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These are the user uploaded subtitles that are being translated: 1 00:00:00,033 --> 00:00:01,110 - [Instructor] In this video, 2 00:00:01,110 --> 00:00:04,840 we will start the blocking stage of our run cycle. 3 00:00:04,840 --> 00:00:06,620 To create this run cycle, 4 00:00:06,620 --> 00:00:09,290 we will mix the layered approach 5 00:00:09,290 --> 00:00:11,270 with the blocking approach. 6 00:00:11,270 --> 00:00:14,080 In this video, we will create the main poses 7 00:00:14,080 --> 00:00:16,603 before jumping into spline 8 00:00:16,603 --> 00:00:20,530 and polish each part of the body one by one. 9 00:00:20,530 --> 00:00:23,730 Note that nothing is carved into stone 10 00:00:23,730 --> 00:00:28,560 and those poses might evolve during the polishing stage. 11 00:00:28,560 --> 00:00:32,310 It's important to use the video reference you will gather 12 00:00:32,310 --> 00:00:33,980 on the internet 13 00:00:33,980 --> 00:00:36,130 and to guide you during this blocking stage, 14 00:00:36,130 --> 00:00:37,730 I'm providing a picture 15 00:00:37,730 --> 00:00:39,710 with the different main poses. 16 00:00:39,710 --> 00:00:41,630 The last thing I'd like to address 17 00:00:41,630 --> 00:00:45,200 before we jump into it is that most of the time, 18 00:00:45,200 --> 00:00:47,550 I'm using global coordinates 19 00:00:47,550 --> 00:00:51,080 with individual origin for my manipulators 20 00:00:51,080 --> 00:00:53,440 but I often use local space, 21 00:00:53,440 --> 00:00:55,450 especially for the forearms 22 00:00:55,450 --> 00:00:57,950 that can rotate only along one axis. 23 00:00:57,950 --> 00:01:00,800 Though I generally press R to rotate 24 00:01:00,800 --> 00:01:05,220 and then Z twice to switch to local space. 25 00:01:05,220 --> 00:01:08,850 This is why you will often see me press Z, Y 26 00:01:08,850 --> 00:01:12,970 or X twice to switch from global to local. 27 00:01:12,970 --> 00:01:16,750 If you are used to work with widget manipulators, 28 00:01:16,750 --> 00:01:21,490 then I advise you to directly switch to local space. 29 00:01:21,490 --> 00:01:23,720 This way you will get more familiar 30 00:01:23,720 --> 00:01:25,990 with the controller alignment. 31 00:01:25,990 --> 00:01:29,420 I personally exclusively use a shortcut. 32 00:01:29,420 --> 00:01:32,730 This is why I often stay in global space. 33 00:01:32,730 --> 00:01:37,090 The idea is to create a slightly stylized run cycle 34 00:01:37,090 --> 00:01:41,500 but the fundamentals of a realistic venular run cycle 35 00:01:41,500 --> 00:01:42,650 will be there. 36 00:01:42,650 --> 00:01:45,165 Making it stylized will be mostly 37 00:01:45,165 --> 00:01:47,813 about contrasting the timing 38 00:01:47,813 --> 00:01:51,000 and exaggerating a bit the poses 39 00:01:51,000 --> 00:01:53,170 but making it looks cool 40 00:01:53,170 --> 00:01:57,420 will require us to have a good physicality 41 00:01:57,420 --> 00:02:01,440 and realistic fundamentals, so let's get started. 42 00:02:01,440 --> 00:02:03,360 The first thing we are going to do 43 00:02:03,360 --> 00:02:06,620 is to link our character into the scene. 44 00:02:06,620 --> 00:02:09,510 So let's get rid of all the default object 45 00:02:09,510 --> 00:02:12,900 in our scene and then go to File, Link 46 00:02:12,900 --> 00:02:15,610 and in the chapter five file, 47 00:02:15,610 --> 00:02:20,610 you will find the TRIDENT-CHARACTER RIG_final file. 48 00:02:20,760 --> 00:02:22,410 Go to Collection 49 00:02:22,410 --> 00:02:25,910 and choose the first collection, TRIDENT-CHARACTER. 50 00:02:25,910 --> 00:02:27,550 Double click the collection 51 00:02:27,550 --> 00:02:29,810 and it will appear in the outliner. 