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These are the user uploaded subtitles that are being translated: 1 00:00:00,120 --> 00:00:03,570 - Finally, the polishing stage of our run cycle 2 00:00:03,570 --> 00:00:06,550 or gem cycle animation, as you wish. 3 00:00:06,550 --> 00:00:10,380 With all of our keys selected, I will press T 4 00:00:10,380 --> 00:00:13,160 and switch to Bézier interpolation. 5 00:00:13,160 --> 00:00:16,440 This is what we call splining the animation, 6 00:00:16,440 --> 00:00:18,690 because we are just changing the curve 7 00:00:18,690 --> 00:00:20,963 from constant to spline. 8 00:00:20,963 --> 00:00:23,390 And I must say that from our blocking 9 00:00:23,390 --> 00:00:25,430 it already looks pretty cool. 10 00:00:25,430 --> 00:00:28,210 I will quickly clean up the ROOT bone. 11 00:00:28,210 --> 00:00:30,360 So I will select it 12 00:00:30,360 --> 00:00:34,110 and use the only selected option in the action editor. 13 00:00:34,110 --> 00:00:36,200 When doing a locomotion cycle 14 00:00:36,200 --> 00:00:38,890 it's better to have a constant speed. 15 00:00:38,890 --> 00:00:40,850 So I just need to keep the first 16 00:00:40,850 --> 00:00:45,850 and last key frame and switch them to linear interpolation. 17 00:00:46,020 --> 00:00:49,810 Linear interpolation means constant speed. 18 00:00:49,810 --> 00:00:52,320 And while we are polishing the animation 19 00:00:52,320 --> 00:00:55,550 we can enable or disable the ROOT motion 20 00:00:55,550 --> 00:00:58,625 to check the motion path of our character, 21 00:00:58,625 --> 00:01:02,010 while moving forward or in place. 22 00:01:02,010 --> 00:01:03,430 For the polishing stage, 23 00:01:03,430 --> 00:01:04,930 it can be interesting 24 00:01:04,930 --> 00:01:08,370 to use the properties I have created on the streak. 25 00:01:08,370 --> 00:01:09,530 You can access them 26 00:01:09,530 --> 00:01:12,841 selecting the property bone on top of the character. 27 00:01:12,841 --> 00:01:16,300 The hide properties are not supposed to be keyed. 28 00:01:16,300 --> 00:01:18,230 That's a mistake I have made. 29 00:01:18,230 --> 00:01:19,760 So I will just try click on it 30 00:01:19,760 --> 00:01:21,940 and choose to clear key frames. 31 00:01:21,940 --> 00:01:23,930 Hiding the legs and hiding the tail 32 00:01:23,930 --> 00:01:26,120 while we are polishing the torso, 33 00:01:26,120 --> 00:01:28,610 for example, will help a lot, 34 00:01:28,610 --> 00:01:30,570 because we won't be distracted 35 00:01:30,570 --> 00:01:33,550 by the legs motion nor the tail motion. 36 00:01:33,550 --> 00:01:35,890 And so we can approach the animation 37 00:01:35,890 --> 00:01:39,660 of the torso of our character as a bouncing ball. 38 00:01:39,660 --> 00:01:41,920 A very common rule in animation 39 00:01:41,920 --> 00:01:44,480 is that everything is a bouncing ball. 40 00:01:44,480 --> 00:01:48,030 That's why the bone simple exercise is so important. 41 00:01:48,030 --> 00:01:50,480 Whenever you are learning animation. 42 00:01:50,480 --> 00:01:52,140 Finally, as always 43 00:01:52,140 --> 00:01:55,010 it's very important to use the motion path 44 00:01:55,010 --> 00:01:58,360 as explained before I've added to my quick favorite 45 00:01:58,360 --> 00:02:02,160 so I can rapidly access them, pressing the Q key 46 00:02:02,160 --> 00:02:06,033 but you can also find it under the armature properties. 