All language subtitles for 08-04-02 Blocking part 03

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These are the user uploaded subtitles that are being translated: 1 00:00:00,640 --> 00:00:03,110 - Before I start working on the next pose, 2 00:00:03,110 --> 00:00:06,800 the anticipation for the kick, I will pose the bag. 3 00:00:06,800 --> 00:00:10,060 Since our character is pretty close to the bag 4 00:00:10,060 --> 00:00:13,740 just after the hook, and as you will need a bit of room 5 00:00:13,740 --> 00:00:16,350 to execute the anticipation of the switch key, 6 00:00:16,350 --> 00:00:18,697 we can rotate the bag farther away 7 00:00:18,697 --> 00:00:21,830 as the hook was a very powerful punch. 8 00:00:21,830 --> 00:00:24,620 Just make sure that you push the bag away 9 00:00:24,620 --> 00:00:26,440 in the right direction. 10 00:00:26,440 --> 00:00:28,010 While the jab and the cross 11 00:00:28,010 --> 00:00:31,130 were pushing the bag along the y-axis, 12 00:00:31,130 --> 00:00:34,820 the hook tend to push it along the x-axis. 13 00:00:34,820 --> 00:00:36,780 The second thing I'd like to note 14 00:00:36,780 --> 00:00:40,110 is that the left foot is now back 15 00:00:40,110 --> 00:00:41,760 on the stance of the character. 16 00:00:41,760 --> 00:00:44,900 So it will be able to throw the kick directly. 17 00:00:44,900 --> 00:00:47,440 As the benefit of the foot shuffle, 18 00:00:47,440 --> 00:00:49,770 is to get the kicking leg back 19 00:00:49,770 --> 00:00:51,400 and before you throw the kick. 20 00:00:51,400 --> 00:00:54,350 But if our character was to throw the kick 21 00:00:54,350 --> 00:00:57,940 from this position, it will be pretty weak 22 00:00:57,940 --> 00:01:02,100 because all his weight is supported by the left leg. 23 00:01:02,100 --> 00:01:05,550 So can you throw a kick with your left leg 24 00:01:05,550 --> 00:01:08,640 if most of your weight is on this leg? 25 00:01:08,640 --> 00:01:10,010 When you throw a hook, 26 00:01:10,010 --> 00:01:13,570 it's a classic to pivot around your left leg. 27 00:01:13,570 --> 00:01:16,730 It's where you can reposition your right leg back 28 00:01:16,730 --> 00:01:20,510 and return to what we call the orthodox stance, 29 00:01:20,510 --> 00:01:24,660 where the left foot is the leading foot so it's in front, 30 00:01:24,660 --> 00:01:28,320 and the right leg is the rear foot and is in the back. 31 00:01:28,320 --> 00:01:30,390 With this in mind, we can start working 32 00:01:30,390 --> 00:01:33,150 on our anticipation pose for the kick. 33 00:01:33,150 --> 00:01:36,120 And that's not a problem if our feet position 34 00:01:36,120 --> 00:01:37,350 is not perfect. 35 00:01:37,350 --> 00:01:40,470 We will be able to reposition our whole character 36 00:01:40,470 --> 00:01:42,240 later on if needed. 37 00:01:42,240 --> 00:01:44,080 But as repeated many time, 38 00:01:44,080 --> 00:01:46,710 animation is not a linear workflow, 39 00:01:46,710 --> 00:01:49,000 and you will need to go back and forth 40 00:01:49,000 --> 00:01:51,050 onto your different poses. 41 00:01:51,050 --> 00:01:54,360 Now focusing on the pose, as usual, 42 00:01:54,360 --> 00:01:56,800 I first moved the feet. 43 00:01:56,800 --> 00:01:59,150 And once I have my contact define, 44 00:01:59,150 --> 00:02:02,639 I can work on the toes or root orientation. 45 00:02:02,639 --> 00:02:07,110 Here, fully have a look the orientation of the feet. 46 00:02:07,110 --> 00:02:09,980 Look how the right foot is opened. 47 00:02:09,980 --> 00:02:13,460 By opening the right foot to the outside at this way, 48 00:02:13,460 --> 00:02:16,940 it's gonna be way easier to rotate the hips, 49 00:02:16,940 --> 00:02:21,270 to pull the left leg and kick with full power. 