All language subtitles for 08-11-03 Polishing kick part 03

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These are the user uploaded subtitles that are being translated: 1 00:00:00,200 --> 00:00:02,890 - [Instructor] Now that the torso root of our character 2 00:00:02,890 --> 00:00:04,790 and the feet are polished, 3 00:00:04,790 --> 00:00:08,360 we can start polishing the whole chain of the torso, 4 00:00:08,360 --> 00:00:10,580 the hips, the chest, neck and head. 5 00:00:10,580 --> 00:00:13,870 As usual, I will start with the hips rotation. 6 00:00:13,870 --> 00:00:16,460 And as explained in the previous animation chunk, 7 00:00:16,460 --> 00:00:19,350 I'm mainly following the motion of the feet 8 00:00:19,350 --> 00:00:22,370 to figure out the rotation of the hips. 9 00:00:22,370 --> 00:00:26,470 Also since we add a very detailed blocking, 10 00:00:26,470 --> 00:00:29,160 generally the stage is pretty fast 11 00:00:29,160 --> 00:00:33,410 as we mostly have to smooth out the motion of the hips 12 00:00:33,410 --> 00:00:36,080 based on what is already blocked. 13 00:00:36,080 --> 00:00:38,590 For example, here I'm slightly reducing 14 00:00:38,590 --> 00:00:40,040 the tilting of the hips 15 00:00:40,040 --> 00:00:42,770 so that they are more facing the character 16 00:00:42,770 --> 00:00:46,750 and facing the orientation of the center of gravity, 17 00:00:46,750 --> 00:00:48,890 because this is the transition motion 18 00:00:48,890 --> 00:00:52,590 and our character is settling just after the hook. 19 00:00:52,590 --> 00:00:54,780 Then I'm reworking the step back. 20 00:00:54,780 --> 00:00:58,600 So I make sure that the character hips don't tilt too much 21 00:00:58,600 --> 00:01:00,430 and it looks too feminine. 22 00:01:00,430 --> 00:01:03,310 I'm also making sure that the hips twist 23 00:01:03,310 --> 00:01:04,800 follow the right leg. 24 00:01:04,800 --> 00:01:07,540 But remember that the hips are pulling the legs 25 00:01:07,540 --> 00:01:09,880 that are not in contact with the ground 26 00:01:09,880 --> 00:01:13,700 while the supporting leg are pushing on the hips. 27 00:01:13,700 --> 00:01:16,620 This should gives you a broad idea 28 00:01:16,620 --> 00:01:19,030 on how to tilt the hips. 29 00:01:19,030 --> 00:01:20,740 The character is pushing for the jump, 30 00:01:20,740 --> 00:01:24,200 I make sure that the bit is oriented backward. 31 00:01:24,200 --> 00:01:27,270 The hips are oriented forward towards the groin 32 00:01:27,270 --> 00:01:28,960 during the anticipation 33 00:01:28,960 --> 00:01:31,860 and oriented backward toward the bit 34 00:01:31,860 --> 00:01:33,200 during the pushing pose. 35 00:01:33,200 --> 00:01:36,980 Then I will fix the overall orientation of the hips 36 00:01:36,980 --> 00:01:40,180 during the jump as they look delayed here. 37 00:01:40,180 --> 00:01:41,900 Whenever I'm working on the hips, 38 00:01:41,900 --> 00:01:43,740 it's often a matter of feeling 39 00:01:43,740 --> 00:01:46,020 whether the pose looks right or not, 40 00:01:46,020 --> 00:01:48,150 that's pretty hard to explain. 41 00:01:48,150 --> 00:01:50,250 Hopefully when you're watching this video, 42 00:01:50,250 --> 00:01:53,960 you can see the improvement whenever I'm moving a key 43 00:01:53,960 --> 00:01:56,870 over the different rotation axis. 44 00:01:56,870 --> 00:02:00,230 One part that definitely needed some refinement 45 00:02:00,230 --> 00:02:01,660 is the kicking part. 46 00:02:01,660 --> 00:02:06,580 As I have initially blocked a very odd recoil of the hips 47 00:02:06,580 --> 00:02:09,960 and it generates a very odd visual glitch. 48 00:02:09,960 --> 00:02:12,010 You can see the difference of rotation 49 00:02:12,010 --> 00:02:15,100 between frame 79 and frame 80. 50 00:02:15,100 --> 00:02:19,630 There is a big jump in the value of the Z quaternion curve. 51 00:02:19,630 --> 00:02:23,410 And so what I've decided is to average the value 52 00:02:23,410 --> 00:02:27,660 over frame 80 and switch on frame 81. 