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These are the user uploaded subtitles that are being translated: 1 00:00:00,340 --> 00:00:01,610 - [Zach] In this video, let's have a look 2 00:00:01,610 --> 00:00:03,430 at the basics of skinning. 3 00:00:03,430 --> 00:00:05,620 Skinning means to make a mesh deform 4 00:00:05,620 --> 00:00:09,615 along with the bones of an armature object. 5 00:00:09,615 --> 00:00:11,170 Here I have a very simple example. 6 00:00:11,170 --> 00:00:13,660 Here I have a mesh with two cuts in between, 7 00:00:13,660 --> 00:00:15,450 so basically a cut exactly 8 00:00:15,450 --> 00:00:17,490 where the joints of the bones are, 9 00:00:17,490 --> 00:00:21,500 and we have an armature object with three connected bones. 10 00:00:21,500 --> 00:00:24,790 So before we connect the mesh with the bones, 11 00:00:24,790 --> 00:00:26,820 we need to understand that each vertex 12 00:00:26,820 --> 00:00:30,030 of our mesh object has a certain weight. 13 00:00:30,030 --> 00:00:32,440 So that means if I go to Edit Mode later on, 14 00:00:32,440 --> 00:00:35,380 we tell all of these vertices to move 15 00:00:35,380 --> 00:00:37,460 along with a specific bone. 16 00:00:37,460 --> 00:00:40,080 However, in some areas, like here, for example, 17 00:00:40,080 --> 00:00:43,810 we are on an area which this vertex here could move 18 00:00:43,810 --> 00:00:46,460 along with this bone and with this bone here. 19 00:00:46,460 --> 00:00:50,500 And in this case, we can give this Vertex a certain weight. 20 00:00:50,500 --> 00:00:53,110 That means it should move along with this bone 21 00:00:53,110 --> 00:00:54,020 to a certain degree, 22 00:00:54,020 --> 00:00:56,750 but it should also move along with this bone down here 23 00:00:56,750 --> 00:00:57,800 to a certain degree. 24 00:00:57,800 --> 00:01:00,720 And this we define through vertex groups. 25 00:01:00,720 --> 00:01:02,830 So we can group certain vertices 26 00:01:02,830 --> 00:01:04,870 to move along with a specific bone. 27 00:01:04,870 --> 00:01:07,500 For that, we have the Weight Paint mode, 28 00:01:07,500 --> 00:01:09,490 which I will discuss in a second. 29 00:01:09,490 --> 00:01:12,470 First of all, let's go to the object data tab 30 00:01:12,470 --> 00:01:13,840 and Vertex Groups, 31 00:01:13,840 --> 00:01:16,580 and let's select these vertices up here. 32 00:01:16,580 --> 00:01:19,280 Add a new group, and then before I assign it, 33 00:01:19,280 --> 00:01:23,670 we can see that we can define a weight from zero up to one. 34 00:01:23,670 --> 00:01:25,500 Zero means of course nothing, 35 00:01:25,500 --> 00:01:28,570 and one means it should later on move fully 36 00:01:28,570 --> 00:01:30,020 with a specific bone. 37 00:01:30,020 --> 00:01:31,540 However, if I set this to 0.5 38 00:01:32,880 --> 00:01:35,330 and then later on assign this vertex group 39 00:01:35,330 --> 00:01:36,430 to this bone here, 40 00:01:36,430 --> 00:01:40,160 then it will only move 50% along with the bone. 41 00:01:40,160 --> 00:01:41,880 So if I now would hit Assign, 42 00:01:41,880 --> 00:01:46,720 then we group these four vertices here with a weight of 0.5. 43 00:01:46,720 --> 00:01:48,570 So now you just need to understand 44 00:01:48,570 --> 00:01:51,730 each vertex can have a different weight in general 45 00:01:51,730 --> 00:01:52,730 from zero to one, 46 00:01:52,730 --> 00:01:55,140 and we could even create a new vertex group 47 00:01:55,140 --> 00:01:57,960 and say that this specific vertex here 48 00:01:57,960 --> 00:02:00,380 should also have a weight of 0.5. 