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These are the user uploaded subtitles that are being translated: 1 00:00:00,770 --> 00:00:03,130 - It's time to detail our idol blocking 2 00:00:03,130 --> 00:00:05,990 and also give it a timing path. 3 00:00:05,990 --> 00:00:09,870 Character is entering the shot after a run cycle. 4 00:00:09,870 --> 00:00:12,540 Have a look around smell the air, 5 00:00:12,540 --> 00:00:16,500 held something and flee into a neuron cycle. 6 00:00:16,500 --> 00:00:20,920 The first thing I will do is to offset the second jump. 7 00:00:20,920 --> 00:00:23,310 So I will select the root bone 8 00:00:23,310 --> 00:00:25,630 and I will change the last key 9 00:00:25,630 --> 00:00:30,140 by increasing its value by minus 0.7 meter. 10 00:00:30,140 --> 00:00:34,760 This is the distance our character is traveling per bounce. 11 00:00:34,760 --> 00:00:37,140 Enter the stage the route is at zero, 12 00:00:37,140 --> 00:00:40,540 travel by minus 0.7 during the first jump 13 00:00:40,540 --> 00:00:45,540 then stop and stays at minus 0.7 during the second jump, 14 00:00:46,010 --> 00:00:49,870 it will travel to minus 1.4 meters. 15 00:00:49,870 --> 00:00:52,490 From there I will be working on the first pose. 16 00:00:52,490 --> 00:00:55,000 So I will just give me some space, 17 00:00:55,000 --> 00:00:58,070 moving the key frame a bit forward in time. 18 00:00:58,070 --> 00:01:02,300 Whenever we build the breakdowns as we did during the cycle, 19 00:01:02,300 --> 00:01:06,950 we mean to address any specific changes or big changes 20 00:01:06,950 --> 00:01:11,790 between each key poses also called golden poses. 21 00:01:11,790 --> 00:01:16,080 So the run cycle our characters stops on three legs 22 00:01:16,080 --> 00:01:18,170 and is having a look around. 23 00:01:18,170 --> 00:01:21,420 I will create two breakdowns to absorb 24 00:01:21,420 --> 00:01:23,530 the impact of the landing 25 00:01:23,530 --> 00:01:27,404 and define the steps made by the front legs. 26 00:01:27,404 --> 00:01:30,240 It lands on both front leg 27 00:01:30,240 --> 00:01:31,940 and then I will make him switch 28 00:01:31,940 --> 00:01:34,280 from left leg to right leg. 29 00:01:34,280 --> 00:01:36,350 So there is a little shuffle. 30 00:01:36,350 --> 00:01:39,330 The most of use was to flatten the feet 31 00:01:39,330 --> 00:01:43,520 as our character is stopping the feet are well-grounded. 32 00:01:43,520 --> 00:01:46,070 As I want my character to raise one 33 00:01:46,070 --> 00:01:49,220 of the front leg to make a step leaning 34 00:01:49,220 --> 00:01:53,400 the character toward the foot in contact with the ground. 35 00:01:53,400 --> 00:01:55,510 If you remember in the previous video 36 00:01:55,510 --> 00:01:58,170 we were talking about balance. 37 00:01:58,170 --> 00:02:01,240 So whenever my character is raising one leg 38 00:02:01,240 --> 00:02:04,400 is shifting his weight toward the one 39 00:02:04,400 --> 00:02:06,000 in contact with the ground. 40 00:02:06,000 --> 00:02:10,090 So you need to input a bit of location offset 41 00:02:10,090 --> 00:02:14,730 in each controller and a bit of rotation in each controller. 42 00:02:14,730 --> 00:02:18,440 A bit of twisting too remember to use the body controller 43 00:02:18,440 --> 00:02:21,130 as the main controller while the hips 44 00:02:21,130 --> 00:02:24,791 and chest controller are here to shape our character. 45 00:02:24,791 --> 00:02:29,000 I oftenly reset the rotation and location of the chest 46 00:02:29,000 --> 00:02:32,950 and hips controller by pressing Alt+R and Alt+G. 47 00:02:32,950 --> 00:02:37,260 And then re-transform them when I'm creating a breakdown. 48 00:02:37,260 --> 00:02:39,870 When I'm happy with the pose I will slightly offset it 49 00:02:39,870 --> 00:02:43,970 on frame 15 and insert a key frame on every controller. 