All language subtitles for 08-07-02 Detailed blocking part 02

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These are the user uploaded subtitles that are being translated: 1 00:00:00,880 --> 00:00:01,980 - [Narrator] Here we go again. 2 00:00:01,980 --> 00:00:05,030 Let's add even more details to our blocking. 3 00:00:05,030 --> 00:00:07,450 On the video reference, there is the killer- (cut off) 4 00:00:07,450 --> 00:00:10,550 Whenever Liam Arison is throwing his hook, 5 00:00:10,550 --> 00:00:13,440 I'm kind of shaking in his left shoulder 6 00:00:13,440 --> 00:00:15,310 in his chest, and in his head. 7 00:00:15,310 --> 00:00:17,700 it looks like the recoil of a shotgun 8 00:00:17,700 --> 00:00:18,533 or something like that. 9 00:00:18,533 --> 00:00:22,160 To build this effect I will need two poses, 10 00:00:22,160 --> 00:00:24,370 one overshoot of the whole torso 11 00:00:24,370 --> 00:00:26,750 we have the left arm will stay still 12 00:00:26,750 --> 00:00:29,270 and then a second pose where the whole body 13 00:00:29,270 --> 00:00:31,150 will be pushed backward by 14 00:00:31,150 --> 00:00:33,420 the force applied to the bag by 15 00:00:33,420 --> 00:00:34,253 the left arm. 16 00:00:34,253 --> 00:00:36,960 So basically what we need to do 17 00:00:36,960 --> 00:00:40,150 is create an overshoot for the whole torso, 18 00:00:40,150 --> 00:00:41,960 push it further forward 19 00:00:41,960 --> 00:00:44,930 twist model chest controller, rotate the head 20 00:00:44,930 --> 00:00:48,220 and the neck to the right open the right arm, 21 00:00:48,220 --> 00:00:50,990 and then contrapose the left shoulder 22 00:00:50,990 --> 00:00:53,360 and hold left arm controller 23 00:00:53,360 --> 00:00:56,670 as if there were some kind of recoil. 24 00:00:56,670 --> 00:00:59,570 And try to keep the fist in the same position 25 00:00:59,570 --> 00:01:02,350 World-space-wise as the previous pose. 26 00:01:02,350 --> 00:01:04,480 Even if it's hidden by the bag, 27 00:01:04,480 --> 00:01:07,040 you can squash a bit the fist too. 28 00:01:07,040 --> 00:01:08,930 Maybe we will be able to try 29 00:01:08,930 --> 00:01:10,850 some little tricks to better 30 00:01:10,850 --> 00:01:13,640 sell the impact during the polishing stage. 31 00:01:13,640 --> 00:01:15,610 From there when I'm looking at the motion 32 00:01:15,610 --> 00:01:17,140 of the bag, it seems that 33 00:01:17,140 --> 00:01:19,330 its trajectory is not really good. 34 00:01:19,330 --> 00:01:21,360 And since this is an impact frame, 35 00:01:21,360 --> 00:01:22,870 I will give it some love and 36 00:01:22,870 --> 00:01:25,150 spend a bit of time to reshape 37 00:01:25,150 --> 00:01:27,230 the bag and better align it 38 00:01:27,230 --> 00:01:29,040 with the punch. As usual, 39 00:01:29,040 --> 00:01:31,277 after we have reviewed all the poses, 40 00:01:31,277 --> 00:01:34,030 I will provide you a slow paced 41 00:01:34,030 --> 00:01:35,510 timelapse so that you can 42 00:01:35,510 --> 00:01:37,580 follow along all the manipulation 43 00:01:37,580 --> 00:01:39,450 I'm doing. Just to note, 44 00:01:39,450 --> 00:01:41,460 don't forget to slightly 45 00:01:41,460 --> 00:01:43,990 change the position of the feet. 46 00:01:43,990 --> 00:01:45,830 The next pose we are going to build 47 00:01:45,830 --> 00:01:48,740 is the actual recoil after the punch. 