All language subtitles for 08-11-02 Polishing kick part 02

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These are the user uploaded subtitles that are being translated: 1 00:00:00,140 --> 00:00:01,861 - [Instructor] As usual, once I'm done 2 00:00:01,861 --> 00:00:05,240 with polishing the torso or the center of gravity, 3 00:00:05,240 --> 00:00:08,200 I work on the contact points of the character. 4 00:00:08,200 --> 00:00:11,020 So I will work on the feet as always. 5 00:00:11,020 --> 00:00:12,560 I will start with the right leg 6 00:00:12,560 --> 00:00:14,770 as it's going to be pretty fast. 7 00:00:14,770 --> 00:00:16,360 First of all, I want to make sure 8 00:00:16,360 --> 00:00:18,670 that the leg gets fully extended 9 00:00:18,670 --> 00:00:20,360 before the foot leave the ground. 10 00:00:20,360 --> 00:00:22,380 So I will simply delay by a couple 11 00:00:22,380 --> 00:00:24,600 of frame the moment the foot leave the ground. 12 00:00:24,600 --> 00:00:26,686 From there, I will make sure that the foot 13 00:00:26,686 --> 00:00:30,100 is drawing a nice arc in space, 14 00:00:30,100 --> 00:00:34,520 and then I will slightly push the z location curve 15 00:00:34,520 --> 00:00:38,400 to create the up pose of the foot right in the middle. 16 00:00:38,400 --> 00:00:41,660 I will then switch the handles to vector 17 00:00:41,660 --> 00:00:44,240 for the starting point and ending point 18 00:00:44,240 --> 00:00:46,630 of the z location and x location. 19 00:00:46,630 --> 00:00:48,480 This way I make sure that the foot 20 00:00:48,480 --> 00:00:50,630 is accelerating when leaving the ground 21 00:00:50,630 --> 00:00:53,810 and when it's about to contact the ground. 22 00:00:53,810 --> 00:00:56,930 Then I can revise the heel orientation 23 00:00:56,930 --> 00:01:00,190 or heel rotation using the heel controller, 24 00:01:00,190 --> 00:01:03,090 raising the heel just before the foot leave the ground 25 00:01:03,090 --> 00:01:05,040 and flattening the foot a couple 26 00:01:05,040 --> 00:01:07,100 of frame after the contact pose. 27 00:01:07,100 --> 00:01:10,850 Then I'm also working on the toes of the character. 28 00:01:10,850 --> 00:01:13,330 So as usual, I will make them drag, 29 00:01:13,330 --> 00:01:15,610 meaning that they will be pointing 30 00:01:15,610 --> 00:01:17,920 toward their previous position. 31 00:01:17,920 --> 00:01:19,030 On the contact pose, 32 00:01:19,030 --> 00:01:20,490 I will raise the toes 33 00:01:20,490 --> 00:01:23,890 and then I will slap them on the ground one frame later. 34 00:01:23,890 --> 00:01:26,640 And I will convert the contacting key 35 00:01:26,640 --> 00:01:28,330 of the toes to vector 36 00:01:28,330 --> 00:01:30,450 so that I'm sure that they are accelerating 37 00:01:30,450 --> 00:01:31,990 before they hit the ground, 38 00:01:31,990 --> 00:01:35,090 even if it's over only one frame. 39 00:01:35,090 --> 00:01:37,730 Then I will work on the jumping motion. 