52 00:02:29,810 --> 00:02:33,736 Now, to be able to expose the rig of our character, 53 00:02:33,736 --> 00:02:36,593 unfold the imported collection 54 00:02:36,593 --> 00:02:39,560 and right click on the sub-collection, 55 00:02:39,560 --> 00:02:41,580 go to ID Data 56 00:02:41,580 --> 00:02:45,910 and choose Add Library Override Hierarchy. 57 00:02:45,910 --> 00:02:48,790 This will give us access to the current rig 58 00:02:48,790 --> 00:02:51,410 and the different object of the character 59 00:02:51,410 --> 00:02:53,520 and if any update were made 60 00:02:53,520 --> 00:02:55,920 on the original linked file, 61 00:02:55,920 --> 00:02:58,020 it will automatically update 62 00:02:58,020 --> 00:02:59,190 in your scene. 63 00:02:59,190 --> 00:03:01,710 We have now a new character collection 64 00:03:01,710 --> 00:03:03,430 with two sub-collection, 65 00:03:03,430 --> 00:03:06,540 including the rig and the different models. 66 00:03:06,540 --> 00:03:10,810 We can get rid of the file we've imported just before, 67 00:03:10,810 --> 00:03:14,170 the one with the orange collection icon. 68 00:03:14,170 --> 00:03:16,270 From there, we can select the rig, 69 00:03:16,270 --> 00:03:19,630 switch into pose mode by pressing Control + Tab. 70 00:03:19,630 --> 00:03:20,858 Then when animating, 71 00:03:20,858 --> 00:03:24,920 I personally like to switch the shading to flat 72 00:03:24,920 --> 00:03:27,250 with texture object 73 00:03:27,250 --> 00:03:30,740 and enable the cavity and shadows. 74 00:03:30,740 --> 00:03:32,830 In the 3D view properties panel, 75 00:03:32,830 --> 00:03:36,360 you will find the rig properties panel. 76 00:03:36,360 --> 00:03:38,960 Here, in the visibility tab, 77 00:03:38,960 --> 00:03:42,420 you can disable the weapon's visibility. 78 00:03:42,420 --> 00:03:46,870 Set the length of our cycle, 24 frames. 79 00:03:46,870 --> 00:03:50,860 So I will go on frame zero and press Control + Home 80 00:03:50,860 --> 00:03:55,230 and then go on frame 23 and press Control + End. 81 00:03:55,230 --> 00:03:58,570 Since from 24 on frame 0 will be the same, 82 00:03:58,570 --> 00:04:02,490 I don't want to read from frame 0 to frame 24 83 00:04:02,490 --> 00:04:05,630 but jump from frame 23 to frame 0. 84 00:04:05,630 --> 00:04:07,690 There with the dope sheet opened, 85 00:04:07,690 --> 00:04:10,877 I will switch to the Action Editor 86 00:04:10,877 --> 00:04:15,877 and I will duplicate the current animation called Keying Set 87 00:04:16,280 --> 00:04:20,030 to create our run blocking animation. 88 00:04:20,030 --> 00:04:22,570 Don't forget to click the shield icon 89 00:04:22,570 --> 00:04:27,060 to make sure you set a fake user to the animation 90 00:04:27,060 --> 00:04:29,110 and won't lose it. 91 00:04:29,110 --> 00:04:30,960 Another thing I advise you to do 92 00:04:30,960 --> 00:04:33,780 before we start blocking the animation 93 00:04:33,780 --> 00:04:38,340 is to create a second 3D viewport in perspective, 94 00:04:38,340 --> 00:04:39,810 showing your character. 95 00:04:39,810 --> 00:04:43,440 While we generally animate in autographic view, 96 00:04:43,440 --> 00:04:46,510 that's always a good thing to have a perspective view, 97 00:04:46,510 --> 00:04:48,890 just to preview the animation. 98 00:04:48,890 --> 00:04:52,280 So let's now create our first pose, 99 00:04:52,280 --> 00:04:54,970 the straight leg pose. 100 00:04:54,970 --> 00:04:56,760 This is the one where the front leg 101 00:04:56,760 --> 00:05:00,130 is getting straightened just before contacting 102 00:05:00,130 --> 00:05:01,434 with the ground. 