All language subtitles for 07-03-Rules of good posing

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These are the user uploaded subtitles that are being translated: 1 00:00:00,380 --> 00:00:03,730 - Since animation is a sequence of poses. 2 00:00:03,730 --> 00:00:07,360 Creating good poses is a must have skill. 3 00:00:07,360 --> 00:00:10,880 So let's study the different features that make a oppose 4 00:00:10,880 --> 00:00:12,040 a good pose. 5 00:00:12,040 --> 00:00:15,450 In the previous video, we have seen the line of action. 6 00:00:15,450 --> 00:00:19,760 So clearly it's super important that your line of action 7 00:00:19,760 --> 00:00:23,220 are clearly defined on all your poses. 8 00:00:23,220 --> 00:00:26,000 It will help to read your poses. 9 00:00:26,000 --> 00:00:29,930 It will help to read the flow of your animation. 10 00:00:29,930 --> 00:00:34,100 So this is definitely the first thing you have to look after 11 00:00:34,100 --> 00:00:35,870 when building your pose. 12 00:00:35,870 --> 00:00:38,760 Senior, or the evolution of the line of action 13 00:00:38,760 --> 00:00:42,210 clearly communicates the flow of the motion 14 00:00:42,210 --> 00:00:43,043 and the emotion. 15 00:00:44,180 --> 00:00:47,220 Second thing you have to look for, is balance. 16 00:00:47,220 --> 00:00:50,690 Characters that look off balance will look weird 17 00:00:50,690 --> 00:00:52,830 even to a non-animator. 18 00:00:52,830 --> 00:00:56,190 You as an animator should know how to fix 19 00:00:56,190 --> 00:00:59,840 enough balance pose or enough balance character 20 00:00:59,840 --> 00:01:01,270 or a static pose. 21 00:01:01,270 --> 00:01:04,150 A good technique is to draw a box 22 00:01:04,150 --> 00:01:07,040 around the main feature of the body. 23 00:01:07,040 --> 00:01:09,280 The ones that wait the more. 24 00:01:09,280 --> 00:01:12,910 Since the main goal of balance is to fight gravity, 25 00:01:12,910 --> 00:01:16,730 draw a straight vertical line in the middle of this box. 26 00:01:16,730 --> 00:01:19,880 This line should basically come across 27 00:01:19,880 --> 00:01:21,510 your center of gravity. 28 00:01:21,510 --> 00:01:26,510 If you don't have at least one contact point or better two 29 00:01:26,540 --> 00:01:29,470 or three contact point under this line, 30 00:01:29,470 --> 00:01:32,240 your character will look off balance. 31 00:01:32,240 --> 00:01:35,870 In the case of three contact point or more, 32 00:01:35,870 --> 00:01:39,180 the center of gravity, just has to be bind 33 00:01:39,180 --> 00:01:43,600 to the triangle shape formed by those contact points. 34 00:01:43,600 --> 00:01:47,820 When you have only two points of contact with the ground, 35 00:01:47,820 --> 00:01:51,690 the center of gravity should come across the line 36 00:01:51,690 --> 00:01:54,480 drawn by those two contact points. 37 00:01:54,480 --> 00:01:57,250 Finally, when you have only one contact point 38 00:01:57,250 --> 00:02:00,220 with the ground, your center of gravity 39 00:02:00,220 --> 00:02:03,910 must be vertically aligned with this contact point. 40 00:02:03,910 --> 00:02:07,600 Note that your center of gravity is not always centered 41 00:02:07,600 --> 00:02:09,030 around your hips. 42 00:02:09,030 --> 00:02:12,150 You have to take in account the weight of your legs, 43 00:02:12,150 --> 00:02:15,750 of your arms whenever you're trying to balance yourself 44 00:02:15,750 --> 00:02:18,030 by spreading your arms on the side 45 00:02:18,030 --> 00:02:21,123 or whatever piece of equipment you are wearing. 46 00:02:22,540 --> 00:02:25,450 The next important thing whenever you are building 47 00:02:25,450 --> 00:02:27,640 a strong pose is silhouette. 