40 00:01:37,730 --> 00:01:39,040 So I will make sure 41 00:01:39,040 --> 00:01:42,360 that the foot leave the ground late enough 42 00:01:42,360 --> 00:01:45,100 so that I get an extended leg. 43 00:01:45,100 --> 00:01:46,610 And as I move the foot, 44 00:01:46,610 --> 00:01:49,760 I will also work on its quaternion rotation 45 00:01:49,760 --> 00:01:50,860 to make it drag. 46 00:01:50,860 --> 00:01:53,240 So the ball of the foot will be pointing 47 00:01:53,240 --> 00:01:55,550 toward its previous position, 48 00:01:55,550 --> 00:01:57,450 and then while in the air, 49 00:01:57,450 --> 00:01:59,470 I will make it transition 50 00:01:59,470 --> 00:02:02,420 toward its next position, 51 00:02:02,420 --> 00:02:04,790 toward the contacting pose. 52 00:02:04,790 --> 00:02:08,100 I will slightly open the foot just before the impact 53 00:02:08,100 --> 00:02:11,840 so that the character land on the edge of the foot, 54 00:02:11,840 --> 00:02:15,070 and it slightly pivot while the weight 55 00:02:15,070 --> 00:02:16,790 is shifting onto the foot. 56 00:02:16,790 --> 00:02:19,600 Then I will work on the kicking motion 57 00:02:19,600 --> 00:02:21,290 of this current foot, 58 00:02:21,290 --> 00:02:23,760 the foot that is contacting the ground. 59 00:02:23,760 --> 00:02:25,600 It has a specific rotation, 60 00:02:25,600 --> 00:02:27,780 as we have see in the reference. 61 00:02:27,780 --> 00:02:29,850 It twist to follow the hips 62 00:02:29,850 --> 00:02:32,270 and then just after the impact, 63 00:02:32,270 --> 00:02:34,150 it twist backward very fast. 64 00:02:34,150 --> 00:02:37,260 So we have this very fast back and forth motion 65 00:02:37,260 --> 00:02:39,510 of the heel toward the target. 66 00:02:39,510 --> 00:02:43,460 In this case, it's driven by the W quaternion rotation 67 00:02:43,460 --> 00:02:46,250 for my foot, and I'm creating this V shape 68 00:02:46,250 --> 00:02:47,160 with the curve 69 00:02:47,160 --> 00:02:49,180 where when it's going down, 70 00:02:49,180 --> 00:02:51,690 it rotates toward the target, 71 00:02:51,690 --> 00:02:55,046 and after frame 81, it rotates back. 72 00:02:55,046 --> 00:02:57,279 To make this motion less linear, 73 00:02:57,279 --> 00:02:59,990 I will hold the pose for a couple of frames 74 00:02:59,990 --> 00:03:03,750 by adding a new key on frame 80 and 81. 75 00:03:03,750 --> 00:03:08,150 And then I will make the foot ease into its rest pose, 76 00:03:08,150 --> 00:03:10,800 just before the left foot enter contact 77 00:03:10,800 --> 00:03:11,690 with the ground. 78 00:03:11,690 --> 00:03:12,737 Once I'm done with this, 79 00:03:12,737 --> 00:03:15,800 I will work on the last step backward 80 00:03:15,800 --> 00:03:19,000 with the same checkpoint in mind as before. 81 00:03:19,000 --> 00:03:22,400 I want to make sure that the leg extend a bit 82 00:03:22,400 --> 00:03:24,860 before the foot leave the ground. 83 00:03:24,860 --> 00:03:27,340 And that the foot contact the ground 84 00:03:27,340 --> 00:03:31,470 before the weight of the character starts to shift 85 00:03:31,470 --> 00:03:34,060 toward the current foot. 86 00:03:34,060 --> 00:03:37,560 So as usual, I'm often delaying the moment 87 00:03:37,560 --> 00:03:39,580 where the foot is leaving the ground. 88 00:03:39,580 --> 00:03:41,970 In this case, by two frames. 89 00:03:41,970 --> 00:03:45,040 And then I switch the contacting pose to vector 90 00:03:45,040 --> 00:03:47,155 so that I get a hard contact. 91 00:03:47,155 --> 00:03:51,240 And I input a bit of up pose in between 92 00:03:51,240 --> 00:03:54,890 using the z location to make the foot raise in space. 