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These are the user uploaded subtitles that are being translated: 1 00:00:00,200 --> 00:00:02,620 - [Instructor] If you've watched the previous chapter, 2 00:00:02,620 --> 00:00:05,970 it's no surprise for you that the first thing we need to do 3 00:00:05,970 --> 00:00:07,740 is search for references. 4 00:00:07,740 --> 00:00:10,550 This video, I will show you what I'm looking for 5 00:00:10,550 --> 00:00:14,920 in my references and how I use them to plan my animation. 6 00:00:14,920 --> 00:00:18,970 I'm convinced that we are in the golden era of learning, 7 00:00:18,970 --> 00:00:21,569 or there is a bunch of stupid things on the internet, 8 00:00:21,569 --> 00:00:25,480 and you can waste your whole life watching funny cats 9 00:00:25,480 --> 00:00:26,380 and stuff like that. 10 00:00:26,380 --> 00:00:28,480 Nowadays, you can find tutorials 11 00:00:28,480 --> 00:00:30,200 for almost everything in life. 12 00:00:30,200 --> 00:00:34,700 You won't necessarily get good references from tutorials, 13 00:00:34,700 --> 00:00:38,090 but you can learn a lot about the purpose of a stance, 14 00:00:38,090 --> 00:00:39,867 the purpose of a footwork, 15 00:00:39,867 --> 00:00:41,950 how the body's supposed to be moved 16 00:00:41,950 --> 00:00:44,610 to land an accurate switch kick, for example. 17 00:00:44,610 --> 00:00:47,400 Watching this kind of video would bring your attention 18 00:00:47,400 --> 00:00:51,760 to small details, whether they are cultural or technical. 19 00:00:51,760 --> 00:00:55,060 And those little details will bring believability 20 00:00:55,060 --> 00:00:57,590 and authenticity to your animation. 21 00:00:57,590 --> 00:01:01,620 So it's always a good move to mix your references 22 00:01:01,620 --> 00:01:03,500 with watching tutorials. 23 00:01:03,500 --> 00:01:08,230 And you should not limit you references to real life videos. 24 00:01:08,230 --> 00:01:11,270 You can use drawings, you can use video games, 25 00:01:11,270 --> 00:01:12,590 you can use movies. 26 00:01:12,590 --> 00:01:14,210 One of the most important thing 27 00:01:14,210 --> 00:01:16,760 is that you enjoy the reference you've taken 28 00:01:16,760 --> 00:01:19,897 because whatever is appealing to you in this video, 29 00:01:19,897 --> 00:01:23,940 it will stimulate you to put them into your own animation. 30 00:01:23,940 --> 00:01:27,450 Finally, when it comes to real life references, 31 00:01:27,450 --> 00:01:31,160 try to find the references from the master on their art. 32 00:01:31,160 --> 00:01:33,630 Since I want to do a Muay Thai combo, 33 00:01:33,630 --> 00:01:36,530 I'm watching for references featuring the masters 34 00:01:36,530 --> 00:01:41,530 at this art, like Saenchai, Jacquot, Liam Harrison, 35 00:01:41,729 --> 00:01:43,852 or Jonathan Haggerty. 36 00:01:43,852 --> 00:01:46,430 Then you need to plan your own animation. 37 00:01:46,430 --> 00:01:48,160 If you are working in the movie industry, 38 00:01:48,160 --> 00:01:51,570 you will probably have a storyboard or an animatic. 39 00:01:51,570 --> 00:01:53,240 If you're working for games, 40 00:01:53,240 --> 00:01:55,840 you will probably have a list of moves 41 00:01:55,840 --> 00:01:57,770 provided by the game designers. 42 00:01:57,770 --> 00:01:59,500 And if you are working for yourself, 43 00:01:59,500 --> 00:02:02,420 then you can choose whatever kind of move you want to do. 44 00:02:02,420 --> 00:02:05,730 But I advise you to do a minimum of planning ahead 45 00:02:05,730 --> 00:02:08,430 and then edit your references accordingly. 