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These are the user uploaded subtitles that are being translated: 1 00:00:01,030 --> 00:00:03,800 - [Instructor] Let's continue polishing our run cycle, 2 00:00:03,800 --> 00:00:06,890 working on the hips, chest and head. 3 00:00:06,890 --> 00:00:08,280 Before I work on those curve, 4 00:00:08,280 --> 00:00:12,270 I like to be able to see the cycle repeating over time. 5 00:00:12,270 --> 00:00:14,140 To do so, in the graph editor, 6 00:00:14,140 --> 00:00:18,430 we will display all the curve using the see all filter. 7 00:00:18,430 --> 00:00:21,610 Then we can press A to select all the curve 8 00:00:21,610 --> 00:00:23,190 and press Shift + E 9 00:00:23,190 --> 00:00:24,640 and choose Make Cycle. 10 00:00:24,640 --> 00:00:26,960 This will add the cycle curve modifier 11 00:00:26,960 --> 00:00:31,300 on all our curves and the animation will repeat infinitely. 12 00:00:31,300 --> 00:00:33,330 This is something we have already done 13 00:00:33,330 --> 00:00:35,510 on our bouncing ball exercise. 14 00:00:35,510 --> 00:00:38,480 Now I don't want to do so for the root bone. 15 00:00:38,480 --> 00:00:41,900 So I will activate the show selected only filter 16 00:00:41,900 --> 00:00:45,290 so that it only displays my root bone curves 17 00:00:45,290 --> 00:00:46,490 whenever I select. 18 00:00:46,490 --> 00:00:49,390 I zoom on the curve, pressing the dot key 19 00:00:49,390 --> 00:00:52,610 and then press Shift + E, linear extrapolation. 20 00:00:52,610 --> 00:00:56,040 This way, I will have a continuous move forward 21 00:00:56,040 --> 00:00:57,290 off our character 22 00:00:57,290 --> 00:00:59,170 but it doesn't seem to work 23 00:00:59,170 --> 00:01:02,490 and this is because we have also a cyclic modifier 24 00:01:02,490 --> 00:01:03,590 on those curves. 25 00:01:03,590 --> 00:01:07,710 So we'll press Shift + E again and clear cyclic modifier. 26 00:01:07,710 --> 00:01:10,600 So now all my curve are cycling 27 00:01:10,600 --> 00:01:12,370 but the root bone curve 28 00:01:12,370 --> 00:01:14,970 that has linear extrapolation 29 00:01:14,970 --> 00:01:19,390 and if I now increase the frame value of my animation end, 30 00:01:19,390 --> 00:01:21,430 I will see my character bouncing 31 00:01:21,430 --> 00:01:23,240 and bouncing and going forward. 32 00:01:23,240 --> 00:01:24,800 This is just a little trick 33 00:01:24,800 --> 00:01:28,020 that will show us the animation moving forward 34 00:01:28,020 --> 00:01:29,210 as it should be. 35 00:01:29,210 --> 00:01:31,510 It will just give you a better feeling 36 00:01:31,510 --> 00:01:34,550 whenever you are reviewing your animation. 37 00:01:34,550 --> 00:01:38,500 So let's reset the N key to frame 11 38 00:01:38,500 --> 00:01:41,690 and let's start polishing the chest control. 39 00:01:41,690 --> 00:01:43,810 As usual, I prefer to start 40 00:01:43,810 --> 00:01:46,243 with the most influential curve. 41 00:01:46,243 --> 00:01:49,230 This is going to be the x rotation curve 42 00:01:49,230 --> 00:01:53,060 that makes our character learning forward and backward. 43 00:01:53,060 --> 00:01:55,730 So this is something I've already said before 44 00:01:55,730 --> 00:01:59,310 and that I will repeat a lot during the course I believe 45 00:01:59,310 --> 00:02:02,270 is that it's better to work first 46 00:02:02,270 --> 00:02:05,470 on the biggest changes in your animation, 47 00:02:05,470 --> 00:02:07,110 so work on the curves 48 00:02:07,110 --> 00:02:10,310 that will influence the most the motion 49 00:02:10,310 --> 00:02:12,730 and then go ahead with the details. 50 00:02:12,730 --> 00:02:15,220 It's like any piece of art. 51 00:02:15,220 --> 00:02:18,140 You always start by blocking the main shapes 52 00:02:18,140 --> 00:02:20,240 when you are sculpting, for example, 53 00:02:20,240 --> 00:02:24,540 and then you go deeper and deeper into the details. 