All language subtitles for 08-10-02 Polishing hook part 02

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These are the user uploaded subtitles that are being translated: 1 00:00:00,200 --> 00:00:02,080 - [Instructor] As in the previous videos, 2 00:00:02,080 --> 00:00:05,480 after I polished the torso on the center of gravity 3 00:00:05,480 --> 00:00:08,880 of my character, I like to work on the feet. 4 00:00:08,880 --> 00:00:13,400 This will help us to figure out how to polish the hips 5 00:00:13,400 --> 00:00:15,740 and, later on, the upper chest. 6 00:00:15,740 --> 00:00:18,200 As our character is pulling his right leg, 7 00:00:18,200 --> 00:00:20,900 I want to slightly raise the foot from the ground. 8 00:00:20,900 --> 00:00:24,080 So I will duplicate one of the keys of the Z curve 9 00:00:24,080 --> 00:00:25,880 and then slightly push it up. 10 00:00:25,880 --> 00:00:28,930 From there, I will move the newly created keys 11 00:00:28,930 --> 00:00:32,570 around frame 21 when the foot gets pulled from the ground. 12 00:00:32,570 --> 00:00:35,370 Then I will convert the contacting frame. 13 00:00:35,370 --> 00:00:38,550 The key to vectors is that we have a hard hit 14 00:00:38,550 --> 00:00:39,900 of the foot on the ground. 15 00:00:39,900 --> 00:00:42,440 This is generally my go-to when it comes 16 00:00:42,440 --> 00:00:46,340 to the Z location curve of the foot when it hits the ground. 17 00:00:46,340 --> 00:00:48,770 This will ensure that the food is accelerating 18 00:00:48,770 --> 00:00:50,600 before it touch the ground. 19 00:00:50,600 --> 00:00:52,760 I'm not saying that you should do this 20 00:00:52,760 --> 00:00:55,270 every time your foot is going down, 21 00:00:55,270 --> 00:00:57,140 but most of the time, this is true 22 00:00:57,140 --> 00:00:59,540 so I generally just switch to vector 23 00:00:59,540 --> 00:01:03,080 and then if I have to revise, I revise later on. 24 00:01:03,080 --> 00:01:06,030 From there, I will revise a bit the rotation of the foot 25 00:01:06,030 --> 00:01:09,890 so that the ankle gets more aligned with the knee 26 00:01:09,890 --> 00:01:13,310 and the foot does drag a bit while it is pulled. 27 00:01:13,310 --> 00:01:17,060 Basically, I want the foot to lean toward its next pose. 28 00:01:17,060 --> 00:01:20,720 From there, I will just slightly tweak the heel motion 29 00:01:20,720 --> 00:01:23,600 so that it hits the ground a little harder 30 00:01:23,600 --> 00:01:25,730 when the character is shifting his weight 31 00:01:25,730 --> 00:01:27,260 on top of the right foot. 32 00:01:27,260 --> 00:01:29,800 I will raise it, touch the heel before the hit, 33 00:01:29,800 --> 00:01:33,670 and on the hit frame, I will convert the curve to vector. 34 00:01:33,670 --> 00:01:35,680 Finally, as an extra detail, 35 00:01:35,680 --> 00:01:39,060 I will work a bit on the toes of the right foot. 36 00:01:39,060 --> 00:01:42,980 I will simply make them drag by rotating them down 37 00:01:42,980 --> 00:01:45,120 while the foot is getting up 38 00:01:45,120 --> 00:01:49,430 and rotating them a bit up while the foot is getting down. 39 00:01:49,430 --> 00:01:52,170 And then I will slap them on the ground 40 00:01:52,170 --> 00:01:53,740 a couple of frames later 41 00:01:53,740 --> 00:01:56,000 by switching the handle to vector. 42 00:01:56,000 --> 00:01:58,130 From there, remember what I've said 43 00:01:58,130 --> 00:02:00,520 during the blocking stage that the feet 44 00:02:00,520 --> 00:02:02,860 are always moving while on the ground? 45 00:02:02,860 --> 00:02:05,390 As the leg is pulling onto the right foot, 46 00:02:05,390 --> 00:02:08,070 I will slightly rotate it toward the hips. 47 00:02:08,070 --> 00:02:10,200 As I'm reviewing the leg motion, 48 00:02:10,200 --> 00:02:13,400 I can see that there is a little glitch or pop on the knee. 49 00:02:13,400 --> 00:02:15,960 Since the leg doesn't get fully extended, 50 00:02:15,960 --> 00:02:18,320 this is not a problem due to the rig 51 00:02:18,320 --> 00:02:20,630 or to the inverse kinematic mechanisms. 52 00:02:20,630 --> 00:02:23,370 So I will just double check my pull target 53 00:02:23,370 --> 00:02:26,900 as there must be a very quick change in its position. 54 00:02:26,900 --> 00:02:28,200 And this is the case. 55 00:02:28,200 --> 00:02:30,710 I have a couple of keys close one to the other, 56 00:02:30,710 --> 00:02:32,850 with different position for the pull target. 57 00:02:32,850 --> 00:02:35,130 To fix the issue, I will simply get rid 58 00:02:35,130 --> 00:02:37,790 of the in-between keys so that Brendan 59 00:02:37,790 --> 00:02:42,460 will automatically interpolate from frame 32 to frame 36. 