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These are the user uploaded subtitles that are being translated: 1 00:00:05,376 --> 00:00:11,520 So I'm computer animation blueprint more at last we have a character he can run around and he 2 00:00:11,776 --> 00:00:13,568 Nrc however 3 00:00:14,080 --> 00:00:16,896 There are a lot of problems with this jumping animation 4 00:00:17,152 --> 00:00:17,920 You can see 5 00:00:18,432 --> 00:00:24,576 So what's all like in this video take a look at how to fix some of these issues 6 00:00:24,832 --> 00:00:28,928 If you look really closely it what is happening in this jumping animation here 7 00:00:29,184 --> 00:00:32,000 You can see that basically word jumping 8 00:00:32,512 --> 00:00:37,120 Press the spacebar a character is moving up in the world 9 00:00:37,632 --> 00:00:42,496 Massive delay on the animation because it has hole 10 00:00:42,752 --> 00:00:47,104 Crouching down the inner beginning to wind up for the jump 11 00:00:47,616 --> 00:00:48,640 So 12 00:00:48,896 --> 00:00:55,040 That is not gonna work for our purposes so we need to look at how to fix these 13 00:00:55,808 --> 00:01:01,037 Individual animation acids in order to properly fit the requirements for our game here 14 00:01:01,039 --> 00:01:04,155 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 15 00:01:04,156 --> 00:01:08,608 The first thing I'm going to do is just to duplicate therefore then start with the jump start here 16 00:01:09,120 --> 00:01:11,424 So 17 00:01:11,936 --> 00:01:14,240 I'm doing this to create a back 18 00:01:14,752 --> 00:01:20,640 I was going to create backups until you have you know your finished product ready the girl I'm going to create a backup 19 00:01:20,896 --> 00:01:27,040 Basically what we're going to do here is trim off the beginning part of this animation 20 00:01:27,296 --> 00:01:33,440 And if I were to eat too much of it off well I couldn't easily get back to the original version 21 00:01:34,720 --> 00:01:40,864 Ducati jump starter and as named the original fall and the new Antrim and what's open 22 00:01:41,120 --> 00:01:42,912 By double-clicking on it 23 00:01:43,680 --> 00:01:44,960 What's this Luke 24 00:01:45,472 --> 00:01:47,520 Just take a look at this animation 25 00:01:47,776 --> 00:01:49,312 In Oldham 26 00:01:50,848 --> 00:01:56,992 So I'm just gonna grab the Script the time I'm over here and drag it through to really low 27 00:01:57,248 --> 00:02:00,832 Long crash down and wind up 28 00:02:01,600 --> 00:02:07,488 Which is really good animation but it's not really going to work for our purposes here 29 00:02:08,512 --> 00:02:12,352 So basically at the beginning of the SAS 30 00:02:13,376 --> 00:02:15,168 So I'm going to slide 30 31 00:02:16,192 --> 00:02:17,216 Cash down 32 00:02:20,544 --> 00:02:22,592 And I think around 33 00:02:23,872 --> 00:02:26,176 Frame 11 or 12 will probably work 34 00:02:28,736 --> 00:02:34,880 So that's friends 39 hearing I want to basically start my animation from here in all day 35 00:02:36,160 --> 00:02:40,000 To do that all I have to do is right click in a timeline and 36 00:02:41,024 --> 00:02:43,584 Removing 02 frame 11 37 00:02:44,352 --> 00:02:46,144 So now if We Do It Like Me Now 38 00:02:46,912 --> 00:02:48,192 You can see that it's much quicker 39 00:02:48,704 --> 00:02:54,848 Ok so to test this out in game we need to replace the animation asset in r 40 00:02:55,360 --> 00:02:56,384 Can you print here 41 00:02:56,896 --> 00:03:03,040 To be our new trimmed assets I'm just gonna come into my state machine and I'm going to double click in jump starter 42 00:03:03,296 --> 00:03:04,832 Hear where it is playing drums 43 00:03:05,088 --> 00:03:10,720 Was going to delete it and put in our new jump starter trim as a result 44 00:03:11,488 --> 00:03:15,584 Compile save it and let's test this out in game 45 00:03:16,608 --> 00:03:17,888 Now 46 00:03:18,656 --> 00:03:23,264 Animation but the beginning part of the jump start 47 00:03:23,520 --> 00:03:25,312 Looks a lot better 48 00:03:26,848 --> 00:03:32,992 Ok so the second issue that we are having here is with the jumper loop it is 49 00:03:34,016 --> 00:03:40,160 If you recall this is because when I downloaded from maximal it did not allow me to download 50 00:03:40,416 --> 00:03:43,232 Essentially a single frame of animation I had Pickett Lee 51 00:03:43,488 --> 00:03:44,000 2 52 00:03:44,512 --> 00:03:50,144 So I'm all going to do the same thing here let's make a back up just in case 53 00:03:53,216 --> 00:03:54,496 Unless duplicate 54 00:03:58,848 --> 00:04:00,384 And if 55 00:04:00,640 --> 00:04:02,432 You're an organisational 56 00:04:03,200 --> 00:04:04,736 Crazy person like me 57 00:04:04,992 --> 00:04:08,064 Weekend make a backup folder 58 00:04:10,880 --> 00:04:14,720 And we can put our falls into the back of 59 00:04:15,744 --> 00:04:18,303 Just so you don't have to sort there is many animations here 60 00:04:19,583 --> 00:04:21,631 Open our jump loop trim 61 00:04:21,887 --> 00:04:27,519 And and something here so we have two forms of animation and really what we want for this one is one 62 00:04:27,775 --> 00:04:33,919 We don't want to get out the way it has been so essentially