48 00:02:27,640 --> 00:02:31,560 It's the main feature that's gonna be identifiable 49 00:02:31,560 --> 00:02:33,560 on your character pose. 50 00:02:33,560 --> 00:02:37,490 While the inner shapes of your character might need other 51 00:02:37,490 --> 00:02:41,400 to notice or to identify like the head of the character 52 00:02:41,400 --> 00:02:42,390 on this pose. 53 00:02:42,390 --> 00:02:46,610 Reading inner shapes will greatly depend on the quality of 54 00:02:46,610 --> 00:02:50,200 the character design and its contrast. 55 00:02:50,200 --> 00:02:52,780 A good practice is to have a dedicated 56 00:02:52,780 --> 00:02:57,780 window in blender with a 3D view set to flat shading. 57 00:02:58,270 --> 00:03:00,250 If you're animating to camera, 58 00:03:00,250 --> 00:03:02,250 these should be the camera view. 59 00:03:02,250 --> 00:03:05,010 This way you will always have a sneak peek 60 00:03:05,010 --> 00:03:07,087 to the silhouette of your character. 61 00:03:07,087 --> 00:03:09,900 Now that we know how to display our silhouette, 62 00:03:09,900 --> 00:03:11,920 what makes a good silhouette? 63 00:03:11,920 --> 00:03:14,520 The most important thing is readability. 64 00:03:14,520 --> 00:03:17,210 The trident is currently a good example, 65 00:03:17,210 --> 00:03:22,120 showing the three teeth or three points of the tridents, 66 00:03:22,120 --> 00:03:24,740 make it clear on the silhouette view. 67 00:03:24,740 --> 00:03:29,120 While if I rotate it by a few degrees and show its profile, 68 00:03:29,120 --> 00:03:31,470 it doesn't read well anymore. 69 00:03:31,470 --> 00:03:35,620 We no longer identify a trident, but simple spear. 70 00:03:35,620 --> 00:03:37,800 If we scrub through the animation, 71 00:03:37,800 --> 00:03:41,400 most of the poses are clear on this one, the legs, 72 00:03:41,400 --> 00:03:45,320 the arms and the sword are clearly identifiable. 73 00:03:45,320 --> 00:03:47,310 The same will apply to this pose 74 00:03:47,310 --> 00:03:49,900 where we can clearly see that the character 75 00:03:49,900 --> 00:03:52,720 is handling this weapon with two hands 76 00:03:52,720 --> 00:03:55,730 or even this pose where through camera, 77 00:03:55,730 --> 00:03:59,300 I slightly offset the position of the sword 78 00:03:59,300 --> 00:04:02,270 so that it appear in the back of the character. 79 00:04:02,270 --> 00:04:05,770 While I did the mistake on the specific pose 80 00:04:05,770 --> 00:04:07,450 to not have a clear silhouette. 81 00:04:07,450 --> 00:04:10,860 And I received this as a critique a lot of time. 82 00:04:10,860 --> 00:04:13,680 And that's a bummer because this is one of the strongest 83 00:04:13,680 --> 00:04:15,560 moment in the animation. 84 00:04:15,560 --> 00:04:18,730 This could have been improved by slightly rotating 85 00:04:18,730 --> 00:04:22,080 the whole character so that we can see more 86 00:04:22,080 --> 00:04:26,260 of a profile of the character distinguishing both feet 87 00:04:26,260 --> 00:04:28,000 and a bit of the arms. 88 00:04:28,000 --> 00:04:30,540 Another principle that will help you build 89 00:04:30,540 --> 00:04:34,770 a solid silhouette is simplicity versus complexity. 90 00:04:34,770 --> 00:04:37,170 If we have a look to those different poses, 91 00:04:37,170 --> 00:04:41,140 we can clearly see that one side of the character 92 00:04:41,140 --> 00:04:46,090 has almost a straight line or a smooth curve. 93 00:04:46,090 --> 00:04:48,530 While the opposite side of the character 94 00:04:48,530 --> 00:04:50,650 is generally more detailed. 95 00:04:50,650 --> 00:04:53,700 This will improve the appeal of your poses. 96 00:04:53,700 --> 00:04:57,090 It will also improve their readability 97 00:04:57,090 --> 00:04:59,680 by giving them an orientation 98 00:04:59,680 --> 00:05:02,800 or at least giving them contrast. 