All language subtitles for 08-05-03 Blocking breakdowns part03

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These are the user uploaded subtitles that are being translated: 1 00:00:00,110 --> 00:00:02,530 - [Instructor] We still have a couple of breakdowns 2 00:00:02,530 --> 00:00:04,960 to add to our current animation, 3 00:00:04,960 --> 00:00:07,708 but before we do so I'd like to give myself 4 00:00:07,708 --> 00:00:10,370 some space on the action editor. 5 00:00:10,370 --> 00:00:12,660 As explained before, for the time being, 6 00:00:12,660 --> 00:00:14,900 I'm not working on the timing 7 00:00:14,900 --> 00:00:17,900 of my animation, only the poses. 8 00:00:17,900 --> 00:00:20,800 So I want to move all the poses of my character 9 00:00:20,800 --> 00:00:23,970 and the punching bag every five frames. 10 00:00:23,970 --> 00:00:27,240 So instead of working on the action of the character 11 00:00:27,240 --> 00:00:30,170 and the action of the bag separately, 12 00:00:30,170 --> 00:00:32,280 I will switch to the dope sheet. 13 00:00:32,280 --> 00:00:36,190 The dope sheet will expose me all the keys frame available 14 00:00:36,190 --> 00:00:38,000 in the actual blender scene. 15 00:00:38,000 --> 00:00:41,360 If I collapse the action details in the dope sheet, 16 00:00:41,360 --> 00:00:45,450 we can see that both the Trident and punching bag armature 17 00:00:45,450 --> 00:00:49,560 are listed in the dope sheet, along with their own actions. 18 00:00:49,560 --> 00:00:53,090 And since we were posing those two in sync, 19 00:00:53,090 --> 00:00:55,060 their key frame are aligned. 20 00:00:55,060 --> 00:00:57,640 So by clicking the summary key, 21 00:00:57,640 --> 00:01:00,638 I can select all the keys for both the action 22 00:01:00,638 --> 00:01:02,719 and offset them in time. 23 00:01:02,719 --> 00:01:06,470 From there, back onto my current animation, 24 00:01:06,470 --> 00:01:09,730 I will select the summary keys 25 00:01:09,730 --> 00:01:13,470 and position them every five frames. 26 00:01:13,470 --> 00:01:16,670 This is a good moment to review the different poses 27 00:01:16,670 --> 00:01:19,480 and see how they flow one with the other. 28 00:01:19,480 --> 00:01:21,060 And this is generally the time 29 00:01:21,060 --> 00:01:23,740 where I find tweak some of the poses. 30 00:01:23,740 --> 00:01:26,130 I may push them a little more. 31 00:01:26,130 --> 00:01:28,997 You may spot weird poses of the shoulder 32 00:01:28,997 --> 00:01:31,910 or the shape of the arms or the position 33 00:01:31,910 --> 00:01:33,880 of the center of gravity compared 34 00:01:33,880 --> 00:01:36,280 to the previous or next pose. 35 00:01:36,280 --> 00:01:38,650 Since it's a creative process, 36 00:01:38,650 --> 00:01:43,610 it's sometimes hard to clearly explain what I'm doing 37 00:01:43,610 --> 00:01:46,400 because it's a lot about feeling. 38 00:01:46,400 --> 00:01:49,670 And when you scrub through your different poses, 39 00:01:49,670 --> 00:01:52,970 you may feel that something is wrong or that something 40 00:01:52,970 --> 00:01:55,710 could be improving the flow of your poses, 41 00:01:55,710 --> 00:01:58,653 and the blocking stage is the moment to do it. 42 00:02:00,050 --> 00:02:03,690 The next breakdown I'm going to do is the jump 43 00:02:03,690 --> 00:02:05,800 during the switch for the switch kick. 44 00:02:05,800 --> 00:02:09,110 I'm going to do a pose where are both feet are in the air. 45 00:02:09,110 --> 00:02:10,960 Depending on the reference and watching 46 00:02:10,960 --> 00:02:13,480 distance might be more or less opened. 47 00:02:13,480 --> 00:02:17,250 Liam Narissan on the left side has a crazy open stance 48 00:02:17,250 --> 00:02:20,320 because he's going to throw a very powerful kick. 49 00:02:20,320 --> 00:02:23,682 There a very quick and subtle moment during the switch 50 00:02:23,682 --> 00:02:28,682 where the body is making a C shape toward the left shoulder. 