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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,750 --> 00:00:03,020 - [Pierre] One thing I'd like to do early on 2 00:00:03,020 --> 00:00:06,370 is to determine the tempo of the animation. 3 00:00:06,370 --> 00:00:09,000 I'm still using blender default frame rate, 4 00:00:09,000 --> 00:00:11,760 which is 24 frames per second. 5 00:00:11,760 --> 00:00:14,580 And my ultimate method to figure out the rhythm 6 00:00:14,580 --> 00:00:19,273 it's to do noise with my mouth. (mimics bouncing) 7 00:00:20,830 --> 00:00:23,910 So we can argue this is ridiculous or not, 8 00:00:23,910 --> 00:00:26,090 but if you've ever animated before, 9 00:00:26,090 --> 00:00:28,340 I'm sure you've done this also. 10 00:00:28,340 --> 00:00:30,940 And this is currently a very good method 11 00:00:30,940 --> 00:00:33,890 because animation is about rhythm. 12 00:00:33,890 --> 00:00:37,350 So don't hesitate to sing your animation 13 00:00:37,350 --> 00:00:39,400 or to make noise with your mouth 14 00:00:39,400 --> 00:00:43,480 because you will input natural tempo that fits you, 15 00:00:43,480 --> 00:00:45,050 that is appealing to you. 16 00:00:45,050 --> 00:00:48,140 And when I was doing those stupid bouncing noise, 17 00:00:48,140 --> 00:00:52,210 I was almost into a perfect two time per second. 18 00:00:52,210 --> 00:00:56,650 So don't hesitate to record yourself or do whatever you need 19 00:00:56,650 --> 00:01:00,470 to be able to make the sound and measure the tempo of it. 20 00:01:00,470 --> 00:01:02,550 So this scientific method 21 00:01:02,550 --> 00:01:05,990 pushed me to set my animation loop to 12 frames. 22 00:01:05,990 --> 00:01:08,910 So I've set the error extreme on frame six. 23 00:01:08,910 --> 00:01:10,340 As we are doing a cycle, 24 00:01:10,340 --> 00:01:13,910 our character will move forward at a constant speed. 25 00:01:13,910 --> 00:01:17,250 So to help us figuring the position of the root bone, 26 00:01:17,250 --> 00:01:19,370 I can select all its key frame, 27 00:01:19,370 --> 00:01:22,000 press T and switch them to linear. 28 00:01:22,000 --> 00:01:23,970 This is not something mandatory. 29 00:01:23,970 --> 00:01:28,010 If you prefer to go ahead and move the root bone by eye 30 00:01:28,010 --> 00:01:31,090 and figure out the spacing, that's perfectly fine, 31 00:01:31,090 --> 00:01:34,910 but it will help us figuring the foot position 32 00:01:34,910 --> 00:01:38,800 on this first breakdown that I will set on frame one 33 00:01:38,800 --> 00:01:41,070 and it will be the pushing pose. 34 00:01:41,070 --> 00:01:42,280 Going back and forth 35 00:01:42,280 --> 00:01:45,870 I'm trying to match the position of the back feet 36 00:01:45,870 --> 00:01:47,850 on frame zero and frame one. 37 00:01:47,850 --> 00:01:50,840 But again, don't worry if it's not perfect, 38 00:01:50,840 --> 00:01:53,720 because when we will be polishing the curve, 39 00:01:53,720 --> 00:01:56,230 there are methods to make it match. 40 00:01:56,230 --> 00:01:59,920 Here, the important thing is to focus on the silhouette 41 00:01:59,920 --> 00:02:03,590 of your character and the goal of this position. 42 00:02:03,590 --> 00:02:06,680 So I'm currently adjusting the edge rotation, 43 00:02:06,680 --> 00:02:11,350 but before I was adjusting the main torso controller. 