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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 0 00:00:00,110 --> 00:00:02,560 Gear, besides many are afraid 1 00:00:02,560 --> 00:00:04,600 of hospitals. So let's make our 2 00:00:04,600 --> 00:00:06,520 animation a little more welcoming and 3 00:00:06,520 --> 00:00:09,000 playful. For example, we'll toss 4 00:00:09,000 --> 00:00:10,880 the pills into the air and 5 00:00:10,880 --> 00:00:12,160 then turn them into parts of 6 00:00:12,160 --> 00:00:14,300 the logo. In the end, 7 00:00:14,520 --> 00:00:16,460 as an additional emphasis, we can 8 00:00:16,460 --> 00:00:17,860 animate this bow here. 9 00:00:18,930 --> 00:00:20,690 I use the limb created with 10 00:00:20,690 --> 00:00:22,050 character tool for it. 11 00:00:23,120 --> 00:00:24,380 As you can see, we almost 12 00:00:24,380 --> 00:00:25,860 did not alter the original logo 13 00:00:26,050 --> 00:00:28,300 designs. This must be your aim. 14 00:00:29,380 --> 00:00:30,880 If you want to animate everything 15 00:00:30,930 --> 00:00:33,400 using initially intended, meaning follow 16 00:00:33,460 --> 00:00:35,640 the steps below, gather as much 17 00:00:35,640 --> 00:00:37,240 data about the company and its 18 00:00:37,240 --> 00:00:39,400 logo as possible. Ask the client 19 00:00:39,400 --> 00:00:41,640 what the logo symbolizes, why it 20 00:00:41,640 --> 00:00:43,600 looks like this, what metaphors are 21 00:00:43,800 --> 00:00:46,080 embedded in it next. Think about 22 00:00:46,140 --> 00:00:47,440 how you can convey the maximum 23 00:00:47,740 --> 00:00:49,760 of information with a minimum of 24 00:00:49,780 --> 00:00:52,120 assets. Similar to a notch 25 00:00:52,120 --> 00:00:54,560 on a pill, try to work 26 00:00:54,560 --> 00:00:56,080 with the graphics. The logo already 27 00:00:56,140 --> 00:00:57,880 has adjust in it only when 28 00:00:57,910 --> 00:00:59,000 it's really necessary. 29 00:01:00,350 --> 00:01:01,880 This is all good, but what 30 00:01:01,880 --> 00:01:03,400 if a logo doesn't look interesting? 31 00:01:04,400 --> 00:01:05,650 What if it is just an 32 00:01:05,800 --> 00:01:07,410 icon or a company name written 33 00:01:07,470 --> 00:01:08,410 in a fancy way? 34 00:01:10,100 --> 00:01:11,360 In this case, a logo can 35 00:01:11,360 --> 00:01:13,080 be animated with simple tools that 36 00:01:13,080 --> 00:01:14,680 do not add specific meaning to 37 00:01:14,680 --> 00:01:16,840 the animation. We call this type 38 00:01:16,840 --> 00:01:19,040 of animation neutral interpretation. 39 00:01:19,980 --> 00:01:21,240 It might seem boring to you. 40 00:01:22,070 --> 00:01:23,640 Come on. Where are the characters, 41 00:01:23,640 --> 00:01:26,080 framing, and editing. But 42 00:01:26,080 --> 00:01:27,920 in fact, 90% of cases require 43 00:01:27,920 --> 00:01:29,640 nothing more from a motion designer 44 00:01:30,030 --> 00:01:31,600 than to reveal the final shot 45 00:01:31,620 --> 00:01:33,720 of a video simply and elegantly, 46 00:01:34,690 --> 00:01:35,790 or it may be a relaxed 47 00:01:35,820 --> 00:01:37,390 animation cycle for a site. 48 00:01:38,790 --> 00:01:40,250 It is important to do everything 49 00:01:40,250 --> 00:01:42,690 smoothly, elegantly and pixel perfectly. 