47 00:02:07,150 --> 00:02:10,090 Let's starts by polishing the torso controller 48 00:02:10,090 --> 00:02:12,470 or the root of the torso, if you will. 49 00:02:12,470 --> 00:02:14,050 I've hidden the tail 50 00:02:14,050 --> 00:02:17,210 but I advise you to also hide the legs 51 00:02:17,210 --> 00:02:20,050 because they are a bit distracting in the end. 52 00:02:20,050 --> 00:02:22,770 I've hidden them a little later on 53 00:02:22,770 --> 00:02:25,890 but it's better to hide them right at the beginning. 54 00:02:25,890 --> 00:02:28,860 I will first work on the Z location curve 55 00:02:28,860 --> 00:02:32,750 since it's the most influential curve in the motion 56 00:02:32,750 --> 00:02:35,600 of this controller, it's pretty straightforward 57 00:02:35,600 --> 00:02:39,430 because it does really looks like our bouncing ball curve. 58 00:02:39,430 --> 00:02:41,780 There are two main differences. 59 00:02:41,780 --> 00:02:45,500 I've slightly scaled the upper vector. 60 00:02:45,500 --> 00:02:47,800 So that my character is kind of 61 00:02:47,800 --> 00:02:51,030 floating when it's reached its highest point. 62 00:02:51,030 --> 00:02:54,530 So it brings a bit of style into my animation. 63 00:02:54,530 --> 00:02:56,060 And the second thing is 64 00:02:56,060 --> 00:03:00,720 that we have a slight easing on the contact frame 65 00:03:00,720 --> 00:03:05,700 because the legs of our character are absorbing the shock. 66 00:03:05,700 --> 00:03:07,600 So we don't have a broken vector 67 00:03:07,600 --> 00:03:10,060 on frame zero and frame 12. 68 00:03:10,060 --> 00:03:14,580 Remember that frame zero and frame 12 must be the same. 69 00:03:14,580 --> 00:03:17,070 So I will basically revise a bit 70 00:03:17,070 --> 00:03:22,070 the position of frame one and 11, and then they I will scale 71 00:03:22,470 --> 00:03:24,940 my key frame on frame six, 72 00:03:24,940 --> 00:03:26,540 when I'm editing the curve, 73 00:03:26,540 --> 00:03:29,710 especially this kind of broad curve. 74 00:03:29,710 --> 00:03:31,880 I often only press the cue key 75 00:03:31,880 --> 00:03:35,250 in the 3D view port to access my quick favorite. 76 00:03:35,250 --> 00:03:37,630 And I update the motion path. 77 00:03:37,630 --> 00:03:39,730 Don't forget to check the animation 78 00:03:39,730 --> 00:03:43,340 both with the ROOT enabled and disabled. 79 00:03:43,340 --> 00:03:45,790 Here the video is sped up twice 80 00:03:45,790 --> 00:03:49,500 but you have the curve in reference on the top right corner. 81 00:03:49,500 --> 00:03:50,490 And at this stage 82 00:03:50,490 --> 00:03:52,710 you should be able to polish the curve. 83 00:03:52,710 --> 00:03:54,370 Again as an art form, 84 00:03:54,370 --> 00:03:57,140 I can't teach you everything about animation 85 00:03:57,140 --> 00:04:00,260 because a lot of it is about feeling the motion. 86 00:04:00,260 --> 00:04:03,510 So you have to feel if you want to hold your character 87 00:04:03,510 --> 00:04:07,510 a little more in the air or make him jump a little higher, 88 00:04:07,510 --> 00:04:10,200 a little lower, that's about you. 89 00:04:10,200 --> 00:04:12,250 The thing I'm pretty convinced here 90 00:04:12,250 --> 00:04:14,450 is that the leg are really distracting. 91 00:04:14,450 --> 00:04:16,850 So don't forget to hide them right now. 92 00:04:16,850 --> 00:04:19,739 I'm now switching to the X rotation curve 93 00:04:19,739 --> 00:04:24,700 and the weird thing here is that we have our XYZ rotation 94 00:04:24,700 --> 00:04:26,850 but also W your rotation. 