44 00:02:11,350 --> 00:02:15,060 The idea is to make these torso controller 45 00:02:15,060 --> 00:02:16,870 pointing toward the target, 46 00:02:16,870 --> 00:02:20,560 the target being the highest point in the air. 47 00:02:20,560 --> 00:02:23,090 So most of the power of the jump 48 00:02:23,090 --> 00:02:26,590 is due to the pushing of the back legs. 49 00:02:26,590 --> 00:02:31,440 So the front legs will be dragging toward the initial point, 50 00:02:31,440 --> 00:02:33,460 the point where they come from. 51 00:02:33,460 --> 00:02:37,060 And they will drag or point toward this position, 52 00:02:37,060 --> 00:02:39,960 both in their location and rotation, 53 00:02:39,960 --> 00:02:43,670 that's why I'm rotating the hands backwards. 54 00:02:43,670 --> 00:02:46,820 I will try to shape a bit the tail, but again, 55 00:02:46,820 --> 00:02:50,583 I won't put that much in the energy into it right now. 56 00:02:50,583 --> 00:02:52,600 I will mainly work on the tail 57 00:02:52,600 --> 00:02:54,620 during the polishing stage. 58 00:02:54,620 --> 00:02:58,930 I will also try to break a bit the position of the back feet 59 00:02:58,930 --> 00:03:01,720 by rotating one of them a little bit. 60 00:03:01,720 --> 00:03:04,090 Again, the idea is to break the twinning. 61 00:03:04,090 --> 00:03:07,200 One of the foot is leaving the ground 62 00:03:07,200 --> 00:03:09,150 slightly after the other. 63 00:03:09,150 --> 00:03:12,650 So there will be a bit of back and forth with the back legs. 64 00:03:12,650 --> 00:03:15,250 Because even if I want to avoid twinning, 65 00:03:15,250 --> 00:03:18,090 I need to keep them tight timing wise 66 00:03:18,090 --> 00:03:20,600 because they are influencing the bounce. 67 00:03:20,600 --> 00:03:22,160 They are giving power. 68 00:03:22,160 --> 00:03:26,180 Now I'm comparing my new pose with the next one. 69 00:03:26,180 --> 00:03:30,910 And I see that I need to revise the orientation of the torso 70 00:03:30,910 --> 00:03:35,910 because my character was diving or pushing too much forward, 71 00:03:36,840 --> 00:03:38,600 not high enough. 72 00:03:38,600 --> 00:03:41,770 Then I will slightly lean the head forward 73 00:03:41,770 --> 00:03:44,280 because if you watch the reference, 74 00:03:44,280 --> 00:03:46,580 the head is pretty stable. 75 00:03:46,580 --> 00:03:50,310 So we will give it a bit of overlapping motion, 76 00:03:50,310 --> 00:03:52,800 but we will try to keep it stable, 77 00:03:52,800 --> 00:03:54,780 looking at its target point. 78 00:03:54,780 --> 00:03:57,090 While I've started stretching the hips, 79 00:03:57,090 --> 00:04:00,140 I keep the chest pretty squashed 80 00:04:00,140 --> 00:04:02,100 throughout the middle of the torso. 81 00:04:02,100 --> 00:04:05,910 And since the root interpolation is a bit annoying to me, 82 00:04:05,910 --> 00:04:09,350 I will switch back to constant interpolation. 83 00:04:09,350 --> 00:04:12,780 From there, I will scrub a lot into my animation. 84 00:04:12,780 --> 00:04:17,230 I will try to fix a bit the feet orientation, 85 00:04:17,230 --> 00:04:18,830 especially the front feet 86 00:04:18,830 --> 00:04:23,490 that need to be oriented a bit inward in the front view. 87 00:04:23,490 --> 00:04:26,010 So that's also a mistake to avoid 88 00:04:26,010 --> 00:04:30,600 when you are animating a character, especially cycles, 89 00:04:30,600 --> 00:04:33,790 you will tend to animate them from a side view 90 00:04:33,790 --> 00:04:36,130 because it's more natural for us 91 00:04:36,130 --> 00:04:37,950 to feel the motion this way. 92 00:04:37,950 --> 00:04:40,270 But don't forget to check your character 93 00:04:40,270 --> 00:04:43,120 from the front view, that's very important. 