103 00:05:01,434 --> 00:05:04,107 The back leg is pointing backward 104 00:05:04,107 --> 00:05:07,100 and as seen in the video reference, 105 00:05:07,100 --> 00:05:11,200 the front arm has already started swinging backward. 106 00:05:11,200 --> 00:05:13,580 So from a side view, you should be able 107 00:05:13,580 --> 00:05:15,840 to see both elbows. 108 00:05:15,840 --> 00:05:18,290 Left shoulder is twisting forward 109 00:05:18,290 --> 00:05:21,477 and the hips are twisted in the opposite direction. 110 00:05:21,477 --> 00:05:23,670 For the animation of this character, 111 00:05:23,670 --> 00:05:26,598 we will be using 30 frame per seconds. 112 00:05:26,598 --> 00:05:31,200 This is the usual frame rate used in video games production. 113 00:05:31,200 --> 00:05:33,830 And the one I'm used to animate with. 114 00:05:33,830 --> 00:05:36,280 It's only to work on cinematic animation, 115 00:05:36,280 --> 00:05:39,070 then you can stick to 24 frame per seconds. 116 00:05:39,070 --> 00:05:41,340 In the end, whatever the frame rate, 117 00:05:41,340 --> 00:05:44,340 the goal is to make your animation feels good. 118 00:05:44,340 --> 00:05:47,540 It's not that important during the blocking stage. 119 00:05:47,540 --> 00:05:50,110 So we can now start positioning the feet 120 00:05:50,110 --> 00:05:51,290 from a side view. 121 00:05:51,290 --> 00:05:53,840 When it comes to rotating the foot backward 122 00:05:53,840 --> 00:05:57,970 and forward, I advise you to use the foot roll controller, 123 00:05:57,970 --> 00:06:01,828 rotating it on its x local axis. 124 00:06:01,828 --> 00:06:03,570 It will make your life way easier 125 00:06:03,570 --> 00:06:06,860 since it's built to create this kind 126 00:06:06,860 --> 00:06:08,980 of rotation and mechanism. 127 00:06:08,980 --> 00:06:11,790 Since we won't be animating the root bones, 128 00:06:11,790 --> 00:06:14,910 you can hide them through the rig UI. 129 00:06:14,910 --> 00:06:17,390 Now pose the second foot, 130 00:06:17,390 --> 00:06:20,690 again using the foot roll to rotate the foot forward 131 00:06:20,690 --> 00:06:23,190 and then rotating the toes backward. 132 00:06:23,190 --> 00:06:25,920 As usual, I will probably go back and forth 133 00:06:25,920 --> 00:06:29,430 onto this pose while building the other poses. 134 00:06:29,430 --> 00:06:32,760 In your case, just use the reference provided 135 00:06:32,760 --> 00:06:35,009 or build your own poses. 136 00:06:35,009 --> 00:06:38,050 It's very important to pose your character 137 00:06:38,050 --> 00:06:39,700 from different angles. 138 00:06:39,700 --> 00:06:41,570 Don't stay in side view. 139 00:06:41,570 --> 00:06:43,560 That will be a big mistake. 140 00:06:43,560 --> 00:06:45,820 When it comes to twisting the hips 141 00:06:45,820 --> 00:06:49,060 on the global z-axis, it's pretty straight forward. 142 00:06:49,060 --> 00:06:51,480 Just follow the position of the legs. 143 00:06:51,480 --> 00:06:53,233 Since the right leg is forward, 144 00:06:53,233 --> 00:06:56,610 just twist the right side of the hips forward. 145 00:06:56,610 --> 00:06:59,060 Then the torso the opposite direction, 146 00:06:59,060 --> 00:07:01,320 the left side forward. 147 00:07:01,320 --> 00:07:03,200 A very important thing here 148 00:07:03,200 --> 00:07:05,604 is that the torso root controller 149 00:07:05,604 --> 00:07:09,480 will be your main controller to position the torso 150 00:07:09,480 --> 00:07:10,820 of your character. 151 00:07:10,820 --> 00:07:13,900 This is the controller you have to move the most 152 00:07:13,900 --> 00:07:16,143 to get your character into position. 153 00:07:16,143 --> 00:07:19,060 Then the chest and hips controller 154 00:07:19,060 --> 00:07:22,800 are here to tweak the pose of your character. 