50 00:02:43,970 --> 00:02:47,770 Now I will refine a bit the pose by scrubbing back 51 00:02:47,770 --> 00:02:51,480 and forth onto the current pose and the previous one. 52 00:02:51,480 --> 00:02:54,570 I'm trying to figure this transition motion 53 00:02:54,570 --> 00:02:57,220 between the new pose and the landing pose. 54 00:02:57,220 --> 00:02:59,500 But I will make the tail drag a bit 55 00:02:59,500 --> 00:03:02,060 by rotating it a little down. 56 00:03:02,060 --> 00:03:04,611 And since the chest and head of our character 57 00:03:04,611 --> 00:03:09,611 are also weighted or heavy I will make them drag a bit too. 58 00:03:10,090 --> 00:03:13,830 So I will slightly push the head inward the bodys 59 00:03:13,830 --> 00:03:16,840 quash a bit and rotate it a bit downward. 60 00:03:16,840 --> 00:03:21,440 As the tip of the nose is dragging into the next pose. 61 00:03:21,440 --> 00:03:24,030 Don't hesitate to check out the provided file 62 00:03:24,030 --> 00:03:26,800 to have a better reference of the current pose. 63 00:03:26,800 --> 00:03:30,230 For the next breakdown I will select my key pose 64 00:03:30,230 --> 00:03:33,040 on frame 20 and duplicate it. 65 00:03:33,040 --> 00:03:37,623 To build a nice transition between frame 15 and 17. 66 00:03:37,623 --> 00:03:42,610 I will calculate the motion path of the body controller. 67 00:03:42,610 --> 00:03:44,830 I've already explained you before 68 00:03:44,830 --> 00:03:48,780 that arcs in animation are very important. 69 00:03:48,780 --> 00:03:53,500 This is why I'm using motion path is to see those arcs. 70 00:03:53,500 --> 00:03:58,400 Here we can see that the frame 15 is higher than frame 17. 71 00:03:58,400 --> 00:04:02,840 So I will push frame 17 up and frame 15 down. 72 00:04:02,840 --> 00:04:07,060 Make sure that you check your arcs as soon as possible. 73 00:04:07,060 --> 00:04:10,620 This is really something I wish I knew before. 74 00:04:10,620 --> 00:04:13,560 Because as soon as I've learned this technique 75 00:04:13,560 --> 00:04:17,420 and I've embraced it my animation quality 76 00:04:17,420 --> 00:04:22,060 and speed to produce it have leveled up very fast. 77 00:04:22,060 --> 00:04:25,670 So even if you're blocking will take a little more time 78 00:04:25,670 --> 00:04:30,010 it will be way more accurate and way more appealing. 79 00:04:30,010 --> 00:04:34,820 Hence the polishing stage will be way easier and way faster. 80 00:04:34,820 --> 00:04:38,000 Don't forget to check your arcs from every position, 81 00:04:38,000 --> 00:04:40,240 the top the side et cetera. 82 00:04:40,240 --> 00:04:44,250 As the body controller arcs looks quite right, 83 00:04:44,250 --> 00:04:48,500 just drag a bit the chest the head and the front leg 84 00:04:48,500 --> 00:04:51,470 between frame 15 and frame 20. 85 00:04:51,470 --> 00:04:55,030 On this frame 17 I'm creating and easing 86 00:04:55,030 --> 00:04:57,470 toward the frame 20. 87 00:04:57,470 --> 00:04:59,910 From there I will mainly be tweaking 88 00:04:59,910 --> 00:05:03,610 the poses on frame 15, 17 and 20, 89 00:05:03,610 --> 00:05:08,610 20 being our key pose 15 and 17 our breakdowns. 90 00:05:08,620 --> 00:05:10,740 So I'm double checking the arcs 91 00:05:10,740 --> 00:05:13,603 of the body controller from the top view, 92 00:05:13,603 --> 00:05:16,600 And then I will mostly be refining 93 00:05:16,600 --> 00:05:18,480 the tail of the character. 94 00:05:18,480 --> 00:05:20,570 I want to have quite of a contrast 95 00:05:20,570 --> 00:05:22,420 between the different poses. 96 00:05:22,420 --> 00:05:24,562 We watch the reference the squirrel 97 00:05:24,562 --> 00:05:27,900 has very snappy motion of the tail. 98 00:05:27,900 --> 00:05:32,090 And it wipes it quite a lot even if it's a subtle motion, 99 00:05:32,090 --> 00:05:37,090 each time it changes pose the tail has rapid wipe motion. 100 00:05:37,810 --> 00:05:40,400 That's why I'm trying to bring some contrast 101 00:05:40,400 --> 00:05:42,660 in the tail pose during the blocking. 