95 00:04:26,850 --> 00:04:29,830 And there is also this strange quaternion name. 96 00:04:29,830 --> 00:04:32,080 Don't worry about that for the time being 97 00:04:32,080 --> 00:04:36,120 we will be focusing on the X, Y, and Z rotation curve. 98 00:04:36,120 --> 00:04:40,820 We can kind of ignore the W quaternion rotation curve 99 00:04:40,820 --> 00:04:42,150 for the time being. 100 00:04:42,150 --> 00:04:46,530 And I will explain you Euler and quaternion rotation later 101 00:04:46,530 --> 00:04:47,450 in this course, 102 00:04:47,450 --> 00:04:49,860 the X rotation curve allows us to 103 00:04:49,860 --> 00:04:53,060 lean our character forward and backwards. 104 00:04:53,060 --> 00:04:56,620 We can see, we have an important change on the rotation 105 00:04:56,620 --> 00:04:59,691 or orientation of the torso of our character 106 00:04:59,691 --> 00:05:02,880 when it's contacting and leaving the ground. 107 00:05:02,880 --> 00:05:05,750 I've created a little plateau in the middle when 108 00:05:05,750 --> 00:05:08,090 our character is floating in the air 109 00:05:08,090 --> 00:05:11,580 the key on zero and 12 are identical 110 00:05:11,580 --> 00:05:13,250 and I've rotated the angles 111 00:05:13,250 --> 00:05:16,160 so that we have a continuous flow of the curve. 112 00:05:16,160 --> 00:05:18,420 When I'm editing this rotation curve, 113 00:05:18,420 --> 00:05:23,420 I'm thinking of how I want my character to behave. 114 00:05:23,470 --> 00:05:27,620 It's a very light animal with a lot of agility. 115 00:05:27,620 --> 00:05:30,470 So I want a very smooth motion. 116 00:05:30,470 --> 00:05:32,400 So I want to shape the body 117 00:05:32,400 --> 00:05:36,920 of my character so that it follows the flow of the jump. 118 00:05:36,920 --> 00:05:38,760 And I curve the body even more 119 00:05:38,760 --> 00:05:42,780 when the character is landing and pushing to jump again. 120 00:05:42,780 --> 00:05:44,070 When I got this feeling 121 00:05:44,070 --> 00:05:46,680 I fixed the first and last key frame 122 00:05:46,680 --> 00:05:50,280 aligning them using the individual origin. 123 00:05:50,280 --> 00:05:54,090 It allows you to rotate both key frame independently, 124 00:05:54,090 --> 00:05:57,180 and then I've created this little plateau. 125 00:05:57,180 --> 00:06:00,330 To have my character slightly flatter 126 00:06:00,330 --> 00:06:03,210 or horizontal while in the air. 127 00:06:03,210 --> 00:06:05,740 It will make it float a bit more. 128 00:06:05,740 --> 00:06:09,523 And here is the result after polishing the X rotation. 129 00:06:14,290 --> 00:06:19,040 The Y Location, motion of our character is barely noticeable 130 00:06:19,040 --> 00:06:20,870 because most of the forward 131 00:06:20,870 --> 00:06:24,930 and backward motion is generated by the ROOT bone. 132 00:06:24,930 --> 00:06:26,900 And I've used the Y location 133 00:06:26,900 --> 00:06:29,400 of the body control during the bulking 134 00:06:29,400 --> 00:06:32,680 only for very subtle adjustment of the pose. 135 00:06:32,680 --> 00:06:34,100 So I've zoomed on the curve 136 00:06:34,100 --> 00:06:36,180 because the value are very subtle. 137 00:06:36,180 --> 00:06:39,273 And what I will do is just to align the curve 138 00:06:39,273 --> 00:06:41,810 on frame zero and frame 12. 139 00:06:41,810 --> 00:06:45,070 This will remove any jitter during the cycle. 