155 00:07:22,800 --> 00:07:26,020 And this is why here I prefer to console the rotation 156 00:07:26,020 --> 00:07:29,590 of hips and chest by pressing Alt + R, 157 00:07:29,590 --> 00:07:33,310 the main shape using the torso root controller 158 00:07:33,310 --> 00:07:35,830 and then fine tweak the pose 159 00:07:35,830 --> 00:07:37,560 using the chest controller 160 00:07:37,560 --> 00:07:39,230 and the hips controller. 161 00:07:39,230 --> 00:07:42,360 It can be very hard to get a correct pose. 162 00:07:42,360 --> 00:07:46,190 In my case, I won't be able to reach it right away. 163 00:07:46,190 --> 00:07:49,350 So try your best to match the reference 164 00:07:49,350 --> 00:07:52,130 and then go on the next pose. 165 00:07:52,130 --> 00:07:54,860 You will naturally get back to this pose 166 00:07:54,860 --> 00:07:58,200 to adjust it compared to the other poses. 167 00:07:58,200 --> 00:08:00,560 Posing the arms will definitely help 168 00:08:00,560 --> 00:08:02,260 to get a better silhouette. 169 00:08:02,260 --> 00:08:05,340 I will slightly rotate the front shoulder upward 170 00:08:05,340 --> 00:08:09,540 and forward and then I will work with the arm controller 171 00:08:09,540 --> 00:08:11,790 that can rotate on all axes 172 00:08:11,790 --> 00:08:13,110 to match the reference. 173 00:08:13,110 --> 00:08:15,120 When rotating the forearm, 174 00:08:15,120 --> 00:08:19,380 don't forget to favorize its local z-axis, 175 00:08:19,380 --> 00:08:24,120 since elbows and knees can normally rotate only 176 00:08:24,120 --> 00:08:25,190 on one axis. 177 00:08:25,190 --> 00:08:26,430 To make our life easier, 178 00:08:26,430 --> 00:08:29,620 we will pull the hand with a closed fist. 179 00:08:29,620 --> 00:08:32,260 Watch your own hand as a reference 180 00:08:32,260 --> 00:08:35,801 and make sure that the fist is slightly curling. 181 00:08:35,801 --> 00:08:38,530 Don't make a box shape with the hand. 182 00:08:38,530 --> 00:08:39,920 Look it from every angle 183 00:08:39,920 --> 00:08:43,680 and you will notice that the joint always form a curve. 184 00:08:43,680 --> 00:08:45,760 Take the time to properly pose one 185 00:08:45,760 --> 00:08:48,210 of the hand and then we will mirror it 186 00:08:48,210 --> 00:08:49,550 on the other side. 187 00:08:49,550 --> 00:08:51,620 My favorite controller for the hands 188 00:08:51,620 --> 00:08:54,210 is the master palm controller. 189 00:08:54,210 --> 00:08:58,700 It allows you to move all the palm bones at once 190 00:08:58,700 --> 00:09:00,320 with a nice falloff 191 00:09:00,320 --> 00:09:03,960 and build nice base and shapes. 192 00:09:03,960 --> 00:09:06,350 There I will curve each finger, 193 00:09:06,350 --> 00:09:09,600 rotating them on their local x-axis. 194 00:09:09,600 --> 00:09:11,370 The first joint is supposed 195 00:09:11,370 --> 00:09:15,160 to be rotated almost at 90 degrees. 196 00:09:15,160 --> 00:09:17,030 Then I will pose the thumb 197 00:09:17,030 --> 00:09:19,080 and then adjust the finger accordingly. 198 00:09:19,080 --> 00:09:21,940 As I explained in the very beginning of the video, 199 00:09:21,940 --> 00:09:24,190 it's better to enable cavity 200 00:09:24,190 --> 00:09:26,980 and shadows onto your flat shading 201 00:09:26,980 --> 00:09:30,290 so that you can see the geometry a little better 202 00:09:30,290 --> 00:09:32,830 and betterly read the pose. 203 00:09:32,830 --> 00:09:36,120 Again, take the time to create a nice pose, 204 00:09:36,120 --> 00:09:37,960 adjust each joint. 205 00:09:37,960 --> 00:09:42,490 Don't forget to slightly compress the palms inwards 206 00:09:42,490 --> 00:09:45,490 and then adjust the thumb position. 