All language subtitles for 08-05-02 Blocking breakdowns part02

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These are the user uploaded subtitles that are being translated: 1 00:00:00,150 --> 00:00:02,960 - [Instructor] As I'm starting a new pose, as usual, 2 00:00:02,960 --> 00:00:05,700 I will insert a key frame on all the controllers 3 00:00:05,700 --> 00:00:07,990 for both the bag and the character. 4 00:00:07,990 --> 00:00:09,550 The pose I'm going to create, 5 00:00:09,550 --> 00:00:12,850 is the overshoot after the right cross. 6 00:00:12,850 --> 00:00:16,570 Since it is performed just after the right cross, 7 00:00:16,570 --> 00:00:18,860 we can start by posing the bag. 8 00:00:18,860 --> 00:00:22,050 I've just swing the bag, using the main controller. 9 00:00:22,050 --> 00:00:24,800 I'm resetting the pose of all the other controller. 10 00:00:24,800 --> 00:00:28,240 Then I will select the wall forward kinematic chain, 11 00:00:28,240 --> 00:00:31,710 the blue controller, and slightly bend the bag. 12 00:00:31,710 --> 00:00:34,770 The idea is to swing the bag in reaction to the punch, 13 00:00:34,770 --> 00:00:38,580 so try to align its orientation with the previous pose 14 00:00:38,580 --> 00:00:41,380 of the punch. The process to create the overshoot 15 00:00:41,380 --> 00:00:42,720 is pretty straightforward. 16 00:00:42,720 --> 00:00:46,870 You just have to push further any pose you've picked. 17 00:00:46,870 --> 00:00:50,060 The chest was twisting, I twisted more. 18 00:00:50,060 --> 00:00:53,080 I've pushed the center of gravity forward 19 00:00:53,080 --> 00:00:56,870 and move it a bit to the left onto the supporting leg. 20 00:00:56,870 --> 00:01:00,380 I'm spreading the left arm that was swinging back. 21 00:01:00,380 --> 00:01:03,970 So basically I'm pushing the whole line of action. 22 00:01:03,970 --> 00:01:07,730 Guarding the right arm, I'm slightly bending it inward. 23 00:01:07,730 --> 00:01:10,280 The fun fact about this pose is that 24 00:01:10,280 --> 00:01:13,770 I haven't kept it in the end, but because it looks like 25 00:01:13,770 --> 00:01:15,930 the character is losing balance, 26 00:01:15,930 --> 00:01:18,660 and I was having a hard time to transition 27 00:01:18,660 --> 00:01:21,800 into the next pose. So it doesn't mean that 28 00:01:21,800 --> 00:01:24,320 this pose doesn't work, but it doesn't sell 29 00:01:24,320 --> 00:01:26,290 what I want to do with the character. 30 00:01:26,290 --> 00:01:28,490 And as explained many time before, 31 00:01:28,490 --> 00:01:30,890 as being a creative process, 32 00:01:30,890 --> 00:01:33,530 animation is not a linear workflow, 33 00:01:33,530 --> 00:01:36,050 so you may change your mind along the way. 34 00:01:36,050 --> 00:01:37,283 That's perfectly fine. 35 00:01:38,630 --> 00:01:41,700 Now comes the time where we are going to build the pose 36 00:01:41,700 --> 00:01:43,090 just after the hook. 37 00:01:43,090 --> 00:01:44,930 It is the moment where I need the character 38 00:01:44,930 --> 00:01:49,690 to rotate around his left foot and put his right foot 39 00:01:49,690 --> 00:01:53,340 behind, as being his real leg, before performing 40 00:01:53,340 --> 00:01:56,520 the switch kick. Before I start working on the character, 41 00:01:56,520 --> 00:02:00,510 I'm posing the bag exactly as I did for the previous pose. 42 00:02:00,510 --> 00:02:04,300 And then comes the painful moment where we don't have any 43 00:02:04,300 --> 00:02:09,300 reference for the next poses into the rest pose of God pose. 44 00:02:09,990 --> 00:02:12,810 And this is the time where you have to leave your chair, 45 00:02:12,810 --> 00:02:16,130 in the best case, shoot your own reference and, 46 00:02:16,130 --> 00:02:19,440 or at least try to the mimic the move in front of 47 00:02:19,440 --> 00:02:24,440 a big mirror or in front of nothing, and try to feel 48 00:02:24,790 --> 00:02:28,230 how your body's moving. Super important, as an animator, 49 00:02:28,230 --> 00:02:31,200 to try to act what you are animating. 