090 --> 00:04:30,640 If we disable or set to zero 94 00:04:30,640 --> 00:04:33,630 the value of the follow option, 95 00:04:33,630 --> 00:04:37,490 the target are no longer following the motion of the body. 96 00:04:37,490 --> 00:04:42,060 And so you can see the mini gun adjusting its orientation 97 00:04:42,060 --> 00:04:44,078 toward the aiming point. 98 00:04:44,078 --> 00:04:46,303 And so does the sensor on top of the robot. 99 00:04:46,303 --> 00:04:47,343 (whoosh) 100 00:04:47,343 --> 00:04:51,430 The controllers of the robot are pretty straightforward. 101 00:04:51,430 --> 00:04:55,000 The root bone allows us to move the whole robot 102 00:04:55,000 --> 00:04:59,730 the torso root allows us to move the whole body. 103 00:04:59,730 --> 00:05:02,958 Then you will find controllers for the different parts. 104 00:05:02,958 --> 00:05:04,984 All targets for the legs, 105 00:05:04,984 --> 00:05:06,870 IK controllers, 106 00:05:06,870 --> 00:05:09,780 allowing to move and rotate the feet. 107 00:05:09,780 --> 00:05:11,650 On the back of the foot, you will find 108 00:05:11,650 --> 00:05:16,650 a very useful controller that allow us to perform steps 109 00:05:16,820 --> 00:05:21,540 or rotation around the ball and the heel of the foot. 110 00:05:21,540 --> 00:05:26,100 When you rotate it from the front view or on its Z axis, 111 00:05:26,100 --> 00:05:30,160 you will get a nice contacting left to right motion. 112 00:05:30,160 --> 00:05:32,140 Both arms of controller, 113 00:05:32,140 --> 00:05:36,110 the rocket launcher as a door opening controller, 114 00:05:36,110 --> 00:05:39,299 each body part as a separate controller as 115 00:05:39,299 --> 00:05:41,893 on the body of this squirrel character. 116 00:05:42,810 --> 00:05:45,590 Each rocket as its own controller 117 00:05:45,590 --> 00:05:48,973 that allows us to move them in space at will. 118 00:05:49,935 --> 00:05:53,640 And they also have a secondary controller that alow us 119 00:05:53,640 --> 00:05:58,228 by a simple one axis rotation to deploy the wings 120 00:05:58,228 --> 00:06:00,400 of those rockets. 121 00:06:00,400 --> 00:06:04,826 The antennas have a simple one axis rotation control. 122 00:06:04,826 --> 00:06:07,750 The artillery as a first controller 123 00:06:07,750 --> 00:06:11,760 that allows us to create the recoil motion. 124 00:06:11,760 --> 00:06:16,000 And we also have a nigary controller that allow us 125 00:06:16,000 --> 00:06:18,967 a bit of up and down motion 126 00:06:18,967 --> 00:06:23,510 and also to slightly rotate the artillery back and forth. 127 00:06:23,510 --> 00:06:26,740 So it's a pretty simple yet versatile rig. 128 00:06:26,740 --> 00:06:28,763 Let's animate this beast. 10075

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