All language subtitles for 05-09-Polishing the torso 02

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These are the user uploaded subtitles that are being translated: 1 00:00:01,000 --> 00:00:03,450 - In this video, we are going to polish the 2 00:00:03,450 --> 00:00:06,110 chest controller, the neck, and the head. 3 00:00:06,110 --> 00:00:07,320 Regarding the chest, 4 00:00:07,320 --> 00:00:10,750 I will start with the X Quaternion rotation. 5 00:00:10,750 --> 00:00:13,810 In this case, it controls the tilt forward 6 00:00:13,810 --> 00:00:15,490 and backward of the chest. 7 00:00:15,490 --> 00:00:19,486 And the method here is to emphasize the motion we add 8 00:00:19,486 --> 00:00:22,540 in the root of the torso. 9 00:00:22,540 --> 00:00:24,780 So when the character is pushing up, 10 00:00:24,780 --> 00:00:28,070 the chest will be pushing down. 11 00:00:28,070 --> 00:00:30,470 And when the character is falling, 12 00:00:30,470 --> 00:00:32,640 the chest will rise a bit. 13 00:00:32,640 --> 00:00:37,050 So it's very close to the motion we add on the torso root, 14 00:00:37,050 --> 00:00:39,750 but we've a one frame delay. 15 00:00:39,750 --> 00:00:42,280 Contact frame is on frame two, 16 00:00:42,280 --> 00:00:44,700 and between frame four and frame six, 17 00:00:44,700 --> 00:00:48,090 we have the fastest move downward 18 00:00:48,090 --> 00:00:51,760 as the chest is reacting to the impact on the ground. 19 00:00:51,760 --> 00:00:55,243 Then the chest is raising in a smoother fashion. 20 00:00:56,320 --> 00:00:59,120 Regarding the twisting of the torso using the 21 00:00:59,120 --> 00:01:03,670 Z Quaternion rotation seen in the beginning of the chapter, 22 00:01:03,670 --> 00:01:08,460 during a fast run, arms and shoulders are leading the motion 23 00:01:08,460 --> 00:01:11,160 because they are pulling the body up. 24 00:01:11,160 --> 00:01:15,430 And their motion is directly linked to the torso twisting. 25 00:01:15,430 --> 00:01:19,730 So you can see here, I'm highlighting the current chest 26 00:01:19,730 --> 00:01:21,536 Z Quaternion rotation, 27 00:01:21,536 --> 00:01:24,110 and in slight transparency, 28 00:01:24,110 --> 00:01:26,590 we can see the Z Quaternion rotation 29 00:01:26,590 --> 00:01:29,060 of the torso root controller. 30 00:01:29,060 --> 00:01:33,000 And we can see that the torso root is slightly delayed 31 00:01:33,000 --> 00:01:34,760 compared to the chest 32 00:01:34,760 --> 00:01:39,340 because the chest twist is leading the torso twist. 33 00:01:39,340 --> 00:01:42,940 Then you will find our usual mechanism. 34 00:01:42,940 --> 00:01:46,750 The twist is going fast during the passing pose 35 00:01:46,750 --> 00:01:49,760 and kind of hold during the air pose. 36 00:01:49,760 --> 00:01:51,610 With our chest polished, 37 00:01:51,610 --> 00:01:54,203 we can now jump onto the neck and head. 38 00:01:57,110 --> 00:01:59,190 The head and neck should not be something 39 00:01:59,190 --> 00:02:02,230 that complicated to animate during a run cycle, 40 00:02:02,230 --> 00:02:03,680 but I did a mistake, 41 00:02:03,680 --> 00:02:06,760 and I don't want you to get into this pitfall. 42 00:02:06,760 --> 00:02:09,790 When you're running, your head is pretty stable, 43 00:02:09,790 --> 00:02:12,540 meaning that it doesn't move that much up and down, 44 00:02:12,540 --> 00:02:13,790 left to right, etc. 45 00:02:13,790 --> 00:02:16,351 So that you can focus on your target, 46 00:02:16,351 --> 00:02:18,340 where you're going. 47 00:02:18,340 --> 00:02:22,230 So your neck is currently compensating the movement of the 48 00:02:22,230 --> 00:02:24,040 chest and torso. 49 00:02:24,040 --> 00:02:26,370 The mistake I did was trying to animate 50 00:02:26,370 --> 00:02:31,070 the neck and head with the neck folder still enabled. 