All language subtitles for 08-12-01-Polishing the bag

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These are the user uploaded subtitles that are being translated: 1 00:00:01,420 --> 00:00:04,560 - [Instructor] Regarding the bag, more than polishing stage, 2 00:00:04,560 --> 00:00:07,240 it's going to be an animation stage. 3 00:00:07,240 --> 00:00:10,130 While the blocking did help to get an idea 4 00:00:10,130 --> 00:00:12,090 of what we were going to do 5 00:00:12,090 --> 00:00:14,070 and what would be the behavior 6 00:00:14,070 --> 00:00:16,140 of the bag during the animation, 7 00:00:16,140 --> 00:00:18,570 since the main controller animation 8 00:00:18,570 --> 00:00:20,900 or motion is pretty simple, 9 00:00:20,900 --> 00:00:23,990 it's almost easier to work directly in the graph editor 10 00:00:23,990 --> 00:00:26,550 for this kind of motion. 11 00:00:26,550 --> 00:00:30,180 And then we will rework the different tweaker bones 12 00:00:30,180 --> 00:00:34,670 or even erase all the key frames and rebuild their motion. 13 00:00:34,670 --> 00:00:37,090 Since the bag has a pendulum motion 14 00:00:37,090 --> 00:00:39,970 with an extreme low and an extreme high, 15 00:00:39,970 --> 00:00:43,640 it's useless to have more than three key frames. 16 00:00:43,640 --> 00:00:46,610 One for the beginning, one for the extreme, 17 00:00:46,610 --> 00:00:48,750 and one for the return. 18 00:00:48,750 --> 00:00:50,950 So at this stage, I'm getting rid 19 00:00:50,950 --> 00:00:55,630 of any useless key frames I did during the blocking stage. 20 00:00:55,630 --> 00:00:58,910 From there, I can start working on the X rotation axis, 21 00:00:58,910 --> 00:01:02,290 which is the main rotation axis of our bag in the beginning. 22 00:01:02,290 --> 00:01:04,010 In the beginning, it's pretty close 23 00:01:04,010 --> 00:01:06,410 to what we were doing with the character. 24 00:01:06,410 --> 00:01:09,150 I have two contact frames with the fist. 25 00:01:09,150 --> 00:01:12,270 After the first punch, the bag starts to move a bit. 26 00:01:12,270 --> 00:01:14,210 Then, during the second punch, 27 00:01:14,210 --> 00:01:17,240 I'm keeping the bag a bit backward to make sure 28 00:01:17,240 --> 00:01:19,810 that the fist penetrates the bag. 29 00:01:19,810 --> 00:01:21,960 Don't over-focus on this part though 30 00:01:21,960 --> 00:01:25,290 because this is something I'm going to change later on. 31 00:01:25,290 --> 00:01:28,150 But this gives me the starting point 32 00:01:28,150 --> 00:01:31,590 for the first pendulum motion of the bag. 33 00:01:31,590 --> 00:01:34,660 And once you have that, you just need your starting point 34 00:01:34,660 --> 00:01:38,070 and where the bag will end before the next punch. 35 00:01:38,070 --> 00:01:40,580 And we just need one key in between, 36 00:01:40,580 --> 00:01:44,840 so I will get rid of everything but those two keys. 37 00:01:44,840 --> 00:01:48,520 Then, we just need to convert the start and end key 38 00:01:48,520 --> 00:01:51,300 to vector, and then work on the scaling 39 00:01:51,300 --> 00:01:53,650 of the handles of the extreme key 40 00:01:53,650 --> 00:01:57,760 exactly as we will do with the up and down motion 41 00:01:57,760 --> 00:01:58,940 of a bouncing ball. 42 00:01:58,940 --> 00:02:02,350 From there, you need to watch several times your motion. 43 00:02:02,350 --> 00:02:05,920 See if it feels right, and then edit any of your keys. 44 00:02:05,920 --> 00:02:09,620 Maybe scale a bit up or down some of the handles 45 00:02:09,620 --> 00:02:11,900 to accelerate or decelerate the bag 46 00:02:11,900 --> 00:02:13,980 whenever it's going down or up. 47 00:02:13,980 --> 00:02:17,800 Here, you can see the final shape of my X rotation curve 48 00:02:17,800 --> 00:02:19,600 on the first bounce. 49 00:02:19,600 --> 00:02:22,620 Regarding the X and Y rotation curve, 50 00:02:22,620 --> 00:02:26,300 during the first swing, there is not that too much to do 51 00:02:26,300 --> 00:02:30,590 than getting rid of any keys that could be in between. 52 00:02:30,590 --> 00:02:34,210 And set the handles of the starting and ending keys 53 00:02:34,210 --> 00:02:37,130 to vector so that we have no interpolation. 