53 00:02:27,660 --> 00:02:29,520 Having this big change of value 54 00:02:29,520 --> 00:02:32,010 over two frames instead of one 55 00:02:32,010 --> 00:02:34,350 really improved the animation in the end. 56 00:02:34,350 --> 00:02:36,510 From there, here you can see the hips 57 00:02:36,510 --> 00:02:38,360 are really twisted backward, 58 00:02:38,360 --> 00:02:40,340 pulling the left leg. 59 00:02:40,340 --> 00:02:44,230 And then it was just about tweaking the existing curve 60 00:02:44,230 --> 00:02:47,050 as we had no extreme motion, 61 00:02:47,050 --> 00:02:51,780 making sure that the hips tilt up upon the supporting leg, 62 00:02:51,780 --> 00:02:55,110 making sure that the twisting follows the foot 63 00:02:55,110 --> 00:02:58,780 that was in error whenever the character is stepping back. 64 00:02:58,780 --> 00:03:02,330 The chest was a little more interesting to work on. 65 00:03:02,330 --> 00:03:05,340 Not that it is more important than the hips, 66 00:03:05,340 --> 00:03:08,050 but visually it creates more variation 67 00:03:08,050 --> 00:03:09,830 in the shape of the character. 68 00:03:09,830 --> 00:03:11,680 And during this polishing stage, 69 00:03:11,680 --> 00:03:13,880 I will be able to push even more 70 00:03:13,880 --> 00:03:16,550 the pose of the anticipation of the kick 71 00:03:16,550 --> 00:03:18,140 and the kick itself. 72 00:03:18,140 --> 00:03:21,950 On the initial part of this chunk, just after the hook, 73 00:03:21,950 --> 00:03:24,840 I'm tracking the axis from the base of the neck, 74 00:03:24,840 --> 00:03:28,200 and I will mainly make the chest drag 75 00:03:28,200 --> 00:03:31,520 based on the center of gravity motion. 76 00:03:31,520 --> 00:03:34,990 So whenever the center of gravity is moving up, 77 00:03:34,990 --> 00:03:37,890 I will slightly lean the character forward. 78 00:03:37,890 --> 00:03:41,400 Whenever the center of gravity is twisting to the right, 79 00:03:41,400 --> 00:03:44,920 I will slightly twist the chest to the left 80 00:03:44,920 --> 00:03:48,470 so that there is a bit of delay in the chest motion 81 00:03:48,470 --> 00:03:52,740 compared to the center of gravity and the leading hips. 82 00:03:52,740 --> 00:03:56,100 Even when the character is initiating the jump, 83 00:03:56,100 --> 00:03:58,210 we keep the same mechanism. 84 00:03:58,210 --> 00:03:59,620 If the body is going up, 85 00:03:59,620 --> 00:04:02,710 I will slightly lean the character forward. 86 00:04:02,710 --> 00:04:06,140 But then when the character is airborne and about 87 00:04:06,140 --> 00:04:08,890 to land just before throwing the kick, 88 00:04:08,890 --> 00:04:13,260 the character starts to use his chest for the anticipation 89 00:04:13,260 --> 00:04:14,940 to load energy. 90 00:04:14,940 --> 00:04:18,910 So I will make sure that it twists as far as possible, 91 00:04:18,910 --> 00:04:22,070 the opposite direction than the kick release, 92 00:04:22,070 --> 00:04:25,670 as if the shoulder were going to pull the hips forward. 93 00:04:25,670 --> 00:04:26,980 So from the camera view, 94 00:04:26,980 --> 00:04:29,740 I just make sure that I push the line of faction 95 00:04:29,740 --> 00:04:31,330 as far as possible, 96 00:04:31,330 --> 00:04:33,310 tilting the chest to the right 97 00:04:33,310 --> 00:04:36,740 and bending the character backward as far as possible. 98 00:04:36,740 --> 00:04:40,710 Then the whole chest will be moving toward the kick 99 00:04:40,710 --> 00:04:44,380 as if the character was trying to give a headbutt 100 00:04:44,380 --> 00:04:47,980 to another bag that is side to side with the current bag. 101 00:04:47,980 --> 00:04:50,550 So in the end, if you watch my current curve, 102 00:04:50,550 --> 00:04:51,600 it's pretty noisy. 103 00:04:51,600 --> 00:04:53,570 There is a lot of ups and downs. 104 00:04:53,570 --> 00:04:56,820 And at the end of the polishing stage of this very part, 105 00:04:56,820 --> 00:04:59,960 you will see that I have a way smoother curve. 