All language subtitles for 08-11-04 Polishing kick part 04

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These are the user uploaded subtitles that are being translated: 1 00:00:00,090 --> 00:00:02,052 - [Instructor] We are slowly but surely making it 2 00:00:02,052 --> 00:00:06,150 to the end of the polishing stage of our character 3 00:00:06,150 --> 00:00:07,770 with the arm polishing. 4 00:00:07,770 --> 00:00:09,190 At this stage of the course, 5 00:00:09,190 --> 00:00:12,370 what I'm doing should not have any secret for you. 6 00:00:12,370 --> 00:00:15,590 As usual, I will whether track the hand of the character 7 00:00:15,590 --> 00:00:18,570 or the elbow of the character. 8 00:00:18,570 --> 00:00:21,477 And as it's a forward kinematic chain, 9 00:00:21,477 --> 00:00:24,230 I will start by polishing the shoulder, 10 00:00:24,230 --> 00:00:27,130 the root of the forward kinematic chain. 11 00:00:27,130 --> 00:00:29,870 And as we did before several time now, 12 00:00:29,870 --> 00:00:31,540 I will make the shoulder drag, 13 00:00:31,540 --> 00:00:33,730 especially on those movement 14 00:00:33,730 --> 00:00:35,910 where the character is pretty relaxed. 15 00:00:35,910 --> 00:00:38,290 What I mean here is that you have to spot 16 00:00:38,290 --> 00:00:40,550 whether the shoulder are used 17 00:00:40,550 --> 00:00:42,400 to drive the motion or not. 18 00:00:42,400 --> 00:00:46,620 Whenever our character is walking or taking a few step back 19 00:00:46,620 --> 00:00:49,420 and forward, he's not choosing the moment 20 00:00:49,420 --> 00:00:52,950 of his arms to pull himself forward or back. 21 00:00:52,950 --> 00:00:56,080 Generally speaking, the shoulder will always drag 22 00:00:56,080 --> 00:00:57,730 compared to the chest. 23 00:00:57,730 --> 00:01:01,395 But if you remember well, during the run cycle, 24 00:01:01,395 --> 00:01:03,480 the shoulder were used 25 00:01:03,480 --> 00:01:06,340 to pull the character up and forward. 26 00:01:06,340 --> 00:01:08,770 So they were reaching their extreme 27 00:01:08,770 --> 00:01:11,100 before the center of gravity of the character. 28 00:01:11,100 --> 00:01:13,130 What I want to point out here 29 00:01:13,130 --> 00:01:16,400 is that the shoulder will most of the time be dragging 30 00:01:16,400 --> 00:01:19,140 but don't be too systematic with the way you deal 31 00:01:19,140 --> 00:01:22,030 with the dragging because there are some case, 32 00:01:22,030 --> 00:01:24,670 like the kicking of our character 33 00:01:24,670 --> 00:01:25,940 where you want the shoulder 34 00:01:25,940 --> 00:01:28,830 to reach their extreme a little earlier 35 00:01:28,830 --> 00:01:31,080 as they will participate 36 00:01:31,080 --> 00:01:33,730 in the momentum of the center of gravity, 37 00:01:33,730 --> 00:01:35,280 and the current kick. 38 00:01:35,280 --> 00:01:37,070 They are not leading for say, 39 00:01:37,070 --> 00:01:39,070 but they are participating 40 00:01:39,070 --> 00:01:40,630 to the leading force. 41 00:01:40,630 --> 00:01:42,080 In the meantime, as you can see, 42 00:01:42,080 --> 00:01:44,660 I've been tracking the elbow of my character 43 00:01:44,660 --> 00:01:49,280 and I'm doing my best to get rid of any harsh angle drawn 44 00:01:49,280 --> 00:01:51,450 by the elbow of the character 45 00:01:51,450 --> 00:01:54,110 whether by using the graph editor 46 00:01:54,110 --> 00:01:58,070 or by directly posing the character in the 3D viewport. 47 00:01:58,070 --> 00:02:01,000 My workflow hasn't changed since the beginning 48 00:02:01,000 --> 00:02:02,650 of this animation. 49 00:02:02,650 --> 00:02:04,780 I'm focusing on the motion path, 50 00:02:04,780 --> 00:02:06,860 rather than the graph editor. 