54 00:02:37,130 --> 00:02:39,810 I haven't done it on the Y rotation. 55 00:02:39,810 --> 00:02:42,730 That's a mistake, but it's not even noticeable 56 00:02:42,730 --> 00:02:44,040 in the animation. 57 00:02:44,040 --> 00:02:45,870 On there, I need to redefine the moment 58 00:02:45,870 --> 00:02:47,720 where the bag will start to move. 59 00:02:47,720 --> 00:02:52,060 It's currently one frame earlier that what I have right now, 60 00:02:52,060 --> 00:02:54,330 and since I want to hold the pose 61 00:02:54,330 --> 00:02:56,740 for the first impact of the hook, 62 00:02:56,740 --> 00:03:01,470 I will simply duplicate the keys from 45 onto frame 47. 63 00:03:01,470 --> 00:03:02,900 This will create a plateau 64 00:03:02,900 --> 00:03:04,690 where the bag is no longer moving, 65 00:03:04,690 --> 00:03:08,000 and I can get rid of the keys after this one. 66 00:03:08,000 --> 00:03:11,060 Here, we've just defined the starting point 67 00:03:11,060 --> 00:03:14,470 of the pendulum motion of the bag after the hook. 68 00:03:14,470 --> 00:03:19,097 Now, I will go on the next contact frame on frame 78, 69 00:03:19,097 --> 00:03:22,290 and I will refine the position of the bag 70 00:03:22,290 --> 00:03:25,910 so that it perfectly matches the shin of the character. 71 00:03:25,910 --> 00:03:28,440 I've now defined the starting point 72 00:03:28,440 --> 00:03:32,750 and the end point of this next pendulum motion. 73 00:03:32,750 --> 00:03:36,300 So, I can get rid of all the key frames in between 74 00:03:36,300 --> 00:03:38,300 and rework its motion. 75 00:03:38,300 --> 00:03:40,740 From there, I will rebuild some kind 76 00:03:40,740 --> 00:03:43,730 of the same curve we had with the bouncing ball 77 00:03:43,730 --> 00:03:46,070 or the previous pendulum motion. 78 00:03:46,070 --> 00:03:47,990 I will select the Z rotation rotation curve 79 00:03:47,990 --> 00:03:50,770 that is going to be the main rotation channel 80 00:03:50,770 --> 00:03:52,840 for this specific bounce. 81 00:03:52,840 --> 00:03:54,240 I will duplicate the key. 82 00:03:54,240 --> 00:03:58,630 I put it right in the middle and switch it to auto clamp. 83 00:03:58,630 --> 00:04:00,570 Then, I will make sure that the starting 84 00:04:00,570 --> 00:04:03,750 and ending keys are set to vector. 85 00:04:03,750 --> 00:04:07,080 From there, I have my base motion for the second bounce. 86 00:04:07,080 --> 00:04:10,170 From there, I definitely need some more love. 87 00:04:10,170 --> 00:04:13,790 I will refine the position of the hitting frame. 88 00:04:13,790 --> 00:04:16,500 From there, I will bring a little more contrast 89 00:04:16,500 --> 00:04:18,690 into the shape of the Z curve 90 00:04:18,690 --> 00:04:21,210 as you can see on the reference. 91 00:04:21,210 --> 00:04:23,560 This way, the bag will be pushed faster 92 00:04:23,560 --> 00:04:27,240 and will come back faster, which will look more impactful. 93 00:04:27,240 --> 00:04:31,370 And from there, I've worked a bit on the X rotation curve 94 00:04:31,370 --> 00:04:34,560 so that the motion of the bag was currently 95 00:04:34,560 --> 00:04:38,080 physically correct because in its current state, 96 00:04:38,080 --> 00:04:41,340 the bag has a weird motion from frame 60, 97 00:04:41,340 --> 00:04:44,130 where it starts to rotate to the left 98 00:04:44,130 --> 00:04:46,430 while there is absolutely no force 99 00:04:46,430 --> 00:04:48,950 that would generate this rotation. 100 00:04:48,950 --> 00:04:50,470 So just after the punch, 101 00:04:50,470 --> 00:04:53,770 I will put a bit of a right rotation, 102 00:04:53,770 --> 00:04:56,870 and then the bag will swing back to the left. 103 00:04:56,870 --> 00:04:58,620 Polishing the motion of the bag 104 00:04:58,620 --> 00:05:01,080 just after the kick was a bit closer 105 00:05:01,080 --> 00:05:04,790 to what we did during the polishing of the character. 