50 00:02:31,200 --> 00:02:34,850 When doing crazy combat move, we do know that we can't 51 00:02:34,850 --> 00:02:39,760 do exactly the same, but just do it at a very slow pace. 52 00:02:39,760 --> 00:02:43,250 Just take the pose and transition into the other pose 53 00:02:43,250 --> 00:02:45,190 and your body will do the rest. 54 00:02:45,190 --> 00:02:48,920 I'm certainly not as impressive as the guy on the reference, 55 00:02:48,920 --> 00:02:53,370 but I do get enough information, at least some information, 56 00:02:53,370 --> 00:02:57,470 in order to perform the next move and to pose my character. 57 00:02:57,470 --> 00:03:01,340 I'm swinging back with my left arm after the hook. 58 00:03:01,340 --> 00:03:04,970 My feet are rotating, but they are not changing location. 59 00:03:04,970 --> 00:03:09,390 There is then a weight transfer upon my left leg 60 00:03:09,390 --> 00:03:11,810 while I'm rotating the right shoulder, 61 00:03:11,810 --> 00:03:15,880 so my whole chest toward the next contact pose. 62 00:03:15,880 --> 00:03:18,890 The right foot will contact first, and then the 63 00:03:18,890 --> 00:03:22,950 center of gravity will catch up. While rotating, my weight 64 00:03:22,950 --> 00:03:26,010 is mostly on the left leg, and then, I can go into 65 00:03:26,010 --> 00:03:29,990 the switch kick. So from there, I can go back into Blender 66 00:03:29,990 --> 00:03:32,040 and start working on my pose. 67 00:03:32,040 --> 00:03:36,260 We need to mostly shift the weight upon the left leg. 68 00:03:36,260 --> 00:03:40,170 As I did many time before I will console any transform 69 00:03:40,170 --> 00:03:42,450 on both the hips and the chest. 70 00:03:42,450 --> 00:03:44,180 As explained before learning wise, 71 00:03:44,180 --> 00:03:46,850 it's better to start your new pose from scratch, 72 00:03:46,850 --> 00:03:50,850 and it's also a good way to avoid to inherit mistakes 73 00:03:50,850 --> 00:03:53,040 from the previous pose. Adding a quick look 74 00:03:53,040 --> 00:03:56,530 to the reference pose I've attached, we can clearly see 75 00:03:56,530 --> 00:03:59,540 the line of action has a S shape. 76 00:03:59,540 --> 00:04:02,690 The supporting leg is pushing the hips up, 77 00:04:02,690 --> 00:04:05,040 and the hips are leading the rotation. 78 00:04:05,040 --> 00:04:08,980 So the hips are twisted more than the shoulders 79 00:04:08,980 --> 00:04:13,470 or the chest. Now, I like to focus on some artistic choice. 80 00:04:13,470 --> 00:04:16,320 On the reference, we can see that I'm lifting my 81 00:04:16,320 --> 00:04:20,300 right foot pretty high. While on the reference pose, 82 00:04:20,300 --> 00:04:24,660 I've decided to make tip of the toes sliding on the ground, 83 00:04:24,660 --> 00:04:27,630 as if my character was ice skating. 84 00:04:27,630 --> 00:04:31,520 So I've straightened a bit the leg, and I make the toes 85 00:04:31,520 --> 00:04:34,990 drag on the ground. This is creating a nice flow 86 00:04:34,990 --> 00:04:38,810 to the silhouette of the character, but also to the move. 87 00:04:38,810 --> 00:04:42,390 I will be able to create a nice arc using the foot. 88 00:04:42,390 --> 00:04:45,970 Instead of pulling the arm back in guard, I've decided 89 00:04:45,970 --> 00:04:50,230 to make them drag more. This will create a larger arc 90 00:04:50,230 --> 00:04:53,710 whenever I will be pulling the arm, and they will form 91 00:04:53,710 --> 00:04:57,070 an elliptic shape, so the whole pose is supporting 92 00:04:57,070 --> 00:04:59,680 or drawing the rotation of the character. 