93 00:03:54,890 --> 00:03:56,520 From there, as usual, 94 00:03:56,520 --> 00:03:59,840 I will refine a bit the heel controller 95 00:03:59,840 --> 00:04:01,950 to make sure that the heel is raising 96 00:04:01,950 --> 00:04:04,420 whenever the foot is getting pulled, 97 00:04:04,420 --> 00:04:07,090 and that it's at it highest point 98 00:04:07,090 --> 00:04:09,170 just before the contact frame. 99 00:04:09,170 --> 00:04:11,760 Then I will switch to the foot rotation 100 00:04:11,760 --> 00:04:15,180 and see if I can make it drag a little bit. 101 00:04:15,180 --> 00:04:16,400 And as I did before, 102 00:04:16,400 --> 00:04:19,830 I want the foot to rotate a bit after the contact 103 00:04:19,830 --> 00:04:24,000 as the weight of the character is shifting upon this foot. 104 00:04:24,000 --> 00:04:27,600 And also, contact first with the inner edge 105 00:04:27,600 --> 00:04:30,990 of the foot, and then the foot will tilt 106 00:04:30,990 --> 00:04:32,320 to become flat. 107 00:04:32,320 --> 00:04:35,550 This create a slight roll on the ground 108 00:04:35,550 --> 00:04:38,430 of the foot that looks more natural 109 00:04:38,430 --> 00:04:41,720 than the foot getting flattened directly on the ground 110 00:04:41,720 --> 00:04:43,360 as it contacts. 111 00:04:43,360 --> 00:04:45,520 As the final detail, as usual, 112 00:04:45,520 --> 00:04:47,490 I will work on the toes. 113 00:04:47,490 --> 00:04:49,730 Whenever the foot is leaving the ground, 114 00:04:49,730 --> 00:04:52,210 I will make the toes drag 115 00:04:52,210 --> 00:04:54,700 and eventually, when it contacts the ground, 116 00:04:54,700 --> 00:04:55,980 I will raise them a bit 117 00:04:55,980 --> 00:04:59,280 so that they slap the frame after the contact. 118 00:04:59,280 --> 00:05:01,900 Another detail I wanted to add is the friction 119 00:05:01,900 --> 00:05:03,440 of the toes on the ground 120 00:05:03,440 --> 00:05:06,320 when the character is twisting to throw the kick. 121 00:05:06,320 --> 00:05:08,760 If you flatten your hand on the table 122 00:05:08,760 --> 00:05:11,980 and you push on the hand and try to twist it, 123 00:05:11,980 --> 00:05:14,290 you will see your fingers dragging 124 00:05:14,290 --> 00:05:16,350 in the opposite direction as the twist 125 00:05:16,350 --> 00:05:18,690 because of the friction and the resistance 126 00:05:18,690 --> 00:05:20,970 on the ground, or on the table. 127 00:05:20,970 --> 00:05:23,070 So this is what I'm doing here 128 00:05:23,070 --> 00:05:25,420 using the z Euler rotation. 129 00:05:25,420 --> 00:05:28,930 I rotate them toward their previous position. 130 00:05:28,930 --> 00:05:32,830 It's the same principle as when we lift the foot 131 00:05:32,830 --> 00:05:35,470 but in this case, the motion is side to side 132 00:05:35,470 --> 00:05:38,233 instead of being up and down. 133 00:05:38,233 --> 00:05:41,377 From there, I've worked on the left foot. 134 00:05:41,377 --> 00:05:44,550 At this point, the workflow is pretty linear. 135 00:05:44,550 --> 00:05:47,880 I hope you understand what I've been doing before 136 00:05:47,880 --> 00:05:51,290 and if not, you should rewatch the videos. 137 00:05:51,290 --> 00:05:53,380 I know how confusing it can be 138 00:05:53,380 --> 00:05:54,920 to read the graph editor, 139 00:05:54,920 --> 00:05:58,250 especially for beginners where you are not comfortable 140 00:05:58,250 --> 00:05:59,580 with the tools. 