50 00:01:43,970 --> 00:01:45,960 These qualities are highly valued in 51 00:01:45,960 --> 00:01:46,920 this type of projects 52 00:01:48,350 --> 00:01:49,930 for this type of animation. It 53 00:01:49,930 --> 00:01:51,490 is rather important that you know 54 00:01:51,490 --> 00:01:52,690 how to use a wide range 55 00:01:52,690 --> 00:01:55,010 of techniques to reveal and 56 00:01:55,010 --> 00:01:57,370 morph objects. Since you will 57 00:01:57,370 --> 00:01:58,970 mostly work with simple shapes and 58 00:01:58,970 --> 00:02:01,330 lines, the originality of your work 59 00:02:01,330 --> 00:02:03,090 will depend on how creatively you 60 00:02:03,090 --> 00:02:05,170 handle the simplest tools for animation. 61 00:02:08,490 --> 00:02:10,220 Here are some examples of what 62 00:02:10,220 --> 00:02:11,860 you can achieve using only standard 63 00:02:11,880 --> 00:02:14,180 transformations and line animation. 64 00:02:15,150 --> 00:02:16,920 Such animations don't have a plot 65 00:02:17,580 --> 00:02:18,920 as a rule, but have a 66 00:02:18,920 --> 00:02:20,800 certain mood. You can achieve it 67 00:02:20,860 --> 00:02:22,720 via the overall dynamics of a 68 00:02:22,720 --> 00:02:24,800 scene and emphasis on details 69 00:02:25,590 --> 00:02:27,720 like this funny washcloth on the 70 00:02:27,720 --> 00:02:30,120 character or with smooth 71 00:02:30,260 --> 00:02:32,280 and graceful movements on the lines 72 00:02:32,350 --> 00:02:34,320 like here in case you need 73 00:02:34,320 --> 00:02:35,760 to create an animation in a 74 00:02:35,760 --> 00:02:38,240 similar style, the algorithm of actions 75 00:02:38,430 --> 00:02:40,720 gets notably easier for you. In 76 00:02:40,720 --> 00:02:42,320 other words, animated in a way 77 00:02:42,320 --> 00:02:44,400 that seems most logical. If you're 78 00:02:44,400 --> 00:02:45,920 a logo consists of line parts, 79 00:02:46,170 --> 00:02:47,640 think about how to display them 80 00:02:47,800 --> 00:02:49,920 with trim path like here. 81 00:02:52,410 --> 00:02:54,230 If your logo consists of many 82 00:02:54,510 --> 00:02:56,590 separate details, you can always simply 83 00:02:56,590 --> 00:02:58,750 animate its reveal on scale with 84 00:02:58,800 --> 00:03:01,160 oscillations. Here is another 85 00:03:01,160 --> 00:03:02,400 example of how you can use 86 00:03:02,600 --> 00:03:04,560 standard transformations to display the logo 87 00:03:04,860 --> 00:03:06,480 and slightly animate the character 88 00:03:08,540 --> 00:03:11,030 text logos. At first glance, 89 00:03:11,130 --> 00:03:12,350 it may seem that a text 90 00:03:12,350 --> 00:03:13,630 logo is a pain in the 91 00:03:13,650 --> 00:03:15,070 ass and the most boring case. 92 00:03:15,770 --> 00:03:17,510 Not really. Let's take a look 93 00:03:17,510 --> 00:03:19,590 at several cases of varying degrees 94 00:03:19,610 --> 00:03:20,670 of sophistication. 95 00:03:21,960 --> 00:03:23,990 Brush lettering. Animation is quite 96 00:03:23,990 --> 00:03:25,950 appropriate in all handwritten or 97 00:03:26,130 --> 00:03:28,610 italic type logos. There can 98 00:03:28,610 --> 00:03:30,970 be dozens of brushes generated and 99 00:03:30,970 --> 00:03:32,410 each will have its own character. 100 00:03:32,830 --> 00:03:34,810 The same goes for letters. You 101 00:03:34,810 --> 00:03:36,410 can create additional emotions for them 102 00:03:36,640 --> 00:03:37,130 like these. 