102 00:05:42,660 --> 00:05:45,870 Those poses will give the rhythm to the idol. 103 00:05:45,870 --> 00:05:49,517 I will offset a big chunk of the animation. 104 00:05:49,517 --> 00:05:52,480 The next step I want the character 105 00:05:52,480 --> 00:05:55,520 to hold the pose for a second or so 106 00:05:55,520 --> 00:05:57,690 and then jump into the one. 107 00:05:57,690 --> 00:06:01,950 So here it's out to give you a tip of whatever to say, 108 00:06:01,950 --> 00:06:05,695 hey you have to input maybe 10, 15, 109 00:06:05,695 --> 00:06:08,270 20 frame between the two poses. 110 00:06:08,270 --> 00:06:10,650 I'm just playing the animation and thinking, 111 00:06:10,650 --> 00:06:13,510 okay will jump he will stop have a look around 112 00:06:13,510 --> 00:06:16,440 and then switch to a more relaxed pose. 113 00:06:16,440 --> 00:06:18,560 And you won't find any footage of this 114 00:06:18,560 --> 00:06:20,730 but I'm almost acting the scene 115 00:06:20,730 --> 00:06:23,970 I am figuring out that I am the squirrel I stopped, 116 00:06:23,970 --> 00:06:26,230 I'm curious about what's around me 117 00:06:26,230 --> 00:06:28,510 and then I relax and sit. 118 00:06:28,510 --> 00:06:32,950 So I figured that 10 frames was okay for the time being 119 00:06:32,950 --> 00:06:36,810 but holding the pose for 10 frame is a bit too much. 120 00:06:36,810 --> 00:06:39,490 So I will just build a new pose 121 00:06:39,490 --> 00:06:42,840 upon the frame 20 and frame 23 122 00:06:42,840 --> 00:06:46,320 and bring some sort of variation especially in the tail 123 00:06:46,320 --> 00:06:48,750 I want to change the shape of the tail. 124 00:06:48,750 --> 00:06:52,510 Change a bit the orientation of the head stuff like that. 125 00:06:52,510 --> 00:06:56,920 I can imagine the character smelling the air for example. 126 00:06:56,920 --> 00:06:59,950 As usual when I feel like the pose is okay 127 00:06:59,950 --> 00:07:02,550 I will keep frame all the controllers 128 00:07:02,550 --> 00:07:05,383 to avoid foot sliding and stuff like that. 129 00:07:07,960 --> 00:07:11,460 From there we can transition into the next pose. 130 00:07:11,460 --> 00:07:15,720 The pose where our character is sitting on his back legs. 131 00:07:15,720 --> 00:07:18,180 We will first create an anticipation 132 00:07:18,180 --> 00:07:20,840 where our character is crouching, 133 00:07:20,840 --> 00:07:22,630 then we will have a transition pose 134 00:07:22,630 --> 00:07:25,070 where the head and the chest will be dragging 135 00:07:25,070 --> 00:07:29,240 while our character is moving backward to sit. 136 00:07:29,240 --> 00:07:32,720 So I've started by creating the crouching pose, 137 00:07:32,720 --> 00:07:34,880 the anticipation if you prefer, 138 00:07:34,880 --> 00:07:38,270 and I'm building it from the current pose. 139 00:07:38,270 --> 00:07:41,090 But since I'm still using the motion path 140 00:07:41,090 --> 00:07:42,870 for the body controller 141 00:07:42,870 --> 00:07:46,670 I know where the character body is going to be. 142 00:07:46,670 --> 00:07:51,220 So I'm just pushing him down to create a new arc. 143 00:07:51,220 --> 00:07:55,520 And as I build or pre-build this new pose, 144 00:07:55,520 --> 00:07:59,590 I can create the intermediate pose with ease. 145 00:07:59,590 --> 00:08:01,930 So this will be really a transition pose 146 00:08:01,930 --> 00:08:04,493 where I start to rotate the body 147 00:08:04,493 --> 00:08:08,690 and the chest, neck and head will drag behind. 148 00:08:08,690 --> 00:08:10,790 Just imagine that your character 149 00:08:10,790 --> 00:08:13,010 is being pulled by the hips. 150 00:08:13,010 --> 00:08:18,010 The danger here is to overdo the anticipation in a way. 151 00:08:18,020 --> 00:08:21,000 This is a pretty lightweight character. 152 00:08:21,000 --> 00:08:24,980 So the anticipation should be very settled. 