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These are the user uploaded subtitles that are being translated: 1 00:00:00,870 --> 00:00:02,010 - [Instructor] This video, we are going 2 00:00:02,010 --> 00:00:06,410 to finish our walk cycle animation, polishing the arms. 3 00:00:06,410 --> 00:00:09,480 If you want to track your arcs on the arm, 4 00:00:09,480 --> 00:00:12,470 I suggest you track the tweaker controller 5 00:00:12,470 --> 00:00:13,530 of the elbow. 6 00:00:13,530 --> 00:00:16,440 Then we can select our arm controller 7 00:00:16,440 --> 00:00:19,143 and we can isolate the rotation channels. 8 00:00:19,143 --> 00:00:22,020 For the whole chain down to the fingers, 9 00:00:22,020 --> 00:00:25,590 we will only be playing with rotation channels 10 00:00:25,590 --> 00:00:26,860 from now on. 11 00:00:26,860 --> 00:00:30,650 The most influential channel for the rotation of the arm 12 00:00:30,650 --> 00:00:34,690 in our swinging motion is the z quaternion rotation. 13 00:00:34,690 --> 00:00:36,300 Again, polishing this curve 14 00:00:36,300 --> 00:00:38,370 is gonna be pretty straightforward. 15 00:00:38,370 --> 00:00:40,330 It is mostly about cleaning the curve 16 00:00:40,330 --> 00:00:42,850 than really reworking the animation 17 00:00:42,850 --> 00:00:44,770 or the motion of the arm. 18 00:00:44,770 --> 00:00:46,700 From view, I will press Alt + B 19 00:00:46,700 --> 00:00:49,252 and frame half of my character 20 00:00:49,252 --> 00:00:52,660 so that I won't be distracted by the right arm 21 00:00:52,660 --> 00:00:55,963 in the back when walking from the side view. 22 00:00:55,963 --> 00:00:57,280 The idea is to make sure 23 00:00:57,280 --> 00:00:59,440 that we hold a bit the arm forward 24 00:00:59,440 --> 00:01:02,640 and backward when it reaches its extreme. 25 00:01:02,640 --> 00:01:05,110 While the arms were leading the animation 26 00:01:05,110 --> 00:01:07,090 during the run cycle, 27 00:01:07,090 --> 00:01:09,460 in the case of a walk cycle, 28 00:01:09,460 --> 00:01:12,620 especially this relaxed walk cycle, 29 00:01:12,620 --> 00:01:15,890 the arm are swinging in reaction to the fall. 30 00:01:15,890 --> 00:01:18,750 So they will be delayed compared to the motion 31 00:01:18,750 --> 00:01:20,040 of the foot. 32 00:01:20,040 --> 00:01:24,250 Just make sure that your arms hit their extreme a bit 33 00:01:24,250 --> 00:01:26,151 after the contact post. 34 00:01:26,151 --> 00:01:29,880 In our case, we have our contact pose on frame zero 35 00:01:29,880 --> 00:01:32,233 and the extreme is on frame two. 36 00:01:33,150 --> 00:01:36,840 Once you get a decent result using the z-quaternion curve, 37 00:01:36,840 --> 00:01:39,720 you should switch to the y-quaternion curve. 38 00:01:39,720 --> 00:01:42,710 My case, it add almost the same behavior 39 00:01:42,710 --> 00:01:45,110 as the z-quaternion curve 40 00:01:45,110 --> 00:01:49,250 and its motion was added upon the z-quaternion curve. 41 00:01:49,250 --> 00:01:51,350 Polishing this curve allows us 42 00:01:51,350 --> 00:01:53,086 to refine the swing motion, 43 00:01:53,086 --> 00:01:57,450 especially on the easing toward both extreme. 44 00:01:57,450 --> 00:02:00,230 That animation is not a linear workflow. 45 00:02:00,230 --> 00:02:03,750 Based on your blocking, you may not have the same result 46 00:02:03,750 --> 00:02:05,840 as what I have on screen. 47 00:02:05,840 --> 00:02:07,830 This is why it can be hard sometime 48 00:02:07,830 --> 00:02:09,540 to follow an animation course 49 00:02:09,540 --> 00:02:13,930 where you may not have exactly the same behavior curve wise. 50 00:02:13,930 --> 00:02:16,970 So your goal is not to focus on the curve 51 00:02:16,970 --> 00:02:19,360 but on the motion itself. 52 00:02:19,360 --> 00:02:22,550 In my case, when I reached the extreme, 53 00:02:22,550 --> 00:02:26,150 especially when the arm was swinging back, 54 00:02:26,150 --> 00:02:28,910 it feels like it was hitting a wall. 55 00:02:28,910 --> 00:02:31,430 It was reaching its extreme back 56 00:02:31,430 --> 00:02:34,070 and then kind of bouncing forward. 