50 00:02:21,270 --> 00:02:24,720 Now, I've looked to the twisting of the whole torso. 51 00:02:24,720 --> 00:02:28,780 The chest is twisting to the right to its maximum 52 00:02:28,780 --> 00:02:30,620 and the left arm and left shoulder 53 00:02:30,620 --> 00:02:33,180 are also orientated this way. 54 00:02:33,180 --> 00:02:36,910 This allow to load energy before the kick 55 00:02:36,910 --> 00:02:39,410 and during the kick release, 56 00:02:39,410 --> 00:02:41,920 the arm will swing the opposite way. 57 00:02:41,920 --> 00:02:45,580 By swinging left, the arm will input energy 58 00:02:45,580 --> 00:02:49,150 into the hips and push them to swing right, 59 00:02:49,150 --> 00:02:51,290 and pull the left leg forward. 60 00:02:51,290 --> 00:02:55,210 The weight of our character is shifting to the right leg. 61 00:02:55,210 --> 00:02:56,640 Right foot is flat 62 00:02:56,640 --> 00:02:59,660 while the left foot heel is slightly raised. 63 00:02:59,660 --> 00:03:02,280 The whole shape of our character, 64 00:03:02,280 --> 00:03:04,480 it's silhouette and line affection, 65 00:03:04,480 --> 00:03:09,010 clearly finds that he's going to kick forward 66 00:03:09,010 --> 00:03:11,550 and trying to raise his whole body. 67 00:03:11,550 --> 00:03:13,650 We now need to work on what I believe 68 00:03:13,650 --> 00:03:17,220 will be the strongest pose of our whole animation, 69 00:03:17,220 --> 00:03:18,800 the kicking pose. 70 00:03:18,800 --> 00:03:21,600 As usual, I've look to the video reference. 71 00:03:21,600 --> 00:03:25,600 Look at how the right food rotates during the heat. 72 00:03:25,600 --> 00:03:27,870 Also, the right heel is raised. 73 00:03:27,870 --> 00:03:31,460 It helps rotating around the right foot, 74 00:03:31,460 --> 00:03:34,550 but it also allows to bring more power 75 00:03:34,550 --> 00:03:37,797 to the kick because you are both pushing forward 76 00:03:37,797 --> 00:03:40,260 by the twist of the whole body 77 00:03:40,260 --> 00:03:42,550 and pushing hip with the supporting leg. 78 00:03:42,550 --> 00:03:45,500 I've immediately decided to push the pose 79 00:03:45,500 --> 00:03:46,852 and kick higher. 80 00:03:46,852 --> 00:03:48,480 This will give a better 81 00:03:48,480 --> 00:03:51,650 and more dynamical shape to our character. 82 00:03:51,650 --> 00:03:55,020 Also, it's a pretty classic move from the Thai. 83 00:03:55,020 --> 00:03:57,670 Instead of trying to hit the rib cage, 84 00:03:57,670 --> 00:03:59,700 they often kick into the arm 85 00:03:59,700 --> 00:04:02,740 so that will drop your guard because of the pain. 86 00:04:02,740 --> 00:04:06,280 If you watch more reference of roundhouse kicking, 87 00:04:06,280 --> 00:04:08,650 the first mistake to avoid is to think 88 00:04:08,650 --> 00:04:11,100 that the leg is kicking upward. 89 00:04:11,100 --> 00:04:13,120 Powerful kick should be thrown 90 00:04:13,120 --> 00:04:15,270 as horizontal as possible, 91 00:04:15,270 --> 00:04:19,340 or even by getting down during the heat pose. 92 00:04:19,340 --> 00:04:21,700 So you need to give the proper orientation 93 00:04:21,700 --> 00:04:22,970 to the kicking foot. 94 00:04:22,970 --> 00:04:27,540 The top of the kicking foot should be whether horizontal 95 00:04:27,540 --> 00:04:30,690 or even pointing a little downward, 96 00:04:30,690 --> 00:04:34,020 and so should be the knee of your character. 97 00:04:34,020 --> 00:04:36,790 Also, we are not kicking with the foot, 98 00:04:36,790 --> 00:04:38,750 but we are kicking with the shin 99 00:04:38,750 --> 00:04:40,950 because it's way harder. 