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These are the user uploaded subtitles that are being translated: 1 00:00:00,133 --> 00:00:00,966 - [Instructor] It's time 2 00:00:00,966 --> 00:00:02,800 to prepare our Blender file. 3 00:00:02,800 --> 00:00:06,489 First, let's get rid of everything by pressing A 4 00:00:06,489 --> 00:00:09,580 to select all the object and X to delete them. 5 00:00:09,580 --> 00:00:13,120 From there, we need to link our first rig. 6 00:00:13,120 --> 00:00:16,840 So while you go to File, Link, go into the folder 7 00:00:16,840 --> 00:00:18,200 of chapter eight 8 00:00:18,200 --> 00:00:20,630 and select the, "Punching Bag" file. 9 00:00:20,630 --> 00:00:22,250 Choose the, "Collection" folder 10 00:00:22,250 --> 00:00:25,330 and here you will find only one collection. 11 00:00:25,330 --> 00:00:27,220 Just double click it. 12 00:00:27,220 --> 00:00:28,560 Click the arrow next 13 00:00:28,560 --> 00:00:31,580 to the orange collection to unfold it 14 00:00:31,580 --> 00:00:34,350 and right click on the sub-collection, 15 00:00:34,350 --> 00:00:35,780 go to ID data, 16 00:00:35,780 --> 00:00:39,240 and choose make library override hierarchy. 17 00:00:39,240 --> 00:00:41,500 Now both the punching bag object 18 00:00:41,500 --> 00:00:43,420 and armature are available. 19 00:00:43,420 --> 00:00:45,230 In the viewport changing option, 20 00:00:45,230 --> 00:00:47,130 I will enable textures. 21 00:00:47,130 --> 00:00:49,550 Now I will select the armature 22 00:00:49,550 --> 00:00:52,450 and press control tab to enter, "Poles Mode." 23 00:00:52,450 --> 00:00:55,000 The main rotation controller will allow you 24 00:00:55,000 --> 00:00:56,740 to swing the punching bag. 25 00:00:56,740 --> 00:00:58,410 The blue controllers are 26 00:00:58,410 --> 00:01:00,520 a forward kinematic chain. 27 00:01:00,520 --> 00:01:03,870 You are free to rotate, scale or move them. 28 00:01:03,870 --> 00:01:06,927 The yellow controller on the tree curve bone. 29 00:01:06,927 --> 00:01:08,910 They are perfect to create the impact frames. 30 00:01:08,910 --> 00:01:12,040 There is also a controller to move the chains, 31 00:01:12,040 --> 00:01:14,770 but I don't think we are going to move this one. 32 00:01:14,770 --> 00:01:15,603 Finally, 33 00:01:15,603 --> 00:01:16,970 you will find a root controller 34 00:01:16,970 --> 00:01:19,290 to move the whole rig in space. 35 00:01:19,290 --> 00:01:21,250 We need to link our character 36 00:01:21,250 --> 00:01:23,840 so we can go to file link. 37 00:01:23,840 --> 00:01:25,800 I will go in the folder 38 00:01:25,800 --> 00:01:27,657 of chapter five and click the, 39 00:01:27,657 --> 00:01:29,893 "Trident Rig" final file. 40 00:01:35,690 --> 00:01:37,750 From there going to collection 41 00:01:37,750 --> 00:01:40,630 and choose, "Trident Character Collection", 42 00:01:40,630 --> 00:01:42,030 no click the arrow next 43 00:01:42,030 --> 00:01:44,830 to, "Trident Character Collection" 44 00:01:44,830 --> 00:01:46,840 and right cheek on the sub collection, 45 00:01:46,840 --> 00:01:48,587 go to ID data and choose, 46 00:01:48,587 --> 00:01:51,032 "Make library override hierarchy." 47 00:01:51,032 --> 00:01:52,820 We now need to load 48 00:01:52,820 --> 00:01:54,890 our rig script 49 00:01:54,890 --> 00:01:56,010 to do so. 50 00:01:56,010 --> 00:01:59,470 Open the text editor instead of the timeline. 51 00:01:59,470 --> 00:02:01,560 Then in the middle of the top bar 52 00:02:01,560 --> 00:02:02,750 of the detail. 53 00:02:02,750 --> 00:02:05,120 Click the folder to open 54 00:02:05,120 --> 00:02:07,310 the punching bag rig UI. 55 00:02:07,310 --> 00:02:09,620 Once the script is open, 56 00:02:09,620 --> 00:02:12,870 go to text and click the register option. 