49 00:02:00,380 --> 00:02:02,900 That means it has the 0.5 in this group 50 00:02:02,900 --> 00:02:04,590 and 0.5 in this group. 51 00:02:04,590 --> 00:02:06,870 So the weight is basically spread 52 00:02:06,870 --> 00:02:08,880 across these two groups here. 53 00:02:08,880 --> 00:02:12,480 So luckily we don't have to manually do all that 54 00:02:12,480 --> 00:02:15,691 because Blender is doing this for us. 55 00:02:15,691 --> 00:02:16,524 But before we do that, 56 00:02:16,524 --> 00:02:19,600 let's have a look into the Weight Paint mode. 57 00:02:19,600 --> 00:02:22,740 If I go over to Weight Paint mode, everything turns blue. 58 00:02:22,740 --> 00:02:25,560 And here instead of working with the values 59 00:02:25,560 --> 00:02:29,220 from zero to one, we can work by painting on our mesh. 60 00:02:29,220 --> 00:02:32,200 Let's enable this button here so we can see all the vertices 61 00:02:32,200 --> 00:02:34,450 and press A to select them all. 62 00:02:34,450 --> 00:02:36,220 Now we have these white points here, 63 00:02:36,220 --> 00:02:39,700 and now we have a brush to draw on our object here. 64 00:02:39,700 --> 00:02:42,380 And up here we can see the weight is currently set to one, 65 00:02:42,380 --> 00:02:45,080 but we can also change this to any other value 66 00:02:45,080 --> 00:02:46,520 between zero and one. 67 00:02:46,520 --> 00:02:48,090 And now when this is set to one 68 00:02:48,090 --> 00:02:50,290 and I paint over the vertex here, 69 00:02:50,290 --> 00:02:53,260 I apply the weight to this vertex. 70 00:02:53,260 --> 00:02:56,890 So and you can see this specific heat map will be generated. 71 00:02:56,890 --> 00:03:00,060 Dark blue means zero, and then it's turning slightly 72 00:03:00,060 --> 00:03:03,740 into light blue, green, yellow, orange, and red. 73 00:03:03,740 --> 00:03:05,730 Red is basically a value of one, 74 00:03:05,730 --> 00:03:07,580 and dark blue is a value of zero, 75 00:03:07,580 --> 00:03:10,360 and all the colors here in between are different values 76 00:03:10,360 --> 00:03:12,220 between zero and one. 77 00:03:12,220 --> 00:03:15,150 So and you can see, although we are just painting a vertex, 78 00:03:15,150 --> 00:03:17,720 it will automatically create a gradient 79 00:03:17,720 --> 00:03:21,770 to the direction of the next vertex and across the phases. 80 00:03:21,770 --> 00:03:23,780 So although this is all colorful now, 81 00:03:23,780 --> 00:03:26,180 we are actually just painting the vertex here. 82 00:03:26,180 --> 00:03:28,100 And now I could paint the other one, 83 00:03:28,100 --> 00:03:32,630 this one here on the other side, and this one here as well. 84 00:03:32,630 --> 00:03:37,030 So and all I did basically now was creating a vertex group. 85 00:03:37,030 --> 00:03:38,740 And inside the vertex group, 86 00:03:38,740 --> 00:03:42,030 I defined the weight of the specific vertices. 87 00:03:42,030 --> 00:03:44,110 So that means if I go over to Edit Mode, 88 00:03:44,110 --> 00:03:46,950 you can see that this vertex group was created. 89 00:03:46,950 --> 00:03:50,110 And down here, you can fully ignore this weight value here, 90 00:03:50,110 --> 00:03:52,430 because this is just something you define. 91 00:03:52,430 --> 00:03:54,380 And then when you assign something, 92 00:03:54,380 --> 00:03:57,220 this weight value will be taken into account. 