48 00:01:48,740 --> 00:01:50,270 As seen on the reference 49 00:01:50,270 --> 00:01:51,830 in the beginning of this video, 50 00:01:51,830 --> 00:01:54,140 just after the impact, the chest, 51 00:01:54,140 --> 00:01:56,180 the center of gravity and the hips 52 00:01:56,180 --> 00:01:57,940 are twisting to the left. 53 00:01:57,940 --> 00:01:59,960 It's a pretty subtle change compared 54 00:01:59,960 --> 00:02:01,790 to the previous pose. 55 00:02:01,790 --> 00:02:03,920 All the location and rotation 56 00:02:03,920 --> 00:02:06,020 of the torso is going the 57 00:02:06,020 --> 00:02:09,010 opposite way compared with the previous pose. So, 58 00:02:09,010 --> 00:02:11,660 it's very important to add another pose, 59 00:02:11,660 --> 00:02:13,860 like the bounce in your bouncing ball 60 00:02:13,860 --> 00:02:16,160 while the location of the ball doesn't change, 61 00:02:16,160 --> 00:02:19,400 its shape and the momentum of the ball 62 00:02:19,400 --> 00:02:21,200 is completely changing. 63 00:02:21,200 --> 00:02:23,628 So you need to block this. If you will 64 00:02:23,628 --> 00:02:26,600 whenever the momentum or the energy 65 00:02:26,600 --> 00:02:28,220 of the current motion 66 00:02:28,220 --> 00:02:30,520 is brutally changing direction, 67 00:02:30,520 --> 00:02:33,530 you should always block those poses. 68 00:02:33,530 --> 00:02:34,750 Getting this pose right 69 00:02:34,750 --> 00:02:37,920 is a lot about the amount of twisting you input 70 00:02:37,920 --> 00:02:40,850 into the chest and the center of gravity. 71 00:02:40,850 --> 00:02:42,210 Then you can find tweaks, 72 00:02:42,210 --> 00:02:46,010 the shoulders position, the angle made by the arms, 73 00:02:46,010 --> 00:02:48,720 et cetera. I've decided to keep the armor 74 00:02:48,720 --> 00:02:51,776 pretty angular into a closed stance 75 00:02:51,776 --> 00:02:54,330 So that it really sells the fact that 76 00:02:54,330 --> 00:02:57,140 our character is fully contracted. 77 00:02:57,140 --> 00:02:59,760 If our character was more relaxed, 78 00:02:59,760 --> 00:03:02,070 I will loosen a bit the arms 79 00:03:02,070 --> 00:03:04,180 and I will open them a bit more. 80 00:03:04,180 --> 00:03:07,140 Since this pose occurs after the hit, 81 00:03:07,140 --> 00:03:10,530 don't hesitate to push the heavy bag away 82 00:03:10,530 --> 00:03:11,770 from the character. 83 00:03:11,770 --> 00:03:14,330 The further it is, the more powerful 84 00:03:14,330 --> 00:03:15,820 will the hook feel. 85 00:03:15,820 --> 00:03:17,690 If you can bend, a bit, the bag 86 00:03:17,690 --> 00:03:19,580 towards the point it came from. 87 00:03:19,580 --> 00:03:22,520 This will bring a bit of overlapping motions 88 00:03:22,520 --> 00:03:24,180 that will make it look a little more 89 00:03:24,180 --> 00:03:25,013 organic. 90 00:03:25,013 --> 00:03:25,846 (wind wooshing) 91 00:03:25,846 --> 00:03:27,470 I previously explain you 92 00:03:27,470 --> 00:03:30,140 that you should always lock the poses 93 00:03:30,140 --> 00:03:32,580 when the feet are getting in contact with the 94 00:03:32,580 --> 00:03:35,070 ground. Well, I also advise you 95 00:03:35,070 --> 00:03:36,370 to block the poses 96 00:03:36,370 --> 00:03:38,730 whenever the feet are leaving the ground. 97 00:03:38,730 --> 00:03:40,660 For the switch of the switch kick, 98 00:03:40,660 --> 00:03:42,090 we have the previous pose 99 00:03:42,090 --> 00:03:43,410 with both feet on the ground, 100 00:03:43,410 --> 00:03:45,950 and then we have the pose where both feet have 101 00:03:45,950 --> 00:03:47,060 left the ground. 102 00:03:47,060 --> 00:03:49,250 So we currently need to block the pose 103 00:03:49,250 --> 00:03:50,250 where the character is 104 00:03:50,250 --> 00:03:53,120 pushing into the jump and still has one foot 105 00:03:53,120 --> 00:03:54,040 on the ground. 