141 00:05:59,580 --> 00:06:03,760 So talking about poses, rhythm and spacing 142 00:06:03,760 --> 00:06:07,730 might not translate for you watching those curve. 143 00:06:07,730 --> 00:06:11,010 If it's the case, jump back to the squirrel chapter 144 00:06:11,010 --> 00:06:13,940 and make sure that you practice with this character. 145 00:06:13,940 --> 00:06:14,860 During the switch, 146 00:06:14,860 --> 00:06:17,330 I'm mainly reworking the up pose 147 00:06:17,330 --> 00:06:21,190 so that it's smallest in the middle of the motion 148 00:06:21,190 --> 00:06:24,150 of the foot toward its new position. 149 00:06:24,150 --> 00:06:27,820 And as you can see, I deal with the z curve a bit 150 00:06:27,820 --> 00:06:29,720 like with the bouncing ball 151 00:06:29,720 --> 00:06:32,850 with vector handles when the foot is leaving the ground 152 00:06:32,850 --> 00:06:34,340 and hitting the ground 153 00:06:34,340 --> 00:06:36,750 and a scale key in between. 154 00:06:36,750 --> 00:06:38,080 Now, as you have guessed, 155 00:06:38,080 --> 00:06:41,250 most of the work was during the kicking, 156 00:06:41,250 --> 00:06:44,720 first, make sure that you calculate your motion path. 157 00:06:44,720 --> 00:06:46,790 The first choice I did 158 00:06:46,790 --> 00:06:50,320 was to make the foot to stay on the ground 159 00:06:50,320 --> 00:06:52,040 as long as possible. 160 00:06:52,040 --> 00:06:53,760 This way we do get the feeling 161 00:06:53,760 --> 00:06:56,490 that the hips is pulling the leg 162 00:06:56,490 --> 00:06:58,430 as strong as possible. 163 00:06:58,430 --> 00:07:02,450 But also, it will all need to get less frames 164 00:07:02,450 --> 00:07:03,390 to throw the kick 165 00:07:03,390 --> 00:07:05,400 so that it will be very fast, 166 00:07:05,400 --> 00:07:06,530 and very snappy. 167 00:07:06,530 --> 00:07:08,450 So as the foot is leaving the ground, 168 00:07:08,450 --> 00:07:10,680 I make sure that it's very close 169 00:07:10,680 --> 00:07:13,070 to its initial pose 170 00:07:13,070 --> 00:07:15,172 so that I will have a big spacing 171 00:07:15,172 --> 00:07:19,780 between the starting frame and the contacting frame. 172 00:07:19,780 --> 00:07:22,550 We will have a big acceleration, 173 00:07:22,550 --> 00:07:24,170 so for the in between, 174 00:07:24,170 --> 00:07:27,040 I'm favorizing the first position, 175 00:07:27,040 --> 00:07:29,750 so that the spacing get bigger and bigger 176 00:07:29,750 --> 00:07:31,490 and we do feel the acceleration 177 00:07:31,490 --> 00:07:33,380 of the foot before the contact pose. 178 00:07:33,380 --> 00:07:34,930 Once I feel good with this, 179 00:07:34,930 --> 00:07:37,450 I will make sure that my arcs are clean, 180 00:07:37,450 --> 00:07:39,910 especially on the impact frame. 181 00:07:39,910 --> 00:07:42,990 I will slightly tweak the position of the foot 182 00:07:42,990 --> 00:07:44,590 from the camera view 183 00:07:44,590 --> 00:07:48,500 so that it perfectly wrap around the punching bag, 184 00:07:48,500 --> 00:07:50,300 creating a nice arc. 185 00:07:50,300 --> 00:07:52,900 Since the punching bag is an accessory, 186 00:07:52,900 --> 00:07:56,190 I will pose the bag later on, 187 00:07:56,190 --> 00:07:57,878 paste on the foot motion. 188 00:07:57,878 --> 00:08:01,300 But it's not hard for me to create a nice arc 189 00:08:01,300 --> 00:08:02,430 from the camera view, 190 00:08:02,430 --> 00:08:04,430 considering that the punching bag 191 00:08:04,430 --> 00:08:05,940 will be more or less there 192 00:08:05,940 --> 00:08:08,660 since we have blocked everything before. 