93 00:03:57,220 --> 00:03:59,010 However, now in Weight Paint mode, 94 00:03:59,010 --> 00:04:00,770 this new vertex group was created. 95 00:04:00,770 --> 00:04:01,960 And if I hit Select, 96 00:04:01,960 --> 00:04:04,660 you can see that these four vertices are included, 97 00:04:04,660 --> 00:04:07,250 which I painted in Weight Paint mode. 98 00:04:07,250 --> 00:04:10,150 However, in Edit Mode, we can't see the weight. 99 00:04:10,150 --> 00:04:13,890 This we can only see in Weight Paint mode. 100 00:04:13,890 --> 00:04:16,800 So let's go back to object mode, remove the vertex group, 101 00:04:16,800 --> 00:04:18,630 and now let's select the mesh first, 102 00:04:18,630 --> 00:04:20,470 and then with shift the armature. 103 00:04:20,470 --> 00:04:24,070 Press Control + P to open up the Set parent menu, 104 00:04:24,070 --> 00:04:27,060 and here we have some Armature Deform options. 105 00:04:27,060 --> 00:04:29,980 And here let's go with Automatic Weights. 106 00:04:29,980 --> 00:04:33,100 If I click on this, it will basically detect the vertices 107 00:04:33,100 --> 00:04:35,420 which are closest to a certain bone 108 00:04:35,420 --> 00:04:38,290 and then create the vertex groups automatically 109 00:04:38,290 --> 00:04:39,170 for each bone. 110 00:04:39,170 --> 00:04:40,440 If I select the mesh now, 111 00:04:40,440 --> 00:04:44,100 you can see one vertex group was created for each bone. 112 00:04:44,100 --> 00:04:47,200 If I go to Edit Mode and select these, 113 00:04:47,200 --> 00:04:50,930 you can see that now certain vertices are included. 114 00:04:50,930 --> 00:04:52,730 And as mentioned, in Edit Mode, 115 00:04:52,730 --> 00:04:55,380 it will always select a vertex within a group, 116 00:04:55,380 --> 00:04:57,830 no matter how strong the weight should be. 117 00:04:57,830 --> 00:05:00,820 That's why sometimes we have just everything in here. 118 00:05:00,820 --> 00:05:03,020 And if I now switch over to Weight Paint mode, 119 00:05:03,020 --> 00:05:06,330 we can actually see the weight of each group here. 120 00:05:06,330 --> 00:05:09,900 If I select these, you can see how each group is painted 121 00:05:09,900 --> 00:05:12,960 and how the weight of each vertex is for each bone here. 122 00:05:12,960 --> 00:05:13,793 For the top bone, 123 00:05:13,793 --> 00:05:16,560 you can see the top part is mainly included, 124 00:05:16,560 --> 00:05:18,370 but the closer it gets to the second bone, 125 00:05:18,370 --> 00:05:19,570 the greener it gets. 126 00:05:19,570 --> 00:05:21,840 That means here the weight is pretty weak. 127 00:05:21,840 --> 00:05:23,150 If I go to the center bone, 128 00:05:23,150 --> 00:05:26,270 you can see it also has included these two vertices here 129 00:05:26,270 --> 00:05:27,970 or the four vertices here, 130 00:05:27,970 --> 00:05:30,130 but also not with the full weight. 131 00:05:30,130 --> 00:05:32,380 Same applies to the bottom bone down here. 132 00:05:32,380 --> 00:05:33,690 And now we could go in here and say, 133 00:05:33,690 --> 00:05:34,830 for example, the top bone, 134 00:05:34,830 --> 00:05:37,380 I want that these four vertices here will fully move 135 00:05:37,380 --> 00:05:39,260 along with this bone here. 136 00:05:39,260 --> 00:05:41,880 Then I could just paint them fully red 137 00:05:41,880 --> 00:05:43,523 with the weight set to one. 138 00:05:44,670 --> 00:05:45,800 Same for the bottom one. 139 00:05:45,800 --> 00:05:47,790 I could say, "Okay, these bones down here, 140 00:05:47,790 --> 00:05:49,730 let's press A to select everything here." 141 00:05:49,730 --> 00:05:53,100 These vertices here should be fully included. 