51 00:02:28,870 --> 00:02:33,050 And then as a spring, the body bent the opposite way, 52 00:02:33,050 --> 00:02:36,880 and this is what I want to achieve with this breakdown pose. 53 00:02:36,880 --> 00:02:39,680 I'm not sure if it's super accurate, 54 00:02:39,680 --> 00:02:41,170 but it does seem to work. 55 00:02:41,170 --> 00:02:43,100 And if it doesn't work in the end, 56 00:02:43,100 --> 00:02:44,830 I can change it to later on. 57 00:02:44,830 --> 00:02:48,000 One super important detail that I want you to spot 58 00:02:48,000 --> 00:02:49,830 before posing your character 59 00:02:49,830 --> 00:02:51,900 is the position of the right foot. 60 00:02:51,900 --> 00:02:54,910 Look, how much it is open to the outside 61 00:02:54,910 --> 00:02:56,670 whenever it hits the ground. 62 00:02:56,670 --> 00:03:00,030 With this position, as soon as the left foot 63 00:03:00,030 --> 00:03:03,590 will leave the ground, the hips will naturally twist 64 00:03:03,590 --> 00:03:07,470 towards the right foot, increasing the power of the kick. 65 00:03:07,470 --> 00:03:10,660 So when I'm posing the right foot I make sure that, 66 00:03:10,660 --> 00:03:14,200 even in the air, it starts to open a bit. 67 00:03:14,200 --> 00:03:17,360 The foot doesn't rotate when it hits the ground, 68 00:03:17,360 --> 00:03:19,970 but just before, when it is in the air. 69 00:03:19,970 --> 00:03:22,100 Keeping the right foot pretty flat 70 00:03:22,100 --> 00:03:25,060 while the left foot will land on its tip. 71 00:03:25,060 --> 00:03:28,000 So I make sure that the tip of the left foot 72 00:03:28,000 --> 00:03:31,180 is pointing toward its landing zone. 73 00:03:31,180 --> 00:03:34,870 The left arm is raising, the right arm is dropping. 74 00:03:34,870 --> 00:03:37,520 So I make a bit the forearm dragging, 75 00:03:37,520 --> 00:03:40,939 meaning that the left arm will be slightly straighter 76 00:03:40,939 --> 00:03:44,290 while the right arm will be slightly bent. 77 00:03:44,290 --> 00:03:48,470 Finally, I've exaggerated the C shape of the torso, 78 00:03:48,470 --> 00:03:49,910 maybe a bit too much. 79 00:03:49,910 --> 00:03:51,680 I will see that later on. 80 00:03:51,680 --> 00:03:52,630 For the next pose. 81 00:03:52,630 --> 00:03:54,716 I wanted to create the overshoot 82 00:03:54,716 --> 00:03:57,420 just after the leg hit the bag. 83 00:03:57,420 --> 00:04:00,210 At this point, the leg is almost straight 84 00:04:00,210 --> 00:04:02,500 as the kicker is trying to get through the bag 85 00:04:02,500 --> 00:04:03,930 or through the pose. 86 00:04:03,930 --> 00:04:06,840 What's interesting is that at this very stage, 87 00:04:06,840 --> 00:04:10,140 the hips already start to twist backwards 88 00:04:10,140 --> 00:04:12,010 and then the shoulders will follow. 89 00:04:12,010 --> 00:04:13,880 And if you watch the right heel, 90 00:04:13,880 --> 00:04:15,880 it seems it's hitting a wall. 91 00:04:15,880 --> 00:04:19,350 This is also a moment where I am going to build 92 00:04:19,350 --> 00:04:21,650 a little smear on the left leg. 93 00:04:21,650 --> 00:04:24,920 Using the tweaker bone, I slightly the break the joint 94 00:04:24,920 --> 00:04:29,500 to bend it into a knock that is the opposite direction 95 00:04:29,500 --> 00:04:31,750 a leg normally bend. 96 00:04:31,750 --> 00:04:33,570 While the body of our character 97 00:04:33,570 --> 00:04:35,550 is not supposed to move that much, 98 00:04:35,550 --> 00:04:39,420 this recreate a nice contrast in the shapes of the leg 99 00:04:39,420 --> 00:04:42,863 and will better communicate the strength of the impact. 100 00:04:43,960 --> 00:04:45,240 As it is an overshoot, 101 00:04:45,240 --> 00:04:50,230 I want to push for one beat and then we need to twist it 102 00:04:50,230 --> 00:04:54,270 back a little bit in reaction to the impact with the bag. 103 00:04:54,270 --> 00:04:56,480 We need to do the same with the hips 104 00:04:56,480 --> 00:04:58,050 and the chest controller. 105 00:04:58,050 --> 00:04:59,990 This is the time where the right foot 106 00:04:59,990 --> 00:05:03,740 hit its extreme toward the target, 107 00:05:03,740 --> 00:05:06,370 so I rotate it a bit to the left. 108 00:05:06,370 --> 00:05:09,110 Since the left arm was swinging back, 109 00:05:09,110 --> 00:05:12,180 I will rotate it a bit backward. 110 00:05:12,180 --> 00:05:15,410 And since the right arm was rotating forward, 111 00:05:15,410 --> 00:05:18,150 I will rotate eat a little more forward. 