All language subtitles for 08-10-01 Polishing hook part 01

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These are the user uploaded subtitles that are being translated: 1 00:00:00,060 --> 00:00:02,714 - We will now start to polish the hook. 2 00:00:02,714 --> 00:00:05,450 And, as usual, I will start with the center 3 00:00:05,450 --> 00:00:09,150 of gravity of my character using the torso root controller. 4 00:00:09,150 --> 00:00:11,350 Our goal during the punching stage 5 00:00:11,350 --> 00:00:13,890 is to better sell or communicate 6 00:00:13,890 --> 00:00:16,200 what we have blocked out before. 7 00:00:16,200 --> 00:00:19,290 We need to bring as much impact into the hook 8 00:00:19,290 --> 00:00:21,100 as possible and make sure 9 00:00:21,100 --> 00:00:24,450 that all our body mechanics are correct. 10 00:00:24,450 --> 00:00:27,910 As our character is recovering from the right cross, 11 00:00:27,910 --> 00:00:31,510 there is a weight transfer onto the right foot. 12 00:00:31,510 --> 00:00:34,680 I need to move the center of gravity of the character 13 00:00:34,680 --> 00:00:36,470 toward the right leg. 14 00:00:36,470 --> 00:00:39,000 His weight will be supported onto the right foot, 15 00:00:39,000 --> 00:00:41,416 and he will be able to move the left foot 16 00:00:41,416 --> 00:00:43,810 toward the next step. 17 00:00:43,810 --> 00:00:47,860 So I've lowered the value of the X location curve 18 00:00:47,860 --> 00:00:50,600 until frame 31 as the character 19 00:00:50,600 --> 00:00:53,030 is making a step with the left foot. 20 00:00:53,030 --> 00:00:55,670 And once the left foot is in contact, 21 00:00:55,670 --> 00:00:58,870 I can transfer the weight onto the left foot. 22 00:00:58,870 --> 00:01:01,020 Now, working with the Z curve, 23 00:01:01,020 --> 00:01:05,060 my goal is to create a nice arch that will go down 24 00:01:05,060 --> 00:01:08,020 as the weight shifts toward the left leg. 25 00:01:08,020 --> 00:01:10,680 And then the character will raise a bit. 26 00:01:10,680 --> 00:01:12,020 When we watch the curve, 27 00:01:12,020 --> 00:01:14,490 we can clearly see the weight shifting 28 00:01:14,490 --> 00:01:18,445 toward the right foot between frame 28 and 13, 29 00:01:18,445 --> 00:01:23,445 and then transitioning onto the left foot until frame 38. 30 00:01:24,630 --> 00:01:27,030 While the character is traveling to the left, 31 00:01:27,030 --> 00:01:30,560 the value of the X location is raising, 32 00:01:30,560 --> 00:01:33,000 he's lowering his center of gravity, 33 00:01:33,000 --> 00:01:35,870 so the value of the Z curve is going down 34 00:01:35,870 --> 00:01:39,620 and stabilize just before this little drop here. 35 00:01:39,620 --> 00:01:43,000 This drop in the Z curve over two frames 36 00:01:43,000 --> 00:01:45,330 is micro-anticipation. 37 00:01:45,330 --> 00:01:48,700 On the timing, my character is easing 38 00:01:48,700 --> 00:01:51,490 into the anticipation on frame 42. 39 00:01:51,490 --> 00:01:56,460 And then, from frame 42 to frame 45, is releasing the hook. 40 00:01:56,460 --> 00:02:01,460 Using this kind of moving hold from frame 32 to frame 42, 41 00:02:01,494 --> 00:02:05,910 we have created a long and slow anticipation into the hook. 42 00:02:05,910 --> 00:02:07,660 To break this anticipation 43 00:02:07,660 --> 00:02:10,318 and bring even more contrast to the hook, 44 00:02:10,318 --> 00:02:13,450 I will insert a key frame on frame 40, 45 00:02:13,450 --> 00:02:17,410 and then I will push the anticipation pause on frame 42, 46 00:02:17,410 --> 00:02:20,390 meaning that I will lower the center of gravity. 47 00:02:20,390 --> 00:02:24,570 And I will also rework a bit the Y location curve 48 00:02:24,570 --> 00:02:27,470 so that the character is pushing a bit backward. 49 00:02:27,470 --> 00:02:31,660 Basically, I am pushing the curves the opposite direction 50 00:02:31,660 --> 00:02:34,330 than during the hook motion. 