94 00:04:43,120 --> 00:04:47,480 You should turn around your character as often as possible. 95 00:04:47,480 --> 00:04:50,700 When animating a character, it's like sculpting, 96 00:04:50,700 --> 00:04:52,780 we are sculpting the pose. 97 00:04:52,780 --> 00:04:56,130 So you need to rotate around the model. 98 00:04:56,130 --> 00:04:59,430 When sculpting, you spend half of the time 99 00:04:59,430 --> 00:05:03,870 rotating around your character and watching how it behave. 100 00:05:03,870 --> 00:05:05,990 This is the same with animation. 101 00:05:05,990 --> 00:05:08,450 If you want to create good poses, 102 00:05:08,450 --> 00:05:11,520 you need to check them through every angles. 103 00:05:11,520 --> 00:05:14,580 At this stage, you can shape a bit the ears if you want, 104 00:05:14,580 --> 00:05:15,850 that's not a problem. 105 00:05:15,850 --> 00:05:19,220 It will help reading the silhouette of your character, 106 00:05:19,220 --> 00:05:21,160 but it's a secondary motion 107 00:05:21,160 --> 00:05:23,450 so you don't need to do it right now. 108 00:05:23,450 --> 00:05:24,780 It's a bit like the tail, 109 00:05:24,780 --> 00:05:27,660 this is something that will be easier to figure out 110 00:05:27,660 --> 00:05:29,920 when we are polishing the animation. 111 00:05:29,920 --> 00:05:31,660 So I'm still struggling a bit 112 00:05:31,660 --> 00:05:33,440 with the position of the back feet. 113 00:05:33,440 --> 00:05:35,860 I've kept one of them flat on the ground 114 00:05:35,860 --> 00:05:38,260 because I feel like it looks more grounded, 115 00:05:38,260 --> 00:05:40,070 which is the case, for sure. 116 00:05:40,070 --> 00:05:44,040 So (indistinct) let's jump into the next pose, 117 00:05:44,040 --> 00:05:45,200 the landing pose. 118 00:05:45,200 --> 00:05:47,330 To start to working on the landing pose, 119 00:05:47,330 --> 00:05:50,300 I will duplicate the last pose 120 00:05:50,300 --> 00:05:53,240 so that I have the position of the feet. 121 00:05:53,240 --> 00:05:55,600 This way I know where they will be landing. 122 00:05:55,600 --> 00:05:57,900 Then I will roughly give the orientation 123 00:05:57,900 --> 00:05:59,370 to the torso controller. 124 00:05:59,370 --> 00:06:02,460 So I will push it up and I will rotate it 125 00:06:02,460 --> 00:06:04,360 toward the landing point 126 00:06:04,360 --> 00:06:07,610 or toward where our character come from. 127 00:06:07,610 --> 00:06:10,330 Beware as I have made a little mistake 128 00:06:10,330 --> 00:06:12,160 that I will fix later on, 129 00:06:12,160 --> 00:06:15,040 but if you called avoid it, that will help. 130 00:06:15,040 --> 00:06:18,910 Don't forget to move the root bone a little backward. 131 00:06:18,910 --> 00:06:22,130 It will offset the whole character a bit backward, 132 00:06:22,130 --> 00:06:25,760 and then you can place the feet and the torso as you want. 133 00:06:25,760 --> 00:06:28,160 If you're like me and you forget to do it, 134 00:06:28,160 --> 00:06:30,160 don't worry, it's not a big deal. 135 00:06:30,160 --> 00:06:33,120 That won't be a pain to fix afterward. 136 00:06:33,120 --> 00:06:34,520 So the first thing I will do 137 00:06:34,520 --> 00:06:37,809 is to give the right orientation of the whole body. 138 00:06:37,809 --> 00:06:39,450 I will also pull it back 139 00:06:39,450 --> 00:06:42,560 so that I get a very stretched pose. 140 00:06:42,560 --> 00:06:44,170 The idea is that the front feet 141 00:06:44,170 --> 00:06:46,810 are just about to touch the ground. 