All language subtitles for 03-09-Squirrel-Blocking The run Cycle

af Afrikaans
sq Albanian
am Amharic
ar Arabic Download
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French Download
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,710 --> 00:00:02,370 - [Instructor] The time has finally come 2 00:00:02,370 --> 00:00:05,330 to animate our squirrel character. 3 00:00:05,330 --> 00:00:06,570 The first thing to do 4 00:00:06,570 --> 00:00:11,000 is to play the Squirrel_Rig_UI.pi script. 5 00:00:11,000 --> 00:00:12,940 It will enable our rig layer 6 00:00:12,940 --> 00:00:16,210 and we will be able to hide bone groups easily. 7 00:00:16,210 --> 00:00:18,890 You can duplicate our keying set action 8 00:00:18,890 --> 00:00:20,500 and create a new action 9 00:00:20,500 --> 00:00:23,040 that we call 01 Run cycle. 10 00:00:23,040 --> 00:00:25,420 And then double check our preferences 11 00:00:25,420 --> 00:00:29,360 by going into the Edit menu in the top bar, 12 00:00:29,360 --> 00:00:31,800 Preferences, Animation 13 00:00:31,800 --> 00:00:35,110 and check that the Only Insert Available is on. 14 00:00:35,110 --> 00:00:38,630 It will override our usual automatic keying set, 15 00:00:38,630 --> 00:00:41,230 making sure that we don't have any key 16 00:00:41,230 --> 00:00:42,470 that will be written 17 00:00:42,470 --> 00:00:45,140 if there is not an existing keyframe. 18 00:00:45,140 --> 00:00:48,040 If I move this knee joint tweaker controller, 19 00:00:48,040 --> 00:00:50,440 you can see that the auto keying is on 20 00:00:50,440 --> 00:00:55,160 but Blender is only recording and writing location keyframe 21 00:00:55,160 --> 00:00:56,500 for this controller. 22 00:00:56,500 --> 00:01:00,300 This way, our action editor is clean in the keying 23 00:01:00,300 --> 00:01:01,670 but on top of this, 24 00:01:01,670 --> 00:01:04,600 we can still use a specific keying set. 25 00:01:04,600 --> 00:01:08,640 And I will enable the whole character keying set. 26 00:01:08,640 --> 00:01:10,940 This way, when I press the I key 27 00:01:10,940 --> 00:01:12,560 to insert a keyframe, 28 00:01:12,560 --> 00:01:15,140 Blender will key all the controllers 29 00:01:15,140 --> 00:01:17,410 of my character and this is done 30 00:01:17,410 --> 00:01:20,710 on top of the only available option we have set 31 00:01:20,710 --> 00:01:21,910 in the preferences. 32 00:01:21,910 --> 00:01:24,430 When we were blocking the bouncing ball animation, 33 00:01:24,430 --> 00:01:27,750 I advised you to key all the controllers. 34 00:01:27,750 --> 00:01:29,670 And here is the reason why. 35 00:01:29,670 --> 00:01:32,320 I will rapidly block out a turn 36 00:01:32,320 --> 00:01:35,110 with a change of foot position. 37 00:01:35,110 --> 00:01:37,650 Our little friend is rotating his body 38 00:01:37,650 --> 00:01:38,810 to look to the right 39 00:01:38,810 --> 00:01:41,670 and he's also moving his feet accordingly. 40 00:01:41,670 --> 00:01:43,530 During most of the animation, 41 00:01:43,530 --> 00:01:46,400 his right front foot stays on the ground 42 00:01:46,400 --> 00:01:49,900 and it switches position only on the very last frame. 43 00:01:49,900 --> 00:01:53,060 Here I've done the blocking of those three poses, 44 00:01:53,060 --> 00:01:55,880 only keying the controller I'm using. 45 00:01:55,880 --> 00:01:57,740 It looks great in step mode 46 00:01:57,740 --> 00:02:00,530 but as soon as I will switch to spline, 47 00:02:00,530 --> 00:02:01,950 the right front foot 48 00:02:01,950 --> 00:02:04,740 will be interpolating from the very first frame 49 00:02:04,740 --> 00:02:05,620 to the last. 50 00:02:05,620 --> 00:02:07,260 And it doesn't look good at all. 51 00:02:07,260 --> 00:02:09,660 And I will have to move the keyframe, 52 00:02:09,660 --> 00:02:11,430 insert new keyframe, et cetera. 