All language subtitles for 03-21-07 Climb cycle - Tail and details

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These are the user uploaded subtitles that are being translated: 1 00:00:00,828 --> 00:00:02,060 - [Instructor] This is the final video 2 00:00:02,060 --> 00:00:04,400 of this climbing animation. 3 00:00:04,400 --> 00:00:07,560 It is now time to polish our tail motion, 4 00:00:07,560 --> 00:00:10,530 so I will start with the root of the tail. 5 00:00:10,530 --> 00:00:13,230 There are a couple things you have to think of. 6 00:00:13,230 --> 00:00:17,300 First of all, our character is climbing vertically. 7 00:00:17,300 --> 00:00:18,920 It's the tail has weight, 8 00:00:18,920 --> 00:00:21,690 it should be hanging a bit downward. 9 00:00:21,690 --> 00:00:25,850 Plus, since our character has a vertical momentum. 10 00:00:25,850 --> 00:00:29,410 The tail should also drag in the opposite direction. 11 00:00:29,410 --> 00:00:33,590 As usual, I'm starting to work on the X rotation curve. 12 00:00:33,590 --> 00:00:37,090 The idea is to avoid any big flapping motion 13 00:00:37,090 --> 00:00:40,330 because of the twin formation we have seen before. 14 00:00:40,330 --> 00:00:43,340 The root of the tail is moving in reaction 15 00:00:43,340 --> 00:00:45,070 of the hips motion. 16 00:00:45,070 --> 00:00:47,680 As the hips are raising from frame zero to 17 00:00:47,680 --> 00:00:51,430 frame five to tail is going the opposite direction 18 00:00:51,430 --> 00:00:53,680 with one frame of delay. 19 00:00:53,680 --> 00:00:56,100 From there I just need to polish the curve, 20 00:00:56,100 --> 00:00:59,580 make sure that the frame 10 and zero on the same 21 00:00:59,580 --> 00:01:02,310 and that I get a smooth transition 22 00:01:02,310 --> 00:01:05,490 between frame eight to frame 10. 23 00:01:05,490 --> 00:01:08,160 This nice change in the curve shape 24 00:01:08,160 --> 00:01:10,820 from frame one to frame three, 25 00:01:10,820 --> 00:01:14,220 supports the drastic change in the hips pose 26 00:01:14,220 --> 00:01:16,890 while the character is pushing. 27 00:01:16,890 --> 00:01:20,000 From there I will work on the next joint 28 00:01:20,000 --> 00:01:23,070 in reaction from the first joint. 29 00:01:23,070 --> 00:01:26,000 So you can see that my curve is pretty noisy 30 00:01:26,000 --> 00:01:29,100 because I've tried to make this animation 31 00:01:29,100 --> 00:01:31,190 during the blocking stage. 32 00:01:31,190 --> 00:01:33,490 So don't be afraid to destroy everything 33 00:01:33,490 --> 00:01:35,610 and reshape the motion. 34 00:01:35,610 --> 00:01:38,550 In the end the curve of the second joint 35 00:01:38,550 --> 00:01:42,420 will look like the curve of the first joint. 36 00:01:42,420 --> 00:01:45,310 But with a bit of delay maybe one frame 37 00:01:45,310 --> 00:01:47,070 and a smoother shape. 38 00:01:47,070 --> 00:01:50,730 Cause the further we get from the roots of the tail, 39 00:01:50,730 --> 00:01:54,890 the more absorption of the heaps motion we will add. 40 00:01:54,890 --> 00:01:57,950 Since we are rebuilding the whole tail motion, 41 00:01:57,950 --> 00:02:02,030 I can get treated off any of the next joint motion 42 00:02:02,030 --> 00:02:04,300 because they are currently disturbing. 43 00:02:04,300 --> 00:02:07,360 I can get treated of the intermediate key frame 44 00:02:07,360 --> 00:02:10,470 for the two controllers or the tip of the tail. 45 00:02:10,470 --> 00:02:12,230 So that it stays straight 46 00:02:12,230 --> 00:02:14,160 and I have less difficulties 47 00:02:14,160 --> 00:02:16,340 reading the motion of the tail. 48 00:02:16,340 --> 00:02:18,680 As soon as I get a satisfying motion, 49 00:02:18,680 --> 00:02:22,780 I make sure that the cycle is transitioning properly 50 00:02:22,780 --> 00:02:25,710 and I can jump on the next joint. 51 00:02:25,710 --> 00:02:29,500 Can now rework the motion of the next joint 52 00:02:29,500 --> 00:02:32,840 by simply duplicating the first key frame 53 00:02:32,840 --> 00:02:35,430 and reshaping the curve at will 54 00:02:35,430 --> 00:02:38,410 based on the motion of the previous joint. 