51 00:02:34,330 --> 00:02:38,200 This little extra anticipation over one or two frame 52 00:02:38,200 --> 00:02:42,090 is called a micro-anticipation and it's used a lot 53 00:02:42,090 --> 00:02:45,160 in cartoonish animation or game animation. 54 00:02:45,160 --> 00:02:48,480 From there, I will be working on the Y location curve 55 00:02:48,480 --> 00:02:50,270 of the center of gravity. 56 00:02:50,270 --> 00:02:53,340 Here, I'm slightly pushing the character back 57 00:02:53,340 --> 00:02:56,530 so that the left foot is not supporting too much weight 58 00:02:56,530 --> 00:03:00,150 and can be raised and pushed forward into the next step. 59 00:03:00,150 --> 00:03:02,650 Once it hits its contact point, 60 00:03:02,650 --> 00:03:05,780 I can shift the weight onto this current foot. 61 00:03:05,780 --> 00:03:08,670 Then I will ease backwards for the moving hold 62 00:03:08,670 --> 00:03:11,900 of the anticipation until frame 40. 63 00:03:11,900 --> 00:03:16,070 And from frame 40 to 42, I will push the character backward 64 00:03:16,070 --> 00:03:20,980 a little faster so that we do create the micro-anticipation 65 00:03:20,980 --> 00:03:23,450 we were talking about just before. 66 00:03:23,450 --> 00:03:26,180 During the hook motion, I will tweak the curves 67 00:03:26,180 --> 00:03:27,570 frame by frame. 68 00:03:27,570 --> 00:03:29,650 Whenever we have a very fast motion, 69 00:03:29,650 --> 00:03:32,920 we have a lot of changes into the pose of the character. 70 00:03:32,920 --> 00:03:36,330 That's pretty common to animate on ones, 71 00:03:36,330 --> 00:03:38,950 meaning that you will add a key frame 72 00:03:38,950 --> 00:03:43,380 or insert a key frame, every frame, every one frame. 73 00:03:43,380 --> 00:03:46,240 In this case, I'm just watching the arcs made 74 00:03:46,240 --> 00:03:49,787 by the motion path of the center of gravity of my character 75 00:03:49,787 --> 00:03:52,216 and I'm just pushing the different curve 76 00:03:52,216 --> 00:03:55,200 so that it creates a nicer arc. 77 00:03:55,200 --> 00:03:57,600 I have the pretty squared angle. 78 00:03:57,600 --> 00:04:00,580 Here, I'm just curving it into a C shape. 79 00:04:00,580 --> 00:04:04,003 From there, I will slightly rework the X location curve 80 00:04:04,003 --> 00:04:08,270 so that the character transition into the other shoot 81 00:04:08,270 --> 00:04:12,320 a little faster between frame 46 and frame 48. 82 00:04:12,320 --> 00:04:14,470 Since we are the very detailed blocking 83 00:04:14,470 --> 00:04:16,410 of this parts of the animation, 84 00:04:16,410 --> 00:04:18,540 the polishing stage in this case 85 00:04:18,540 --> 00:04:21,230 is really about refining the arcs 86 00:04:21,230 --> 00:04:25,410 and the speed of the motion over a couple of frames. 87 00:04:25,410 --> 00:04:28,740 I will repeat myself again, but the more detailed 88 00:04:28,740 --> 00:04:31,690 is your blocking, the easier and faster 89 00:04:31,690 --> 00:04:35,300 will be your splining and polishing stage. 90 00:04:35,300 --> 00:04:38,300 As usual, once I'm done with the location curve, 91 00:04:38,300 --> 00:04:40,520 I switch to the rotation curves. 92 00:04:40,520 --> 00:04:43,360 My goal as usual is to bring contrast to the motion 93 00:04:43,360 --> 00:04:45,800 so, generally, when you switch to splining, 94 00:04:45,800 --> 00:04:48,810 your curve will be smoothed out, which is normal. 95 00:04:48,810 --> 00:04:50,580 Your job from there is to favorize 96 00:04:50,580 --> 00:04:53,230 whether the previous pose or the next one. 97 00:04:53,230 --> 00:04:55,480 Prior to the hook, I will make the body drag. 98 00:04:55,480 --> 00:04:57,820 So when the character is going down, 99 00:04:57,820 --> 00:05:00,380 I will raise the upper part of the body 100 00:05:00,380 --> 00:05:02,900 by pushing the X rotation curve down. 101 00:05:02,900 --> 00:05:06,500 And then as you dive into the anticipation for the hook, 102 00:05:06,500 --> 00:05:08,300 I will push the curve up. 103 00:05:08,300 --> 00:05:10,600 So, basically, I've created a drag 104 00:05:10,600 --> 00:05:12,560 and then a slight over shoot, 105 00:05:12,560 --> 00:05:15,080 and they will do the same with the twisting motion. 