53 00:02:11,430 --> 00:02:14,440 While if I insert a keyframe on the whole character 54 00:02:14,440 --> 00:02:16,220 on each main poses, 55 00:02:16,220 --> 00:02:18,330 I will get a better behavior 56 00:02:18,330 --> 00:02:21,340 and the right front foot will only move 57 00:02:21,340 --> 00:02:23,580 from frame 20 to frame 30. 58 00:02:23,580 --> 00:02:25,580 So you may think this is not a big deal 59 00:02:25,580 --> 00:02:29,340 but believe me, if you have this kind of problem 60 00:02:29,340 --> 00:02:32,320 on the whole character on every leg, 61 00:02:32,320 --> 00:02:34,280 this is going to be a pain. 62 00:02:34,280 --> 00:02:36,100 And if you have the same issue 63 00:02:36,100 --> 00:02:38,420 with all the controller, the head, the hips, 64 00:02:38,420 --> 00:02:40,070 that's gonna be a nightmare. 65 00:02:40,070 --> 00:02:44,180 So key all your controllers during the blocking stage. 66 00:02:44,180 --> 00:02:46,970 The second step is to study references. 67 00:02:46,970 --> 00:02:49,140 You will find a link to this one 68 00:02:49,140 --> 00:02:50,590 in the documentation. 69 00:02:50,590 --> 00:02:54,180 It's very important to watch as much reference as possible 70 00:02:54,180 --> 00:02:57,140 and honestly, nowadays, it's not that complicated 71 00:02:57,140 --> 00:03:00,160 with YouTube to find good references of animals. 72 00:03:00,160 --> 00:03:03,120 I guess you already know what I'm going to show here 73 00:03:03,120 --> 00:03:05,340 is that the body of the squirrel 74 00:03:05,340 --> 00:03:06,890 is like the bouncing ball. 75 00:03:06,890 --> 00:03:08,900 Squashed when it's on the ground 76 00:03:08,900 --> 00:03:11,600 and as soon as it's going in the air, 77 00:03:11,600 --> 00:03:12,840 it is stretching. 78 00:03:12,840 --> 00:03:15,070 Basically, the chest of the creature 79 00:03:15,070 --> 00:03:16,500 is arriving first 80 00:03:16,500 --> 00:03:18,910 and then the hips are catching up. 81 00:03:18,910 --> 00:03:20,830 So when preparing an animation, 82 00:03:20,830 --> 00:03:23,380 you have to make this work of seeing the character 83 00:03:23,380 --> 00:03:24,920 as a whole piece. 84 00:03:24,920 --> 00:03:25,940 Look at the curve 85 00:03:25,940 --> 00:03:28,150 that make the body, for example. 86 00:03:28,150 --> 00:03:29,650 Once you have the broad detail, 87 00:03:29,650 --> 00:03:32,150 you have to go for the smaller detail. 88 00:03:32,150 --> 00:03:36,320 Look how the front feet arrive at the separated time. 89 00:03:36,320 --> 00:03:39,730 It's just one or two frame of difference 90 00:03:39,730 --> 00:03:42,560 but it will make your animation way better 91 00:03:42,560 --> 00:03:45,900 than if both end arrive at the same time. 92 00:03:45,900 --> 00:03:49,100 In animation, when we get something symmetrical 93 00:03:49,100 --> 00:03:51,510 or something occurring at the same time, 94 00:03:51,510 --> 00:03:53,180 we call this twinning. 95 00:03:53,180 --> 00:03:55,577 And this is something you should always avoid 96 00:03:55,577 --> 00:03:57,940 unless it is done on purpose. 97 00:03:57,940 --> 00:04:00,210 If you do the Hulk smashing the ground 98 00:04:00,210 --> 00:04:01,840 with both his hands, 99 00:04:01,840 --> 00:04:04,910 you want both to hit the ground at the same time. 100 00:04:04,910 --> 00:04:07,750 It will communicate impact and strength. 101 00:04:07,750 --> 00:04:09,840 But in the case of our squirrel, 102 00:04:09,840 --> 00:04:13,730 look at how breaking the symmetry looks way more natural. 103 00:04:13,730 --> 00:04:16,120 On the left, the character looks stiff, 104 00:04:16,120 --> 00:04:18,460 on the right, it looks way better. 