106 00:04:59,960 --> 00:05:03,560 And it does show in the arc of the base of the neck, 107 00:05:03,560 --> 00:05:05,070 which is pretty nice. 108 00:05:05,070 --> 00:05:08,130 Then I will break a bit the smoothness 109 00:05:08,130 --> 00:05:11,470 of the X rotation curve around frame 82 110 00:05:11,470 --> 00:05:15,380 to create the recoil effect after the kick. 111 00:05:15,380 --> 00:05:19,070 But while the character was really leaning into the kick 112 00:05:19,070 --> 00:05:21,980 now that he has lost momentum, 113 00:05:21,980 --> 00:05:25,560 he needed to get straighter to find balance. 114 00:05:25,560 --> 00:05:28,360 And once I've recovered this balance 115 00:05:28,360 --> 00:05:32,920 during these short transitions between frame 82 and 85, 116 00:05:32,920 --> 00:05:36,500 it's just about making the chest drag a bit 117 00:05:36,500 --> 00:05:40,940 while the character is taking a few step backwards. 118 00:05:40,940 --> 00:05:43,370 Then to improve the animation, 119 00:05:43,370 --> 00:05:47,350 what I did is that I've modified the location of the chest 120 00:05:47,350 --> 00:05:48,410 during the kick. 121 00:05:48,410 --> 00:05:51,420 The idea was to create some chest shake 122 00:05:51,420 --> 00:05:53,760 while the character was hitting the bag. 123 00:05:53,760 --> 00:05:56,660 So I will be pushing the chest forward 124 00:05:56,660 --> 00:06:00,150 just after the impact on frame 79 125 00:06:00,150 --> 00:06:02,390 and a couple of frame later, 126 00:06:02,390 --> 00:06:05,310 I will pull the chest backward 127 00:06:05,310 --> 00:06:09,750 until it recovers around frame 85. 128 00:06:09,750 --> 00:06:13,090 This will create a quick back and forth motion 129 00:06:13,090 --> 00:06:14,840 as if the torso was shaking 130 00:06:14,840 --> 00:06:16,890 because of the impact of the kick. 131 00:06:16,890 --> 00:06:20,170 This is pretty similar to what we did to the shoulders 132 00:06:20,170 --> 00:06:23,089 and the head of the character during the hook motion. 133 00:06:23,089 --> 00:06:24,840 (swooshing) 134 00:06:24,840 --> 00:06:26,350 Once I'm done with the chest, 135 00:06:26,350 --> 00:06:28,870 I always go further in the chain. 136 00:06:28,870 --> 00:06:31,250 So I will be working on the neck 137 00:06:31,250 --> 00:06:33,980 as we did for the previous animation chunk. 138 00:06:33,980 --> 00:06:37,470 As usual, I will be mostly making the head drag. 139 00:06:37,470 --> 00:06:40,110 Since the neck is a tride of the chest, 140 00:06:40,110 --> 00:06:42,090 quaternion rotation behavior 141 00:06:42,090 --> 00:06:45,100 is pretty close to euler rotation behavior. 142 00:06:45,100 --> 00:06:46,450 So from the side view, 143 00:06:46,450 --> 00:06:49,600 I will be working on the X rotation channel. 144 00:06:49,600 --> 00:06:51,590 I will make sure to track my axis 145 00:06:51,590 --> 00:06:53,960 using the base of the neck. 146 00:06:53,960 --> 00:06:56,320 And then when the character is going down, 147 00:06:56,320 --> 00:06:58,380 I will slightly raise the neck. 148 00:06:58,380 --> 00:07:00,730 And when the character is pushing up, 149 00:07:00,730 --> 00:07:03,360 I will make sure that the neck is going down. 150 00:07:03,360 --> 00:07:05,690 This is something we have already done 151 00:07:05,690 --> 00:07:06,910 during the blocking stage. 152 00:07:06,910 --> 00:07:10,270 So here I'm just revising some of the poses 153 00:07:10,270 --> 00:07:11,900 that may not be clean. 154 00:07:11,900 --> 00:07:15,870 Like this little drop on the y-axis that doesn't make sense 155 00:07:15,870 --> 00:07:20,040 since the character is moving pretty linearly to the side. 156 00:07:20,040 --> 00:07:22,440 Polishing the neck is mostly about 157 00:07:22,440 --> 00:07:24,810 the X and Y rotation curve 158 00:07:24,810 --> 00:07:28,130 as they drive the tilting and leaning of the head. 159 00:07:28,130 --> 00:07:31,690 While my wheel is to make the head drag, 160 00:07:31,690 --> 00:07:34,450 the polishing stage is also the opportunity 161 00:07:34,450 --> 00:07:36,250 to fix some of the poses. 