142 00:06:46,810 --> 00:06:51,440 So our character is stretching between the target point 143 00:06:51,440 --> 00:06:54,580 and the previous position from where it comes from. 144 00:06:54,580 --> 00:06:57,260 As I did before, if I can't feel the pose, 145 00:06:57,260 --> 00:07:01,920 I will press Alt + R and Alt + G on the chest controller, 146 00:07:01,920 --> 00:07:06,920 for example, to cancel any rotation or move I did before. 147 00:07:07,690 --> 00:07:10,463 And I will just sculpt the pose of the character. 148 00:07:11,480 --> 00:07:12,860 As for the other poses, 149 00:07:12,860 --> 00:07:16,650 you have the reference on the target pose we want to match 150 00:07:16,650 --> 00:07:19,250 in the lower right corner. 151 00:07:19,250 --> 00:07:22,760 Since I don't have that much to comment on this part, 152 00:07:22,760 --> 00:07:26,350 I will see you at eight minute and 50 seconds. 153 00:07:31,299 --> 00:07:33,882 (serene music) 154 00:08:52,467 --> 00:08:55,070 One thing I've input into this pose 155 00:08:55,070 --> 00:08:57,010 and that we need to input 156 00:08:57,010 --> 00:08:59,440 into the other pose while polishing 157 00:08:59,440 --> 00:09:02,230 is this slight twist on the torso. 158 00:09:02,230 --> 00:09:05,490 So since the left front leg of the character 159 00:09:05,490 --> 00:09:08,200 is the first that will touch the ground, 160 00:09:08,200 --> 00:09:12,870 I slightly twist its chest toward this left hand. 161 00:09:12,870 --> 00:09:15,490 And a very common rule that we will see 162 00:09:15,490 --> 00:09:18,020 when we will work on humanoid character 163 00:09:18,020 --> 00:09:21,050 is that when the chest or the shoulders are twisting 164 00:09:21,050 --> 00:09:23,460 or leaning toward the point, 165 00:09:23,460 --> 00:09:27,320 the hips are twisting or leaning in the opposite direction, 166 00:09:27,320 --> 00:09:29,790 giving a nice curvature to your character's 167 00:09:29,790 --> 00:09:31,360 spine and balance. 168 00:09:31,360 --> 00:09:32,700 While working on the pose, 169 00:09:32,700 --> 00:09:35,110 I felt that the timing was a bit off 170 00:09:35,110 --> 00:09:39,000 because the change in pose between frame 11 and 12 171 00:09:39,000 --> 00:09:40,770 was too dramatic. 172 00:09:40,770 --> 00:09:43,620 So I've offset the pose to the frame 10. 173 00:09:43,620 --> 00:09:47,010 This pose was the hardest to make right so far. 174 00:09:47,010 --> 00:09:49,190 So I'm going back and forth a lot, 175 00:09:49,190 --> 00:09:51,670 I'm modifying the position of the legs a lot, 176 00:09:51,670 --> 00:09:53,980 I want to avoid twinning. 177 00:09:53,980 --> 00:09:56,300 I'm reworking the torso orientation, 178 00:09:56,300 --> 00:09:57,800 a lot of different stuff. 179 00:09:57,800 --> 00:09:59,440 There are very little chance 180 00:09:59,440 --> 00:10:02,540 that you're able to match the perfect pose, 181 00:10:02,540 --> 00:10:05,180 which doesn't exist at the first time. 182 00:10:05,180 --> 00:10:07,600 So don't hesitate to come back on it, 183 00:10:07,600 --> 00:10:10,460 don't hesitate to even modify the previous poses. 184 00:10:10,460 --> 00:10:13,300 And since we are starting to feel the motion, 185 00:10:13,300 --> 00:10:16,210 it's a good moment to display the motion path 186 00:10:16,210 --> 00:10:17,760 of the torso controller. 187 00:10:17,760 --> 00:10:21,380 This give us a rough idea of the motion of the body 188 00:10:21,380 --> 00:10:25,100 and it makes me confident enough to shape a bit the tail. 189 00:10:25,100 --> 00:10:28,060 But don't worry, you don't need to do it right now. 190 00:10:28,060 --> 00:10:31,630 Again, we can do it during the polishing stage. 