106 00:03:54,040 --> 00:03:55,360 As we watch the reference, 107 00:03:55,360 --> 00:03:58,000 we can see it's a pretty quick jump. 108 00:03:58,000 --> 00:04:01,100 And the right foot is the last to leave the ground. 109 00:04:01,100 --> 00:04:02,790 The goal of this jump is not to 110 00:04:02,790 --> 00:04:06,180 get as high as possible or to cover distance. 111 00:04:06,180 --> 00:04:09,950 It's all about repositioning the feet so that the kicking 112 00:04:09,950 --> 00:04:13,620 leg is in the back and have more range to move 113 00:04:13,620 --> 00:04:14,880 towards the targets. 114 00:04:14,880 --> 00:04:17,940 So don't push the center of gravity too high. 115 00:04:17,940 --> 00:04:20,270 You can push it a bit to the front 116 00:04:20,270 --> 00:04:23,618 and a bit to the left since the whole weight 117 00:04:23,618 --> 00:04:27,430 was on top of the right foot and now the right foot is 118 00:04:27,430 --> 00:04:29,780 pushing. So the center of gravity 119 00:04:29,780 --> 00:04:32,370 will slightly shift towards the front, 120 00:04:32,370 --> 00:04:34,200 but also so toward the left. 121 00:04:34,200 --> 00:04:36,600 Then as the character is rising, 122 00:04:36,600 --> 00:04:39,076 you can drop a bit the arms. 123 00:04:39,076 --> 00:04:40,550 (wind wooshing) 124 00:04:40,550 --> 00:04:43,370 Same concept comes for the next pose. 125 00:04:43,370 --> 00:04:44,270 After the jump, 126 00:04:44,270 --> 00:04:46,720 our character doesn't contact the ground 127 00:04:46,720 --> 00:04:48,650 with both feet at the same time. 128 00:04:48,650 --> 00:04:50,620 So we do need to build the pose 129 00:04:50,620 --> 00:04:52,530 where the first feet is 130 00:04:52,530 --> 00:04:53,630 contacting the ground. 131 00:04:53,630 --> 00:04:55,870 And as I double check the reference, 132 00:04:55,870 --> 00:04:59,600 we can see that the left foot is the first to land. 133 00:04:59,600 --> 00:05:02,000 So this is what I'm going to build. 134 00:05:02,000 --> 00:05:04,020 But pose wise and motion wise, 135 00:05:04,020 --> 00:05:06,530 I feel like the kick and the switch from 136 00:05:06,530 --> 00:05:09,050 Liam Arison on the left look way more 137 00:05:09,050 --> 00:05:09,883 badass. 138 00:05:09,883 --> 00:05:13,560 As he lands almost into his anticipation position 139 00:05:13,560 --> 00:05:15,730 and throw the kick right away. 140 00:05:15,730 --> 00:05:18,400 I may not be super objective since I love 141 00:05:18,400 --> 00:05:19,490 his style. 142 00:05:19,490 --> 00:05:22,220 To get the left foot in the correct position, 143 00:05:22,220 --> 00:05:23,950 I will simply select it. 144 00:05:23,950 --> 00:05:26,440 Then go to the pose where it's in contact 145 00:05:26,440 --> 00:05:29,180 with the ground, copy the pose and paste it 146 00:05:29,180 --> 00:05:30,470 on the previous frame. 147 00:05:30,470 --> 00:05:31,840 Since this is the contact pose, 148 00:05:31,840 --> 00:05:34,610 I will raise the toes so that on the next frame, 149 00:05:34,610 --> 00:05:35,870 they will slap on the ground 150 00:05:35,870 --> 00:05:38,260 creating a nice overlapping motion. 151 00:05:38,260 --> 00:05:39,580 To find the pose of the torso 152 00:05:39,580 --> 00:05:41,820 controller, I will use the breakdowner 153 00:05:41,820 --> 00:05:44,130 so I will press shift-E 154 00:05:44,130 --> 00:05:47,400 and I will use a value around 60% 155 00:05:47,400 --> 00:05:49,960 and I will repeat the process with the foot, 156 00:05:49,960 --> 00:05:51,600 the hips, and the chest. 157 00:05:51,600 --> 00:05:53,440 The value of the breakdowner is 158 00:05:53,440 --> 00:05:55,180 not the important point. 