54 00:02:24,540 --> 00:02:27,230 But if the main shape or main motion 55 00:02:27,230 --> 00:02:30,660 for our animation doesn't work properly, 56 00:02:30,660 --> 00:02:32,460 then the whole animation, 57 00:02:32,460 --> 00:02:35,610 no matter how much detail you are inputting into it 58 00:02:35,610 --> 00:02:37,780 won't be working properly. 59 00:02:37,780 --> 00:02:39,790 I tried to keep the chest aligned 60 00:02:39,790 --> 00:02:41,902 with the motion of the whole body 61 00:02:41,902 --> 00:02:46,027 but I input a bit of anticipation or dragging 62 00:02:46,027 --> 00:02:49,640 before the character is landing, 63 00:02:49,640 --> 00:02:54,080 raising a bit the curve will currently raise a bit the chest 64 00:02:54,080 --> 00:02:55,750 just before he lands. 65 00:02:55,750 --> 00:02:59,660 And then when he's diving into the next jump, 66 00:02:59,660 --> 00:03:01,530 I try to curl the chest 67 00:03:01,530 --> 00:03:03,440 towards the next point. 68 00:03:03,440 --> 00:03:04,730 So when he's about to land, 69 00:03:04,730 --> 00:03:09,730 he's leaning backward to anticipate the impact 70 00:03:10,020 --> 00:03:12,920 and when he's pushing to the next jump, 71 00:03:12,920 --> 00:03:16,990 he's curving his body towards the target, 72 00:03:16,990 --> 00:03:18,660 the point in the air. 73 00:03:18,660 --> 00:03:21,240 The y curve is the twisting curve. 74 00:03:21,240 --> 00:03:22,610 It's super subtle. 75 00:03:22,610 --> 00:03:25,700 As we have seen before, I have just input a bit 76 00:03:25,700 --> 00:03:27,220 of twisting in the chest 77 00:03:27,220 --> 00:03:30,300 so it depends on the position of the legs, 78 00:03:30,300 --> 00:03:32,520 so I will redisplay the legs. 79 00:03:32,520 --> 00:03:35,280 To be honest, what I will mainly do here 80 00:03:35,280 --> 00:03:37,110 is try to match the pose 81 00:03:37,110 --> 00:03:39,680 by twisting a bit toward the leg 82 00:03:39,680 --> 00:03:42,060 that is the more forward 83 00:03:42,060 --> 00:03:45,420 and then I clean the curve to have a smooth transition 84 00:03:45,420 --> 00:03:47,380 between the different keyframes. 85 00:03:47,380 --> 00:03:49,520 What I mean here is that I don't want 86 00:03:49,520 --> 00:03:52,739 to have any glitches on this y curve 87 00:03:52,739 --> 00:03:56,090 or on this y rotation motion. 88 00:03:56,090 --> 00:03:59,840 This is why I pulled up the keyframe number one 89 00:03:59,840 --> 00:04:01,900 so that it better blend 90 00:04:01,900 --> 00:04:03,750 with the previous key. 91 00:04:03,750 --> 00:04:06,420 And I do the same with frame number 10 92 00:04:06,420 --> 00:04:08,720 by pulling it down a bit. 93 00:04:08,720 --> 00:04:10,790 I will do the same with the z rotation 94 00:04:10,790 --> 00:04:11,860 and once I'm done, 95 00:04:11,860 --> 00:04:14,830 we will work a bit on the location. 96 00:04:14,830 --> 00:04:18,349 So the idea is to use the z and y location 97 00:04:18,349 --> 00:04:21,860 of this controller to add a bit of squashing 98 00:04:21,860 --> 00:04:23,890 and stretching to the torso. 99 00:04:23,890 --> 00:04:27,923 I will be working on those location curve at 5:07. 100 00:04:27,923 --> 00:04:30,673 (tranquil music) 101 00:05:08,290 --> 00:05:11,390 As usual, I will start to polish my animation 102 00:05:11,390 --> 00:05:12,470 from a side view. 103 00:05:12,470 --> 00:05:13,570 The first thing I will do 104 00:05:13,570 --> 00:05:15,610 is to move the curve a bit trend only 105 00:05:15,610 --> 00:05:18,130 to see how my character behaves. 106 00:05:18,130 --> 00:05:21,600 Because the chest controller is the child of the body 107 00:05:21,600 --> 00:05:26,090 and we have see in the parent-child relationship video 108 00:05:26,090 --> 00:05:30,210 that the child will inherit the orientation of its parent 109 00:05:30,210 --> 00:05:33,660 and so the y-axis of our character 110 00:05:33,660 --> 00:05:36,210 might not be aligned with world space. 