142 00:05:53,100 --> 00:05:56,260 That means I paint the weight to one. 143 00:05:56,260 --> 00:05:57,640 And there's a little trick, by the way. 144 00:05:57,640 --> 00:06:00,280 You can also enable Auto Normalize here. 145 00:06:00,280 --> 00:06:02,500 That means if one vertex, for example, 146 00:06:02,500 --> 00:06:04,610 this one here is in two vertex groups, 147 00:06:04,610 --> 00:06:07,500 and I go to the center one, paint in here, 148 00:06:07,500 --> 00:06:09,780 then it will automatically take the weight away 149 00:06:09,780 --> 00:06:11,550 from the other vertex group up here. 150 00:06:11,550 --> 00:06:13,650 So but we don't wanna make it too complicated. 151 00:06:13,650 --> 00:06:16,540 Let's switch over to Object Mode, select the bones, 152 00:06:16,540 --> 00:06:17,600 go into Pose Mode. 153 00:06:17,600 --> 00:06:19,980 And now you can see when I move this, 154 00:06:19,980 --> 00:06:23,870 it will adjust the mesh according to the bones here. 155 00:06:23,870 --> 00:06:25,620 Let's leave the bones in this position. 156 00:06:25,620 --> 00:06:26,660 Go back to Object Mode. 157 00:06:26,660 --> 00:06:29,660 Select the cube here, and go back to Weight Paint mode. 158 00:06:29,660 --> 00:06:31,960 And now you can see the exact deformation. 159 00:06:31,960 --> 00:06:35,320 And now we could go in here and change something even more. 160 00:06:35,320 --> 00:06:37,110 So for example, the center bone 161 00:06:37,110 --> 00:06:38,890 should not include something down here, 162 00:06:38,890 --> 00:06:40,750 so we can set the weight to zero. 163 00:06:40,750 --> 00:06:44,623 Make sure that we erase everything down here completely. 164 00:06:45,637 --> 00:06:47,040 You can see how this is shifting around. 165 00:06:47,040 --> 00:06:50,950 And it should also not include anything from the top here. 166 00:06:50,950 --> 00:06:53,590 So I can erase this part here as well. 167 00:06:53,590 --> 00:06:57,000 And since Auto Normalize is enabled here under Options, 168 00:06:57,000 --> 00:07:00,240 it will automatically apply everything I take away 169 00:07:00,240 --> 00:07:03,630 from this vertex group to the other one on the top here. 170 00:07:03,630 --> 00:07:04,980 And now back back in Object Mode< 171 00:07:04,980 --> 00:07:06,120 and here back in Pose Mode. 172 00:07:06,120 --> 00:07:06,960 If I now move this, 173 00:07:06,960 --> 00:07:11,960 you can see that the top part is now perfectly moving along. 174 00:07:12,161 --> 00:07:13,770 So this is how skinning works in general. 175 00:07:13,770 --> 00:07:16,860 And by the way, one side effect which is happening here is 176 00:07:16,860 --> 00:07:19,410 that the mesh object will be parented 177 00:07:19,410 --> 00:07:20,710 to the armature object. 178 00:07:20,710 --> 00:07:21,930 That means in Object Mode 179 00:07:21,930 --> 00:07:24,130 when you are moving the armature around, 180 00:07:24,130 --> 00:07:26,380 the mesh will then automatically follow. 181 00:07:26,380 --> 00:07:28,490 And one other thing to keep in mind 182 00:07:28,490 --> 00:07:31,290 when we connect a mesh to an armature system, 183 00:07:31,290 --> 00:07:35,520 there will be a armature modifier added to the mesh object 184 00:07:35,520 --> 00:07:37,910 where the armature object is connected. 