57 00:02:34,070 --> 00:02:37,410 Polishing the y-curve did fix the problem. 58 00:02:37,410 --> 00:02:40,610 This rotation curve allows us to move the elbow away 59 00:02:40,610 --> 00:02:42,800 from the chest of our character. 60 00:02:42,800 --> 00:02:46,930 So basically, when the elbow is passing by the chest, 61 00:02:46,930 --> 00:02:49,140 you would move it away 62 00:02:49,140 --> 00:02:51,810 and when it's in the back of the chest 63 00:02:51,810 --> 00:02:54,440 or forward in both extreme, 64 00:02:54,440 --> 00:02:56,473 we will move it a bit inward. 65 00:02:59,440 --> 00:03:00,660 With the arm polished, 66 00:03:00,660 --> 00:03:03,090 we can jump onto the forearm. 67 00:03:03,090 --> 00:03:04,550 As advised before, 68 00:03:04,550 --> 00:03:07,520 if you want to track your arcs on the forearm, 69 00:03:07,520 --> 00:03:12,420 I advise you to track the arcs of the wrist controller. 70 00:03:12,420 --> 00:03:14,420 The cool thing about the forearm 71 00:03:14,420 --> 00:03:16,460 is that generally speaking, 72 00:03:16,460 --> 00:03:18,760 it can only rotate around one axis. 73 00:03:18,760 --> 00:03:22,360 So we will only have to polish one curve, 74 00:03:22,360 --> 00:03:24,270 the z rotation curve. 75 00:03:24,270 --> 00:03:28,120 That might not be the case for a very stylized animation 76 00:03:28,120 --> 00:03:31,150 where you want to break the limbs or stuff like that 77 00:03:31,150 --> 00:03:33,760 to create stylized motion. 78 00:03:33,760 --> 00:03:35,070 Basically, we want the hand 79 00:03:35,070 --> 00:03:36,870 to drag compared to the elbow. 80 00:03:36,870 --> 00:03:39,710 So as the arm is swinging forward, 81 00:03:39,710 --> 00:03:44,120 I will bend the forearm a big backward. 82 00:03:44,120 --> 00:03:48,350 We will reach the extreme as the arm is almost passing 83 00:03:48,350 --> 00:03:50,550 on frame number eight. 84 00:03:50,550 --> 00:03:53,910 As the elbow hits its forward position, 85 00:03:53,910 --> 00:03:55,500 the hand will catch up 86 00:03:55,500 --> 00:03:57,740 and the elbow will bend the other way. 87 00:03:57,740 --> 00:04:02,530 The forearm will reach the other extreme on frame 21 88 00:04:02,530 --> 00:04:05,653 as the arm starts to swing backward. 89 00:04:06,550 --> 00:04:08,640 It's pretty easy to polish this curve 90 00:04:08,640 --> 00:04:11,820 and you should have something quite similar to mine. 91 00:04:11,820 --> 00:04:13,450 It might be offset in time, 92 00:04:13,450 --> 00:04:16,490 depending on the timing of your walk cycle 93 00:04:16,490 --> 00:04:19,940 and also depending on the amount of rotation 94 00:04:19,940 --> 00:04:21,270 you are inputting, 95 00:04:21,270 --> 00:04:24,550 the amount of dragging you're inputting to. 96 00:04:24,550 --> 00:04:26,380 The more the hand is dragging, 97 00:04:26,380 --> 00:04:29,217 the more the forearm will look loose 98 00:04:29,217 --> 00:04:34,217 and the more your walk cycle will feel relaxed. 99 00:04:34,350 --> 00:04:37,660 From there, we can jump into polishing the hand. 100 00:04:37,660 --> 00:04:39,690 It's gonna be exactly the same process 101 00:04:39,690 --> 00:04:42,640 but this time on multiple axis. 102 00:04:42,640 --> 00:04:45,890 Polishing the hand rotation won't be a difficult task. 103 00:04:45,890 --> 00:04:48,240 I'm first trying to figure out 104 00:04:48,240 --> 00:04:50,350 which channel does what 105 00:04:50,350 --> 00:04:54,000 and I will start by polishing the z channel. 106 00:04:54,000 --> 00:04:57,160 Orientate the hand forward or backward. 107 00:04:57,160 --> 00:04:58,500 So from our side view, 108 00:04:58,500 --> 00:05:02,320 this is the first most influential channel. 109 00:05:02,320 --> 00:05:04,960 The goal is to make the hand rotate 110 00:05:04,960 --> 00:05:07,970 with a bit of delay compared to the forearm. 111 00:05:07,970 --> 00:05:10,880 One major mistake you should avoid 112 00:05:10,880 --> 00:05:14,280 is to bend the hand too much backward. 