All language subtitles for 03-16-02-Polishing idle part2

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These are the user uploaded subtitles that are being translated: 1 00:00:00,610 --> 00:00:03,320 - [Instructor] Let's continue polishing the idle animation 2 00:00:03,320 --> 00:00:04,420 of our character. 3 00:00:04,420 --> 00:00:07,200 We will be focusing on the next portion 4 00:00:07,200 --> 00:00:08,600 of this animation 5 00:00:08,600 --> 00:00:12,740 where our character is switching to a sitting pose. 6 00:00:12,740 --> 00:00:15,453 Let's have a quick look to the body motion first. 7 00:00:16,330 --> 00:00:20,120 I will make a little draw-over using SyncSketch here. 8 00:00:20,120 --> 00:00:22,400 When transitioning on frame 28. 9 00:00:22,400 --> 00:00:26,050 We can see that the body of our character 10 00:00:26,050 --> 00:00:30,330 is moving a little up in micro-anticipation. 11 00:00:30,330 --> 00:00:33,060 This is an anticipation, very subtle, 12 00:00:33,060 --> 00:00:35,721 that occur on only one frame. 13 00:00:35,721 --> 00:00:40,450 The idea here is not to input that much of energy 14 00:00:40,450 --> 00:00:41,650 into the movement 15 00:00:41,650 --> 00:00:44,490 but to give a little contrast to the next move, 16 00:00:44,490 --> 00:00:46,400 and let the audience know 17 00:00:46,400 --> 00:00:49,290 that our character will be sitting. 18 00:00:49,290 --> 00:00:52,110 Thanks to the locally style of our character, 19 00:00:52,110 --> 00:00:55,280 it's pretty easy to track its motion. 20 00:00:55,280 --> 00:00:58,170 I just want to show you the design of the arc 21 00:00:58,170 --> 00:01:00,890 when our character is sitting. 22 00:01:00,890 --> 00:01:02,650 But also the spacing. 23 00:01:02,650 --> 00:01:05,950 Our character is contacting with the ground 24 00:01:05,950 --> 00:01:08,050 but he will slow down. 25 00:01:08,050 --> 00:01:12,080 There will be an ease into the sitting pose 26 00:01:12,080 --> 00:01:14,520 so that he doesn't hurt his butt. 27 00:01:14,520 --> 00:01:17,290 This arc and spacing does read on the curve. 28 00:01:17,290 --> 00:01:21,640 On frame 28, I'm creating the little micro-anticipation 29 00:01:21,640 --> 00:01:24,900 by just pushing the curve a little up. 30 00:01:24,900 --> 00:01:27,590 Then I've created the arc motion, 31 00:01:27,590 --> 00:01:30,420 using the motion path as usual. 32 00:01:30,420 --> 00:01:32,700 And I'm creating the easing out 33 00:01:32,700 --> 00:01:35,120 with our curve flattening in the end 34 00:01:35,120 --> 00:01:37,990 of the motion on frame 36 here. 35 00:01:37,990 --> 00:01:41,060 Once I'm happy with the main body controller, 36 00:01:41,060 --> 00:01:42,960 I always work on the chest. 37 00:01:42,960 --> 00:01:45,020 So if we track the shoulder 38 00:01:45,020 --> 00:01:48,970 that is directly influenced by the chest motion, 39 00:01:48,970 --> 00:01:51,400 I've created a dragging motion, 40 00:01:51,400 --> 00:01:55,060 mainly working on the rotation curve of the chest. 41 00:01:55,060 --> 00:01:57,730 If you compare the tracking of the blue line 42 00:01:57,730 --> 00:01:58,850 with the red line, 43 00:01:58,850 --> 00:02:03,010 we can see that we get a nice C shape with the blue line, 44 00:02:03,010 --> 00:02:07,330 and a nice S shape with the dragging chest. 45 00:02:07,330 --> 00:02:09,500 As we use the tip of the nose 46 00:02:09,500 --> 00:02:11,280 to track the head motion, 47 00:02:11,280 --> 00:02:13,307 you can use the neck controller 48 00:02:13,307 --> 00:02:16,650 to track the chest motion. 