105 00:04:18,460 --> 00:04:20,949 So don't forget to avoid twinning 106 00:04:20,949 --> 00:04:23,360 both in timing and in shape 107 00:04:23,360 --> 00:04:25,130 and let's get started. 108 00:04:25,130 --> 00:04:28,080 I don't know how many frame I will need to block 109 00:04:28,080 --> 00:04:30,220 or how long will be the jump 110 00:04:30,220 --> 00:04:32,580 but I will start by aligning the feet 111 00:04:32,580 --> 00:04:33,750 with the ground. 112 00:04:33,750 --> 00:04:35,060 One cool feature 113 00:04:35,060 --> 00:04:37,230 is that once I've positioned one 114 00:04:37,230 --> 00:04:38,810 of the foot, I can select it 115 00:04:38,810 --> 00:04:39,950 and press Control + C 116 00:04:39,950 --> 00:04:43,740 to copy its pose and you will get a copied pose 117 00:04:43,740 --> 00:04:47,270 to buffer message in the footer of Blender. 118 00:04:47,270 --> 00:04:49,310 If I now press Control + Shift + V, 119 00:04:49,310 --> 00:04:52,205 I will paste the mirrored pose automatically 120 00:04:52,205 --> 00:04:53,770 on the other foot. 121 00:04:53,770 --> 00:04:56,260 This is a shortcut I'm going to use a lot. 122 00:04:56,260 --> 00:05:00,370 From there, I will start posing the pushing pose 123 00:05:00,370 --> 00:05:03,660 when our character is preparing to jump. 124 00:05:03,660 --> 00:05:07,460 So I have my reference image on a second screen. 125 00:05:07,460 --> 00:05:10,320 So I invite you to have it always open 126 00:05:10,320 --> 00:05:12,020 and try to find the frame 127 00:05:12,020 --> 00:05:14,780 where the squirrel is preparing to jump. 128 00:05:14,780 --> 00:05:17,310 His body should be very squashed 129 00:05:17,310 --> 00:05:20,710 and the root of the torso almost horizontal 130 00:05:20,710 --> 00:05:21,600 with the ground. 131 00:05:21,600 --> 00:05:23,190 Starting with the back legs, 132 00:05:23,190 --> 00:05:25,320 I'm slightly rotating the foot 133 00:05:25,320 --> 00:05:27,900 toward the outside of the body. 134 00:05:27,900 --> 00:05:30,820 This way, I'm breaking the symmetry both 135 00:05:30,820 --> 00:05:33,150 from the side view and the front view. 136 00:05:33,150 --> 00:05:35,285 Then I will move its front feet right 137 00:05:35,285 --> 00:05:38,110 in between the back feet. 138 00:05:38,110 --> 00:05:40,480 I'm also breaking the symmetry, 139 00:05:40,480 --> 00:05:43,980 having one of the front leg slightly more forward 140 00:05:43,980 --> 00:05:47,500 than the other, one slightly more raised than the other. 141 00:05:47,500 --> 00:05:50,000 Then we need to squash the whole body 142 00:05:50,000 --> 00:05:52,118 by rotating the chest controller 143 00:05:52,118 --> 00:05:54,170 and the hips controller. 144 00:05:54,170 --> 00:05:58,970 You can also slightly move them toward the center of gravity 145 00:05:58,970 --> 00:06:00,210 of the character. 146 00:06:00,210 --> 00:06:03,560 Just think of your character as a box 147 00:06:03,560 --> 00:06:07,120 and this box has to contain the heaviest part 148 00:06:07,120 --> 00:06:10,010 of the character, the chest and the hips. 149 00:06:10,010 --> 00:06:12,888 The head and the tail counterbalance each other 150 00:06:12,888 --> 00:06:17,330 and if we draw a straight line in the middle 151 00:06:17,330 --> 00:06:18,870 of this pose, we can see 152 00:06:18,870 --> 00:06:23,460 that our feet are more or less framing this contact point 153 00:06:23,460 --> 00:06:26,150 between the vertical line and the ground, 154 00:06:26,150 --> 00:06:29,600 offering a balanced pose to our character. 155 00:06:29,600 --> 00:06:31,360 When blocking a character, 156 00:06:31,360 --> 00:06:32,830 you should always start 157 00:06:32,830 --> 00:06:34,973 with the most extreme position. 