60 00:02:42,460 --> 00:02:45,600 And this will smooth the knee motion for free. 61 00:02:45,600 --> 00:02:48,070 During the hook, the right foot get pulled 62 00:02:48,070 --> 00:02:50,530 but it feels like it's hitting the wall 63 00:02:50,530 --> 00:02:53,370 whenever it's getting to its final pose. 64 00:02:53,370 --> 00:02:56,310 Has a hard stop and I'd like to smooth this a bit 65 00:02:56,310 --> 00:02:58,880 so that I get a bit of feeling as if the foot 66 00:02:58,880 --> 00:03:00,190 was sliding on the ground. 67 00:03:00,190 --> 00:03:02,960 To do so, I will simply offset the keys 68 00:03:02,960 --> 00:03:07,430 from frame 45 to 47 and then I will push the values 69 00:03:07,430 --> 00:03:09,660 of the keys on frame 44. 70 00:03:09,660 --> 00:03:13,920 This way, the value of the curves on frame 44 and 47 71 00:03:13,920 --> 00:03:16,760 are almost the same, but not the same. 72 00:03:16,760 --> 00:03:19,910 This way it will a feel like the foot is stopping, 73 00:03:19,910 --> 00:03:22,050 but it will still move a little bit 74 00:03:22,050 --> 00:03:24,650 as if it was sliding a bit on the ground. 75 00:03:24,650 --> 00:03:26,610 Then I revised the rotation curve 76 00:03:26,610 --> 00:03:30,444 to make the food drag toward its previous position. 77 00:03:30,444 --> 00:03:33,310 So basically I'm rotating the foot 78 00:03:33,310 --> 00:03:36,235 toward its previous position based on the speed. 79 00:03:36,235 --> 00:03:38,670 The faster it moves forward, 80 00:03:38,670 --> 00:03:40,840 the more it's rotating backwards. 81 00:03:40,840 --> 00:03:43,060 And as the leg is pulling the foot, 82 00:03:43,060 --> 00:03:45,470 I'm slightly raising the hip. 83 00:03:45,470 --> 00:03:48,330 As explained when we were polishing the torso root 84 00:03:48,330 --> 00:03:50,670 of our character, we need his weight 85 00:03:50,670 --> 00:03:52,920 to be supporting on one leg to be able 86 00:03:52,920 --> 00:03:54,910 to easily raise the other leg. 87 00:03:54,910 --> 00:03:58,580 And on frame 26, it feels like the weight of the character 88 00:03:58,580 --> 00:04:00,610 is centered between the two feet. 89 00:04:00,610 --> 00:04:03,890 So I will offset the movement of the left foot 90 00:04:03,890 --> 00:04:06,090 by one frame so that the foot 91 00:04:06,090 --> 00:04:08,410 start leaving its current position 92 00:04:08,410 --> 00:04:11,840 once the weight is more on the right foot. 93 00:04:11,840 --> 00:04:14,310 Then I want the foot to move fast in the beginning 94 00:04:14,310 --> 00:04:16,620 and then ease into its final position, 95 00:04:16,620 --> 00:04:18,120 so I will scale the curve. 96 00:04:18,120 --> 00:04:20,480 And then, as we did for the right foot, 97 00:04:20,480 --> 00:04:25,060 I will input a new Q frame in between the two position 98 00:04:25,060 --> 00:04:27,530 and push a bit the Z location up, 99 00:04:27,530 --> 00:04:29,870 so that it feels like the foot is raising 100 00:04:29,870 --> 00:04:31,550 before it hits the ground. 101 00:04:31,550 --> 00:04:33,500 Then, using the heel controller 102 00:04:33,500 --> 00:04:35,860 and the foot rotation controller, 103 00:04:35,860 --> 00:04:38,410 I will make sure that the foot opens 104 00:04:38,410 --> 00:04:43,180 toward the next position, meaning that I will make it slide 105 00:04:43,180 --> 00:04:45,360 onto its inner edge. 106 00:04:45,360 --> 00:04:48,210 And after it hits its contact pose, 107 00:04:48,210 --> 00:04:50,491 I will make it tilt to the outside 108 00:04:50,491 --> 00:04:52,550 so that it flatten on the ground. 109 00:04:52,550 --> 00:04:55,050 From there, as we did for the right foot, 110 00:04:55,050 --> 00:04:57,550 I will work a bit on the toes to make them drag 111 00:04:57,550 --> 00:05:01,790 so whenever the character is moving his leg to his left, 112 00:05:01,790 --> 00:05:04,321 the toes will slightly drag to the right. 113 00:05:04,321 --> 00:05:06,590 If you are beginning in animation, 114 00:05:06,590 --> 00:05:09,635 and this is the first time you do this kind of exercise, 115 00:05:09,635 --> 00:05:13,460 note that those details are not that important. 116 00:05:13,460 --> 00:05:16,290 They will sure bring some interesting information 117 00:05:16,290 --> 00:05:19,560 to your animation, but you should always focus 118 00:05:19,560 --> 00:05:23,100 on the broad motion on the center of gravity, 119 00:05:23,100 --> 00:05:25,260 the chest, the position of the foot, 120 00:05:25,260 --> 00:05:26,910 the position of the hands. 121 00:05:26,910 --> 00:05:30,880 Works on those little details only at the very last moment. 122 00:05:30,880 --> 00:05:34,640 Basically always work from the root of the motion, 123 00:05:34,640 --> 00:05:39,190 in this case, the center gravity, to the tip of the chain, 124 00:05:39,190 --> 00:05:42,363 the tip of the feet, the tip of the hands. 10027

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