99 00:05:02,800 --> 00:05:07,090 We did talk a lot about contrast in our motion 100 00:05:07,090 --> 00:05:11,080 whenever we have an odd and a fast transition 101 00:05:11,080 --> 00:05:13,760 That's the same regarding posing, 102 00:05:13,760 --> 00:05:18,180 simplicity versus complexity brings contrast. 103 00:05:18,180 --> 00:05:22,483 And so it brings more interest into the pose. 104 00:05:24,030 --> 00:05:26,840 Another important point regarding silhouette 105 00:05:26,840 --> 00:05:28,580 is negative space. 106 00:05:28,580 --> 00:05:31,320 Negative spaces are the holes in the silhouette 107 00:05:31,320 --> 00:05:32,480 of the character. 108 00:05:32,480 --> 00:05:35,910 When you have overlapping features like the arm crossing 109 00:05:35,910 --> 00:05:38,280 the body of the character in this case, 110 00:05:38,280 --> 00:05:42,910 make sure that you use those negative space to show the 111 00:05:42,910 --> 00:05:47,120 different features that will help the viewer to identify the 112 00:05:47,120 --> 00:05:48,830 different parts of the character. 113 00:05:48,830 --> 00:05:52,490 Like the same here of the silhouette of the biceps 114 00:05:52,490 --> 00:05:55,880 that allow us to clearly identify the hand 115 00:05:55,880 --> 00:05:57,170 or the arm of the character. 116 00:05:57,170 --> 00:06:00,090 You should also try to avoid tangent 117 00:06:00,090 --> 00:06:02,450 on your character or on your silhouette. 118 00:06:02,450 --> 00:06:05,830 On this specific pose, the leg get tangent 119 00:06:05,830 --> 00:06:07,820 with the end of the spear 120 00:06:07,820 --> 00:06:10,290 and why it's not the end of the world 121 00:06:10,290 --> 00:06:14,240 that could be improved if the character was moved a bit 122 00:06:14,240 --> 00:06:18,380 to one side or the other so that we have no tangent 123 00:06:18,380 --> 00:06:20,787 between the leg and the spear 124 00:06:20,787 --> 00:06:24,270 and we can clearly identify both features. 125 00:06:24,270 --> 00:06:26,520 There is another pose that look decent, 126 00:06:26,520 --> 00:06:29,950 but that will read better and it will be more appealing 127 00:06:29,950 --> 00:06:33,720 if we were to separate a bit the silhouette of the legs 128 00:06:33,720 --> 00:06:37,640 and break the tangent in the arms by showing the wrist 129 00:06:37,640 --> 00:06:39,560 or an elbow, for example. 130 00:06:39,560 --> 00:06:42,040 Avoid twinning in your poses. 131 00:06:42,040 --> 00:06:45,960 Twinning occurs whenever you have two features of the body, 132 00:06:45,960 --> 00:06:49,250 like the hands or the feet that have exactly 133 00:06:49,250 --> 00:06:50,460 the same pose. 134 00:06:50,460 --> 00:06:54,151 While it can be something you voluntarily create 135 00:06:54,151 --> 00:06:57,030 to bring strengths to a pose 136 00:06:57,030 --> 00:06:59,640 or to bring control into a pose 137 00:06:59,640 --> 00:07:01,900 like on the beginning of this jump, 138 00:07:01,900 --> 00:07:05,421 where everything about the body of our character 139 00:07:05,421 --> 00:07:06,570 is symmetrical. 140 00:07:06,570 --> 00:07:08,860 This is something you should live out. 141 00:07:08,860 --> 00:07:11,020 For example on this pose, 142 00:07:11,020 --> 00:07:14,920 both feet have a slight different of pose. 143 00:07:14,920 --> 00:07:17,780 If I make them having the same pose, 144 00:07:17,780 --> 00:07:21,050 it won't look as appealing as the previous one. 145 00:07:21,050 --> 00:07:23,130 Twinning will bring a lot of stability 146 00:07:23,130 --> 00:07:26,910 and so it will kind of break the momentum 147 00:07:26,910 --> 00:07:28,680 or the contrast in the pose. 148 00:07:28,680 --> 00:07:31,990 Twinning can also occur in timing. 