207 00:09:45,490 --> 00:09:48,300 There are different poses for closed fist, 208 00:09:48,300 --> 00:09:51,970 depending on the people and the reference you are watching. 209 00:09:51,970 --> 00:09:55,330 The best reference still being your own fist 210 00:09:55,330 --> 00:09:58,010 because you can see it from every angle 211 00:09:58,010 --> 00:10:02,240 and you can also feel the pose in your own hand. 212 00:10:02,240 --> 00:10:05,000 Once we have reached a satisfying pose, 213 00:10:05,000 --> 00:10:08,035 we can select all the hand bones controller, 214 00:10:08,035 --> 00:10:11,100 press Control + C to copy the pose 215 00:10:11,100 --> 00:10:13,090 and then Control + Shift + V. 216 00:10:13,090 --> 00:10:15,490 This will automatically mirror the pose 217 00:10:15,490 --> 00:10:16,502 on the other side. 218 00:10:16,502 --> 00:10:21,502 With my finger posed, I can now readjust the position 219 00:10:21,530 --> 00:10:22,910 of the arms. 220 00:10:22,910 --> 00:10:25,070 Don't forget, you can both rotate 221 00:10:25,070 --> 00:10:26,837 and move the shoulder controller 222 00:10:26,837 --> 00:10:29,350 and that the arm controller 223 00:10:29,350 --> 00:10:31,488 can be rotated in all direction 224 00:10:31,488 --> 00:10:34,580 while the forearm controller 225 00:10:34,580 --> 00:10:39,350 should be rotated only along its z local axis. 226 00:10:39,350 --> 00:10:42,000 You can slightly rotate the hand inward 227 00:10:42,000 --> 00:10:43,640 to break a bit the wrist 228 00:10:43,640 --> 00:10:47,220 and get a more opening shape for the arm. 229 00:10:47,220 --> 00:10:48,810 Don't go too extreme 230 00:10:48,810 --> 00:10:52,147 because your wrist motion is pretty limited. 231 00:10:52,147 --> 00:10:53,600 Take a few seconds 232 00:10:53,600 --> 00:10:56,140 and try rotating your fist forward 233 00:10:56,140 --> 00:10:59,400 and backward and then try to rotate it 234 00:10:59,400 --> 00:11:01,040 from left to right. 235 00:11:01,040 --> 00:11:02,880 You will see that its motion 236 00:11:02,880 --> 00:11:05,140 is currently very limiting. 237 00:11:05,140 --> 00:11:08,100 Posing the right arm is pretty straightforward. 238 00:11:08,100 --> 00:11:11,500 Don't forget to check your pose from the front view 239 00:11:11,500 --> 00:11:15,450 and realign the knees and the feet if needed. 240 00:11:15,450 --> 00:11:19,216 Don't forget to double check the reference I have provided 241 00:11:19,216 --> 00:11:22,020 and rewatch the previous video 242 00:11:22,020 --> 00:11:25,780 where we have breaked down the run cycle poses, 243 00:11:25,780 --> 00:11:28,540 using real-life references. 244 00:11:28,540 --> 00:11:31,100 In the neck, it's important to switch 245 00:11:31,100 --> 00:11:34,330 to NECK-FOLLOW, instead of HEAD-FOLLOW 246 00:11:34,330 --> 00:11:36,600 where the base of the neck gets aligned 247 00:11:36,600 --> 00:11:39,175 with the torso, which is more natural 248 00:11:39,175 --> 00:11:42,230 and then we can tweak its position 249 00:11:42,230 --> 00:11:44,330 and tweak the head position. 250 00:11:44,330 --> 00:11:47,770 From there, don't forget to slightly tweak the position 251 00:11:47,770 --> 00:11:50,980 and orientation of your foot of your knees 252 00:11:50,980 --> 00:11:54,950 and we finally have our first pose done. 253 00:11:54,950 --> 00:11:57,215 As explained in the beginning of this video, 254 00:11:57,215 --> 00:12:01,430 this might not be the final straight leg pose 255 00:12:01,430 --> 00:12:05,003 but that's a good start to work onto the next one. 19520

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