159 00:05:55,180 --> 00:05:58,430 - Plus this will change depending on the timing 160 00:05:58,430 --> 00:06:02,110 of animation, if you have the same pose as I have, 161 00:06:02,110 --> 00:06:05,360 or not, and from one controller to the other, 162 00:06:05,360 --> 00:06:07,530 the timing won't be the same. 163 00:06:07,530 --> 00:06:10,660 So the use of the breakdowner and the value 164 00:06:10,660 --> 00:06:12,970 of the breakdowner will change. 165 00:06:12,970 --> 00:06:14,820 - Your job is to watch the reference 166 00:06:14,820 --> 00:06:16,520 and understand which part 167 00:06:16,520 --> 00:06:20,070 of the body is arriving first in the next pose 168 00:06:20,070 --> 00:06:22,550 and use the breakdowner accordingly, 169 00:06:22,550 --> 00:06:25,150 the transition between the landing pose 170 00:06:25,150 --> 00:06:27,024 and the kick and the moment 171 00:06:27,024 --> 00:06:30,830 the kick is being released is very short. 172 00:06:30,830 --> 00:06:34,000 So I've dealt with the next pose exactly 173 00:06:34,000 --> 00:06:35,390 as I will do with a 174 00:06:35,390 --> 00:06:37,530 bouncing ball. As I am finishing 175 00:06:37,530 --> 00:06:40,150 to build the pose before the anticipation 176 00:06:40,150 --> 00:06:40,983 of the kick, 177 00:06:40,983 --> 00:06:42,640 I will consider the next frame 178 00:06:42,640 --> 00:06:44,390 as the contact pose with 179 00:06:44,390 --> 00:06:46,770 both feet contacting the ground. 180 00:06:46,770 --> 00:06:49,380 Then we can consider the next pose 181 00:06:49,380 --> 00:06:51,270 as the ball squashing on 182 00:06:51,270 --> 00:06:53,990 the ground before jumping back. 183 00:06:53,990 --> 00:06:57,051 So I will squash the body of my character 184 00:06:57,051 --> 00:07:00,830 by slightly lowering its' center of gravity, 185 00:07:00,830 --> 00:07:04,040 before he rise again into the kick. 186 00:07:04,040 --> 00:07:06,010 The difference between the two pose 187 00:07:06,010 --> 00:07:08,120 will be very subtle. 188 00:07:08,120 --> 00:07:11,250 My goal here is to create some kind of 189 00:07:11,250 --> 00:07:12,830 moving hold as we did 190 00:07:12,830 --> 00:07:15,320 for the anticipation of the hook. 191 00:07:15,320 --> 00:07:18,470 But this time the transition will be very short, 192 00:07:18,470 --> 00:07:20,930 like one or two frames! 193 00:07:20,930 --> 00:07:23,490 So I won't be building a moving hold 194 00:07:23,490 --> 00:07:25,920 with a lot of amplitudes. 195 00:07:25,920 --> 00:07:30,180 I will simply slightly lower the center of gravity 196 00:07:30,180 --> 00:07:32,610 slightly twist the character, 197 00:07:32,610 --> 00:07:35,120 maybe push a bit the arms inward 198 00:07:35,120 --> 00:07:36,870 before the release. 199 00:07:36,870 --> 00:07:39,620 A bit, as if I was creating an overshoot 200 00:07:39,620 --> 00:07:40,950 of the previous pose. 201 00:07:40,950 --> 00:07:44,630 The goal is not truly to guide my posing, 202 00:07:44,630 --> 00:07:48,110 but mostly to lock my timing. 203 00:07:48,110 --> 00:07:50,220 And when I will switch to spline, 204 00:07:50,220 --> 00:07:52,490 there won't be any surprises regarding 205 00:07:52,490 --> 00:07:55,450 the timing of this part of the animation, 206 00:07:55,450 --> 00:07:57,330 since I'm animating "on ones". 207 00:07:57,330 --> 00:08:01,360 So I have a key frame on every single frame here, 208 00:08:01,360 --> 00:08:04,130 but it doesn't mean that I won't have to 209 00:08:04,130 --> 00:08:05,469 rework those poses 210 00:08:05,469 --> 00:08:08,773 during the polishing stage with the graph editor. 15339

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