149 00:07:31,990 --> 00:07:34,870 For example here, my character is catching 150 00:07:34,870 --> 00:07:37,300 both sword at the same time, 151 00:07:37,300 --> 00:07:40,950 and this is a personal choice because I want to show that 152 00:07:40,950 --> 00:07:43,600 he's perfectly knowing what he's doing 153 00:07:43,600 --> 00:07:46,120 and mastering his art. 154 00:07:46,120 --> 00:07:49,600 So twinning both in timing and in the pose can show 155 00:07:49,600 --> 00:07:52,040 strength and stability. 156 00:07:52,040 --> 00:07:54,590 But in the case of this jump for example, 157 00:07:54,590 --> 00:07:59,030 if I was to make both feet arrive at the same time, 158 00:07:59,030 --> 00:08:02,420 that will make the animation a bit less appealing 159 00:08:02,420 --> 00:08:03,640 and interesting. 160 00:08:03,640 --> 00:08:07,163 In the end twinning bring a sense of perfection. 161 00:08:09,270 --> 00:08:11,750 And whenever you're achieving art, 162 00:08:11,750 --> 00:08:14,570 what you want to avoid is perfection. 163 00:08:14,570 --> 00:08:16,960 There is a lot of randomness in life, 164 00:08:16,960 --> 00:08:19,630 and she's what we want to represent. 165 00:08:19,630 --> 00:08:23,863 We want to make it alive, not to make something perfect, 166 00:08:25,385 --> 00:08:26,218 something CG. 167 00:08:26,218 --> 00:08:28,993 Another thing you should avoid are perpendicular lines. 168 00:08:29,991 --> 00:08:31,260 If I take these pose that is decent 169 00:08:31,260 --> 00:08:34,270 and I now make the arm perpendicular to the spear 170 00:08:36,764 --> 00:08:38,066 by straightening the elbow, 171 00:08:38,066 --> 00:08:40,090 making this pure vertical, that will look super stiff. 172 00:08:40,090 --> 00:08:44,340 And if I even exaggerate despite straightening 173 00:08:44,340 --> 00:08:47,630 the whole torso, the neck, the head, 174 00:08:47,630 --> 00:08:50,853 or even the other arm that will look really bad. 175 00:08:53,110 --> 00:08:55,320 And my last advice, 176 00:08:55,320 --> 00:08:58,820 try not to hide any part of your character. 177 00:08:58,820 --> 00:09:02,450 There will be many times where it's gonna be impossible, 178 00:09:02,450 --> 00:09:05,650 but when you have the choice like on this pose, 179 00:09:05,650 --> 00:09:08,241 make sure that we see a bit of the fingers. 180 00:09:08,241 --> 00:09:11,380 Don't hide them into the silhouette. 181 00:09:11,380 --> 00:09:14,890 Or on this other pose, the pose looks great. 182 00:09:14,890 --> 00:09:17,670 But if I twist a little more the hand, 183 00:09:17,670 --> 00:09:20,120 I won't be seeing the thumb anymore. 184 00:09:20,120 --> 00:09:23,650 So the end will be harder to identify. 185 00:09:23,650 --> 00:09:27,570 That's a little detail, but it will make the difference. 186 00:09:27,570 --> 00:09:30,580 So whenever you are pausing your character, 187 00:09:30,580 --> 00:09:33,903 make sure you hit all the notes in this video. 188 00:09:35,218 --> 00:09:37,480 Watch full line of action that we have explained 189 00:09:37,480 --> 00:09:38,633 in the previous video. 190 00:09:39,922 --> 00:09:41,510 Watch for balance, make sure that your character 191 00:09:41,510 --> 00:09:44,720 is not falling, especially if he's turning. 192 00:09:44,720 --> 00:09:48,840 Be very aware of the importance of the silhouette. 193 00:09:48,840 --> 00:09:51,290 Watch for readability of the silhouette. 194 00:09:51,290 --> 00:09:55,380 Watch for simplicity versus complexity in your silhouette. 195 00:09:55,380 --> 00:09:58,990 Use negative space, avoid the tangent. 196 00:09:58,990 --> 00:10:02,360 Break twinning by angling a bit your character. 197 00:10:02,360 --> 00:10:04,710 Break perpendicular lines, 198 00:10:04,710 --> 00:10:07,180 avoid hiding part of your character. 199 00:10:07,180 --> 00:10:11,073 In the next video, we will start building our first poses. 16041

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