106 00:05:15,080 --> 00:05:17,360 As he goes toward the anticipation, 107 00:05:17,360 --> 00:05:20,905 I will make the upper body dragging by pushing 108 00:05:20,905 --> 00:05:22,130 the Z quaternion curve down. 109 00:05:22,130 --> 00:05:25,720 And then, as his weight is shifting upon his left foot 110 00:05:25,720 --> 00:05:28,560 and easing through anticipation for the hook, 111 00:05:28,560 --> 00:05:31,180 I will push the Z quaternion curve up 112 00:05:31,180 --> 00:05:34,470 and they will do the same with the Y quaternion curve. 113 00:05:34,470 --> 00:05:37,230 Again, your job is not to know by heart 114 00:05:37,230 --> 00:05:40,860 which curve does what, but what the body should do. 115 00:05:40,860 --> 00:05:44,880 In this case, I want to drag while I'm switching stance. 116 00:05:44,880 --> 00:05:47,440 And once I've reached the new stance, 117 00:05:47,440 --> 00:05:49,446 I want to push the anticipation. 118 00:05:49,446 --> 00:05:52,350 So I need to figure out which curve does what 119 00:05:52,350 --> 00:05:55,260 by just clicking them and watching my character. 120 00:05:55,260 --> 00:05:57,150 When I moved the Z quaternion curve, 121 00:05:57,150 --> 00:06:00,190 I can see that the torso of my character is twisting, 122 00:06:00,190 --> 00:06:01,810 so I will work on that curve 123 00:06:01,810 --> 00:06:04,230 for this specific part on the animation. 124 00:06:04,230 --> 00:06:07,620 And since I want to put the micro-anticipation as before, 125 00:06:07,620 --> 00:06:09,510 between frame 14 and 42, 126 00:06:09,510 --> 00:06:12,090 I will slightly erase the Z quaternion curve, 127 00:06:12,090 --> 00:06:15,050 which make the character twisting his body. 128 00:06:15,050 --> 00:06:18,210 Then we have this huge drop into the curves 129 00:06:18,210 --> 00:06:21,190 that generate the twist the opposite direction 130 00:06:21,190 --> 00:06:22,700 to perform the hook. 131 00:06:22,700 --> 00:06:25,760 What I will do from there is create a slight over shoot 132 00:06:25,760 --> 00:06:29,490 by rotating the Z quaternion curve angle down. 133 00:06:29,490 --> 00:06:31,800 This way, the torso will continue rotating a bit 134 00:06:31,800 --> 00:06:34,060 just after the character hit the bag. 135 00:06:34,060 --> 00:06:36,480 This will bring more weight to the motion, 136 00:06:36,480 --> 00:06:39,320 while if we were to rotate the body the opposite way, 137 00:06:39,320 --> 00:06:42,500 just after the hit, it will make a bounce motion 138 00:06:42,500 --> 00:06:46,500 that will be perfect for a light punch or a bouncing ball. 139 00:06:46,500 --> 00:06:49,410 Again, since we had a very detailed blocking, 140 00:06:49,410 --> 00:06:51,170 pushing those curve is pretty easy 141 00:06:51,170 --> 00:06:53,768 and I'm not really modifying their shape, 142 00:06:53,768 --> 00:06:56,450 but just choosing whether to push them down 143 00:06:56,450 --> 00:06:57,283 or push them up a bit 144 00:06:57,283 --> 00:07:01,370 to favorize the previews our next pose. 145 00:07:01,370 --> 00:07:03,900 For example, on the X rotation curve here, 146 00:07:03,900 --> 00:07:06,650 I'm pushing it down a bit so I'm favorizing 147 00:07:06,650 --> 00:07:08,890 the previous pose where the character 148 00:07:08,890 --> 00:07:10,467 is leaning into the punch. 149 00:07:10,467 --> 00:07:13,625 And then, as he will be walking backward, 150 00:07:13,625 --> 00:07:16,190 I will push the curve a little up 151 00:07:16,190 --> 00:07:18,293 so that the body is dragging forward. 12321

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