158 00:06:34,973 --> 00:06:39,160 So I will now block the airborne position. 159 00:06:39,160 --> 00:06:41,830 I start by moving the root controller 160 00:06:41,830 --> 00:06:44,570 by half of the length of the jump. 161 00:06:44,570 --> 00:06:48,960 In this case, I move it by 30 centimeter forward 162 00:06:48,960 --> 00:06:52,410 and then I will use the torso controller 163 00:06:52,410 --> 00:06:54,090 to raise the character. 164 00:06:54,090 --> 00:06:58,510 In most cases, you will use the root controller only 165 00:06:58,510 --> 00:07:02,470 to move your character on the y and x-axis. 166 00:07:02,470 --> 00:07:05,160 When I do a run or walk cycle, 167 00:07:05,160 --> 00:07:06,940 I generally deal with it 168 00:07:06,940 --> 00:07:09,180 without moving the root bone 169 00:07:09,180 --> 00:07:11,950 as if the character was on a treadmill. 170 00:07:11,950 --> 00:07:16,029 But it's a bit harder to read the shape of the jump. 171 00:07:16,029 --> 00:07:18,600 So during the blocking stage, 172 00:07:18,600 --> 00:07:21,530 we will use what we call a root motion. 173 00:07:21,530 --> 00:07:23,890 And when the animation will be finished, 174 00:07:23,890 --> 00:07:26,126 we will get rid of this root motion 175 00:07:26,126 --> 00:07:28,280 so that our character 176 00:07:28,280 --> 00:07:30,900 will be jumping without moving forward. 177 00:07:30,900 --> 00:07:33,730 This way it's gonna be way easier to use it 178 00:07:33,730 --> 00:07:35,610 as a run cycle 179 00:07:35,610 --> 00:07:38,220 and we will just have to move the root bone 180 00:07:38,220 --> 00:07:40,630 wherever we want in our scene. 181 00:07:40,630 --> 00:07:42,611 Don't worry if you don't get it right now, 182 00:07:42,611 --> 00:07:45,250 we will do it together later on. 183 00:07:45,250 --> 00:07:46,560 Back to our air pose. 184 00:07:46,560 --> 00:07:50,040 You can see that I've slightly stretched the body. 185 00:07:50,040 --> 00:07:52,890 So I've canceled the rotation on the hips 186 00:07:52,890 --> 00:07:56,880 and the chest and then I'm resetting them by hand. 187 00:07:56,880 --> 00:07:59,120 So this is something I advise you to do 188 00:07:59,120 --> 00:08:02,860 when you don't have a major change in the pose. 189 00:08:02,860 --> 00:08:06,320 You select the hips and the chest controller 190 00:08:06,320 --> 00:08:09,510 and press Alt + R and Alt + G 191 00:08:09,510 --> 00:08:11,440 to get rid of any rotation 192 00:08:11,440 --> 00:08:14,493 that was recorded on the previous pose. 193 00:08:14,493 --> 00:08:17,230 And then you create the new pose yourself. 194 00:08:17,230 --> 00:08:20,430 Blocking a new pose from a neutral one 195 00:08:20,430 --> 00:08:24,980 will push you to correctly look at your reference 196 00:08:24,980 --> 00:08:28,350 and force you to work on the shape of the new one. 197 00:08:28,350 --> 00:08:32,750 The back legs are pointing toward their starting point 198 00:08:32,750 --> 00:08:35,540 while the front leg are pushing forward 199 00:08:35,540 --> 00:08:37,980 to pull the whole body in the air. 200 00:08:37,980 --> 00:08:42,510 Both the front and back feet are currently pointing inward. 201 00:08:42,510 --> 00:08:44,140 It preserve balance 202 00:08:44,140 --> 00:08:47,020 and aerodynamism to the character. 203 00:08:47,020 --> 00:08:48,930 You can use the pull target 204 00:08:48,930 --> 00:08:50,389 and the rotation controller 205 00:08:50,389 --> 00:08:54,930 to fix the elbow and the knees of your character. 206 00:08:54,930 --> 00:08:57,490 Don't forget to scrub between your first 207 00:08:57,490 --> 00:08:58,540 and second pose 208 00:08:58,540 --> 00:09:01,990 to kind of feel the motion, the movement. 