191 00:10:31,630 --> 00:10:34,900 Nothing special to comment during this stage, 192 00:10:34,900 --> 00:10:37,120 so I will leave you and see you 193 00:10:37,120 --> 00:10:39,743 at 11 minutes and 38 seconds. 194 00:10:42,778 --> 00:10:45,361 (serene music) 195 00:11:38,820 --> 00:11:41,030 As I told you a little early on, 196 00:11:41,030 --> 00:11:43,300 I forgotten to move the root bone. 197 00:11:43,300 --> 00:11:47,520 So I will move it backward in the position it should be. 198 00:11:47,520 --> 00:11:51,400 And then I just need to select the chest controller 199 00:11:51,400 --> 00:11:55,340 and all the foot controller and move them all together 200 00:11:55,340 --> 00:11:57,570 to fit my previous pose. 201 00:11:57,570 --> 00:12:01,600 Since all those controllers are child of the root, 202 00:12:01,600 --> 00:12:05,000 moving them together is like moving the root bone. 203 00:12:05,000 --> 00:12:08,990 And again, I will fight and fight refining this pose 204 00:12:08,990 --> 00:12:11,180 until I'm satisfied with it. 205 00:12:11,180 --> 00:12:12,530 And as soon as I am, 206 00:12:12,530 --> 00:12:17,470 I will add a last breakdown or in-between on frame 11 207 00:12:17,470 --> 00:12:20,590 because we can figure the position of our character 208 00:12:20,590 --> 00:12:22,440 from frame to frame six. 209 00:12:22,440 --> 00:12:24,980 There will be specific error motion, 210 00:12:24,980 --> 00:12:27,450 but we can track the position of the feet, 211 00:12:27,450 --> 00:12:32,130 the position of the torso, and try to get a smooth motion. 212 00:12:32,130 --> 00:12:35,920 And this is a big strength of the graph editor 213 00:12:35,920 --> 00:12:38,090 and the fact that we are using a computer 214 00:12:38,090 --> 00:12:39,400 to do the animation. 215 00:12:39,400 --> 00:12:42,410 It's perfect to create a smooth interpolation 216 00:12:42,410 --> 00:12:43,930 between two poses. 217 00:12:43,930 --> 00:12:47,090 But since we have a big difference of pose 218 00:12:47,090 --> 00:12:49,590 between frame 10 and frame 12, 219 00:12:49,590 --> 00:12:52,120 you can't let the computer do the guesswork. 220 00:12:52,120 --> 00:12:56,670 We need to build this new breakdown or in-between ourself. 221 00:12:56,670 --> 00:12:59,330 So this time I won't do the same mistake 222 00:12:59,330 --> 00:13:01,630 of forgetting to move the root bone. 223 00:13:01,630 --> 00:13:05,370 And since it's supposed to have a linear interpolation, 224 00:13:05,370 --> 00:13:08,730 it's position between frame 10 and frame 11 225 00:13:08,730 --> 00:13:12,570 should be right in the middle of those two poses. 226 00:13:12,570 --> 00:13:15,520 And there is a tool that we haven't used yet, 227 00:13:15,520 --> 00:13:18,020 because I didn't want you to use it 228 00:13:18,020 --> 00:13:20,010 and it's called the Breakdowner. 229 00:13:20,010 --> 00:13:22,210 You can select it with the tool panel 230 00:13:22,210 --> 00:13:25,010 and with any bone or group of bones selected, 231 00:13:25,010 --> 00:13:26,900 when you left click and drag, 232 00:13:26,900 --> 00:13:29,230 you will see a breakdown percentage 233 00:13:29,230 --> 00:13:32,010 appearing in the top left corner of your screen. 234 00:13:32,010 --> 00:13:35,530 It currently gives you the level of interpolation 235 00:13:35,530 --> 00:13:36,810 you are performing. 