193 00:08:08,660 --> 00:08:11,040 Then when the leg is pulled back, 194 00:08:11,040 --> 00:08:14,080 I will make sure that I get a very clean arc 195 00:08:14,080 --> 00:08:17,830 and that the foot is accelerating toward the ground. 196 00:08:17,830 --> 00:08:21,043 Beyond being bound to your graph editor, 197 00:08:21,043 --> 00:08:26,043 you should be more watching and analyzing your motion path. 198 00:08:26,520 --> 00:08:30,110 This is the tool that perfectly translate to you the arcs 199 00:08:30,110 --> 00:08:32,212 and the spacing of your animation. 200 00:08:32,212 --> 00:08:34,810 Then with experience, you will be able 201 00:08:34,810 --> 00:08:38,230 to read this also into your graph editor. 202 00:08:38,230 --> 00:08:41,490 As usual, from there, I will work on the heel controller. 203 00:08:41,490 --> 00:08:43,260 That's pretty straightforward. 204 00:08:43,260 --> 00:08:44,850 As the foot is leaving the ground, 205 00:08:44,850 --> 00:08:46,310 I'm raising the heel. 206 00:08:46,310 --> 00:08:47,630 The only tricky thing 207 00:08:47,630 --> 00:08:50,100 is that our character just jumped 208 00:08:50,100 --> 00:08:52,620 into the anticipation for the kick. 209 00:08:52,620 --> 00:08:54,220 So the heel is going down 210 00:08:54,220 --> 00:08:56,840 and then he's pushing to throw the kick. 211 00:08:56,840 --> 00:08:58,380 So the heel is raising. 212 00:08:58,380 --> 00:09:01,210 There is this slight plateau at some point. 213 00:09:01,210 --> 00:09:05,180 From there it's all about building the smear frames. 214 00:09:05,180 --> 00:09:08,180 Don't hesitate to work with all the controllers, 215 00:09:08,180 --> 00:09:10,270 like the toe controller, for example, 216 00:09:10,270 --> 00:09:11,463 to make the foot longer 217 00:09:11,463 --> 00:09:14,530 as it's getting pulled from the ground. 218 00:09:14,530 --> 00:09:16,070 The trajectory of the knee 219 00:09:16,070 --> 00:09:17,490 will also be crucial, 220 00:09:17,490 --> 00:09:20,060 so it's very important to track the arc 221 00:09:20,060 --> 00:09:22,520 of the knee and from there, 222 00:09:22,520 --> 00:09:24,360 build the shape of the leg. 223 00:09:24,360 --> 00:09:26,670 Just think of the leg as a whip. 224 00:09:26,670 --> 00:09:29,360 You want to create a nice curly shape 225 00:09:29,360 --> 00:09:30,940 with the whole leg 226 00:09:30,940 --> 00:09:34,240 that is going toward the kicking position. 227 00:09:34,240 --> 00:09:36,910 Make sure that the foot orientation, 228 00:09:36,910 --> 00:09:40,700 make it drags toward its previous position. 229 00:09:40,700 --> 00:09:44,660 And take advantage again of all the controllers. 230 00:09:44,660 --> 00:09:46,990 There are tweaker on the top of the toes, 231 00:09:46,990 --> 00:09:50,760 so do not hesitate to make those toes dragging. 232 00:09:50,760 --> 00:09:53,240 At this stage, it's not about animating 233 00:09:53,240 --> 00:09:55,460 but really sculpting your pose. 234 00:09:55,460 --> 00:09:58,490 There are only three frames of your character. 235 00:09:58,490 --> 00:10:00,040 They must be perfect. 