100 00:04:40,950 --> 00:04:42,970 Think of the leg as a saw 101 00:04:42,970 --> 00:04:46,030 that need to cut through the bag. 102 00:04:46,030 --> 00:04:48,420 Here's another concept that is very important 103 00:04:48,420 --> 00:04:49,940 into our kicking pose 104 00:04:49,940 --> 00:04:53,780 is that we are not snapping onto the surface of the bag, 105 00:04:53,780 --> 00:04:56,770 but we are trying to kick through the bag. 106 00:04:56,770 --> 00:05:00,130 So the whole body is leaning into the kick. 107 00:05:00,130 --> 00:05:02,710 And so, the leg is not fully extended, 108 00:05:02,710 --> 00:05:05,520 giving a bit of additional range 109 00:05:05,520 --> 00:05:07,620 to push the bag even further. 110 00:05:07,620 --> 00:05:10,610 As usual, don't forget to rotate around your character 111 00:05:10,610 --> 00:05:13,780 to make sure that the pose work from every angle, 112 00:05:13,780 --> 00:05:16,280 that the line affection is clearly defined, 113 00:05:16,280 --> 00:05:19,000 and that you push the pose as much as you can 114 00:05:19,000 --> 00:05:23,100 to sell the impact and to communicate, as well as possible, 115 00:05:23,100 --> 00:05:24,560 the will of your character. 116 00:05:24,560 --> 00:05:27,140 This is also the pose where the bag 117 00:05:27,140 --> 00:05:29,240 will be the most deformed, 118 00:05:29,240 --> 00:05:32,800 as it was a swinging back towards the character. 119 00:05:32,800 --> 00:05:34,550 And we are now applying 120 00:05:34,550 --> 00:05:37,800 a very brutal force the opposite way. 121 00:05:37,800 --> 00:05:39,470 While I'd like the animation 122 00:05:39,470 --> 00:05:41,520 to be at least semi-realistical 123 00:05:41,520 --> 00:05:44,060 because this is a better way to learn 124 00:05:44,060 --> 00:05:47,430 than going fully stylized directly. 125 00:05:47,430 --> 00:05:49,670 That's perfectly fine to exaggerate 126 00:05:49,670 --> 00:05:51,960 what's happening with the punching bag. 127 00:05:51,960 --> 00:05:55,180 So while the character will be recovering from the kick, 128 00:05:55,180 --> 00:05:58,500 I think that will be great to sell power of the kick. 129 00:05:58,500 --> 00:06:01,780 That instead of just swinging the punching bag, 130 00:06:01,780 --> 00:06:03,150 we throw it away. 131 00:06:03,150 --> 00:06:05,110 I will swing it a lot. 132 00:06:05,110 --> 00:06:08,190 I will even create a nice curve to it. 133 00:06:08,190 --> 00:06:10,030 And then, I will simply move 134 00:06:10,030 --> 00:06:12,840 the root controller of the bag. 135 00:06:12,840 --> 00:06:15,550 After the kick, we can see that the free fighters 136 00:06:15,550 --> 00:06:17,140 are taking a step back, 137 00:06:17,140 --> 00:06:20,440 and then transition into their idle pose. 138 00:06:20,440 --> 00:06:23,380 First, they pivot back from the kick 139 00:06:23,380 --> 00:06:24,830 into the contact pose, 140 00:06:24,830 --> 00:06:28,100 with the weight mostly on the right leg. 141 00:06:28,100 --> 00:06:30,470 And this is the pose we are going to build. 142 00:06:30,470 --> 00:06:34,030 We could consider this as some kind of down pose, 143 00:06:34,030 --> 00:06:35,600 if it was a work cycle. 144 00:06:35,600 --> 00:06:38,190 The character is pretty relaxed 145 00:06:38,190 --> 00:06:42,000 and slowly shifting his weight back onto the left leg, 146 00:06:42,000 --> 00:06:43,960 the one that has just kicked. 147 00:06:43,960 --> 00:06:48,600 But the weight is still mostly upon the right leg 148 00:06:48,600 --> 00:06:52,800 while the right foot has been rotated, it doesn't move. 149 00:06:52,800 --> 00:06:55,120 I haven't changed its location. 150 00:06:55,120 --> 00:06:57,510 Once I've roughly posed my feet, 151 00:06:57,510 --> 00:06:58,830 I will pose the torso. 