57 00:02:12,870 --> 00:02:13,703 From there, 58 00:02:13,703 --> 00:02:15,010 you can press the play button 59 00:02:15,010 --> 00:02:17,640 in the top bar of the text editor. 60 00:02:17,640 --> 00:02:20,450 This will enable the UI of the punching bag, 61 00:02:20,450 --> 00:02:23,490 which is very busy with a few layers. 62 00:02:23,490 --> 00:02:24,323 From there. 63 00:02:24,323 --> 00:02:25,590 Repeat the process and go 64 00:02:25,590 --> 00:02:27,530 to folder number five and search 65 00:02:27,530 --> 00:02:29,340 for the Trident rig script. 66 00:02:29,340 --> 00:02:31,680 Again, go to text register 67 00:02:31,680 --> 00:02:33,590 and then press the play button. 68 00:02:33,590 --> 00:02:34,423 From there. 69 00:02:34,423 --> 00:02:36,500 Let's open the action detail 70 00:02:36,500 --> 00:02:37,640 where we will be able 71 00:02:37,640 --> 00:02:39,410 to access the king set 72 00:02:39,410 --> 00:02:41,490 of our different rigs. 73 00:02:41,490 --> 00:02:43,670 I will start with the character. 74 00:02:43,670 --> 00:02:47,370 I will switch from dope sheet to action editor, 75 00:02:47,370 --> 00:02:51,200 and I will simply duplicate decaying action, 76 00:02:51,200 --> 00:02:52,330 but I will rename 77 00:02:52,330 --> 00:02:54,490 the action combo blocking 78 00:02:54,490 --> 00:02:55,700 on there in the field of view, 79 00:02:55,700 --> 00:02:56,980 I will press control tab 80 00:02:56,980 --> 00:02:59,340 to get back into, "Object Mode," 81 00:02:59,340 --> 00:03:02,950 select the rig off our punching bag 82 00:03:02,950 --> 00:03:04,930 and do the same process. 83 00:03:04,930 --> 00:03:07,490 Duplicate the current action 84 00:03:07,490 --> 00:03:11,030 and rename it, "Combo blocking back." 85 00:03:11,030 --> 00:03:15,200 Then I will go back onto the Trident rig 86 00:03:15,200 --> 00:03:16,920 and in the rig properties, 87 00:03:16,920 --> 00:03:21,160 I will disable the visibility of all the weapons. 88 00:03:21,160 --> 00:03:23,370 Then I will hide the controllers 89 00:03:23,370 --> 00:03:24,620 of the weapons. 90 00:03:24,620 --> 00:03:26,729 And in the head and neck properties 91 00:03:26,729 --> 00:03:27,810 I will make sure 92 00:03:27,810 --> 00:03:29,813 that the, "Head follow," is disabled 93 00:03:29,813 --> 00:03:32,220 and the, "Neck follow," is enabled. 94 00:03:32,220 --> 00:03:33,440 This animation we are going 95 00:03:33,440 --> 00:03:35,870 to use arm forward kinematic 96 00:03:35,870 --> 00:03:37,830 with the, "Arm follow," disabled 97 00:03:37,830 --> 00:03:39,920 on both arms. 98 00:03:39,920 --> 00:03:41,300 From there let's position, 99 00:03:41,300 --> 00:03:43,200 the heavy bag or punching bag. 100 00:03:43,200 --> 00:03:44,467 I will switch to object mode, 101 00:03:44,467 --> 00:03:46,310 select it and press control tab 102 00:03:46,310 --> 00:03:48,340 to switch to, "Post Mode." 103 00:03:48,340 --> 00:03:49,890 Let's select the root bone 104 00:03:49,890 --> 00:03:54,150 and set it's Z position to 0.2 meters 105 00:03:54,150 --> 00:03:58,821 and Y position to minus 1.5 meters. 106 00:03:58,821 --> 00:03:59,654 (swoosh) 107 00:03:59,654 --> 00:04:01,980 Now I like to change the model preview, 108 00:04:01,980 --> 00:04:04,720 so I will go to the viewport shading option, 109 00:04:04,720 --> 00:04:08,500 switch to flat and enable cavity and shadows. 110 00:04:08,500 --> 00:04:11,230 I think it offers a better readability 111 00:04:11,230 --> 00:04:12,300 of the models. 