93 00:04:59,680 --> 00:05:04,200 And this is all I generally build my pose to get 94 00:05:04,200 --> 00:05:08,540 very smooth motion. I try to respect the physicality 95 00:05:08,540 --> 00:05:12,030 of the motion, placing the center of gravity upon 96 00:05:12,030 --> 00:05:16,280 the supporting foot. I respect the chest and hips shape, 97 00:05:16,280 --> 00:05:19,470 but as soon as I can, I try to create some kind of 98 00:05:19,470 --> 00:05:22,300 choreographing motion, meaning that 99 00:05:22,300 --> 00:05:25,570 I will pose the arms and the legs as if the character was 100 00:05:25,570 --> 00:05:29,510 totally mastering what he's doing and trying to input 101 00:05:29,510 --> 00:05:31,823 a bit of beauty in his movement. 102 00:05:32,890 --> 00:05:37,030 From the previous pose, we can settle into the next pose. 103 00:05:37,030 --> 00:05:40,810 The right foot has reach its final position and is 104 00:05:40,810 --> 00:05:44,240 flatten on the ground. Now the center of gravity is 105 00:05:44,240 --> 00:05:47,910 on the right foot. It's no longer on the left foot. 106 00:05:47,910 --> 00:05:51,490 The chest is twisted backward, so the right shoulder 107 00:05:51,490 --> 00:05:55,430 is in the back while it was dragging in the previous pose. 108 00:05:55,430 --> 00:05:58,870 The left fist is forward while the right fist 109 00:05:58,870 --> 00:06:02,380 is a little backward. If we compare the previous pose 110 00:06:02,380 --> 00:06:05,920 and the current pose from the top view, we can clearly see 111 00:06:05,920 --> 00:06:08,880 the twisting or rotation of the upper body, 112 00:06:08,880 --> 00:06:13,300 leading into a big contrast regarding the arm poses. 113 00:06:13,300 --> 00:06:16,220 The current pose is pretty close to the ideal pose 114 00:06:16,220 --> 00:06:19,480 of the character, but the center of gravity is slightly 115 00:06:19,480 --> 00:06:24,480 lower, so the character looks a little heavier on his feet. 116 00:06:24,960 --> 00:06:29,020 Both feet are flattened on the ground, and the character 117 00:06:29,020 --> 00:06:33,110 makes a nice C shape from a profile. This is a good 118 00:06:33,110 --> 00:06:36,840 anticipation pose for the next move. To jump into the 119 00:06:36,840 --> 00:06:39,760 switch kick, the character is gathering energy. 120 00:06:39,760 --> 00:06:42,880 This is why we have lowered its center of gravity. 121 00:06:42,880 --> 00:06:46,950 And it does a bit of a squat stance with his legs. 122 00:06:46,950 --> 00:06:51,020 Think of the spine as a spring. If you bend it in a way, 123 00:06:51,020 --> 00:06:53,430 when you will release the force, it will bend 124 00:06:53,430 --> 00:06:55,700 the other way. From there, I just need to 125 00:06:55,700 --> 00:06:59,190 tweak the position of the arms to match the reference 126 00:06:59,190 --> 00:07:02,230 I've attached. Don't worry if you weren't able 127 00:07:02,230 --> 00:07:05,890 to follow along with this video. The idea is to highlight 128 00:07:05,890 --> 00:07:10,300 the important point you have to look after, and then I will 129 00:07:10,300 --> 00:07:14,070 provide you a slow-paced time lapse, so that you can 130 00:07:14,070 --> 00:07:15,653 see the whole process. 11401

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