are countries going to get the jump start and when it hits the jump 63 00:04:34,175 --> 00:04:35,711 It's going to be frozen 64 00:04:36,223 --> 00:04:42,367 Inside of static pose which probably isn't ideal for a full production and butter 65 00:04:42,623 --> 00:04:45,951 What's the level of learning in knowledge 66 00:04:46,207 --> 00:04:52,351 This will definitely work and it won't look to wear a solution for a fool 67 00:04:52,607 --> 00:04:54,911 Make your own animations but 68 00:04:55,423 --> 00:04:59,775 I'm fine everything so we're just going to sort 69 00:05:01,311 --> 00:05:04,383 Animations to work for a solicitor 70 00:05:04,895 --> 00:05:06,431 Where am I scribble on 0 71 00:05:06,687 --> 00:05:07,455 I can write 72 00:05:08,479 --> 00:05:12,575 And I can remove frame 0 to frame 1 73 00:05:13,087 --> 00:05:19,231 That should leave me with a single static pose just like that so we can see we're just have a single frame of animation 74 00:05:20,767 --> 00:05:23,583 There is no drilling in our character is now stand 75 00:05:25,887 --> 00:05:29,727 Same thing as pop back into the animation blueprint 76 00:05:30,239 --> 00:05:33,311 The default double click jump loop 77 00:05:33,823 --> 00:05:35,615 Instead of playing jungle before 78 00:05:35,871 --> 00:05:37,151 You can play Jump 79 00:05:43,039 --> 00:05:44,575 And an 80 00:05:48,671 --> 00:05:54,815 Here's the most realistic thing in the world but I think you agree this looks a lot better than that 81 00:05:56,095 --> 00:05:58,911 Let me just lower this down a little bit so we can see the feet 82 00:05:59,167 --> 00:06:02,239 Because we need to look at our 83 00:06:03,519 --> 00:06:04,287 Jump 84 00:06:04,543 --> 00:06:08,639 Isn't too bad we may want to change some of 85 00:06:09,663 --> 00:06:14,783 Towards the end of it because you've see that if you're moving forward 86 00:06:15,295 --> 00:06:18,367 Slide on the floor which we don't 87 00:06:19,135 --> 00:06:22,719 Spell let's look at Argent and as well 88 00:06:29,631 --> 00:06:30,911 Back up synonym 89 00:06:31,167 --> 00:06:31,679 What's older 90 00:06:37,823 --> 00:06:43,967 Let's take a look at the cinema Ocean so yeah just a little bit too much going on here 91 00:06:44,223 --> 00:06:44,991 We hit the ground 92 00:06:45,247 --> 00:06:49,599 For moving forward to start living right away we don't really want all this recovery time 93 00:06:50,367 --> 00:06:51,647 Cell web 94 00:06:51,903 --> 00:06:56,511 Pick a spot in the animation that looks ok like a right about here 95 00:06:57,535 --> 00:06:58,303 Probably 96 00:06:58,815 --> 00:07:01,375 And delete everything after word 97 00:07:01,631 --> 00:07:02,911 So what's right wing 98 00:07:03,679 --> 00:07:06,751 From frame 21 to 30 99 00:07:07,263 --> 00:07:08,031 2 100 00:07:09,567 --> 00:07:10,335 Hairy girl 101 00:07:10,591 --> 00:07:11,359 Much better 102 00:07:18,527 --> 00:07:19,551 In r 103 00:07:19,807 --> 00:07:20,831 State machine 104 00:07:23,903 --> 00:07:25,183 End trim 105 00:07:26,207 --> 00:07:28,767 Result into the results from pilot 106 00:07:32,351 --> 00:07:35,423 Now what's your test come here 107 00:07:37,215 --> 00:07:39,007 It looks a bit more natural 108 00:07:39,263 --> 00:07:44,127 Removing weed for quite some time maybe a little bit of skirting 109 00:07:44,895 --> 00:07:48,735 It's pretty little boy I don't think any person 110 00:07:50,015 --> 00:07:52,831 I was playing this game I don't think that's what they would know this 111 00:07:53,855 --> 00:07:59,999 So this is pretty much cover everything that I want to talk about for getting a carer 112 00:08:00,255 --> 00:08:02,559 We now have a fully functional character 113 00:08:03,071 --> 00:08:08,703 In our game hair and yes and mechanics are very limited to do running and jumping 114 00:08:08,959 --> 00:08:14,079 I mean is that all there is to it 115 00:08:15,615 --> 00:08:20,479 So I want to think everyone who is stuck through this course I know it's been a long one 116 00:08:20,735 --> 00:08:26,879 Essentially now you have all the tools that you need to finish at this level or 1 117 00:08:28,415 --> 00:08:34,559 How to make floor tiling pieces for the main sort of 118 00:08:35,327 --> 00:08:39,423 Unique crafts and we've talked about how to do a character 119 00:08:39,679 --> 00:08:45,311 To finish at this level is just a reapplication of the skills 120 00:08:45,823 --> 00:08:48,895 Into more pieces here so 121 00:08:49,151 --> 00:08:55,295 This is going to rob a main part of our lecture here but if you'd like to stick around I am go 122 00:08:55,551 --> 00:08:56,319 Finishing out 123 00:08:56,575 --> 00:09:02,719 Does level on camera for those of you who would like to see how I would go that doing it it's going to be a 124 00:09:06,559 --> 00:09:09,375 Beast than our other 125 00:09:09,887 --> 00:09:16,031 So far mostly demonstration but I am going to finishing out in our next unit 126 00:09:16,287 --> 00:09:20,127 Cell Stick around if you like or if you feel comfortable go ahead and 127 00:09:20,639 --> 00:09:23,967 In any way that you see fit 128 00:09:24,479 --> 00:09:26,783 And I think you again for watching the score 10551

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