51 00:02:31,070 --> 00:02:33,797 And see that right now, my head is moving a lot and 52 00:02:33,797 --> 00:02:38,390 our character looks more like a chicken than a human being. 53 00:02:38,390 --> 00:02:39,840 Probably in the same case. 54 00:02:39,840 --> 00:02:43,860 To fix this easily select the X key bone, 55 00:02:43,860 --> 00:02:47,620 which is the properties bone, and hide every channel, 56 00:02:47,620 --> 00:02:49,790 but the neck follow channel. 57 00:02:49,790 --> 00:02:53,110 On there on frame zero set the value of the 58 00:02:53,110 --> 00:02:55,640 neck follow property to zero. 59 00:02:55,640 --> 00:02:59,740 And now duplicate the key on frame 24. 60 00:02:59,740 --> 00:03:03,632 So now our property value is zero all the way, 61 00:03:03,632 --> 00:03:06,890 and the neck is no longer following the torso. 62 00:03:06,890 --> 00:03:10,110 It means that the neck is no longer aligned 63 00:03:10,110 --> 00:03:13,610 with the torso either, which looks pretty painful. 64 00:03:13,610 --> 00:03:16,930 The neck controller selected in the graph editor, 65 00:03:16,930 --> 00:03:21,147 I've hidden all the channels, but the X Quaternion rotation, 66 00:03:21,147 --> 00:03:24,620 which is the tilting forward and backward. 67 00:03:24,620 --> 00:03:28,530 And what I will do is that I will offset the whole curve 68 00:03:28,530 --> 00:03:30,823 on the y-axis in the graph editor 69 00:03:30,823 --> 00:03:33,260 until the neck is aligned. 70 00:03:33,260 --> 00:03:36,220 Due to the master neck controller behavior, 71 00:03:36,220 --> 00:03:39,530 we can see that the neck is slightly bending forward, 72 00:03:39,530 --> 00:03:41,480 which doesn't looks pretty good, 73 00:03:41,480 --> 00:03:45,950 but we can easily fix it by selecting the first tweaker bone 74 00:03:45,950 --> 00:03:49,470 of the neck, or forward kinematic bone, 75 00:03:49,470 --> 00:03:52,680 and reposition it in the 3D view. 76 00:03:52,680 --> 00:03:54,160 Once you're done with this controller, 77 00:03:54,160 --> 00:03:57,940 you can select the second tweaker bone of the neck, 78 00:03:57,940 --> 00:04:00,220 and rotate it the opposite way, 79 00:04:00,220 --> 00:04:03,710 so that we get a more natural shape for the neck. 80 00:04:03,710 --> 00:04:06,970 From there, we can select both controllers, 81 00:04:06,970 --> 00:04:09,490 get rid of all the other keys, 82 00:04:09,490 --> 00:04:11,964 but the one we've just created. 83 00:04:11,964 --> 00:04:16,220 So basically all the keys, but keys on frame zero, 84 00:04:16,220 --> 00:04:20,010 and duplicate the keys on frame zero to frame 24. 85 00:04:20,010 --> 00:04:22,340 With our neck shapes corrected, 86 00:04:22,340 --> 00:04:25,760 we can now get back to the neck controller 87 00:04:25,760 --> 00:04:27,710 and work on its motion. 88 00:04:27,710 --> 00:04:30,596 Since the neck rotation is now isolated 89 00:04:30,596 --> 00:04:35,158 from the rest of the chain, the torso root, and the chest, 90 00:04:35,158 --> 00:04:39,100 the head wobbles way less than before. 91 00:04:39,100 --> 00:04:42,660 And we can now animate the head X rotation, 92 00:04:42,660 --> 00:04:46,370 a bit as we did for the chest X rotation. 93 00:04:46,370 --> 00:04:49,720 As the character falls, the head is dragging a bit. 94 00:04:49,720 --> 00:04:51,330 So it's raising. 95 00:04:51,330 --> 00:04:53,992 After the impact of the contact frame, 96 00:04:53,992 --> 00:04:57,866 the neck bends forward as the head is falling. 97 00:04:57,866 --> 00:05:00,150 Do need to bring a bit of 98 00:05:00,150 --> 00:05:03,480 up and down motion to the neck with the X rotation 99 00:05:03,480 --> 00:05:07,460 because the head has weight, but not too much. 100 00:05:07,460 --> 00:05:10,500 Then I've used the Y Quaternion rotation and 101 00:05:10,500 --> 00:05:15,500 Z Quaternion rotation to stabilize the head in space. 