209 00:09:01,990 --> 00:09:04,360 Then to improve the pose, 210 00:09:04,360 --> 00:09:07,520 I will stretch my character even more 211 00:09:07,520 --> 00:09:10,520 and realign a bit the hips and the tail. 212 00:09:10,520 --> 00:09:12,001 During the blocking stage, 213 00:09:12,001 --> 00:09:15,800 figuring the overlapping motion of the tail 214 00:09:15,800 --> 00:09:17,340 is pretty hard. 215 00:09:17,340 --> 00:09:21,270 That's why I'm just working with the very first controller 216 00:09:21,270 --> 00:09:22,280 of the tail. 217 00:09:22,280 --> 00:09:24,930 We can work on the follow-through of the tail 218 00:09:24,930 --> 00:09:26,730 while detailing the blocking 219 00:09:26,730 --> 00:09:30,480 or even during the polishing of the animation. 220 00:09:30,480 --> 00:09:33,380 To finish the blocking of those extreme pose, 221 00:09:33,380 --> 00:09:36,130 I will have to guess the landing position. 222 00:09:36,130 --> 00:09:37,890 On the air extreme pose, 223 00:09:37,890 --> 00:09:41,510 I will set the root bone position to -0.3 224 00:09:41,510 --> 00:09:43,600 and I will duplicate all the keys 225 00:09:43,600 --> 00:09:46,550 on frame zero and move them on frame 10. 226 00:09:46,550 --> 00:09:50,330 Since the airborne root position on the y-axis 227 00:09:50,330 --> 00:09:55,330 was -0.3, I will set the landing at -0.6, 228 00:09:55,660 --> 00:09:57,040 two time further. 229 00:09:57,040 --> 00:09:58,930 Now I scrub through the keyframe 230 00:09:58,930 --> 00:10:00,460 to feel the motion 231 00:10:00,460 --> 00:10:02,770 and I feel should be a little further. 232 00:10:02,770 --> 00:10:05,500 So I just need to select the root bone 233 00:10:05,500 --> 00:10:06,760 and on frame five, 234 00:10:06,760 --> 00:10:09,980 I will try a -0.4 235 00:10:09,980 --> 00:10:11,290 and now I feel like I need 236 00:10:11,290 --> 00:10:12,840 to tweak a bit this pose 237 00:10:12,840 --> 00:10:16,230 to make the character a little more horizontal. 238 00:10:16,230 --> 00:10:18,230 So this is something important. 239 00:10:18,230 --> 00:10:21,610 Don't hesitate to revise your blocking. 240 00:10:21,610 --> 00:10:24,591 The blocking stage is the most important stage. 241 00:10:24,591 --> 00:10:26,970 And if you don't do it properly, 242 00:10:26,970 --> 00:10:29,430 if you don't spend the time now, 243 00:10:29,430 --> 00:10:32,950 you will suffer even more during the polishing stage. 244 00:10:32,950 --> 00:10:34,920 I can now push my root bone 245 00:10:34,920 --> 00:10:38,960 to the position -0.8 on the landing frame 246 00:10:38,960 --> 00:10:41,100 and now it feels like the squirrel 247 00:10:41,100 --> 00:10:43,130 is jumping too far away for me. 248 00:10:43,130 --> 00:10:48,130 So I will try to find an in between with -0.35 and -0.7. 249 00:10:49,980 --> 00:10:51,300 Compared to the reference, 250 00:10:51,300 --> 00:10:55,330 our squirrel is making pretty large jump to move forward 251 00:10:55,330 --> 00:10:57,650 but animation is not necessarily 252 00:10:57,650 --> 00:10:59,880 about copying the reality. 253 00:10:59,880 --> 00:11:01,520 It's exaggeration. 254 00:11:01,520 --> 00:11:04,260 And this will lead us to a peel. 255 00:11:04,260 --> 00:11:08,080 It's a but like making a caricature of motion. 256 00:11:08,080 --> 00:11:09,264 When you do a caricature, 257 00:11:09,264 --> 00:11:12,320 you try to find the cool feature 258 00:11:12,320 --> 00:11:14,880 of the face and exaggerate them. 259 00:11:14,880 --> 00:11:17,630 We are doing the same here with motion. 260 00:11:17,630 --> 00:11:18,780 In the next video, 261 00:11:18,780 --> 00:11:20,930 we will start adding breakdowns 262 00:11:20,930 --> 00:11:24,767 to detail the blocking animation of our character. 19764

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.