55 00:02:38,410 --> 00:02:40,230 It's pretty straightforward. 56 00:02:40,230 --> 00:02:45,210 The idea is to create a slight waviness in the tail motion. 57 00:02:45,210 --> 00:02:48,080 So if you want to create a nice tail motion 58 00:02:48,080 --> 00:02:49,500 for this animation, 59 00:02:49,500 --> 00:02:53,200 make sure that the root of the tail is moving properly. 60 00:02:53,200 --> 00:02:56,640 And then you just create this animation fall off 61 00:02:56,640 --> 00:02:57,583 along the way. 62 00:02:59,800 --> 00:03:02,290 From there we can start working on this Z axis 63 00:03:02,290 --> 00:03:04,660 for the left to right motion of the tail. 64 00:03:04,660 --> 00:03:08,030 It's the same process as for the previous motion 65 00:03:08,030 --> 00:03:11,160 but we'll keep it a little more subtle this time. 66 00:03:11,160 --> 00:03:13,540 Since I'm rebuilding this motion, 67 00:03:13,540 --> 00:03:16,780 I will get rid of all the existing key frames 68 00:03:16,780 --> 00:03:20,040 and will start by duplicating the first key 69 00:03:20,040 --> 00:03:22,530 Based on the hips motion of the character 70 00:03:22,530 --> 00:03:23,980 I will create the follow-through 71 00:03:23,980 --> 00:03:26,050 when the hips are going right 72 00:03:26,050 --> 00:03:28,530 I will decide to rotate the tail to the left 73 00:03:28,530 --> 00:03:31,680 to create the dragging motion of follow through. 74 00:03:31,680 --> 00:03:34,580 Usually I make sure that frame zero and frame 10 75 00:03:34,580 --> 00:03:37,450 are the same and that they are align 76 00:03:37,450 --> 00:03:41,230 are transitioning smoothly with the next key frames. 77 00:03:41,230 --> 00:03:44,290 I will then repeat the process on the other joints. 78 00:03:44,290 --> 00:03:47,230 As usual, you can see the full process 79 00:03:47,230 --> 00:03:49,173 in the time-lapse video. 80 00:03:50,850 --> 00:03:53,750 So the finer parts of this animation is 81 00:03:53,750 --> 00:03:56,830 to work on all the secondary details 82 00:03:56,830 --> 00:03:59,950 like the ears, eyes and nose tip. 83 00:03:59,950 --> 00:04:02,133 I will use the straightforward method 84 00:04:02,133 --> 00:04:05,470 meaning that I will be animating along the way. 85 00:04:05,470 --> 00:04:07,750 With both ears controllers selected, 86 00:04:07,750 --> 00:04:10,060 I will get rid all the key frames 87 00:04:10,060 --> 00:04:12,500 between frame zero and frame 10 88 00:04:12,500 --> 00:04:14,210 Two thing we have to think of. 89 00:04:14,210 --> 00:04:16,640 The first one is to avoid twinning. 90 00:04:16,640 --> 00:04:20,520 That's why I pulled the bit back the right ear 91 00:04:20,520 --> 00:04:21,840 from the side view, 92 00:04:21,840 --> 00:04:25,180 so that when we read the silhouette our character. 93 00:04:25,180 --> 00:04:27,440 We can see both ears. 94 00:04:27,440 --> 00:04:32,440 And the second thing is to keep the ears a little back 95 00:04:32,480 --> 00:04:35,750 since our character is coming verticality 96 00:04:35,750 --> 00:04:37,940 the ears of a bit of weight. 97 00:04:37,940 --> 00:04:40,140 So they are pointing downward 98 00:04:40,140 --> 00:04:44,460 and the momentum make them also drag a bit backwards. 99 00:04:44,460 --> 00:04:47,150 So when you enter the follow-through path 100 00:04:47,150 --> 00:04:49,030 whenever the car car is contacting 101 00:04:49,030 --> 00:04:53,140 with the ground and the ears are moving forward. 102 00:04:53,140 --> 00:04:55,760 Don't push them too far forward. 103 00:04:55,760 --> 00:04:58,550 On some with those base poses, 104 00:04:58,550 --> 00:05:00,530 I can slightly polish the curve. 105 00:05:00,530 --> 00:05:03,630 Don't forget that you are working on the cycle. 106 00:05:03,630 --> 00:05:07,410 So you need the curve to transition properly 107 00:05:07,410 --> 00:05:09,263 from one cycle to the other. 