236 00:13:36,810 --> 00:13:38,430 So if I left click and drag 237 00:13:38,430 --> 00:13:41,060 or press Shift + E to activate it 238 00:13:41,060 --> 00:13:44,300 and set the interpolation value to 50%, 239 00:13:44,300 --> 00:13:46,770 I'm sure I will be right in the middle. 240 00:13:46,770 --> 00:13:49,600 You can constrain this tool to rotation, 241 00:13:49,600 --> 00:13:53,270 move and scale by pressing G-R-R-S. 242 00:13:53,270 --> 00:13:56,500 You can also concentrate it to specific axes, 243 00:13:56,500 --> 00:14:00,120 and there are two other tools under the Breakdowner's menu 244 00:14:00,120 --> 00:14:02,590 that we are going to see later on. 245 00:14:02,590 --> 00:14:04,170 With my root bone position, 246 00:14:04,170 --> 00:14:08,290 I can press I to insert a key frame for every controllers. 247 00:14:08,290 --> 00:14:10,760 From there, the first thing I will do 248 00:14:10,760 --> 00:14:13,830 is try to match the feet position 249 00:14:13,830 --> 00:14:17,110 so the feet are targeting the landing position. 250 00:14:17,110 --> 00:14:19,790 It's exactly the same workflow as before. 251 00:14:19,790 --> 00:14:24,270 Then I cancel the rotation and move on the torso controller 252 00:14:24,270 --> 00:14:26,190 and I rework the pose. 253 00:14:26,190 --> 00:14:29,510 So I did a bit of twist by pressing R, 254 00:14:29,510 --> 00:14:33,380 then Y twice to rotate on the local y-axis. 255 00:14:33,380 --> 00:14:37,670 And now I will push the root of the torso toward the ground. 256 00:14:37,670 --> 00:14:40,560 The right leg is the first to contact the ground 257 00:14:40,560 --> 00:14:44,240 as it is the first one to be raised when leaving the ground. 258 00:14:44,240 --> 00:14:47,570 So I can have the left arm slightly bent, 259 00:14:47,570 --> 00:14:49,730 and they wouldn't put a lot of squashing, 260 00:14:49,730 --> 00:14:51,440 both in the chest and hips, 261 00:14:51,440 --> 00:14:53,660 by moving them toward the ground. 262 00:14:53,660 --> 00:14:56,400 I also make sure that I rotate the foot 263 00:14:56,400 --> 00:14:59,270 so that the plant is facing the ground. 264 00:14:59,270 --> 00:15:01,820 It's like the food are dragging 265 00:15:01,820 --> 00:15:05,170 so the tip of the food will later 266 00:15:05,170 --> 00:15:07,282 than the base of the foot or the heel. 267 00:15:07,282 --> 00:15:10,640 That's also a form of follow through. 268 00:15:10,640 --> 00:15:14,330 If you animate a hand or a foot moving, 269 00:15:14,330 --> 00:15:17,720 you want the fingers of the toes to be dragging 270 00:15:17,720 --> 00:15:20,460 to have an overlapping motion. 271 00:15:20,460 --> 00:15:23,490 One important thing I've learned through my classes 272 00:15:23,490 --> 00:15:25,590 is that says is that you should track your motion 273 00:15:25,590 --> 00:15:26,960 as soon as possible. 274 00:15:26,960 --> 00:15:30,879 This is why I've calculated the motion path for the feet, 275 00:15:30,879 --> 00:15:34,000 so that they can see their trajectory and timing. 276 00:15:34,000 --> 00:15:37,490 And this will be the perfect tool to double-check ox. 277 00:15:37,490 --> 00:15:41,480 We will talk more in depth about the ox in the next video. 278 00:15:41,480 --> 00:15:45,240 I will also add a bit of squashing on the head 279 00:15:45,240 --> 00:15:47,830 by moving it a bit backward. 