152 00:06:58,830 --> 00:07:02,570 And as I did for most of the previous poses, 153 00:07:02,570 --> 00:07:05,880 I will first console any transformation 154 00:07:05,880 --> 00:07:08,310 on the chest and hips controller. 155 00:07:08,310 --> 00:07:12,110 As usual, take the time to look at the line of action 156 00:07:12,110 --> 00:07:13,630 on the reference pose. 157 00:07:13,630 --> 00:07:15,650 It's more subtle than usual 158 00:07:15,650 --> 00:07:18,250 because it's a slow paced movement, 159 00:07:18,250 --> 00:07:20,230 but it is still there. 160 00:07:20,230 --> 00:07:22,890 Watch the position of the center of gravity 161 00:07:22,890 --> 00:07:24,310 compared to the feet. 162 00:07:24,310 --> 00:07:28,280 It's slightly more on top of the right foot. 163 00:07:28,280 --> 00:07:30,590 And finally, watch for extra details 164 00:07:30,590 --> 00:07:33,660 like the hips and chest orientation, 165 00:07:33,660 --> 00:07:35,230 the line of the shoulder, 166 00:07:35,230 --> 00:07:38,230 the position of the hands, their orientation. 167 00:07:38,230 --> 00:07:42,260 Every detail that will help you to identify the pose 168 00:07:42,260 --> 00:07:44,603 and reproduce it at your side. 169 00:07:45,560 --> 00:07:47,940 The final pose will be the idle pose, 170 00:07:47,940 --> 00:07:49,760 and it's gonna be pretty close 171 00:07:49,760 --> 00:07:51,550 to what we have on frame five. 172 00:07:51,550 --> 00:07:53,400 But before I pose the character, 173 00:07:53,400 --> 00:07:56,010 I'm working on the punching bag. 174 00:07:56,010 --> 00:08:00,310 I'm just trying to guess where it would land after the kick. 175 00:08:00,310 --> 00:08:01,760 Walking from the front view 176 00:08:01,760 --> 00:08:04,441 and scrubbing through the different poses of the bag 177 00:08:04,441 --> 00:08:07,940 will help me figure out its orientation 178 00:08:07,940 --> 00:08:09,440 when it's flying away. 179 00:08:09,440 --> 00:08:11,320 That's not super important 180 00:08:11,320 --> 00:08:14,100 if the current pose is not perfect, 181 00:08:14,100 --> 00:08:16,910 as we will use later on motion path 182 00:08:16,910 --> 00:08:20,150 to better track the position of the bag. 183 00:08:20,150 --> 00:08:21,820 Regarding the character pose, 184 00:08:21,820 --> 00:08:23,960 I won't dive that much into detail 185 00:08:23,960 --> 00:08:26,620 because it a pose that is very similar 186 00:08:26,620 --> 00:08:28,970 to the very first pose we have build. 187 00:08:28,970 --> 00:08:32,360 The only specific tip you have to check here 188 00:08:32,360 --> 00:08:36,372 is that I've only pulled the right leg back 189 00:08:36,372 --> 00:08:41,070 because the left leg is not supposed to change location. 190 00:08:41,070 --> 00:08:45,470 Because while it's getting back into idle pose, 191 00:08:45,470 --> 00:08:48,510 his shifting his whole weight on the left leg 192 00:08:48,510 --> 00:08:50,790 to pull the right leg back. 193 00:08:50,790 --> 00:08:54,860 And once the right leg will be settled back, 194 00:08:54,860 --> 00:08:57,950 the weight will shift onto the right leg. 195 00:08:57,950 --> 00:09:01,400 And so the weight is removed from the left foot, 196 00:09:01,400 --> 00:09:06,210 so we can slightly raise the heel into the idle pose, 197 00:09:06,210 --> 00:09:10,640 with the left leg ready to block any incoming kick. 198 00:09:10,640 --> 00:09:14,320 The incoming video will be a slow paced time-lapse 199 00:09:14,320 --> 00:09:17,990 of the whole blocking process we've done so far. 200 00:09:17,990 --> 00:09:19,620 And in the further video, 201 00:09:19,620 --> 00:09:23,213 we are going to continue on blocking our animation. 15634

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