185 00:07:37,910 --> 00:07:41,901 So everything runs through a modifier basically. 186 00:07:41,901 --> 00:07:44,710 So what I just showed you works for organic objects. 187 00:07:44,710 --> 00:07:47,740 That means big meshes which are connected to each other. 188 00:07:47,740 --> 00:07:50,930 However, as you maybe remember in Cubic Worlds, 189 00:07:50,930 --> 00:07:52,840 we are working with cubes. 190 00:07:52,840 --> 00:07:54,480 So here I have three cubes. 191 00:07:54,480 --> 00:07:57,890 Let's join them with Control + J to one cube, 192 00:07:57,890 --> 00:07:58,990 which is a bit easier. 193 00:07:58,990 --> 00:08:02,040 However, in Edit Mode, if I select one of these, 194 00:08:02,040 --> 00:08:05,800 they are still separated, so not directly connected. 195 00:08:05,800 --> 00:08:09,120 So now let's try it again to select this one here, 196 00:08:09,120 --> 00:08:11,020 then with shift the armature. 197 00:08:11,020 --> 00:08:14,170 Press Control + P and click on With Automatic Weights 198 00:08:14,170 --> 00:08:17,020 Now let's go to Pose Mode and see what's happening here. 199 00:08:17,020 --> 00:08:19,910 You can see in this case, it's actually working. 200 00:08:19,910 --> 00:08:23,380 However, it's deforming the cubes in a weird way, 201 00:08:23,380 --> 00:08:24,480 which I don't want. 202 00:08:24,480 --> 00:08:27,160 I want the cubes to stay as they are 203 00:08:27,160 --> 00:08:29,800 when they will move along with the bones. 204 00:08:29,800 --> 00:08:33,370 And when you have a lot of cubes and many bones, 205 00:08:33,370 --> 00:08:36,470 it can even happen that some of the cubes will not even be 206 00:08:36,470 --> 00:08:38,370 included in the rig 207 00:08:38,370 --> 00:08:40,440 when you do this with automatic weights. 208 00:08:40,440 --> 00:08:44,080 So let's undo this and for our Cubic Worlds rigs, 209 00:08:44,080 --> 00:08:45,860 we need to do it a bit differently. 210 00:08:45,860 --> 00:08:47,050 First, select the mesh. 211 00:08:47,050 --> 00:08:49,120 Then with Shift, select the armature. 212 00:08:49,120 --> 00:08:50,190 Press Control + P. 213 00:08:50,190 --> 00:08:52,610 So until this point, everything is the same. 214 00:08:52,610 --> 00:08:55,420 However, here we go with empty groups. 215 00:08:55,420 --> 00:08:56,253 What it does, 216 00:08:56,253 --> 00:08:59,300 it will parent the cube object to the armature. 217 00:08:59,300 --> 00:09:01,840 It will also add the armature modifier here. 218 00:09:01,840 --> 00:09:04,670 However, all the vertex groups which will be created 219 00:09:04,670 --> 00:09:07,060 for each bone here is just empty. 220 00:09:07,060 --> 00:09:08,830 So we have the vertex groups, 221 00:09:08,830 --> 00:09:11,200 but no vertices are applied here. 222 00:09:11,200 --> 00:09:12,870 And our workflow will be like this. 223 00:09:12,870 --> 00:09:14,530 We go into Edit Mode. 224 00:09:14,530 --> 00:09:16,960 And by the way, there's a little helpful thing 225 00:09:16,960 --> 00:09:19,700 for the armature object in the armature settings 226 00:09:19,700 --> 00:09:20,760 under Viewport Display. 