49 00:02:16,650 --> 00:02:18,810 Note that I've hidden the limbs. 50 00:02:18,810 --> 00:02:22,431 It makes the readability of the torso way better. 51 00:02:22,431 --> 00:02:23,530 (screen whooshing) 52 00:02:23,530 --> 00:02:27,110 When working on the head before I track my arc, 53 00:02:27,110 --> 00:02:28,330 the first thing I've done 54 00:02:28,330 --> 00:02:31,580 was to remove this bump on the z rotation. 55 00:02:31,580 --> 00:02:34,503 It didn't fit the current motion of the head, 56 00:02:34,503 --> 00:02:38,080 just adding extra noise to the movement. 57 00:02:38,080 --> 00:02:39,410 And it doesn't make sense 58 00:02:39,410 --> 00:02:42,570 that our character shake his head left to right 59 00:02:42,570 --> 00:02:45,060 when switching to the sitting pose. 60 00:02:45,060 --> 00:02:48,240 Motion wise, the head is slightly dragging compared 61 00:02:48,240 --> 00:02:49,550 to the torso, 62 00:02:49,550 --> 00:02:52,000 but I haven't input that much rotation 63 00:02:52,000 --> 00:02:55,200 because I want my character to be in control. 64 00:02:55,200 --> 00:02:59,160 If you input too much up and down rotation to the head, 65 00:02:59,160 --> 00:03:00,880 it will feel a bit weird 66 00:03:00,880 --> 00:03:03,220 as if the head was very heavy. 67 00:03:03,220 --> 00:03:06,140 So we can see that the arc of the head 68 00:03:06,140 --> 00:03:10,970 is very close to the arc made by the torso controller. 69 00:03:10,970 --> 00:03:13,950 Here we can see the result with the body controller, 70 00:03:13,950 --> 00:03:16,400 chest and head polished. 71 00:03:16,400 --> 00:03:19,010 I did work on the ears and the nose 72 00:03:19,010 --> 00:03:20,609 as in the previous video, 73 00:03:20,609 --> 00:03:23,540 working with the straighter head method, 74 00:03:23,540 --> 00:03:27,053 meaning that I'm animating quite on the fly 75 00:03:27,053 --> 00:03:29,370 as the animation goes, 76 00:03:29,370 --> 00:03:33,530 inputting a very, very subtle follow-through animation 77 00:03:33,530 --> 00:03:35,000 to the ears. 78 00:03:35,000 --> 00:03:37,760 And then I did the same with the tip of the nose. 79 00:03:37,760 --> 00:03:41,500 Since the sitting motion is pretty slow, 80 00:03:41,500 --> 00:03:44,760 pretty subtle, pretty light, whatever, 81 00:03:44,760 --> 00:03:46,681 your follow-through animation 82 00:03:46,681 --> 00:03:49,730 should be very subtle too. 83 00:03:49,730 --> 00:03:52,990 So it's just an extra motion 84 00:03:52,990 --> 00:03:56,550 that will give a bit more life to your character. 85 00:03:56,550 --> 00:03:58,730 If you're not comfortable with this, 86 00:03:58,730 --> 00:04:02,782 it's better not to do it than overdoing it. 87 00:04:02,782 --> 00:04:04,520 Before the head turn, 88 00:04:04,520 --> 00:04:06,950 I like to add an eye blink. 89 00:04:06,950 --> 00:04:08,810 I oftenly use eye blink 90 00:04:08,810 --> 00:04:13,090 whenever the character is changing his head stance, 91 00:04:13,090 --> 00:04:15,710 like a big head turn in our case, 92 00:04:15,710 --> 00:04:18,290 but also if our character is surprised 93 00:04:18,290 --> 00:04:20,820 and push his head up very quickly, 94 00:04:20,820 --> 00:04:25,090 I like to use the eyes to support this animation. 95 00:04:25,090 --> 00:04:28,180 I'm doing the same eye motion on both eyes, 96 00:04:28,180 --> 00:04:31,680 and the idea is to have a slight ease in 97 00:04:31,680 --> 00:04:33,240 and a slight ease out. 98 00:04:33,240 --> 00:04:36,040 Shape wise, the eye is fully open. 99 00:04:36,040 --> 00:04:39,620 Then it's closing a bit on the next frame. 