103 00:03:38,920 --> 00:03:40,740 It will make the animation lively 104 00:03:40,900 --> 00:03:43,380 straight away. If your lettering is 105 00:03:43,380 --> 00:03:45,340 more geometric, you can reveal it 106 00:03:45,340 --> 00:03:46,860 in the same way, but without 107 00:03:46,900 --> 00:03:49,180 a brush to maintain the original 108 00:03:49,220 --> 00:03:51,580 minimalistic design for 109 00:03:51,580 --> 00:03:53,620 simple and minimalistic letterings, 110 00:03:54,040 --> 00:03:55,820 you can use standard transformations 111 00:03:56,330 --> 00:03:58,500 like scale, position rotation, 112 00:03:58,720 --> 00:04:00,740 et cetera. What can the text 113 00:04:00,840 --> 00:04:02,780 do? Well, it can be typed 114 00:04:02,960 --> 00:04:05,420 for instance, or emerge letter by 115 00:04:05,420 --> 00:04:07,180 letter like this, or do it 116 00:04:07,180 --> 00:04:09,140 in a more dynamic way or 117 00:04:09,140 --> 00:04:10,660 slide out from behind the mask 118 00:04:10,690 --> 00:04:13,060 like this, or be animated in 119 00:04:13,100 --> 00:04:14,340 a couple of frames like this. 120 00:04:15,350 --> 00:04:16,860 There are dozens of ways to 121 00:04:16,860 --> 00:04:18,940 reveal letters. Pick the one that 122 00:04:18,940 --> 00:04:21,339 will look more appropriate. Here's an 123 00:04:21,339 --> 00:04:22,940 example of a boring logo for 124 00:04:22,940 --> 00:04:25,330 a glasses store. But if 125 00:04:25,330 --> 00:04:27,690 we add letter spacing, tracking, animation 126 00:04:28,220 --> 00:04:30,690 scale and blur here, we'll 127 00:04:30,690 --> 00:04:31,970 get a brief, but quite an 128 00:04:31,970 --> 00:04:34,130 appropriate example. In general, 129 00:04:34,430 --> 00:04:35,370 you can make a lot of 130 00:04:35,370 --> 00:04:37,810 things with fonts, just be observant 131 00:04:37,810 --> 00:04:39,250 and try to experiment as much 132 00:04:39,250 --> 00:04:41,370 as possible. And one more thing, 133 00:04:41,910 --> 00:04:43,210 if you a logo has small 134 00:04:43,210 --> 00:04:44,890 letterings like here or here, 135 00:04:45,520 --> 00:04:47,210 there's no sense in investing too 136 00:04:47,210 --> 00:04:48,610 much time and effort in them. 137 00:04:49,230 --> 00:04:50,690 You can always display them from 138 00:04:50,690 --> 00:04:52,730 behind the mask and no one 139 00:04:52,730 --> 00:04:54,490 will judge. You better pay attention 140 00:04:54,510 --> 00:04:56,250 to medium and large details. 141 00:04:56,840 --> 00:04:59,050 Talking about logo animation clients. 142 00:04:59,050 --> 00:05:01,370 Sometimes imagine the scene where there's 143 00:05:01,490 --> 00:05:02,930 a bunch of things animated and 144 00:05:02,930 --> 00:05:05,370 the graphics is presented. Literally here 145 00:05:05,370 --> 00:05:06,970 are some examples of such works. 146 00:05:07,910 --> 00:05:09,370 Here's how it usually happens in 147 00:05:09,370 --> 00:05:11,210 real life. A client comes to 148 00:05:11,210 --> 00:05:13,250 you. For example, let it be 149 00:05:13,290 --> 00:05:15,130 a cinema. The task is to 150 00:05:15,130 --> 00:05:16,690 animate the reveal of a logo, 151 00:05:17,260 --> 00:05:19,250 which will consist of several movies. 152 00:05:19,390 --> 00:05:20,410 One can see in the cinema 153 00:05:21,910 --> 00:05:23,810 and amateur will start thinking the 154 00:05:23,810 --> 00:05:26,050 following way. The main thing in 155 00:05:26,050 --> 00:05:27,730 a movie is its characters and 156 00:05:28,010 --> 00:05:30,330 recognizable situations that help identify it. 157 00:05:30,740 --> 00:05:33,170 Let's start with character design. And 158 00:05:33,190 --> 00:05:34,530 if you are not a professional 159 00:05:34,530 --> 00:05:36,570 illustrator, you might get something like 