140 00:06:45,070 --> 00:06:48,244 We can enable later on the cycle modifier 141 00:06:48,244 --> 00:06:51,320 so that you will see the continuity of your curve, 142 00:06:51,320 --> 00:06:55,610 and it might be a little more intuitive to edit them 143 00:06:55,610 --> 00:06:56,800 to align them. 144 00:06:56,800 --> 00:07:01,392 I will apply the same process to the Y and Z rotation curve. 145 00:07:01,392 --> 00:07:04,870 They are here to slightly twist the torso 146 00:07:04,870 --> 00:07:09,660 of our character and slightly rotate it side to side. 147 00:07:09,660 --> 00:07:13,040 So they just communicate a bit, the fact that we 148 00:07:13,040 --> 00:07:16,310 haven't been using tweening when our character is landing 149 00:07:16,310 --> 00:07:20,890 meaning that his front legs don't land at the same time. 150 00:07:20,890 --> 00:07:22,460 So there will be a bit 151 00:07:22,460 --> 00:07:25,850 of twisting in the shoulders and in the torso 152 00:07:25,850 --> 00:07:29,760 because everything is connected on our character. 153 00:07:29,760 --> 00:07:32,200 And this is something super important 154 00:07:32,200 --> 00:07:34,540 when you are animating a character, 155 00:07:34,540 --> 00:07:37,300 remember that everything is connected. 156 00:07:37,300 --> 00:07:40,540 So if you move your hand, it will, at some point 157 00:07:40,540 --> 00:07:42,450 make your legs move. 158 00:07:42,450 --> 00:07:45,702 I know it's a bit extreme, but just keep this in mind 159 00:07:45,702 --> 00:07:50,320 so that you won't forget to kind of polish a bit everything 160 00:07:50,320 --> 00:07:53,210 or think about it whenever you are working 161 00:07:53,210 --> 00:07:55,600 on the extremity of your contractor. 162 00:07:55,600 --> 00:07:59,670 So what I will do for the Y and Z quaternion rotation, 163 00:07:59,670 --> 00:08:02,370 since those are very subtle motion, 164 00:08:02,370 --> 00:08:05,780 I will just create a subtle flow in the curve, 165 00:08:05,780 --> 00:08:08,830 making sure that when the curve is going 166 00:08:08,830 --> 00:08:12,000 from one extreme frame 12 to the other 167 00:08:12,000 --> 00:08:14,970 frame zero, it does flow properly. 168 00:08:14,970 --> 00:08:17,440 So I create a slight overshoot 169 00:08:17,440 --> 00:08:20,910 by pushing the key number two, a bit down. 170 00:08:20,910 --> 00:08:24,130 The idea's to get smoother changes in the curve 171 00:08:24,130 --> 00:08:27,970 instead of adding very brutal changes in the curve. 172 00:08:27,970 --> 00:08:30,240 So it's a bit the same with the Z curve. 173 00:08:30,240 --> 00:08:31,400 When I zoom on it, 174 00:08:31,400 --> 00:08:33,900 we can see that we have a peak at the end. 175 00:08:33,900 --> 00:08:35,950 I will smooth the curve down, 176 00:08:35,950 --> 00:08:37,955 rotate the very last key frame, 177 00:08:37,955 --> 00:08:39,650 duplicated it on frame one. 178 00:08:39,650 --> 00:08:42,523 Now my curve is diving between frame zero and one. 179 00:08:42,523 --> 00:08:46,320 So I will just push down a bit the key frame number one 180 00:08:46,320 --> 00:08:48,000 onto the front two 181 00:08:48,000 --> 00:08:51,410 to get a smoother curve on its whole shape. 182 00:08:51,410 --> 00:08:54,870 We haven't used scaling so those curves are perfectly flat. 183 00:08:54,870 --> 00:08:57,150 So the first pass of polishing is done 184 00:08:57,150 --> 00:08:58,560 for the body controller. 185 00:08:58,560 --> 00:09:01,260 Those curves will probably be adjusted 186 00:09:01,260 --> 00:09:03,470 when we have polished the chest, 187 00:09:03,470 --> 00:09:05,533 hips and head of our character. 14839

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