111 00:05:36,210 --> 00:05:38,150 And this is clearly not the case, 112 00:05:38,150 --> 00:05:42,420 but what I've spotted is that the y-axis allows me 113 00:05:42,420 --> 00:05:45,820 to stretch the character along its spine 114 00:05:45,820 --> 00:05:48,670 and the z curve allows me to shift it 115 00:05:48,670 --> 00:05:50,270 a bit up and down. 116 00:05:50,270 --> 00:05:53,250 So I will be mainly working on the y curve 117 00:05:53,250 --> 00:05:56,770 and the idea is to stretch our character 118 00:05:56,770 --> 00:05:59,890 as much as possible when he's jumping 119 00:05:59,890 --> 00:06:02,420 and squash it as much as possible 120 00:06:02,420 --> 00:06:04,700 when he's impacting the ground, 121 00:06:04,700 --> 00:06:07,020 when he's absorbing his own weight. 122 00:06:07,020 --> 00:06:09,930 Don't be too shy and push those curve. 123 00:06:09,930 --> 00:06:12,640 It doesn't matter if it's a bit too much 124 00:06:12,640 --> 00:06:14,200 but it will look boring 125 00:06:14,200 --> 00:06:15,420 if it's not enough. 126 00:06:15,420 --> 00:06:17,750 With the experience, you will learn 127 00:06:17,750 --> 00:06:20,100 to balance those poses. 128 00:06:20,100 --> 00:06:24,840 And we will have a full chapter about pushing the pose. 129 00:06:24,840 --> 00:06:26,160 What I do with the z curve 130 00:06:26,160 --> 00:06:28,670 is just creating a bit of balance 131 00:06:28,670 --> 00:06:29,890 of my character. 132 00:06:29,890 --> 00:06:34,190 The z location curve support the x rotation curve. 133 00:06:34,190 --> 00:06:37,470 That makes the character leaning forward and backward. 134 00:06:37,470 --> 00:06:39,240 I keep this motion subtle 135 00:06:39,240 --> 00:06:42,910 because the character is light and he's agile. 136 00:06:42,910 --> 00:06:46,330 So there is not that much inertia in his chest. 137 00:06:46,330 --> 00:06:48,980 If it was a very heavy characters 138 00:06:48,980 --> 00:06:52,870 and pretty sloppy, we would have a lot of motion 139 00:06:52,870 --> 00:06:53,703 in the chest. 140 00:06:54,990 --> 00:06:57,260 Once I'm happy with my chest motion, 141 00:06:57,260 --> 00:06:59,520 I will start working on the hips. 142 00:06:59,520 --> 00:07:03,260 So as before, I will start with the x rotation. 143 00:07:03,260 --> 00:07:05,790 Again, I want to use squash and stretch. 144 00:07:05,790 --> 00:07:06,900 That's for sure. 145 00:07:06,900 --> 00:07:11,900 But I also want to communicate the agility of the character. 146 00:07:11,930 --> 00:07:14,150 So on the jumping stage, 147 00:07:14,150 --> 00:07:16,660 I will push the hips up. 148 00:07:16,660 --> 00:07:20,460 The hips are catapulting the character upward. 149 00:07:20,460 --> 00:07:23,370 Think of a horse kicking backward. 150 00:07:23,370 --> 00:07:26,620 The hips motion is something really hard to get right, 151 00:07:26,620 --> 00:07:30,140 especially on animals or humanoid character 152 00:07:30,140 --> 00:07:32,630 and if you have already watched tutorials 153 00:07:32,630 --> 00:07:35,890 about animation, you know that a lot of animation 154 00:07:35,890 --> 00:07:38,350 is led by the hips. 155 00:07:38,350 --> 00:07:42,630 So it's important to do your best to make it look right. 156 00:07:42,630 --> 00:07:46,100 And if it doesn't, just look at some reference 157 00:07:46,100 --> 00:07:48,100 and rework your animation. 158 00:07:48,100 --> 00:07:49,580 Don't be afraid to fail, 159 00:07:49,580 --> 00:07:52,550 don't be afraid to restart your animation. 160 00:07:52,550 --> 00:07:53,880 At the end of the motion, 161 00:07:53,880 --> 00:07:56,640 when the character is about to land, 162 00:07:56,640 --> 00:07:59,820 look how I've bent the hips forward 163 00:07:59,820 --> 00:08:02,890 in an anticipation to the landing contact. 