160 00:05:36,570 --> 00:05:38,890 this. A professional 161 00:05:38,890 --> 00:05:40,730 will try to elicit something unique 162 00:05:41,430 --> 00:05:43,170 and compact from each movie, 163 00:05:43,760 --> 00:05:45,690 something he or she can easily 164 00:05:45,720 --> 00:05:47,970 portray and not screw up a 165 00:05:47,970 --> 00:05:49,410 thing like this comes as a 166 00:05:49,410 --> 00:05:51,530 result. The literal 167 00:05:51,600 --> 00:05:53,170 display of a product is the 168 00:05:53,170 --> 00:05:55,570 most tempting yet dangerous way, 169 00:05:56,120 --> 00:05:58,560 because it Is obvious, but 170 00:05:58,560 --> 00:06:00,320 everything looks fine. As long as 171 00:06:00,320 --> 00:06:02,240 it's in your head, you see 172 00:06:02,280 --> 00:06:04,160 a product, portray it and turn 173 00:06:04,160 --> 00:06:06,040 it into a logo. In reality, 174 00:06:06,260 --> 00:06:07,480 you will have to address such 175 00:06:07,760 --> 00:06:09,720 questions, how to make the graphics 176 00:06:09,880 --> 00:06:12,360 stylistically appropriate to the logo, which 177 00:06:12,360 --> 00:06:14,000 people to portray and what is 178 00:06:14,000 --> 00:06:14,960 the best way to do this, 179 00:06:15,500 --> 00:06:17,200 how to turn graphics into a 180 00:06:17,200 --> 00:06:19,570 logo in an elegant way. And 181 00:06:19,570 --> 00:06:20,850 then five more of the kind. 182 00:06:21,590 --> 00:06:22,970 If this is a commercial project 183 00:06:23,310 --> 00:06:24,970 and you haven't been provided with 184 00:06:25,210 --> 00:06:27,650 specific requirements and a scenario, think 185 00:06:27,650 --> 00:06:29,930 it over several times, otherwise it 186 00:06:29,930 --> 00:06:32,330 may result in this to 187 00:06:32,330 --> 00:06:34,810 avoid such situations. Remember that the 188 00:06:35,130 --> 00:06:37,370 original design is sacred. You can 189 00:06:37,370 --> 00:06:38,850 have only two reasons to add 190 00:06:38,850 --> 00:06:40,570 something to a logo when animating 191 00:06:40,570 --> 00:06:42,750 it, the task 192 00:06:42,830 --> 00:06:44,510 requires it. And you are a 193 00:06:44,510 --> 00:06:46,790 professional graphic designer or illustrator 194 00:06:47,300 --> 00:06:48,870 confident in your sense of beauty. 195 00:06:49,700 --> 00:06:51,550 This is your personal project and 196 00:06:51,570 --> 00:06:53,150 you are the only person responsible 197 00:06:53,150 --> 00:06:55,310 for it. In other cases, 198 00:06:55,600 --> 00:06:57,950 stick to simple morphs movement 199 00:06:57,950 --> 00:07:00,030 lines, and distortions of 200 00:07:00,350 --> 00:07:02,710 original forms. I hope I 201 00:07:02,710 --> 00:07:04,940 didn't scare you too much, but 202 00:07:04,960 --> 00:07:06,260 if you are confident in your 203 00:07:06,260 --> 00:07:07,700 skills or you have a professional 204 00:07:07,700 --> 00:07:09,860 illustrator by your side, you can 205 00:07:09,860 --> 00:07:12,180 do things like this or like 206 00:07:12,180 --> 00:07:14,540 this in general. It's a cool 207 00:07:14,540 --> 00:07:16,100 thing, but don't try it without 208 00:07:16,130 --> 00:07:18,300 preparation. If you are not 209 00:07:18,300 --> 00:07:20,420 pressured by any responsibility, there is 210 00:07:20,420 --> 00:07:21,500 nothing to even think about. 