153 00:08:24,980 --> 00:08:26,690 The heavier a character 154 00:08:26,690 --> 00:08:29,320 the more energy he will have to gather 155 00:08:29,320 --> 00:08:31,900 before moving into the next pose 156 00:08:31,900 --> 00:08:34,960 so the bigger will be the anticipation. 157 00:08:34,960 --> 00:08:39,220 So honestly while I'm recording this specific video 158 00:08:39,220 --> 00:08:43,590 I haven't started the polishing of this animation. 159 00:08:43,590 --> 00:08:46,410 It made this anticipation more subtle when I will switch 160 00:08:46,410 --> 00:08:49,880 to spline and start polishing this animation. 161 00:08:49,880 --> 00:08:52,900 Getting the right sense of weight is I believe 162 00:08:52,900 --> 00:08:56,040 the most complicated thing in animation. 163 00:08:56,040 --> 00:08:58,970 And also one of the most important thing 164 00:08:58,970 --> 00:09:01,980 if you want your animation to be believable. 165 00:09:01,980 --> 00:09:03,640 Even if it's stylized. 166 00:09:03,640 --> 00:09:07,553 So I'm pretty confident I will get a nice animation 167 00:09:07,553 --> 00:09:09,976 at least something appealing 168 00:09:09,976 --> 00:09:13,010 but nailing the motion of the squirrel 169 00:09:13,010 --> 00:09:16,200 even in a stylized animation 170 00:09:16,200 --> 00:09:18,280 this is not something I will promise 171 00:09:18,280 --> 00:09:20,683 but we will try our best for sure. 172 00:09:21,520 --> 00:09:24,890 We will now detail the turn animation. 173 00:09:24,890 --> 00:09:27,890 There are two very important things to look after, 174 00:09:27,890 --> 00:09:32,030 as usual the motion arcs and then the body transfer. 175 00:09:32,030 --> 00:09:35,590 The sitting pose our character will transition 176 00:09:35,590 --> 00:09:38,150 into the standing up pose. 177 00:09:38,150 --> 00:09:40,370 I will then add a couple of details 178 00:09:40,370 --> 00:09:43,630 by making the character raising even a bit more 179 00:09:43,630 --> 00:09:45,880 and smelling the air. 180 00:09:45,880 --> 00:09:49,120 As I'm transitioning between those two key poses, 181 00:09:49,120 --> 00:09:52,260 Look at the arcs drawn by the body 182 00:09:52,260 --> 00:09:54,460 and the nose of the character. 183 00:09:54,460 --> 00:09:58,350 I've exaggerated them a bit for the sake of this tutorial 184 00:09:58,350 --> 00:10:02,370 but I'm sure it will look pretty decent and way better than 185 00:10:02,370 --> 00:10:06,600 if I was doing a straight rotation between those two poses. 186 00:10:06,600 --> 00:10:10,520 The second very important thing here is the weight shifting. 187 00:10:10,520 --> 00:10:13,070 As the character is turning to his left, 188 00:10:13,070 --> 00:10:16,210 I'm also translating his body controller 189 00:10:16,210 --> 00:10:21,020 and I'm opening the left leg toward this new position. 190 00:10:21,020 --> 00:10:23,310 The wider the legs are opened, 191 00:10:23,310 --> 00:10:26,000 the more balanced will be our character. 192 00:10:26,000 --> 00:10:30,920 Last detail on this pose is the right end dropping down. 193 00:10:30,920 --> 00:10:35,050 When the character is raising into the left turn position 194 00:10:35,050 --> 00:10:38,008 he drops his right hand to counter balance 195 00:10:38,008 --> 00:10:41,710 the weight that has been shifting on the left side. 196 00:10:41,710 --> 00:10:45,860 And as he's rising he straighten his tail horizontally 197 00:10:45,860 --> 00:10:47,550 to get some better balance. 198 00:10:47,550 --> 00:10:50,430 To better understand what I'm showing you here, 199 00:10:50,430 --> 00:10:54,430 stand up and try to raise your nose as high as possible. 200 00:10:54,430 --> 00:10:58,240 You will intuitively and naturally push your hands 201 00:10:58,240 --> 00:10:59,630 towards the ground. 202 00:10:59,630 --> 00:11:02,990 You will pull every part of your body down 203 00:11:02,990 --> 00:11:06,350 to be able to raise as much as possible 204 00:11:06,350 --> 00:11:07,870 the tip of your nose. 205 00:11:07,870 --> 00:11:11,150 Your arm will be spreading and pointing downward 206 00:11:11,150 --> 00:11:16,150 in order to lower your center of gravity and be balanced. 