227 00:09:20,760 --> 00:09:21,970 Let's enable the names 228 00:09:21,970 --> 00:09:24,790 so we can see what the name of each bone is. 229 00:09:24,790 --> 00:09:26,160 And then we know exactly 230 00:09:26,160 --> 00:09:28,980 which vertex group belongs to which bone here. 231 00:09:28,980 --> 00:09:31,820 Then we go to Edit Mode of the object here. 232 00:09:31,820 --> 00:09:34,430 With L, I select one full cube here. 233 00:09:34,430 --> 00:09:36,490 Or if we have multiple cubes 234 00:09:36,490 --> 00:09:39,890 which should move along with a certain bone, 235 00:09:39,890 --> 00:09:41,100 for example, like this. 236 00:09:41,100 --> 00:09:43,870 Let's just do it here so you better understand what I mean. 237 00:09:43,870 --> 00:09:46,740 And just press L to select all of these here. 238 00:09:46,740 --> 00:09:49,250 Then I go to the vertex group 239 00:09:49,250 --> 00:09:51,250 which belongs to the underlying bone here, 240 00:09:51,250 --> 00:09:52,380 which is Bone top. 241 00:09:52,380 --> 00:09:54,940 And then all you need to do is hit Assign. 242 00:09:54,940 --> 00:09:56,600 Make sure the weight is set to one. 243 00:09:56,600 --> 00:09:58,540 Then I press H to hide them. 244 00:09:58,540 --> 00:09:59,920 Then I select the next bone. 245 00:09:59,920 --> 00:10:01,940 Go to Bone center, hit Assign. 246 00:10:01,940 --> 00:10:04,670 And then let's do it again with the cube at the bottom. 247 00:10:04,670 --> 00:10:05,530 Hit Assign. 248 00:10:05,530 --> 00:10:07,880 Then let's press Alt + H to unhide everything. 249 00:10:07,880 --> 00:10:10,100 And I just hide the cube so I know 250 00:10:10,100 --> 00:10:13,180 which I already assigned to a certain vertex group. 251 00:10:13,180 --> 00:10:15,470 And in general, this workflow is much easier 252 00:10:15,470 --> 00:10:18,340 because we don't need to deal with the weight 253 00:10:18,340 --> 00:10:19,640 and weight painting, 254 00:10:19,640 --> 00:10:21,990 which can be a pain in the butt sometimes. 255 00:10:21,990 --> 00:10:23,780 Let's go back to Object Mode here. 256 00:10:23,780 --> 00:10:25,330 Let's get back to Pose Mode. 257 00:10:25,330 --> 00:10:26,930 And now when I move these bones, 258 00:10:26,930 --> 00:10:29,640 you can see how all of these cubes will move 259 00:10:29,640 --> 00:10:30,700 along with the bones. 260 00:10:30,700 --> 00:10:34,050 And the cool thing is if I rename a bone into something else 261 00:10:34,050 --> 00:10:36,240 like Bone bottom 2, for example, 262 00:10:36,240 --> 00:10:39,120 then the vertex group will also rename here. 263 00:10:39,120 --> 00:10:42,080 And if you don't wanna accidentally change a vertex group, 264 00:10:42,080 --> 00:10:43,570 you can also lock these, 265 00:10:43,570 --> 00:10:46,000 and you can also reorder these, for example. 266 00:10:46,000 --> 00:10:47,560 Top should be at the top, 267 00:10:47,560 --> 00:10:49,370 center should be at the center, and so on. 268 00:10:49,370 --> 00:10:51,350 And later on when we work for our character 269 00:10:51,350 --> 00:10:53,250 and we have a lot of vertex groups, 270 00:10:53,250 --> 00:10:55,150 we can also click this little arrow here 271 00:10:55,150 --> 00:10:56,640 and search for something, 272 00:10:56,640 --> 00:10:59,780 and then only the specific bone will show up here. 273 00:10:59,780 --> 00:11:02,000 Yeah, and this is how we can deal 274 00:11:02,000 --> 00:11:05,940 with the whole skinning subject in our Cubic Worlds style. 275 00:11:05,940 --> 00:11:08,290 And now let's learn how we can apply this knowledge 276 00:11:08,290 --> 00:11:10,168 to our character rig. 21955

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