164 00:08:02,890 --> 00:08:04,970 This is something we can clearly see 165 00:08:04,970 --> 00:08:06,270 on our reference 166 00:08:06,270 --> 00:08:09,200 if you follow the curvature of the body. 167 00:08:09,200 --> 00:08:11,290 It's straight during the pushing 168 00:08:11,290 --> 00:08:13,220 and when it's about to land, 169 00:08:13,220 --> 00:08:15,480 before the back legs touch the ground 170 00:08:15,480 --> 00:08:19,530 and since we are creating a more extreme motion, 171 00:08:19,530 --> 00:08:24,460 we have to make this pose contrast more extreme too. 172 00:08:24,460 --> 00:08:27,860 This is exactly the kind of thing you have to look for 173 00:08:27,860 --> 00:08:29,980 when you watch your reference. 174 00:08:29,980 --> 00:08:33,740 We will go deeper into this later in the course. 175 00:08:33,740 --> 00:08:35,160 As I did for the chest, 176 00:08:35,160 --> 00:08:38,790 I'm working on the twisting of the hips, the latest, 177 00:08:38,790 --> 00:08:42,260 because it's the most subtle rotation in the body. 178 00:08:42,260 --> 00:08:46,183 And then I will work on the location curve of the hips. 179 00:08:46,183 --> 00:08:47,740 It will be very close 180 00:08:47,740 --> 00:08:49,610 to what I have done with the chest, 181 00:08:49,610 --> 00:08:52,090 working with squash and stretch, 182 00:08:52,090 --> 00:08:54,710 stretching the character when it's jumping 183 00:08:54,710 --> 00:08:56,470 and when it's in the air 184 00:08:56,470 --> 00:09:00,150 and squashing it when it's absorbing the landing. 185 00:09:00,150 --> 00:09:04,370 So I will see you at the timestamp 11 minute and 12 second 186 00:09:04,370 --> 00:09:05,824 to polish the head. 187 00:09:05,824 --> 00:09:08,574 (tranquil music) 188 00:11:12,903 --> 00:11:15,220 Time to polish the head and guess what? 189 00:11:15,220 --> 00:11:18,000 We will start with the x rotation. 190 00:11:18,000 --> 00:11:21,560 Since the head is the extremity of the torso, 191 00:11:21,560 --> 00:11:24,640 it will have a bit more overlapping motion, 192 00:11:24,640 --> 00:11:26,490 dragging, et cetera 193 00:11:26,490 --> 00:11:31,460 because it's influenced by the rotation of the body 194 00:11:31,460 --> 00:11:33,550 and the rotation of the chest. 195 00:11:33,550 --> 00:11:37,040 So we have to input a bit this dragging motion, 196 00:11:37,040 --> 00:11:40,590 meaning that when the body is leaning forward, 197 00:11:40,590 --> 00:11:43,700 the head is leaning a bit upward. 198 00:11:43,700 --> 00:11:45,909 The tip of the nose is dragging 199 00:11:45,909 --> 00:11:49,070 but we can't go crazy with this end motion 200 00:11:49,070 --> 00:11:51,600 as we will do maybe with the tail. 201 00:11:51,600 --> 00:11:53,310 When you are in locomotion, 202 00:11:53,310 --> 00:11:55,870 whether it's running or walking, 203 00:11:55,870 --> 00:11:57,810 your head is rotating a bit, 204 00:11:57,810 --> 00:11:59,370 it's dragging a bit 205 00:11:59,370 --> 00:12:02,440 but you're trying to stabilize its position, 206 00:12:02,440 --> 00:12:06,130 especially its x-axis rotation. 207 00:12:06,130 --> 00:12:08,320 This way, you can stare forward 208 00:12:08,320 --> 00:12:10,350 and see where you are going. 209 00:12:10,350 --> 00:12:13,460 So we have to input a bit of dragging 210 00:12:13,460 --> 00:12:17,080 but try to keep also the head stable enough. 211 00:12:17,080 --> 00:12:18,670 Don't go crazy with it. 212 00:12:18,670 --> 00:12:20,140 When I'm looking at the loop, 213 00:12:20,140 --> 00:12:23,580 I feel there is a little glitch when my character 214 00:12:23,580 --> 00:12:25,950 is reaching its highest point. 