51 00:02:06,860 --> 00:02:09,760 My goal when the character is pulling the arm back 52 00:02:09,760 --> 00:02:11,340 is to make the forearm 53 00:02:11,340 --> 00:02:14,660 and the hand move a bit like a serpent, 54 00:02:14,660 --> 00:02:16,480 while the elbow of the character 55 00:02:16,480 --> 00:02:18,220 is the head of the serpent 56 00:02:18,220 --> 00:02:20,930 and the fist is the tip of the tail. 57 00:02:20,930 --> 00:02:23,200 This is the kind of motion that I love, 58 00:02:23,200 --> 00:02:25,630 and I generally push them very far. 59 00:02:25,630 --> 00:02:28,500 In this case, I've kept it pretty simple 60 00:02:28,500 --> 00:02:32,290 and not too smooth as our character is contracted. 61 00:02:32,290 --> 00:02:35,800 Once I got this chunk of the animation polished, 62 00:02:35,800 --> 00:02:38,020 I've worked on the kicking move. 63 00:02:38,020 --> 00:02:40,830 I've started by adding a little more bounce 64 00:02:40,830 --> 00:02:41,990 into the shoulder 65 00:02:41,990 --> 00:02:45,310 by dropping it whenever the character was jumping, 66 00:02:45,310 --> 00:02:47,776 and then pushing it further up 67 00:02:47,776 --> 00:02:49,880 whenever the character was going down. 68 00:02:49,880 --> 00:02:52,190 And then during the kicking motion 69 00:02:52,190 --> 00:02:55,670 and the hit, I've pushed the contrast of the curve. 70 00:02:55,670 --> 00:02:57,440 Whenever the curve is going up, 71 00:02:57,440 --> 00:02:59,420 I will push it a little further, 72 00:02:59,420 --> 00:03:01,110 and whenever it's going down, 73 00:03:01,110 --> 00:03:03,290 I will lower it a little more. 74 00:03:03,290 --> 00:03:06,970 This will increase the swinging range of the whole arm, 75 00:03:06,970 --> 00:03:10,200 and better communicates the power of the kick. 76 00:03:10,200 --> 00:03:14,230 So you can clearly see me processing the z Euler rotation 77 00:03:14,230 --> 00:03:18,450 on the shoulder that drives its swinging motion. 78 00:03:18,450 --> 00:03:21,320 Then when the character was falling back 79 00:03:21,320 --> 00:03:23,770 and stepping back into idle, 80 00:03:23,770 --> 00:03:27,620 it was just a matter of making the shoulder drag. 81 00:03:27,620 --> 00:03:31,800 So going a little up when the center of gravity's going down 82 00:03:31,800 --> 00:03:34,700 and when the center of gravity is going up, 83 00:03:34,700 --> 00:03:36,520 lower a bit the shoulder. 84 00:03:36,520 --> 00:03:38,310 And once I'm done with the shoulder, 85 00:03:38,310 --> 00:03:41,700 as usual, I will work with the arm controller. 86 00:03:41,700 --> 00:03:45,420 As usual, I will start by calculating the motion path 87 00:03:45,420 --> 00:03:49,110 of the elbow and then tweak the arm controller 88 00:03:49,110 --> 00:03:50,730 during the swinging motion. 89 00:03:50,730 --> 00:03:53,420 Generally speaking, on this part of the animation, 90 00:03:53,420 --> 00:03:56,150 the motion of the elbow was a bit messy 91 00:03:56,150 --> 00:03:57,570 and popping all around. 92 00:03:57,570 --> 00:03:59,120 So my goal was pretty clear. 93 00:03:59,120 --> 00:04:03,540 I wanted the elbow to rapidly reach its back position, 94 00:04:03,540 --> 00:04:06,770 ease into the extreme, and then go back. 95 00:04:06,770 --> 00:04:08,170 Once I have this space, 96 00:04:08,170 --> 00:04:09,740 I jump into camera view 97 00:04:09,740 --> 00:04:13,330 and I make sure that the arm is getting out 98 00:04:13,330 --> 00:04:15,063 of the silhouette of the character. 99 00:04:15,063 --> 00:04:18,330 It's not overlapping with the chest of the character. 100 00:04:18,330 --> 00:04:20,140 So I can achieve this result 101 00:04:20,140 --> 00:04:23,390 by slightly pushing the x rotation curve up. 102 00:04:23,390 --> 00:04:25,300 From there, the fist is the part 103 00:04:25,300 --> 00:04:28,530 that is going to show the most from the camera view. 104 00:04:28,530 --> 00:04:30,850 So I will calculate the motion path 105 00:04:30,850 --> 00:04:35,590 from the tip of the fist using the end tweak controller. 