113 00:05:14,280 --> 00:05:18,080 Try it yourself and rotate your own hand along this axis. 114 00:05:18,080 --> 00:05:19,650 You will see that when it comes 115 00:05:19,650 --> 00:05:21,890 to rotating the hand backward, 116 00:05:21,890 --> 00:05:24,170 you are pretty limited in the range 117 00:05:24,170 --> 00:05:26,160 of rotation you can reach. 118 00:05:26,160 --> 00:05:28,817 And it's even worth the other way. 119 00:05:28,817 --> 00:05:32,843 So don't overdo this backward and forward rotation. 120 00:05:34,360 --> 00:05:36,660 Regarding the x-quaternion rotation, 121 00:05:36,660 --> 00:05:38,930 the inward and outward rotation 122 00:05:38,930 --> 00:05:41,080 or orientation of the hand, 123 00:05:41,080 --> 00:05:43,890 the motion range is not really a problem. 124 00:05:43,890 --> 00:05:47,800 From the front view, whenever the arm is swinging outward, 125 00:05:47,800 --> 00:05:50,380 I make sure to make the hand drag a bit 126 00:05:50,380 --> 00:05:52,810 by rotating it inward 127 00:05:52,810 --> 00:05:55,850 and as the arm swing inward, 128 00:05:55,850 --> 00:05:58,810 I make sure to rotate the hand a bit backward 129 00:05:58,810 --> 00:06:00,133 toward the outside. 130 00:06:01,070 --> 00:06:04,070 Note that I have a bit of clipping on my model. 131 00:06:04,070 --> 00:06:05,580 During the passing pose, 132 00:06:05,580 --> 00:06:08,940 the sum is crossing the psi and cut the mesh. 133 00:06:08,940 --> 00:06:12,250 So I will have to slightly open the arms 134 00:06:12,250 --> 00:06:15,853 during the passing pose by pushing the x curve. 135 00:06:16,827 --> 00:06:18,780 So while the motion may feel good, 136 00:06:18,780 --> 00:06:21,620 I need to fix a bit this kind of problem. 137 00:06:21,620 --> 00:06:25,720 So I will increase the x rotation amplitude 138 00:06:25,720 --> 00:06:28,910 of the arms so that it move a bit more away 139 00:06:28,910 --> 00:06:33,610 from the thigh and I will also slightly offset my x curve 140 00:06:33,610 --> 00:06:37,180 for the hand so that I also move the hand away 141 00:06:37,180 --> 00:06:38,340 from the side. 142 00:06:38,340 --> 00:06:41,540 Don't forget to check your animation from every angle. 143 00:06:41,540 --> 00:06:43,230 So animate from the side view, 144 00:06:43,230 --> 00:06:45,150 front view and back view 145 00:06:45,150 --> 00:06:48,030 and often turn around your character. 146 00:06:48,030 --> 00:06:52,082 You should also check your animation in perspective mode. 147 00:06:52,082 --> 00:06:55,880 Not only in autographic mode. 148 00:06:55,880 --> 00:06:59,600 After that, I worked a bit on the y-rotation curve, 149 00:06:59,600 --> 00:07:02,370 which makes the hand twist. 150 00:07:02,370 --> 00:07:06,450 There is not much twisting in this walk animation 151 00:07:06,450 --> 00:07:08,630 but still, it's important to polish it 152 00:07:08,630 --> 00:07:11,790 so that we have a smooth movement. 153 00:07:11,790 --> 00:07:16,460 I've also worked on the W-quaternion rotation curve. 154 00:07:16,460 --> 00:07:20,400 The idea is not that it will influence that much the pose 155 00:07:20,400 --> 00:07:23,820 of our character or the motion of the hand 156 00:07:23,820 --> 00:07:25,270 but I just want to make sure 157 00:07:25,270 --> 00:07:27,220 that it flows perfectly 158 00:07:27,220 --> 00:07:30,790 and that it blends from one cycle to the other. 159 00:07:30,790 --> 00:07:33,590 So the idea is mostly to clean the curve 160 00:07:33,590 --> 00:07:37,383 than to improve the current motion or modify it. 161 00:07:38,710 --> 00:07:42,160 I often don't work on the w-quaternion rotation, 162 00:07:42,160 --> 00:07:45,160 especially for such subtle motion 163 00:07:45,160 --> 00:07:47,060 but especially on cycles, 164 00:07:47,060 --> 00:07:50,480 it can sometime input some glitches 165 00:07:50,480 --> 00:07:52,240 if you don't have a good flow 166 00:07:52,240 --> 00:07:55,240 between your very first and very last keys. 167 00:07:55,240 --> 00:07:58,098 As soon as I add the satisfying hand motion, 168 00:07:58,098 --> 00:08:02,770 so basically our whole arm moving in space, 169 00:08:02,770 --> 00:08:05,640 I decided to mirror the motion 170 00:08:05,640 --> 00:08:08,950 onto the other arm to have a better overview 171 00:08:08,950 --> 00:08:11,080 of our current walk cycle. 