236 00:10:00,040 --> 00:10:01,740 One tip to get this muscle shape 237 00:10:01,740 --> 00:10:04,370 is to hide the heel of the character 238 00:10:04,370 --> 00:10:05,900 from the camera point of view. 239 00:10:05,900 --> 00:10:09,720 You can easily do this by using the ankle tweaker 240 00:10:09,720 --> 00:10:12,420 instead of trying to rotate the foot. 241 00:10:12,420 --> 00:10:15,790 I'm trying my best to get a smooth shape for the leg. 242 00:10:15,790 --> 00:10:19,790 There are limitation due to the anatomy of the character 243 00:10:19,790 --> 00:10:22,780 but also the resolution of his mesh 244 00:10:22,780 --> 00:10:25,270 and the number of controllers in the rig. 245 00:10:25,270 --> 00:10:28,570 On the frame, just after the contact with the bag, 246 00:10:28,570 --> 00:10:31,430 I will scale on one axis the sheen 247 00:10:31,430 --> 00:10:33,110 and the foot so that it feels 248 00:10:33,110 --> 00:10:35,490 like they are squashing on the bag. 249 00:10:35,490 --> 00:10:37,700 It's like creating an explosion. 250 00:10:37,700 --> 00:10:40,510 You start with a thin shape 251 00:10:40,510 --> 00:10:42,312 and then you make it very big. 252 00:10:42,312 --> 00:10:47,312 And this visual pop will bring more impact 253 00:10:47,540 --> 00:10:49,080 to your animation. 254 00:10:49,080 --> 00:10:51,960 And this is exactly what we want for the kick. 255 00:10:51,960 --> 00:10:54,490 When it's done over one frame like that, 256 00:10:54,490 --> 00:10:57,840 it's barely viewable or noticeable 257 00:10:57,840 --> 00:10:59,390 but it will feel for sure. 258 00:10:59,390 --> 00:11:01,670 For this kind of shape, 259 00:11:01,670 --> 00:11:05,110 I don't really have any rules to tell you 260 00:11:05,110 --> 00:11:06,940 or to explain you. 261 00:11:06,940 --> 00:11:10,370 What I do advise you is to search for references, 262 00:11:10,370 --> 00:11:12,610 like in anime, for example, 263 00:11:12,610 --> 00:11:15,717 where they do deform a lot the character 264 00:11:15,717 --> 00:11:19,250 to get crazy perspective 265 00:11:19,250 --> 00:11:23,000 or crazy impactful shapes like that. 266 00:11:23,000 --> 00:11:25,970 You will also find this kind of crazy shape 267 00:11:25,970 --> 00:11:27,840 in kids cartoon. 268 00:11:27,840 --> 00:11:32,000 I think that's a very, very interesting source 269 00:11:32,000 --> 00:11:36,460 of inspiration whenever it comes to stylized animation 270 00:11:36,460 --> 00:11:40,220 because I guess that as the target are kids, 271 00:11:40,220 --> 00:11:43,010 we consider that they are more fantasy 272 00:11:43,010 --> 00:11:45,960 or more imagination than adults. 273 00:11:45,960 --> 00:11:50,090 And so they would react positively to crazy shapes. 274 00:11:50,090 --> 00:11:53,650 But in the end, if you input it in your animation 275 00:11:53,650 --> 00:11:55,180 and it's subtle enough, 276 00:11:55,180 --> 00:11:58,360 it will work for any public or any audience. 277 00:11:58,360 --> 00:12:01,840 For the last step of this polishing stage on the left leg, 278 00:12:01,840 --> 00:12:04,340 there is nothing we haven't seen already 279 00:12:04,340 --> 00:12:06,300 or we haven't talked about 280 00:12:06,300 --> 00:12:08,810 while working on the other foot. 281 00:12:08,810 --> 00:12:11,080 So now we need to polish the hips, 282 00:12:11,080 --> 00:12:14,039 the chest, neck, head and then the arms 283 00:12:14,039 --> 00:12:15,456 of the character. 21423

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