106 00:04:35,590 --> 00:04:38,680 From there, we can see that from frame 80 to 82, 107 00:04:38,680 --> 00:04:41,610 the arm is going forward way too fast. 108 00:04:41,610 --> 00:04:44,150 I wanted it to ease backward 109 00:04:44,150 --> 00:04:47,420 and now it's going forward as if it was bouncing 110 00:04:47,420 --> 00:04:48,800 against a wall. 111 00:04:48,800 --> 00:04:52,480 And on top of this, the motion path is drawing some kind 112 00:04:52,480 --> 00:04:56,350 of V shape that doesn't look like a nice arc. 113 00:04:56,350 --> 00:04:59,390 So by repositioning a bit the arm controller 114 00:04:59,390 --> 00:05:02,270 and working a bit on the z rotation curve 115 00:05:02,270 --> 00:05:05,290 on the forearm, I will be able to fix this. 116 00:05:05,290 --> 00:05:09,410 So whenever I'm working on such a tight animation 117 00:05:09,410 --> 00:05:14,290 or motion, meaning that it occurs upon a very few frame, 118 00:05:14,290 --> 00:05:18,840 I adjusted the curve and often update the motion path. 119 00:05:18,840 --> 00:05:21,060 And I'm not focusing on the character 120 00:05:21,060 --> 00:05:25,620 but mostly on the arcs drawn by the tip of his fist. 121 00:05:25,620 --> 00:05:27,620 In the end, I get a nice arc 122 00:05:27,620 --> 00:05:30,010 with an ease-out forward. 123 00:05:30,010 --> 00:05:32,630 So with experience, you will be better 124 00:05:32,630 --> 00:05:34,630 at creating nice poses, 125 00:05:34,630 --> 00:05:37,680 and then sculpting those animation arcs. 126 00:05:37,680 --> 00:05:42,170 And this is fundamental to create a nice animation fast. 127 00:05:42,170 --> 00:05:45,090 From there, I've been reworking the whole arm 128 00:05:45,090 --> 00:05:47,900 during the steps back of the character. 129 00:05:47,900 --> 00:05:49,700 But since this is something 130 00:05:49,700 --> 00:05:52,300 we have seen multiple time before, 131 00:05:52,300 --> 00:05:55,140 I won't be commenting it anymore. 132 00:05:55,140 --> 00:05:57,560 Once the motion of the arm is polished, 133 00:05:57,560 --> 00:05:59,680 you can work on your smears. 134 00:05:59,680 --> 00:06:02,140 At this stage, what mostly matter 135 00:06:02,140 --> 00:06:05,030 is what we are going to see in the camera view. 136 00:06:05,030 --> 00:06:07,780 Even if I'm rotating around my character 137 00:06:07,780 --> 00:06:10,760 to get a better angle to pose those tweak, 138 00:06:10,760 --> 00:06:13,030 I always come back to the camera view 139 00:06:13,030 --> 00:06:14,560 to double check the pose. 140 00:06:14,560 --> 00:06:16,090 Your goal in this case 141 00:06:16,090 --> 00:06:18,820 is to make sure that the current silhouette 142 00:06:18,820 --> 00:06:21,499 of your character support the arcs. 143 00:06:21,499 --> 00:06:23,670 When building those smears, 144 00:06:23,670 --> 00:06:26,600 don't think of the arm as a current arm 145 00:06:26,600 --> 00:06:29,190 but rather think of it as a whip 146 00:06:29,190 --> 00:06:31,000 or a rubber limb. 147 00:06:31,000 --> 00:06:32,710 Here I'm adding a little detail 148 00:06:32,710 --> 00:06:34,900 by breaking the elbow joint 149 00:06:34,900 --> 00:06:37,590 and slightly bending the arm backward 150 00:06:37,590 --> 00:06:41,730 whenever it reaches its extreme back during the swing. 151 00:06:41,730 --> 00:06:43,640 While having fun building those smears, 152 00:06:43,640 --> 00:06:45,480 don't forget to track your arcs 153 00:06:45,480 --> 00:06:48,924 because since you're modifying your tweaker bones, 154 00:06:48,924 --> 00:06:51,350 their motion path will change. 155 00:06:51,350 --> 00:06:55,550 So make sure that your spacing is still relevant. 156 00:06:55,550 --> 00:06:57,720 Regarding the right arm polish, 157 00:06:57,720 --> 00:07:00,000 there is not that much to say. 158 00:07:00,000 --> 00:07:03,300 As usual, I will make the shoulder drag. 159 00:07:03,300 --> 00:07:05,770 Then I will work on the arm controller, 160 00:07:05,770 --> 00:07:09,690 making sure I have nice arcs from the elbows. 