All language subtitles for 08-07-04 Detailed blocking part 04

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These are the user uploaded subtitles that are being translated: 1 00:00:00,760 --> 00:00:02,120 - [Instructor] We are almost done 2 00:00:02,120 --> 00:00:04,400 with our detailed blocking. 3 00:00:04,400 --> 00:00:05,260 At this stage, 4 00:00:05,260 --> 00:00:07,540 I am still searching for big changes 5 00:00:07,540 --> 00:00:09,920 in the character pose momentum. 6 00:00:09,920 --> 00:00:11,320 I check the poses I have 7 00:00:11,320 --> 00:00:13,860 to see if they all communicate 8 00:00:13,860 --> 00:00:17,810 the changes or forces or momentum in the character body. 9 00:00:17,810 --> 00:00:20,730 After the right cross, there are two motions - 10 00:00:20,730 --> 00:00:24,110 The one where the character is pulling his right arm back, 11 00:00:24,110 --> 00:00:27,440 and then where it is anticipating the hook, 12 00:00:27,440 --> 00:00:29,600 pulling his left arm back. 13 00:00:29,600 --> 00:00:32,020 This is also the moment where the character 14 00:00:32,020 --> 00:00:34,750 is transferring his weight onto the left leg. 15 00:00:34,750 --> 00:00:37,390 As he does through those two poses, 16 00:00:37,390 --> 00:00:39,430 the motion is pretty linear. 17 00:00:39,430 --> 00:00:43,120 And every part of the chest are moving at the same speed. 18 00:00:43,120 --> 00:00:46,890 So the pose I'd like to add is the entering V8 pose. 19 00:00:46,890 --> 00:00:50,510 Where the chest will drag compared to the hips 20 00:00:50,510 --> 00:00:52,390 and the arms will drag too. 21 00:00:52,390 --> 00:00:55,080 Toward the lower part of the body twisting 22 00:00:55,080 --> 00:00:56,870 toward the left leg. 23 00:00:56,870 --> 00:00:58,650 The upper part of the body is dragging a bit 24 00:00:58,650 --> 00:01:00,200 and so does the arms 25 00:01:00,200 --> 00:01:02,323 before diving into the next pose. 26 00:01:06,180 --> 00:01:09,310 So in the end, this is not a very complicated pose. 27 00:01:09,310 --> 00:01:11,960 We will favorize the next pose 28 00:01:11,960 --> 00:01:14,040 with the root of the character 29 00:01:14,040 --> 00:01:18,880 as the weight is shifting pretty quickly onto the left leg, 30 00:01:18,880 --> 00:01:23,610 but then you will rotate the chest toward the previous pose. 31 00:01:23,610 --> 00:01:26,060 And since the arms are dragging, 32 00:01:26,060 --> 00:01:30,100 you will rotate them even more toward the previous pose. 33 00:01:30,100 --> 00:01:33,700 The trick is to track the path of your elbows, 34 00:01:33,700 --> 00:01:37,080 make sure that you twist the chest a little backward 35 00:01:37,080 --> 00:01:38,360 as it is dragging. 36 00:01:38,360 --> 00:01:41,060 And from there, track the left arm joints 37 00:01:41,060 --> 00:01:43,050 and make sure that they are dragging 38 00:01:43,050 --> 00:01:45,433 into the hook anticipation. 39 00:01:47,100 --> 00:01:51,410 As our character's recovering from the hook and step back 40 00:01:51,410 --> 00:01:54,150 before the switch kick, there is no anticipation 41 00:01:54,150 --> 00:01:57,820 between this settle pose and the start of the jumping 42 00:01:57,820 --> 00:01:59,170 into the switch kick. 43 00:01:59,170 --> 00:02:02,710 Since it's a very fast transition into the switch kick, 44 00:02:02,710 --> 00:02:05,250 we just need a micro anticipation. 45 00:02:05,250 --> 00:02:08,430 So it will be a down pose that will occur 46 00:02:08,430 --> 00:02:10,550 over a couple of frames only 47 00:02:10,550 --> 00:02:14,144 and that will have a very small amplitude. 48 00:02:14,144 --> 00:02:16,600 It will just create an extra little motion 49 00:02:16,600 --> 00:02:19,770 that will make the jumping to read better. 50 00:02:19,770 --> 00:02:21,480 When you create an anticipation, 51 00:02:21,480 --> 00:02:23,950 it's both for your character to gather energy, 52 00:02:23,950 --> 00:02:26,150 but also for your audience 53 00:02:26,150 --> 00:02:28,060 to have the time to prepare 54 00:02:28,060 --> 00:02:29,420 for the next move. 55 00:02:29,420 --> 00:02:33,150 This is a pose that will be relatively easy to create. 