207 00:11:16,190 --> 00:11:21,100 So the more you spread any body part closer to the ground, 208 00:11:21,100 --> 00:11:23,640 the lower is your center of gravity, 209 00:11:23,640 --> 00:11:25,693 the more balanced you are. 210 00:11:26,642 --> 00:11:29,290 For the transition into the last pose 211 00:11:29,290 --> 00:11:33,080 our character is hearing a node in his back. 212 00:11:33,080 --> 00:11:37,500 So his attention is dragged behind him. 213 00:11:37,500 --> 00:11:40,260 So beyond curiosity our character 214 00:11:40,260 --> 00:11:43,390 might be scared or feel in danger. 215 00:11:43,390 --> 00:11:45,100 So what I want to show you here 216 00:11:45,100 --> 00:11:48,570 is that the head is leading the animation. 217 00:11:48,570 --> 00:11:50,470 Parting from the previous pose, 218 00:11:50,470 --> 00:11:53,020 we can see that on the next pose, 219 00:11:53,020 --> 00:11:56,200 It's the head that has the broader motion. 220 00:11:56,200 --> 00:11:59,040 And beyond this head rotation the heels 221 00:11:59,040 --> 00:12:03,330 are also already pointing at the final destination. 222 00:12:03,330 --> 00:12:07,160 When doing a head turn you generally first rotate 223 00:12:07,160 --> 00:12:10,150 the eyes towards the target and then the head follow. 224 00:12:10,150 --> 00:12:12,740 If you have watched cats or dogs 225 00:12:12,740 --> 00:12:17,350 I'm sure you have already spotted how mobile their ears are. 226 00:12:17,350 --> 00:12:20,040 So in those breakdowns I want to show 227 00:12:20,040 --> 00:12:24,010 that the ears are currently leading the animation. 228 00:12:24,010 --> 00:12:27,260 I've created a second step where the character 229 00:12:27,260 --> 00:12:30,370 hear the noise again and the ears are pointing 230 00:12:30,370 --> 00:12:34,370 toward the noise and he rotates his head more precisely. 231 00:12:34,370 --> 00:12:37,790 And as he's getting scared I straighten the tail. 232 00:12:37,790 --> 00:12:40,570 Again think of it and act it 233 00:12:40,570 --> 00:12:42,110 when you are getting scared 234 00:12:42,110 --> 00:12:45,460 you instantly get straight as a stick. 235 00:12:45,460 --> 00:12:47,740 So from there there is no more doubt. 236 00:12:47,740 --> 00:12:50,970 Our character is scared so I will transition 237 00:12:50,970 --> 00:12:53,860 into the anticipation before the jump. 238 00:12:53,860 --> 00:12:57,120 Here the hips are pulling the characters back 239 00:12:57,120 --> 00:13:00,980 into the most squashed position as possible. 240 00:13:00,980 --> 00:13:03,830 The ears are still pointing back towards 241 00:13:03,830 --> 00:13:05,600 the source of the noise. 242 00:13:05,600 --> 00:13:08,860 To want to put in short pre-data on whatever, 243 00:13:08,860 --> 00:13:11,720 lets build last pose that is almost the same 244 00:13:11,720 --> 00:13:15,240 where the character is squashed a little more. 245 00:13:15,240 --> 00:13:18,580 Animation wise this pose will last maybe for one 246 00:13:18,580 --> 00:13:22,340 or two frame maximum before the character jumps forward. 247 00:13:22,340 --> 00:13:25,780 The last thing I've done to finish this blocking 248 00:13:25,780 --> 00:13:29,800 is to duplicate the keys where I want my character 249 00:13:29,800 --> 00:13:31,330 to hold the pose. 250 00:13:31,330 --> 00:13:34,100 So that when I will switch to spline, 251 00:13:34,100 --> 00:13:36,490 my character won't be moving 252 00:13:36,490 --> 00:13:39,710 because I will have two identical pose. 253 00:13:39,710 --> 00:13:43,110 So I wont have any interpolation between them. 254 00:13:43,110 --> 00:13:45,040 And he will hold the pose. 255 00:13:45,040 --> 00:13:46,890 Next video will be a time lapse 256 00:13:46,890 --> 00:13:50,083 where I build all the breakdowns we have been talking. 20999

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