112 00:04:12,300 --> 00:04:15,330 A little tip here, select a both armature 113 00:04:15,330 --> 00:04:17,820 in object mode, then press control tab, 114 00:04:17,820 --> 00:04:19,700 and you will be in pause mode 115 00:04:19,700 --> 00:04:22,260 on both amateur at the same time. 116 00:04:22,260 --> 00:04:25,010 This way, no need to jump back and forth 117 00:04:25,010 --> 00:04:28,110 into object mode to be able to select one 118 00:04:28,110 --> 00:04:29,600 or the other armature. 119 00:04:29,600 --> 00:04:31,470 As soon as you are selecting one 120 00:04:31,470 --> 00:04:33,240 or the other armature, 121 00:04:33,240 --> 00:04:35,370 the, "Action editor" will update. 122 00:04:35,370 --> 00:04:37,760 As for our previous exercises, 123 00:04:37,760 --> 00:04:40,514 I will open a new window on the right side 124 00:04:40,514 --> 00:04:43,650 of the screen and create a new 3D view 125 00:04:43,650 --> 00:04:46,600 to preview our poses from another angle. 126 00:04:46,600 --> 00:04:48,380 One last thing I'd like to add 127 00:04:48,380 --> 00:04:51,770 before we get started is a ground object. 128 00:04:51,770 --> 00:04:52,780 This will help us 129 00:04:52,780 --> 00:04:55,050 to define the contact pose of the feet. 130 00:04:55,050 --> 00:04:57,280 So I will press control tab to go back 131 00:04:57,280 --> 00:04:59,900 into, "Object Mode." Press shift A 132 00:04:59,900 --> 00:05:01,100 and add the plane. 133 00:05:01,100 --> 00:05:04,280 I will scale it up and press control A 134 00:05:04,280 --> 00:05:06,310 to apply all the transformations. 135 00:05:06,310 --> 00:05:09,020 From there, I will create a new material 136 00:05:09,020 --> 00:05:10,130 for this ground object 137 00:05:10,130 --> 00:05:12,120 that I will call, "The Ground." 138 00:05:12,120 --> 00:05:15,150 I will give it a dark gray color, 139 00:05:15,150 --> 00:05:18,890 and I will reduce the specularity to 0.1. 140 00:05:18,890 --> 00:05:21,110 This way we won't have any visual noise. 141 00:05:21,110 --> 00:05:23,650 Whenever we are previewing our render 142 00:05:23,650 --> 00:05:25,290 with fancy reflections 143 00:05:25,290 --> 00:05:26,380 and stuff like that. 144 00:05:26,380 --> 00:05:28,040 From there, I will add up 145 00:05:28,040 --> 00:05:31,060 to the viewport display option and set it 146 00:05:31,060 --> 00:05:32,620 to a dark gray color 147 00:05:32,620 --> 00:05:35,100 so that it's not too distract-ive 148 00:05:35,100 --> 00:05:37,460 and not too aggressive to the eyes. 149 00:05:37,460 --> 00:05:40,910 I will rename this flat object ground 150 00:05:40,910 --> 00:05:43,630 and I will move it in the scene collection 151 00:05:43,630 --> 00:05:44,950 in the, "Filter Menu," 152 00:05:44,950 --> 00:05:48,160 I will enable the selection restriction 153 00:05:48,160 --> 00:05:50,620 and they will make the ground unselectable 154 00:05:50,620 --> 00:05:53,170 so that we won't be selecting it by accident. 155 00:05:53,170 --> 00:05:56,710 Now, the final tip to be able to pose our character 156 00:05:56,710 --> 00:05:58,440 from the bottom view is 157 00:05:58,440 --> 00:06:00,760 to head up to the shading option 158 00:06:00,760 --> 00:06:03,840 and enable, "Back face culling," 159 00:06:03,840 --> 00:06:06,510 This way, whenever we are facing the back face 160 00:06:06,510 --> 00:06:08,940 of the plane, it becomes transparent. 161 00:06:08,940 --> 00:06:11,690 From there, you can reorganize your collection, 162 00:06:11,690 --> 00:06:14,010 get treated of any useless collection 163 00:06:14,010 --> 00:06:17,130 so that we just have our character collection, 164 00:06:17,130 --> 00:06:19,990 heavy bag collection and our ground object. 165 00:06:19,990 --> 00:06:21,140 And we can get started. 11718

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