56 00:02:33,150 --> 00:02:35,230 We just need to pull back a bit 57 00:02:35,230 --> 00:02:37,830 to center of gravity, lower it, 58 00:02:37,830 --> 00:02:41,330 and also move it a bit toward the right leg. 59 00:02:41,330 --> 00:02:44,410 And since the center of gravity is moving down, 60 00:02:44,410 --> 00:02:46,670 we will slightly raise the arms. 61 00:02:46,670 --> 00:02:47,820 Raise the head. 62 00:02:47,820 --> 00:02:49,980 Make every features of the body 63 00:02:49,980 --> 00:02:52,600 that are further away from the center of gravity 64 00:02:52,600 --> 00:02:53,543 to drag a bit. 65 00:02:58,380 --> 00:03:01,280 The almost last pose we are going to create 66 00:03:01,280 --> 00:03:03,970 is the smear pose during the hook. 67 00:03:03,970 --> 00:03:06,685 As explained during the posing chapter, 68 00:03:06,685 --> 00:03:08,920 this is an exaggeration pose 69 00:03:08,920 --> 00:03:10,920 that will fake the motion blur 70 00:03:10,920 --> 00:03:13,260 whenever we have a very fast motion. 71 00:03:13,260 --> 00:03:14,820 The shape of the arms are here 72 00:03:14,820 --> 00:03:17,700 to support the flow of the hook. 73 00:03:17,700 --> 00:03:19,560 This is why from top view 74 00:03:19,560 --> 00:03:21,740 it becomes an elliptic shape 75 00:03:21,740 --> 00:03:23,820 so that it better communicates 76 00:03:23,820 --> 00:03:26,393 the twisting of the body during the hook. 77 00:03:27,230 --> 00:03:29,960 To pose the center of gravity and the chest, 78 00:03:29,960 --> 00:03:31,850 I'm using the breakdowner 79 00:03:31,850 --> 00:03:34,590 and I am favorizing the next pose. 80 00:03:34,590 --> 00:03:36,350 The Impact Pose. 81 00:03:36,350 --> 00:03:38,240 Because the center of gravity in the chest 82 00:03:38,240 --> 00:03:41,900 are currently leading the motion compared to the arms. 83 00:03:41,900 --> 00:03:45,030 They are pulling the shoulders and pulling the arms. 84 00:03:45,030 --> 00:03:48,600 So we need to favorize the center of gravity in the chest 85 00:03:48,600 --> 00:03:50,170 toward the next pose, 86 00:03:50,170 --> 00:03:52,210 while the arms will be dragging. 87 00:03:52,210 --> 00:03:54,670 So the method to create those mills 88 00:03:54,670 --> 00:03:58,307 is to first create a natural pose, 89 00:03:58,307 --> 00:04:01,690 the pose that your character would have in real life 90 00:04:01,690 --> 00:04:04,470 whenever he is throwing the punch. 91 00:04:04,470 --> 00:04:07,230 And once you have the right angle for the arm, 92 00:04:07,230 --> 00:04:10,140 you can start pulling the tweaker controller 93 00:04:10,140 --> 00:04:13,670 to create a nice C curve toward the target. 94 00:04:13,670 --> 00:04:15,780 The most important thing when you are doing 95 00:04:15,780 --> 00:04:18,290 this kind of a smear pose 96 00:04:18,290 --> 00:04:20,850 is to make sure that you foresee 97 00:04:20,850 --> 00:04:23,710 the path of the elbow and the wrist, 98 00:04:23,710 --> 00:04:27,100 and you make sure that you align the arm along this path. 99 00:04:27,100 --> 00:04:30,340 So it's very important to rotate around your character 100 00:04:30,340 --> 00:04:33,530 and jump between the previous and next pose. 101 00:04:33,530 --> 00:04:35,370 Once you've done the left arm, 102 00:04:35,370 --> 00:04:38,000 work on the right arm and don't forget 103 00:04:38,000 --> 00:04:41,760 that why we are creating an exaggerated pose, 104 00:04:41,760 --> 00:04:44,586 you should still pose the shoulders 105 00:04:44,586 --> 00:04:47,730 to better position the arms 106 00:04:47,730 --> 00:04:51,210 and also keep a believable pose, 107 00:04:51,210 --> 00:04:54,110 a believable flow into your pose. 108 00:04:54,110 --> 00:04:57,600 Finally, don't forget to check the feet movement. 109 00:04:57,600 --> 00:04:59,970 Whenever you are birding a strong pose 110 00:04:59,970 --> 00:05:01,560 for a part of the body, 111 00:05:01,560 --> 00:05:03,580 like the arms in this case, 112 00:05:03,580 --> 00:05:06,550 we often forget to move the head, 113 00:05:06,550 --> 00:05:08,140 move the feet, move the knees, 114 00:05:08,140 --> 00:05:09,470 or move the hips. 115 00:05:09,470 --> 00:05:12,700 So it's important not to over-focus 116 00:05:12,700 --> 00:05:14,966 on one part on the character. 