46 00:02:08,430 --> 00:02:12,110 In my case, I want to do a left jab, a cross, 47 00:02:12,110 --> 00:02:15,090 followed by a powerful hook, 48 00:02:15,090 --> 00:02:17,460 and then going into a switch kick. 49 00:02:17,460 --> 00:02:20,750 It's a pretty common combo in kickboxing and Muay Thai 50 00:02:20,750 --> 00:02:23,130 and, animation wise, it's interesting 51 00:02:23,130 --> 00:02:26,010 because the first two punches are straight, 52 00:02:26,010 --> 00:02:28,960 then the second draw a nice curve, 53 00:02:28,960 --> 00:02:32,270 and the last move draw an even bigger curve. 54 00:02:32,270 --> 00:02:35,670 So we will have a nice contrast in shapes. 55 00:02:35,670 --> 00:02:39,920 I've gathered multiple references from different people 56 00:02:39,920 --> 00:02:41,220 doing the same move. 57 00:02:41,220 --> 00:02:44,000 And then using a video editing software, 58 00:02:44,000 --> 00:02:45,980 you can use a Blender, for example, 59 00:02:45,980 --> 00:02:49,330 I make sure I'm syncing all the videos together. 60 00:02:49,330 --> 00:02:51,182 And I use the extreme to do it. 61 00:02:51,182 --> 00:02:53,400 In this case, the different hits 62 00:02:53,400 --> 00:02:54,970 of the punches and the kick. 63 00:02:54,970 --> 00:02:58,670 Finally, don't hesitate to rework the timing 64 00:02:58,670 --> 00:03:02,320 of your references until you get a nice rhythm. 65 00:03:02,320 --> 00:03:07,130 You can slow some parts, accelerate other, or just cut in. 66 00:03:07,130 --> 00:03:09,696 No, listen to the hits on the reference. 67 00:03:09,696 --> 00:03:12,530 (men yell) 68 00:03:12,530 --> 00:03:15,640 Now, what I will do is that I will cut the sound 69 00:03:15,640 --> 00:03:17,651 and only keep the impact. 70 00:03:17,651 --> 00:03:20,138 (punches thwap) 71 00:03:20,138 --> 00:03:20,971 (men yell) 72 00:03:20,971 --> 00:03:23,810 And it goes like, pum-pum, pum, pum. 73 00:03:23,810 --> 00:03:26,730 So while I was looking for contrast in the motion 74 00:03:26,730 --> 00:03:30,420 of the reference, there is also contrast in the rhythm. 75 00:03:30,420 --> 00:03:33,300 And if at some point you have some linear reason 76 00:03:33,300 --> 00:03:36,350 into your reference, use video editing 77 00:03:36,350 --> 00:03:39,110 to get to a mock contrasted rhythm. 78 00:03:39,110 --> 00:03:42,550 And the best way to do it is to do it with your mouth. 79 00:03:42,550 --> 00:03:45,230 Make the sound and the rhythm with your mouth, 80 00:03:45,230 --> 00:03:47,900 tum, tum, tum, tum, 81 00:03:47,900 --> 00:03:51,390 and change it to ta-tum, tum, tum. 82 00:03:51,390 --> 00:03:52,910 Once you find a good rhythm, 83 00:03:52,910 --> 00:03:56,410 just edit your references and go to the next step. 84 00:03:56,410 --> 00:03:59,300 With my reference exported, the first thing I do 85 00:03:59,300 --> 00:04:02,660 is that I load it into SimSketch or Keyframe Pro. 86 00:04:02,660 --> 00:04:05,310 From there, I will scrub through the video. 87 00:04:05,310 --> 00:04:10,010 And I need to identify the golden poses or the extreme. 88 00:04:10,010 --> 00:04:12,780 I'm looking at the poses where the character 89 00:04:12,780 --> 00:04:14,500 are the most impactful. 90 00:04:14,500 --> 00:04:17,910 So it's generally the moment where they hit the bag 91 00:04:17,910 --> 00:04:20,110 or just one frame after, 92 00:04:20,110 --> 00:04:22,770 as the punch goes a bit through the bag. 93 00:04:22,770 --> 00:04:24,570 For those first punches, 94 00:04:24,570 --> 00:04:27,900 this is the moment where the body is fully in extension. 