112 00:05:18,150 --> 00:05:21,320 Regarding the left leg, I want to exaggerate its pose, 113 00:05:21,320 --> 00:05:24,830 so I will push the left foot controller 114 00:05:24,830 --> 00:05:26,820 further away from the hips. 115 00:05:26,820 --> 00:05:29,160 I've also repositioned the pull target 116 00:05:29,160 --> 00:05:31,850 to make sure that the knee's not flipping. 117 00:05:31,850 --> 00:05:35,450 It's totally fine to have some stretching in the leg, 118 00:05:35,450 --> 00:05:38,000 because whenever we are building a smear frame, 119 00:05:38,000 --> 00:05:40,860 it won't last more than one or two frames. 120 00:05:40,860 --> 00:05:44,000 If you were supposed to feel this beyond, not see it. 121 00:05:44,000 --> 00:05:45,530 You want to the knock that will 122 00:05:45,530 --> 00:05:47,760 wrap around the punching bag, 123 00:05:47,760 --> 00:05:51,520 so I'm even rotating the toes in this direction. 124 00:05:51,520 --> 00:05:55,260 I've enabled the trochlear of the leg in the read UI. 125 00:05:55,260 --> 00:05:57,960 And from there, I will move them one by one 126 00:05:57,960 --> 00:06:00,110 to shape the leg into a knock. 127 00:06:00,110 --> 00:06:01,800 Start with the new controller, 128 00:06:01,800 --> 00:06:04,560 as it allows you to bend the knee backward 129 00:06:04,560 --> 00:06:06,730 and then use the smaller tweaker bone 130 00:06:06,730 --> 00:06:09,850 to create a the arc with the sheen of the character. 131 00:06:09,850 --> 00:06:12,190 As I was building the pose and rotating 132 00:06:12,190 --> 00:06:14,380 a lot around my character, 133 00:06:14,380 --> 00:06:17,750 I've noticed that the punching bag was not reacting 134 00:06:17,750 --> 00:06:19,650 in the right direction. 135 00:06:19,650 --> 00:06:23,110 Eventually, I fixed this by reworking 136 00:06:23,110 --> 00:06:25,170 all the pose after the kick. 137 00:06:25,170 --> 00:06:29,096 Slowly but surely, and even without working on the timing, 138 00:06:29,096 --> 00:06:33,620 our animation flow is getting better and better. 139 00:06:33,620 --> 00:06:37,250 The very last pose I've created for this breakdown stage 140 00:06:37,250 --> 00:06:39,360 is the transition into idle. 141 00:06:39,360 --> 00:06:42,070 It's the moment where the left leg is dropping, 142 00:06:42,070 --> 00:06:45,100 almost straight, into a nice arc. 143 00:06:45,100 --> 00:06:46,760 All the weight is on the right foot 144 00:06:46,760 --> 00:06:49,210 and counter balancing the left leg. 145 00:06:49,210 --> 00:06:53,830 So the body is creating a nice C shape to the right. 146 00:06:53,830 --> 00:06:56,960 This is not a very difficult pose to build 147 00:06:56,960 --> 00:06:59,226 since it's really flowing between 148 00:06:59,226 --> 00:07:02,630 the kicking pose and the next pose. 149 00:07:02,630 --> 00:07:04,950 Don't forget to also rework the bag 150 00:07:04,950 --> 00:07:07,050 and move some of these poses. 151 00:07:07,050 --> 00:07:09,937 It doesn't matter if you have a hard time with the bag. 152 00:07:09,937 --> 00:07:12,940 The most important pose are the contact pose 153 00:07:12,940 --> 00:07:14,170 with the character. 154 00:07:14,170 --> 00:07:17,314 If at this stage, you have a hard time figuring out 155 00:07:17,314 --> 00:07:20,550 all the poses of the bag, that's not a problem. 156 00:07:20,550 --> 00:07:22,900 For the time being, keep the poses of the bag 157 00:07:22,900 --> 00:07:25,650 and the character synchronized. 158 00:07:25,650 --> 00:07:27,820 When we will on the timing of the character, 159 00:07:27,820 --> 00:07:32,820 it will be easier to figure out the timing for the bag too. 160 00:07:33,390 --> 00:07:35,620 Regarding the current pose, to be honest, 161 00:07:35,620 --> 00:07:37,500 I don't really know what to say 162 00:07:37,500 --> 00:07:40,130 since it's a pretty simple pose. 163 00:07:40,130 --> 00:07:41,750 You have the reference, 164 00:07:41,750 --> 00:07:44,840 just try your best to fit what you are seeing. 165 00:07:44,840 --> 00:07:47,670 In the next video we are going to give 166 00:07:47,670 --> 00:07:50,443 a first pass to the timing of our blocking. 13269

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