106 00:05:04,790 --> 00:05:07,390 As I'm making the bag holding a bit 107 00:05:07,390 --> 00:05:09,400 onto the character's shin, 108 00:05:09,400 --> 00:05:12,130 and then it starts to swing very fast. 109 00:05:12,130 --> 00:05:16,710 Once the bag is projected after frame 80 'til frame 85 110 00:05:16,710 --> 00:05:19,610 where it gets out of the camera range, 111 00:05:19,610 --> 00:05:22,620 its motion is pretty close to what we already had 112 00:05:22,620 --> 00:05:25,090 with initial keys set to vector 113 00:05:25,090 --> 00:05:27,430 and then a big acceleration. 114 00:05:27,430 --> 00:05:31,420 From there, since I want the bag to land flat on the ground, 115 00:05:31,420 --> 00:05:36,290 I just got rid of all the keys on the X and Y rotation axis. 116 00:05:36,290 --> 00:05:38,550 Then, start working on the root controller 117 00:05:38,550 --> 00:05:39,780 of the punching bag. 118 00:05:39,780 --> 00:05:43,070 And again, here it is gonna be super simple compared 119 00:05:43,070 --> 00:05:45,200 to what we have done before. 120 00:05:45,200 --> 00:05:47,260 So, the first thing is that I can get rid 121 00:05:47,260 --> 00:05:51,050 of all the key frames before the root starts to move. 122 00:05:51,050 --> 00:05:53,440 Then, I will get rid of any key frames 123 00:05:53,440 --> 00:05:56,670 between the starting and landing pose. 124 00:05:56,670 --> 00:05:59,030 Then, I will have refine the location of the bag 125 00:05:59,030 --> 00:06:02,950 once it hits the ground based on the camera frame. 126 00:06:02,950 --> 00:06:05,340 And from there, I will convert all the keys 127 00:06:05,340 --> 00:06:07,120 to vector because why? 128 00:06:07,120 --> 00:06:10,810 Well, one, there won't be any change in the speed 129 00:06:10,810 --> 00:06:13,440 of the bag on your recent channel. 130 00:06:13,440 --> 00:06:16,880 So on the X and Y location channels 131 00:06:16,880 --> 00:06:19,700 exactly as for the bouncing ball. 132 00:06:19,700 --> 00:06:21,510 A few frames after the hit, 133 00:06:21,510 --> 00:06:26,510 I will slightly offset the value of the Y location curve 134 00:06:26,560 --> 00:06:30,170 so that it feels like the bag is sliding a bit 135 00:06:30,170 --> 00:06:31,060 on the ground. 136 00:06:31,060 --> 00:06:33,690 I've done the same with the X location curve, 137 00:06:33,690 --> 00:06:37,300 and I will convert both keys to auto clamped. 138 00:06:37,300 --> 00:06:39,870 Then, I just need to scale those two keys 139 00:06:39,870 --> 00:06:43,590 to create a heavy feeling as the friction of the bag 140 00:06:43,590 --> 00:06:45,740 on the ground slowing down. 141 00:06:45,740 --> 00:06:47,640 Now, the only curve that needs 142 00:06:47,640 --> 00:06:50,910 to be worked on is the Z location curve, 143 00:06:50,910 --> 00:06:54,440 and as you can see, it's going to be super simple. 144 00:06:54,440 --> 00:06:57,680 Now, the only thing I'd like to improve is 145 00:06:57,680 --> 00:07:00,800 as for the character, the silhouette of the bag. 146 00:07:00,800 --> 00:07:02,770 As it currently lands on the ground, 147 00:07:02,770 --> 00:07:06,060 we just see the top part of the bag. 148 00:07:06,060 --> 00:07:09,260 And if we were only keeping this still frame, 149 00:07:09,260 --> 00:07:12,830 we wouldn't be able to identify a punching bag. 150 00:07:12,830 --> 00:07:15,680 So, basically this is a bad pose. 151 00:07:15,680 --> 00:07:18,680 First thing I will do is use the master rotation controller 152 00:07:18,680 --> 00:07:21,770 to make sure that the bag is flat on the ground. 153 00:07:21,770 --> 00:07:25,240 From there, we get back onto the root controller 154 00:07:25,240 --> 00:07:29,390 of the bag, and I will use its Z rotation axis 155 00:07:29,390 --> 00:07:31,810 to rotate it a bit to the side. 156 00:07:31,810 --> 00:07:35,280 Since the bag is airborne, its rotation will be linear. 157 00:07:35,280 --> 00:07:37,290 And then just after the impact, 158 00:07:37,290 --> 00:07:40,960 I've pushed a little bit the rotation further, 159 00:07:40,960 --> 00:07:42,840 and I've made it ease. 160 00:07:42,840 --> 00:07:46,350 This is to simulate the friction of the bag on the ground 161 00:07:46,350 --> 00:07:49,220 and the fact that it's slowing down. 162 00:07:49,220 --> 00:07:52,340 The bag is rapidly stabilizing on the ground, 163 00:07:52,340 --> 00:07:56,883 and I haven't added any bounce so that it feels very heavy. 13230

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