211 00:07:23,940 --> 00:07:25,520 The greatest type of plot is 212 00:07:26,030 --> 00:07:28,440 free comic interpretation. Here 213 00:07:28,500 --> 00:07:30,040 you can and should do what 214 00:07:30,040 --> 00:07:32,000 you like. The first thing to 215 00:07:32,000 --> 00:07:34,080 reckon with is your 216 00:07:34,440 --> 00:07:36,720 personal goals. I 217 00:07:36,720 --> 00:07:39,040 usually keep an animation. Wishlist was 218 00:07:39,040 --> 00:07:40,440 some techniques I want to use 219 00:07:40,440 --> 00:07:42,520 in a project. Here is a 220 00:07:42,520 --> 00:07:42,880 part of it. 221 00:07:47,830 --> 00:07:49,250 All in all a plan usually 222 00:07:49,250 --> 00:07:51,290 looks like this. You study the 223 00:07:51,290 --> 00:07:53,130 logo, the subject and the task. 224 00:07:53,760 --> 00:07:55,090 Then you think about how you 225 00:07:55,090 --> 00:07:56,410 could make it cute and funny 226 00:07:57,350 --> 00:07:59,090 in the meantime, figure out which 227 00:07:59,090 --> 00:08:00,530 of the techniques from your list 228 00:08:00,590 --> 00:08:02,090 is ideal for this plot 229 00:08:04,260 --> 00:08:05,680 in short, having such a list 230 00:08:05,680 --> 00:08:07,720 is a cool thing. Make sure 231 00:08:07,740 --> 00:08:09,720 you implement your animation wishes. As 232 00:08:09,720 --> 00:08:12,120 often as possible. I rarely do 233 00:08:12,120 --> 00:08:14,280 something for myself. Most often I 234 00:08:14,280 --> 00:08:15,760 have to study or try something 235 00:08:15,760 --> 00:08:17,440 new already in real projects, 236 00:08:18,180 --> 00:08:19,360 but good boys. Don't do that 237 00:08:20,430 --> 00:08:22,680 home assignment. As you can see, 238 00:08:22,750 --> 00:08:24,840 there's no secrets in plots for 239 00:08:24,840 --> 00:08:27,320 logo animation, but there are a 240 00:08:27,320 --> 00:08:29,240 lot of limitations and conditions you 241 00:08:29,240 --> 00:08:31,000 should take into account before starting 242 00:08:31,860 --> 00:08:33,360 in your homework. I suggest you 243 00:08:33,360 --> 00:08:35,840 try to compose two plots. The 244 00:08:35,840 --> 00:08:37,520 first is serious as if for 245 00:08:37,559 --> 00:08:39,760 a real company, no extra 246 00:08:39,760 --> 00:08:41,240 graphics. Nice and neat. 247 00:08:42,179 --> 00:08:43,559 And the second one, try to 248 00:08:43,559 --> 00:08:45,320 make fun of the company, create 249 00:08:45,320 --> 00:08:47,760 something funny about it. Here's an 250 00:08:47,760 --> 00:08:49,880 example of two options for animating 251 00:08:49,880 --> 00:08:52,000 the NASA logo. If you are 252 00:08:52,000 --> 00:08:54,280 capable of implementing this idea, now 253 00:08:54,460 --> 00:08:56,440 do it. If it is still 254 00:08:56,440 --> 00:08:58,440 difficult, describe it or try to 255 00:08:58,440 --> 00:09:00,800 sketch out a storyboard. You can 256 00:09:00,800 --> 00:09:02,560 compile it into an animation to 257 00:09:02,560 --> 00:09:03,280 make it more visual. 258 00:09:05,670 --> 00:09:07,200 Another task is to make your 259 00:09:07,200 --> 00:09:09,240 list of tricks or techniques you 260 00:09:09,240 --> 00:09:10,760 would like to master and practice. 261 00:09:11,420 --> 00:09:13,600 You'll find it useful later. You 262 00:09:13,600 --> 00:09:14,800 can send it to us via 263 00:09:14,800 --> 00:09:16,480 the forum in the lesson description. 264 00:09:16,970 --> 00:09:18,640 We'll read everything and take it 265 00:09:18,670 --> 00:09:20,600 into account when planning additions to 266 00:09:20,600 --> 00:09:21,960 the course. Good luck. 17499

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