108 00:05:10,500 --> 00:05:13,110 This is why I was missing the keys. 109 00:05:13,110 --> 00:05:17,300 I will also offset the motion of the ears by one key frame 110 00:05:17,300 --> 00:05:21,300 by duplicating the first key frame onto frame one. 111 00:05:21,300 --> 00:05:24,210 And then I rework my transition, 112 00:05:24,210 --> 00:05:26,380 rotate my keys, duplicate them. 113 00:05:26,380 --> 00:05:29,293 So that frame zero one frame 10 are the same. 114 00:05:30,260 --> 00:05:33,390 Do the same on the Z rotation and Y rotation 115 00:05:33,390 --> 00:05:36,910 even if the interference is very subtle. 116 00:05:36,910 --> 00:05:40,370 I want to avoid any glitches in the motion. 117 00:05:40,370 --> 00:05:44,483 We need smooth transition from one cycle to the other. 118 00:05:47,440 --> 00:05:49,853 Then I worked on the eyes. 119 00:05:51,120 --> 00:05:53,780 The idea is not to create an eye blink 120 00:05:53,780 --> 00:05:55,130 as explained before. 121 00:05:55,130 --> 00:05:57,850 You should not make your characters blink 122 00:05:57,850 --> 00:06:02,210 during a cycle, because it will look super repetitive. 123 00:06:02,210 --> 00:06:05,360 It is to add subtle follow through animation 124 00:06:05,360 --> 00:06:09,630 by slightly closing the eyes while the head is going up. 125 00:06:09,630 --> 00:06:13,390 Here I don't care about twinning since both eye I 126 00:06:13,390 --> 00:06:16,530 will barely be seen at the same time. 127 00:06:16,530 --> 00:06:19,493 So I can work on both curve at the same time. 128 00:06:20,799 --> 00:06:24,649 To tackle the nose motion as I did for the ears. 129 00:06:24,649 --> 00:06:28,100 Animating with with the straightforward method. 130 00:06:28,100 --> 00:06:32,340 Making it drag based on the head motion, then make sure 131 00:06:32,340 --> 00:06:36,630 that the curve transition properly during the cycle. 132 00:06:36,630 --> 00:06:38,460 And this is the final touch 133 00:06:38,460 --> 00:06:40,843 to this climbing cycle animation. 134 00:06:43,390 --> 00:06:47,130 To make sure that our cycle is properly made. 135 00:06:47,130 --> 00:06:50,210 I will display all the controllers curve 136 00:06:50,210 --> 00:06:53,520 with the show hidden filter enabled. 137 00:06:53,520 --> 00:06:55,570 Don't forget to press Alt+H 138 00:06:55,570 --> 00:06:59,600 on top of this to make sure that you unhide every curves. 139 00:06:59,600 --> 00:07:03,380 Then I make sure that the root channels are disabled 140 00:07:03,380 --> 00:07:07,070 because they are not using a cycle modifier, 141 00:07:07,070 --> 00:07:09,503 but linear extrapolation. 142 00:07:10,860 --> 00:07:14,480 Then they will select all the keys on frame zero, 143 00:07:14,480 --> 00:07:18,680 press V and switch the Handle Type to free. 144 00:07:18,680 --> 00:07:21,500 As explained before with this Handle Type 145 00:07:21,500 --> 00:07:24,420 the current key frames are no longer influenced 146 00:07:24,420 --> 00:07:27,550 by the next or previous key frame. 147 00:07:27,550 --> 00:07:32,010 So from there I can duplicate them and move them on Frame 10 148 00:07:32,010 --> 00:07:36,510 and I'm sure that the handle orientation won't be changed. 149 00:07:36,510 --> 00:07:38,830 This is a guarantee that your animation 150 00:07:38,830 --> 00:07:40,940 will cycle perfectly. 151 00:07:40,940 --> 00:07:43,800 This is the last animation we have to create 152 00:07:43,800 --> 00:07:45,080 of this character. 153 00:07:45,080 --> 00:07:47,280 Congratulation if you got so far, 154 00:07:47,280 --> 00:07:50,670 if not don't give up and rework your animation. 155 00:07:50,670 --> 00:07:52,730 The next video will be a time-lapse 156 00:07:52,730 --> 00:07:54,840 of what we have just seen. 157 00:07:54,840 --> 00:07:57,700 And then I will show you all we can combine 158 00:07:57,700 --> 00:08:01,760 all the action we have created with our character 159 00:08:01,760 --> 00:08:04,257 into the NLA editor. 12626

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