215 00:12:25,950 --> 00:12:28,750 It's pretty subtle and it might be difficult 216 00:12:28,750 --> 00:12:31,040 to see it in the video 217 00:12:31,040 --> 00:12:34,600 but when I'm animating, I can clearly see it. 218 00:12:34,600 --> 00:12:36,440 When you get this kind of issue 219 00:12:36,440 --> 00:12:39,670 but you can't really get what's wrong with your animation, 220 00:12:39,670 --> 00:12:41,340 use the motion path. 221 00:12:41,340 --> 00:12:44,000 But use it on the point further away 222 00:12:44,000 --> 00:12:46,090 from the rotating joint. 223 00:12:46,090 --> 00:12:49,570 In this case, I will use the tip of the nose controller. 224 00:12:49,570 --> 00:12:53,930 It should draw a smooth arc as seen in the previous lessons. 225 00:12:53,930 --> 00:12:55,740 But here, it's not the case. 226 00:12:55,740 --> 00:12:58,110 On frame five, the nose is going down. 227 00:12:58,110 --> 00:13:00,240 Then on frame six, going up. 228 00:13:00,240 --> 00:13:02,870 While on frame four, it was going up too. 229 00:13:02,870 --> 00:13:06,750 And it generates some kind of popping in the animation 230 00:13:06,750 --> 00:13:08,460 that doesn't look right. 231 00:13:08,460 --> 00:13:12,380 So what I'm doing now is slightly polishing the curve 232 00:13:12,380 --> 00:13:15,930 so that I get a nice arc of the tip of the nose. 233 00:13:15,930 --> 00:13:19,120 We don't need to create a perfect elliptic arc 234 00:13:19,120 --> 00:13:21,720 but we do need to have a smooth transition 235 00:13:21,720 --> 00:13:23,400 between the different keyframes. 236 00:13:23,400 --> 00:13:25,980 So I'm really refining the curve, 237 00:13:25,980 --> 00:13:28,960 even adding a keyframe on each frame 238 00:13:28,960 --> 00:13:30,760 until I get a nice arc. 239 00:13:30,760 --> 00:13:33,880 I will then work on the other rotation curve 240 00:13:33,880 --> 00:13:36,360 and finally, on the location curve. 241 00:13:36,360 --> 00:13:39,670 So here what you have to focus on. 242 00:13:39,670 --> 00:13:42,950 The head is the part that will be moving the most 243 00:13:42,950 --> 00:13:46,351 because it's at the extremity of the body 244 00:13:46,351 --> 00:13:51,351 but we do need to try to keep it as stable as possible, 245 00:13:52,130 --> 00:13:55,440 making our character staring forward. 246 00:13:55,440 --> 00:13:59,230 When you will input a bit of squash and stretch, 247 00:13:59,230 --> 00:14:03,360 do it with a bit of delay compared to the chest. 248 00:14:03,360 --> 00:14:06,720 If the chest is fully squashing on frame one, 249 00:14:06,720 --> 00:14:11,340 for example, the head will be fully squashing on frame two. 250 00:14:11,340 --> 00:14:13,710 One frame of delay will be enough. 251 00:14:13,710 --> 00:14:15,640 Do it and keep it subtle 252 00:14:15,640 --> 00:14:19,620 and once you have finished polishing the location curve, 253 00:14:19,620 --> 00:14:22,170 recalculate the motion path. 254 00:14:22,170 --> 00:14:24,630 And check if the tip of the nose 255 00:14:24,630 --> 00:14:26,820 is making a good arc. 256 00:14:26,820 --> 00:14:28,640 And you will see at the end of the video, 257 00:14:28,640 --> 00:14:30,980 I will recalculate my motion path 258 00:14:30,980 --> 00:14:34,950 and make sure that the nose is doing this great arc. 259 00:14:34,950 --> 00:14:38,750 And I will get a nice controlled head movement. 260 00:14:38,750 --> 00:14:41,270 I will leave you there for this video. 261 00:14:41,270 --> 00:14:43,450 At the end of the video is a time lapse 262 00:14:43,450 --> 00:14:46,600 where I'm fixing the head rotation and the location 263 00:14:46,600 --> 00:14:48,580 as I've just explained. 264 00:14:48,580 --> 00:14:50,120 In the next video, 265 00:14:50,120 --> 00:14:52,200 we will start working on the legs 266 00:14:52,200 --> 00:14:57,200 and it will drastically change our animation and make it. 267 00:14:57,606 --> 00:15:00,356 (tranquil music) 20466

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