161 00:07:09,690 --> 00:07:11,100 Then work on the forearm, 162 00:07:11,100 --> 00:07:14,820 making sure that I have nice arcs to the wrist. 163 00:07:14,820 --> 00:07:17,990 While you are mainly focusing on those arcs 164 00:07:17,990 --> 00:07:19,683 in the spacing, don't forget 165 00:07:19,683 --> 00:07:23,367 that if you can clear the silhouette of your character, 166 00:07:23,367 --> 00:07:24,750 that's always better. 167 00:07:24,750 --> 00:07:26,940 Like for example, avoiding the end 168 00:07:26,940 --> 00:07:29,160 to overlap with the thigh 169 00:07:29,160 --> 00:07:32,640 or make sure that your negative space allows you 170 00:07:32,640 --> 00:07:35,150 to perfectly read the arm. 171 00:07:35,150 --> 00:07:38,170 With all these little details taken care of, 172 00:07:38,170 --> 00:07:40,290 I will call this animation done. 173 00:07:40,290 --> 00:07:43,270 As any form of art, animation is never done 174 00:07:43,270 --> 00:07:46,570 but you have to call your work finished and move on. 175 00:07:46,570 --> 00:07:49,040 I personally do think that it's better 176 00:07:49,040 --> 00:07:51,630 to get not too far into polishing 177 00:07:51,630 --> 00:07:53,180 and finish your piece 178 00:07:53,180 --> 00:07:55,400 than spending hundred of hours trying 179 00:07:55,400 --> 00:07:56,940 to polish your animation, 180 00:07:56,940 --> 00:07:59,750 getting disgusted or bored about it 181 00:07:59,750 --> 00:08:01,050 and not publish it. 182 00:08:01,050 --> 00:08:05,140 The best animation will sure bring attention on your work, 183 00:08:05,140 --> 00:08:07,816 and in our world, it's better to get noticeable, 184 00:08:07,816 --> 00:08:10,090 than the best. 185 00:08:10,090 --> 00:08:12,540 So always try to push your animation 186 00:08:12,540 --> 00:08:14,630 as far possible but make sure 187 00:08:14,630 --> 00:08:16,620 that you finish what you have started. 188 00:08:16,620 --> 00:08:20,240 And hopefully you will never be 100% satisfied 189 00:08:20,240 --> 00:08:22,090 of what you have done. 190 00:08:22,090 --> 00:08:24,760 So that there is always room for improvement 191 00:08:24,760 --> 00:08:27,660 and that you will do better on the next animation. 192 00:08:27,660 --> 00:08:31,450 So I would advise to set yourself some milestone 193 00:08:31,450 --> 00:08:34,560 or deadlines, and this is exactly what I did 194 00:08:34,560 --> 00:08:35,790 for this animation 195 00:08:35,790 --> 00:08:37,660 where I need to publish the course 196 00:08:37,660 --> 00:08:40,400 and I can't work forever on it. 197 00:08:40,400 --> 00:08:42,770 So it's not as good as I would like 198 00:08:42,770 --> 00:08:45,140 but I do believe it's good enough 199 00:08:45,140 --> 00:08:46,740 to show my workflow, 200 00:08:46,740 --> 00:08:49,060 and I'm really proud of this animation. 201 00:08:49,060 --> 00:08:51,810 Even if I see some part that could be improved. 202 00:08:51,810 --> 00:08:55,240 Finally, I'd like to add that animation is fun 203 00:08:55,240 --> 00:08:57,011 and you should keep it fun. 204 00:08:57,011 --> 00:09:01,200 Sometime it's painful because it's a lot of work 205 00:09:01,200 --> 00:09:03,890 but if you take pleasure doing what you do, 206 00:09:03,890 --> 00:09:05,898 you will progress very fast. 207 00:09:05,898 --> 00:09:07,580 And if you have the chance 208 00:09:07,580 --> 00:09:10,480 to make it your job, you will be among the few 209 00:09:10,480 --> 00:09:12,120 that enjoy their jobs. 210 00:09:12,120 --> 00:09:14,750 And this is sure a life changer 211 00:09:14,750 --> 00:09:17,110 and the key to success. 212 00:09:17,110 --> 00:09:19,390 So I wish you a lot of success 213 00:09:19,390 --> 00:09:21,593 and I will see you in the next video. 16442

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