280 00:15:47,830 --> 00:15:51,310 And to counter this I will slightly rotate it up 281 00:15:51,310 --> 00:15:56,310 so that our character is watching towards its next step. 282 00:15:56,340 --> 00:16:00,310 I will also calculate the motion path of the head bone 283 00:16:00,310 --> 00:16:03,850 and while I'm posing it, I'm trying to create a smooth curve 284 00:16:03,850 --> 00:16:05,873 between the different position of the head. 285 00:16:05,873 --> 00:16:08,120 This is the arc of the head. 286 00:16:08,120 --> 00:16:11,590 So try your best here to get a smooth transition 287 00:16:11,590 --> 00:16:13,040 between the different poses. 288 00:16:13,040 --> 00:16:15,600 But if it's not perfect, again, don't worry, 289 00:16:15,600 --> 00:16:18,810 we will see that in-depth during the polishing stage 290 00:16:18,810 --> 00:16:22,610 and by reading the curve, it will be even easier. 291 00:16:22,610 --> 00:16:25,460 Once I'm done with that, I can check my animation. 292 00:16:25,460 --> 00:16:28,360 So we really start to have the feeling of the emotion, 293 00:16:28,360 --> 00:16:31,460 but the problem is that my character is jumping forward 294 00:16:31,460 --> 00:16:33,630 so I would like to see it looping. 295 00:16:33,630 --> 00:16:36,990 Just uncheck the route controller so that your character 296 00:16:36,990 --> 00:16:40,210 will be jumping and looping without moving forward. 297 00:16:40,210 --> 00:16:41,850 Now, as for the bouncing ball, 298 00:16:41,850 --> 00:16:44,350 since frame zero and frame 12 are the same 299 00:16:44,350 --> 00:16:48,700 I will just read the animation from frame zero to frame 11. 300 00:16:48,700 --> 00:16:50,690 It already looks very good. 301 00:16:50,690 --> 00:16:53,200 But one last thing I'd like to address 302 00:16:53,200 --> 00:16:56,320 is the squashing of the character on the very first frame. 303 00:16:56,320 --> 00:16:58,870 I think we can push the pose even more. 304 00:16:58,870 --> 00:17:02,240 So I will just push the test controller a bit backward, 305 00:17:02,240 --> 00:17:04,120 the hips a bit forward, 306 00:17:04,120 --> 00:17:06,880 and the root of the torso a bit lower, 307 00:17:06,880 --> 00:17:09,480 Since we are animating on once here, 308 00:17:09,480 --> 00:17:13,710 meaning that we are creating a key pose on each frame, 309 00:17:13,710 --> 00:17:16,210 there won't be any specific interpolation. 310 00:17:16,210 --> 00:17:19,020 This is why I use the motion path 311 00:17:19,020 --> 00:17:21,710 to make sure that I have a nice spacing. 312 00:17:21,710 --> 00:17:24,440 With this pose on frame 12 updated. 313 00:17:24,440 --> 00:17:27,650 I'd like to duplicate all the key frame on frame 12 314 00:17:27,650 --> 00:17:29,590 and move them on frame zero. 315 00:17:29,590 --> 00:17:32,980 But I don't want to duplicate the root key frame. 316 00:17:32,980 --> 00:17:35,180 So I will lock the root, 317 00:17:35,180 --> 00:17:38,880 press Shift + D with all the key frames selected on frame 12 318 00:17:38,880 --> 00:17:40,800 and moved them on frame zero. 319 00:17:40,800 --> 00:17:41,960 And that's it. 320 00:17:41,960 --> 00:17:45,900 You've just blocked your first character run cycle. 321 00:17:45,900 --> 00:17:49,560 It's not something easy so if you have failed, don't worry, 322 00:17:49,560 --> 00:17:51,740 just restart from the beginning. 323 00:17:51,740 --> 00:17:53,580 I'm here to give you the method, 324 00:17:53,580 --> 00:17:55,240 but it's only through practice 325 00:17:55,240 --> 00:17:57,240 that you will become a good animator. 326 00:17:57,240 --> 00:18:00,090 Don't stress out, watch the video again. 327 00:18:00,090 --> 00:18:00,923 And if you're ready, 328 00:18:00,923 --> 00:18:04,513 I'll see you in the next one to polish this animation. 26426

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