100 00:04:39,620 --> 00:04:42,900 On the third frame, it's totally closed. 101 00:04:42,900 --> 00:04:44,397 And then when reopening, 102 00:04:44,397 --> 00:04:46,990 it will open just a bit 103 00:04:46,990 --> 00:04:50,263 and then on the next frame, it's fully opened. 104 00:04:51,377 --> 00:04:52,210 (screen whooshing) 105 00:04:52,210 --> 00:04:54,840 Next step was to animate the tail. 106 00:04:54,840 --> 00:04:57,780 In this case, the tail is not used 107 00:04:57,780 --> 00:05:01,580 to balance or in reaction to the motion 108 00:05:01,580 --> 00:05:03,360 of the character's body. 109 00:05:03,360 --> 00:05:06,130 The idea was to create a wiping motion 110 00:05:06,130 --> 00:05:08,470 before our character sit. 111 00:05:08,470 --> 00:05:11,670 As if he was relaxing his tail before sitting. 112 00:05:11,670 --> 00:05:14,750 Think a bit as if you were going on the beach, 113 00:05:14,750 --> 00:05:18,220 on the sand, and you were just wiping your towel 114 00:05:18,220 --> 00:05:20,590 before laying onto it. 115 00:05:20,590 --> 00:05:23,223 That's exactly what I wanted to communicate here. 116 00:05:25,650 --> 00:05:29,550 The final stage was to polish the hands animation 117 00:05:29,550 --> 00:05:31,550 or front legs animation. 118 00:05:31,550 --> 00:05:34,480 As always, the arcs are the most important thing 119 00:05:34,480 --> 00:05:35,610 you have to watch for, 120 00:05:35,610 --> 00:05:39,900 so make sure that you draw nice arcs with the motion path. 121 00:05:39,900 --> 00:05:41,310 And using the rotation, 122 00:05:41,310 --> 00:05:43,600 make the tip of the fingers 123 00:05:43,600 --> 00:05:47,210 or the tip of the foot slightly dragging in the motion. 124 00:05:47,210 --> 00:05:49,000 You can add a slight overshoot 125 00:05:49,000 --> 00:05:51,380 when you reach the top position. 126 00:05:51,380 --> 00:05:53,070 Beyond those classics, 127 00:05:53,070 --> 00:05:55,480 there are two things you have to watch for. 128 00:05:55,480 --> 00:05:57,630 First, avoid the twinning. 129 00:05:57,630 --> 00:06:00,450 So we have broken the twinning in the pose 130 00:06:00,450 --> 00:06:01,730 during the blocking, 131 00:06:01,730 --> 00:06:05,930 making the left hand going higher than the right hand, 132 00:06:05,930 --> 00:06:09,110 but it's better also to break the twinning 133 00:06:09,110 --> 00:06:10,440 in the timing, 134 00:06:10,440 --> 00:06:15,440 meaning that here my right hand hit its highest point one 135 00:06:16,410 --> 00:06:19,410 or two frame prior than the left hand. 136 00:06:19,410 --> 00:06:22,930 Also, the right hand is moving slightly faster 137 00:06:22,930 --> 00:06:24,250 than the left hand 138 00:06:24,250 --> 00:06:26,650 because the character is pushing with it. 139 00:06:26,650 --> 00:06:29,300 So there is an impulsion on the right hand, 140 00:06:29,300 --> 00:06:32,830 while the left hand that doesn't contact the ground. 141 00:06:32,830 --> 00:06:36,370 It's just continuing the previous motion. 142 00:06:36,370 --> 00:06:39,020 So beware of the spacing between the right hand 143 00:06:39,020 --> 00:06:40,360 and the left hand. 144 00:06:40,360 --> 00:06:42,380 The next video will be a time lapse 145 00:06:42,380 --> 00:06:46,380 of me polishing this whole section of the animation. 146 00:06:46,380 --> 00:06:48,090 Just double check the notes 147 00:06:48,090 --> 00:06:50,700 that I have highlighted in this video 148 00:06:50,700 --> 00:06:54,573 into the next one, and I'll see you in the video after. 11273

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