117 00:05:14,966 --> 00:05:18,220 But since the kick is also a very fast circular movement, 118 00:05:18,220 --> 00:05:21,020 we will create a smear for this motion too. 119 00:05:21,020 --> 00:05:21,853 As for the hook, 120 00:05:21,853 --> 00:05:23,630 I am first posing the center of gravity, 121 00:05:23,630 --> 00:05:27,470 using the breakdowner, and then tweaking its position. 122 00:05:27,470 --> 00:05:30,890 The center of gravity and the hips are leading the motion 123 00:05:30,890 --> 00:05:33,660 and the foot is supposed to drag a lot. 124 00:05:33,660 --> 00:05:36,740 Spacing-wise, when you're making a striking motion, 125 00:05:36,740 --> 00:05:39,490 you want to ease out of the anticipation. 126 00:05:39,490 --> 00:05:43,150 So have a close spacing in the beginning of the motion, 127 00:05:43,150 --> 00:05:46,390 and then it accelerates before the impact. 128 00:05:46,390 --> 00:05:48,300 The spacing between the impact 129 00:05:48,300 --> 00:05:51,820 and the previous frame should be the biggest. 130 00:05:51,820 --> 00:05:55,110 I'm using the same principle as for the previous pose. 131 00:05:55,110 --> 00:05:57,940 I first bird a believable pose 132 00:05:57,940 --> 00:06:00,050 or realistic pose, let's say. 133 00:06:00,050 --> 00:06:01,230 Be extra careful 134 00:06:01,230 --> 00:06:05,220 with the center of gravity, hips, and chest position. 135 00:06:05,220 --> 00:06:07,010 While during the first punch, 136 00:06:07,010 --> 00:06:10,180 the momentum of our character was out of balance 137 00:06:10,180 --> 00:06:12,720 as he was punching forward. 138 00:06:12,720 --> 00:06:17,370 In this case, he's spinning around his right foot. 139 00:06:17,370 --> 00:06:21,840 So your character must feel balanced during this kick. 140 00:06:21,840 --> 00:06:25,590 Plus, the hips and the chest are leading the motion. 141 00:06:25,590 --> 00:06:27,530 So if you don't get them right, 142 00:06:27,530 --> 00:06:31,920 it will be harder then to get the arms and the legs right. 143 00:06:31,920 --> 00:06:34,340 Remember that this kind of pose 144 00:06:34,340 --> 00:06:37,520 is made to support the flow of the motion. 145 00:06:37,520 --> 00:06:40,200 So try to bird your arc 146 00:06:40,200 --> 00:06:41,910 around the path 147 00:06:41,910 --> 00:06:44,160 that the knee and the ankle 148 00:06:44,160 --> 00:06:46,580 or the knee and the foot would take 149 00:06:46,580 --> 00:06:48,080 to get to the target. 150 00:06:48,080 --> 00:06:50,240 So make sure you refine your smear frame 151 00:06:50,240 --> 00:06:53,340 so that you don't get any weird angle on the leg. 152 00:06:53,340 --> 00:06:55,750 Try to smooth it as possible 153 00:06:55,750 --> 00:06:58,350 based on the rate possibilities. 154 00:06:58,350 --> 00:07:01,730 Then since this part of the animation is very fast, 155 00:07:01,730 --> 00:07:05,020 I advise you to bird the previous pose. 156 00:07:05,020 --> 00:07:08,490 The one where the foot is just taking off. 157 00:07:08,490 --> 00:07:11,490 Use the breakdowner and align the foot 158 00:07:11,490 --> 00:07:13,020 with the motion path 159 00:07:13,020 --> 00:07:15,560 or the path you think it will take 160 00:07:15,560 --> 00:07:17,350 to get to its target. 161 00:07:17,350 --> 00:07:20,280 During this pose, the feet and the torso 162 00:07:20,280 --> 00:07:23,790 are easing out from the previous pose. 163 00:07:23,790 --> 00:07:27,510 Remember that you should favorize the previous pose 164 00:07:27,510 --> 00:07:29,940 as the feet is accelerating. 165 00:07:29,940 --> 00:07:33,830 So it starts slow and then go faster and faster 166 00:07:33,830 --> 00:07:36,760 and travel more and more further away 167 00:07:36,760 --> 00:07:38,830 from its starting point. 168 00:07:38,830 --> 00:07:40,630 With all the poses we have created, 169 00:07:40,630 --> 00:07:44,240 we should have enough information to go into sparring. 170 00:07:44,240 --> 00:07:47,770 But before, we should fine tweak the timing 171 00:07:47,770 --> 00:07:49,090 of our animation. 172 00:07:49,090 --> 00:07:51,603 So we'll do this in the next video. 13256

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