95 00:04:27,900 --> 00:04:30,880 And I will then do the same with the hook 96 00:04:32,260 --> 00:04:33,163 and the kick. 97 00:04:35,190 --> 00:04:38,520 Then I will try to spot the contrasting poses. 98 00:04:38,520 --> 00:04:41,870 In this case, the anticipation for the hook 99 00:04:41,870 --> 00:04:44,460 and the anticipation for the kicks. 100 00:04:44,460 --> 00:04:48,620 Once I spot them, we can analyze those poses. 101 00:04:48,620 --> 00:04:50,680 So, as we did in the previous chapter, 102 00:04:50,680 --> 00:04:53,880 the first thing I'm looking at are the line of action. 103 00:04:53,880 --> 00:04:56,320 On the idle stance, the weight is generally 104 00:04:56,320 --> 00:05:00,250 on the rear foot so that they can block incoming kicks 105 00:05:00,250 --> 00:05:02,955 with the front leg or the front shin. 106 00:05:02,955 --> 00:05:06,320 Which means the line of action will generally go 107 00:05:06,320 --> 00:05:10,450 through the punching fist and the real leg that is pushing. 108 00:05:10,450 --> 00:05:12,740 On the hook, the energy generally come 109 00:05:12,740 --> 00:05:14,820 from the front leg and the hips. 110 00:05:14,820 --> 00:05:18,550 And finally, on the kick, it's quite easier to identify 111 00:05:18,550 --> 00:05:21,250 by just watching the silhouette of the character. 112 00:05:21,250 --> 00:05:23,260 One goes from the pushing foot 113 00:05:23,260 --> 00:05:25,300 and the other on the swinging leg. 114 00:05:25,300 --> 00:05:28,840 From there, I will be looking at the secondary shape 115 00:05:28,840 --> 00:05:32,960 exactly as we did during the previous chapter. 116 00:05:32,960 --> 00:05:36,010 They generally help to define the silhouette 117 00:05:36,010 --> 00:05:39,940 of the character once we have defined the line of action. 118 00:05:39,940 --> 00:05:42,230 From there, I will go more into detail 119 00:05:42,230 --> 00:05:45,390 and I will try to define the orientation of the chest 120 00:05:45,390 --> 00:05:48,908 using the shoulder line, the orientation of the hips, 121 00:05:48,908 --> 00:05:52,210 and the orientation of the head using the eyes. 122 00:05:52,210 --> 00:05:56,180 I'm also drawing lines on the tip of the feet 123 00:05:56,180 --> 00:05:59,400 so is that I can remember that I need to double check 124 00:05:59,400 --> 00:06:01,130 the orientation of the feet. 125 00:06:01,130 --> 00:06:02,880 It's super important. 126 00:06:02,880 --> 00:06:06,743 It's super important to pay extra attention to the feet 127 00:06:06,743 --> 00:06:11,150 because they will directly influence the hips' orientation. 128 00:06:11,150 --> 00:06:15,040 And we need an extra attention for this specific animation 129 00:06:15,040 --> 00:06:19,870 because footwork in combat sport is super important, 130 00:06:19,870 --> 00:06:23,120 as it delivers power and balance 131 00:06:23,120 --> 00:06:26,850 and so it will bring believability to your animation. 132 00:06:26,850 --> 00:06:29,340 So once you've done this for your golden poses, 133 00:06:29,340 --> 00:06:32,610 you will have to do it for the breakdowns, et cetera. 134 00:06:32,610 --> 00:06:35,550 So now that know my reference workflow, 135 00:06:35,550 --> 00:06:37,640 let's jump into the next video where we 136 00:06:37,640 --> 00:06:40,110 will start blocking our animation, 137 00:06:40,110 --> 00:06:43,273 using the key poses we have defined here. 11193

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