162 00:07:36,250 --> 00:07:39,120 And my go-to for this is to watch my character 163 00:07:39,120 --> 00:07:42,640 and make sure that the head doesn't feel too uncomfortable. 164 00:07:42,640 --> 00:07:44,640 I'm just watching the relationship 165 00:07:44,640 --> 00:07:46,630 between the chest and the neck. 166 00:07:46,630 --> 00:07:51,527 And whenever the pose feels uncomfortable, I fix it. 167 00:07:51,527 --> 00:07:52,730 (swooshing) 168 00:07:52,730 --> 00:07:53,920 Regarding the head, 169 00:07:53,920 --> 00:07:58,280 I haven't anything to add that we haven't covered already. 170 00:07:58,280 --> 00:08:01,380 For all the transition between the punches, 171 00:08:01,380 --> 00:08:04,900 the steps or any motion that is not that fast, 172 00:08:04,900 --> 00:08:08,920 I will make the head slightly dragging as we did before. 173 00:08:08,920 --> 00:08:12,240 I will jump directly to the kicking moment. 174 00:08:12,240 --> 00:08:14,670 And at this stage of the animation, 175 00:08:14,670 --> 00:08:17,430 my goal is not to make the head drag that much 176 00:08:17,430 --> 00:08:20,360 because the character is focusing on the target, 177 00:08:20,360 --> 00:08:22,570 and it might not be as relaxed 178 00:08:22,570 --> 00:08:25,230 as in between the different punches. 179 00:08:25,230 --> 00:08:28,420 Your goal here is to make sure that the character 180 00:08:28,420 --> 00:08:31,310 is watching the target from the camera angle, 181 00:08:31,310 --> 00:08:35,300 or at least that we feel like he's watching the target. 182 00:08:35,300 --> 00:08:37,650 So, I'm orientating the head 183 00:08:37,650 --> 00:08:41,090 so that it's looking at the same point 184 00:08:41,090 --> 00:08:42,763 during the whole kick. 185 00:08:43,930 --> 00:08:45,870 Once I'm done with the rotation, 186 00:08:45,870 --> 00:08:48,430 I will play with the location of the head 187 00:08:48,430 --> 00:08:50,930 to improve the impact of the kick. 188 00:08:50,930 --> 00:08:54,360 First, I track the head tweaker on the top of the head. 189 00:08:54,360 --> 00:08:58,240 And my goal is to clean the arc from the camera view, 190 00:08:58,240 --> 00:09:00,570 for example, on frame 78, 191 00:09:00,570 --> 00:09:02,760 you can see that the arc is going a bit down 192 00:09:02,760 --> 00:09:03,810 and then going up. 193 00:09:03,810 --> 00:09:07,070 So I will raise the head so that I get a cleaner arc, 194 00:09:07,070 --> 00:09:10,780 and then after impact I will push the head forward. 195 00:09:10,780 --> 00:09:13,440 And after I've pushed the head forward, 196 00:09:13,440 --> 00:09:16,840 because of the momentum of the kicks that just stop 197 00:09:16,840 --> 00:09:19,910 so the head is continuing to travel forward. 198 00:09:19,910 --> 00:09:23,260 I will try to bunch a bit the different keys here, 199 00:09:23,260 --> 00:09:25,800 this way just after the kick contact, 200 00:09:25,800 --> 00:09:29,280 the head will stabilize a bit from the camera view 201 00:09:29,280 --> 00:09:31,690 and we will be able to see it clearly. 202 00:09:31,690 --> 00:09:35,970 And it will improve the recoil feeling of the kick. 203 00:09:35,970 --> 00:09:39,190 Finally, I will add a bit of stretching in the head 204 00:09:39,190 --> 00:09:41,460 when it's moving down super fast 205 00:09:41,460 --> 00:09:43,420 using the top head tweaker, 206 00:09:43,420 --> 00:09:47,730 only working on the Z location axis of the head tweaker. 207 00:09:47,730 --> 00:09:49,320 And just after the stretch, 208 00:09:49,320 --> 00:09:51,810 I will squash it a little bit 209 00:09:51,810 --> 00:09:53,360 a couple of frames later 210 00:09:53,360 --> 00:09:57,273 before it settles again two frames later. 16730

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