102 00:05:15,590 --> 00:05:17,950 Since my Y curve was messy, 103 00:05:17,950 --> 00:05:20,880 I've decided to remove all the keys between 104 00:05:20,880 --> 00:05:22,710 frame zero and frame 24. 105 00:05:22,710 --> 00:05:27,436 Then I reset the value to zero by moving the whole curve 106 00:05:27,436 --> 00:05:31,390 and switch back the end goals to auto clap. 107 00:05:31,390 --> 00:05:34,448 Now we have a clean curve we can work with. 108 00:05:34,448 --> 00:05:38,900 Go on to animate the head position and stabilize a bit 109 00:05:38,900 --> 00:05:40,439 the head in space. 110 00:05:40,439 --> 00:05:44,080 When I feel that the head is moving to the right, 111 00:05:44,080 --> 00:05:45,600 I move it to the left 112 00:05:45,600 --> 00:05:49,298 using the Y Quaternion rotation curve of the neck. 113 00:05:49,298 --> 00:05:53,780 We don't want the head to have no left to right motion, 114 00:05:53,780 --> 00:05:55,546 but we do want to reduce it 115 00:05:55,546 --> 00:06:00,490 so that the run looks more controlled by the character. 116 00:06:00,490 --> 00:06:04,196 As usual, you can double check the curve as a reference, 117 00:06:04,196 --> 00:06:07,540 but don't forget that if you don't have the same timing 118 00:06:07,540 --> 00:06:11,860 in your run cycle, my curve may not fit. 119 00:06:11,860 --> 00:06:14,053 You need to understand the principles. 120 00:06:15,210 --> 00:06:17,823 Then worked on the Z Quaternion curve 121 00:06:17,823 --> 00:06:19,810 with the same goal in mind, 122 00:06:19,810 --> 00:06:22,410 kind of stabilized a bit the head. 123 00:06:22,410 --> 00:06:25,140 I didn't work the Z curve that much. 124 00:06:25,140 --> 00:06:28,000 I've kept the values very subtle. 125 00:06:28,000 --> 00:06:31,875 It was just to fix a bit the head position frame by frame. 126 00:06:31,875 --> 00:06:36,280 So I don't have that much to add to this since it's pretty 127 00:06:36,280 --> 00:06:40,595 close to the process I was applying to the Y rotation curve. 128 00:06:40,595 --> 00:06:42,610 Just looking at the head, 129 00:06:42,610 --> 00:06:45,983 trying to stabilize its position in space, 130 00:06:45,983 --> 00:06:49,600 but I keep a bit of side to side motion. 131 00:06:49,600 --> 00:06:50,433 In the lee, 132 00:06:50,433 --> 00:06:53,000 I didn't pose the head that much during the blocking, 133 00:06:53,000 --> 00:06:56,140 so all my rotation curves are flat, 134 00:06:56,140 --> 00:07:01,140 and I will only work on the X Quaternion rotation curve. 135 00:07:01,200 --> 00:07:03,150 As usual, we want to bring motion, 136 00:07:03,150 --> 00:07:05,238 but as explained before, 137 00:07:05,238 --> 00:07:08,810 I don't want to feel like the head is wobbling in 138 00:07:08,810 --> 00:07:12,370 all directions and my character can't support 139 00:07:12,370 --> 00:07:14,310 the weight of his head, 140 00:07:14,310 --> 00:07:16,560 but we want to make the drag a bit, 141 00:07:16,560 --> 00:07:18,270 but not that much. 142 00:07:18,270 --> 00:07:21,494 To do so, the tip is to track whether the 143 00:07:21,494 --> 00:07:24,500 chin or the nose of your character. 144 00:07:24,500 --> 00:07:26,350 When the head is raising, 145 00:07:26,350 --> 00:07:29,520 the chin will drag a bit down, 146 00:07:29,520 --> 00:07:32,520 and when the head is going down, 147 00:07:32,520 --> 00:07:34,960 the chin will slightly rise. 148 00:07:34,960 --> 00:07:37,320 And we are finally done with polishing 149 00:07:37,320 --> 00:07:39,423 the whole torso of our character. 11843

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