172 00:08:11,080 --> 00:08:14,150 I won't show you again how to copy 173 00:08:14,150 --> 00:08:16,650 and paste mirrored a curve 174 00:08:16,650 --> 00:08:19,510 or several curves onto the other side 175 00:08:19,510 --> 00:08:20,900 of your character 176 00:08:20,900 --> 00:08:24,230 since we've been doing this several time already. 177 00:08:24,230 --> 00:08:25,760 And both the arms in action 178 00:08:25,760 --> 00:08:28,580 makes the walk cycle looks really cool. 179 00:08:28,580 --> 00:08:31,000 The final touch will be to work a bit 180 00:08:31,000 --> 00:08:34,760 on the palm deformation and the fingers. 181 00:08:34,760 --> 00:08:36,800 We can input a bit more details 182 00:08:36,800 --> 00:08:41,010 into our motion by slightly animating the palm 183 00:08:41,010 --> 00:08:42,470 and the fingers. 184 00:08:42,470 --> 00:08:43,610 Regarding the palm, 185 00:08:43,610 --> 00:08:47,110 I will only be playing with the z rotation, 186 00:08:47,110 --> 00:08:49,440 compressing a bit the bones 187 00:08:49,440 --> 00:08:52,380 and simply inputting a bit of delay 188 00:08:52,380 --> 00:08:55,980 in the rotation of this pastor palm controller. 189 00:08:55,980 --> 00:08:59,530 So I'm only using the z Euler rotation. 190 00:08:59,530 --> 00:09:02,100 Whenever the hand is swinging forward, 191 00:09:02,100 --> 00:09:04,550 I will slightly open the palm. 192 00:09:04,550 --> 00:09:07,910 Whenever the hand is swinging backward, 193 00:09:07,910 --> 00:09:10,350 I will slightly close the palm. 194 00:09:10,350 --> 00:09:13,830 Then I will just make sure that my curve cycle properly 195 00:09:13,830 --> 00:09:14,833 and I'm done. 196 00:09:15,705 --> 00:09:17,990 To add on with the palm bone can be interesting 197 00:09:17,990 --> 00:09:20,870 to add a bit of rotation in the fingers 198 00:09:20,870 --> 00:09:22,173 and in the thumb. 199 00:09:23,280 --> 00:09:26,100 Again, it's just about making the thumb 200 00:09:26,100 --> 00:09:28,330 and the fingers drag a bit. 201 00:09:28,330 --> 00:09:31,350 So whenever the hand is moving forward, 202 00:09:31,350 --> 00:09:36,130 I make the fingers rotate backward and vice versa. 203 00:09:36,130 --> 00:09:37,660 The only thing you have to check 204 00:09:37,660 --> 00:09:42,507 and figure out is on which axis your fingers can rotate. 205 00:09:42,507 --> 00:09:44,000 And the best way to do it 206 00:09:44,000 --> 00:09:46,630 is just to check your own hand. 207 00:09:46,630 --> 00:09:49,540 Your thumb can rotate along every axis 208 00:09:49,540 --> 00:09:53,250 but the y-axis, you can't really twist your thumb. 209 00:09:53,250 --> 00:09:55,640 You can easily curl your finger 210 00:09:55,640 --> 00:09:57,430 but when it comes to twisting, 211 00:09:57,430 --> 00:09:59,490 it's almost impossible 212 00:09:59,490 --> 00:10:04,250 and they have a very small range of side-to-side motion, 213 00:10:04,250 --> 00:10:07,380 so you can input a bit of side-to-side motion 214 00:10:07,380 --> 00:10:10,930 into your finger as a dragging motion 215 00:10:10,930 --> 00:10:13,140 but it has to be every subtle. 216 00:10:13,140 --> 00:10:17,180 I will favorize the hand close/open motion 217 00:10:17,180 --> 00:10:18,590 of the fingers. 218 00:10:18,590 --> 00:10:21,900 Since there is not that much to explain 219 00:10:21,900 --> 00:10:25,940 about animating the fingers for this walk cycle, 220 00:10:25,940 --> 00:10:28,110 I will let you with a bit of music 221 00:10:28,110 --> 00:10:30,650 to finish this little time lapse 222 00:10:30,650 --> 00:10:33,700 and have our whole walk cycle done. 223 00:10:33,700 --> 00:10:35,480 See you in the next chapter 224 00:10:35,480 --> 00:10:38,430 where we will learn how to create appealing 225 00:10:38,430 --> 00:10:40,003 and convincing poses. 226 00:10:43,512 --> 00:10:46,262 (tranquil music) 17301

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