All language subtitles for 08-12-02 Bag Final details-1

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These are the user uploaded subtitles that are being translated: 1 00:00:01,120 --> 00:00:04,170 - Once the bag rotation master controller 2 00:00:04,170 --> 00:00:05,890 and the root were done, 3 00:00:05,890 --> 00:00:07,920 I've locked their transformed channels 4 00:00:07,920 --> 00:00:11,740 so that I was sure I would not edit them by mistake. 5 00:00:11,740 --> 00:00:14,420 From there, I will select all the other controller 6 00:00:14,420 --> 00:00:17,950 and get rid of all the keys but the very first one. 7 00:00:17,950 --> 00:00:21,110 Since the bag deformations are very fast, 8 00:00:21,110 --> 00:00:24,960 it's easier for me to rework them from scratch 9 00:00:24,960 --> 00:00:26,550 then trying to work from 10 00:00:26,550 --> 00:00:27,940 what we have blocked before. 11 00:00:27,940 --> 00:00:30,450 Whenever I want to create a pose, I will make sure that 12 00:00:30,450 --> 00:00:33,580 the previous key frame is currently keyed. 13 00:00:33,580 --> 00:00:38,010 This way, I'm sure to avoid any undesired interpolations, 14 00:00:38,010 --> 00:00:41,510 On frame 12, I will kind of sculpt the bag 15 00:00:41,510 --> 00:00:44,400 as it receive the first jab 16 00:00:44,400 --> 00:00:46,490 by pushing the tweaker controller. 17 00:00:46,490 --> 00:00:48,730 And then a couple of frames later, 18 00:00:48,730 --> 00:00:50,930 I will just console all the transforms 19 00:00:50,930 --> 00:00:53,920 so that the bag recovers its shape. 20 00:00:53,920 --> 00:00:55,620 Then a frame later, I will pull a bit 21 00:00:55,620 --> 00:00:58,310 the controller that was hit by the punch 22 00:00:58,310 --> 00:01:01,750 so that we get a very subtle shake feeling. 23 00:01:01,750 --> 00:01:04,100 Then I will repeat the process for the next punch. 24 00:01:04,100 --> 00:01:06,557 I will key the controller on frame 16, 25 00:01:06,557 --> 00:01:10,310 the frame prior to the hit or impact. 26 00:01:10,310 --> 00:01:13,990 Then on frame 17, I will sculpt the bag 27 00:01:13,990 --> 00:01:15,710 by pushing the tweaker bone, 28 00:01:15,710 --> 00:01:18,570 but also scaling them on one axis 29 00:01:18,570 --> 00:01:22,010 and then scaling them down on the opposite taxis. 30 00:01:22,010 --> 00:01:25,440 I'm trying to preserve the volume of the bag. 31 00:01:25,440 --> 00:01:27,230 From there, four frames later, 32 00:01:27,230 --> 00:01:29,850 I will console all the transform, and then 33 00:01:29,850 --> 00:01:33,510 I will refine the shape of the bag frame-by-frame. 34 00:01:33,510 --> 00:01:36,310 Since the the hitting frames are pretty short, 35 00:01:36,310 --> 00:01:38,730 it's a very fast process. 36 00:01:38,730 --> 00:01:41,600 Rebuilding the whole animation for the whole bag 37 00:01:41,600 --> 00:01:44,060 took me about half an hour. 38 00:01:44,060 --> 00:01:47,150 Then, I started over again with the hook, 39 00:01:47,150 --> 00:01:51,111 Sculpting the pose from scratch using the tweaker bones. 40 00:01:51,111 --> 00:01:53,530 As soon as I was done with the hook, 41 00:01:53,530 --> 00:01:54,630 guess what I did. 42 00:01:54,630 --> 00:01:57,380 Exactly the same thing with the kick. 43 00:01:57,380 --> 00:01:59,920 I've exclusively started working 44 00:01:59,920 --> 00:02:03,500 on those deformation frames using the tweaker bones. 45 00:02:03,500 --> 00:02:04,910 That's pretty important because 46 00:02:04,910 --> 00:02:06,800 they are very easy to use, 47 00:02:06,800 --> 00:02:11,040 and to sculpt those specific impacts. 48 00:02:11,040 --> 00:02:14,580 Then I start working using the blue controllers. 49 00:02:14,580 --> 00:02:17,070 Those are the forward kinematic controls 50 00:02:17,070 --> 00:02:20,490 that will also us to slightly bend the bag. 51 00:02:20,490 --> 00:02:22,960 We could spend hours in the graffiti tool 52 00:02:22,960 --> 00:02:24,640 polishing those controllers, 53 00:02:24,640 --> 00:02:27,020 but instead I've kept the process 54 00:02:27,020 --> 00:02:28,730 as simple as possible, 55 00:02:28,730 --> 00:02:31,010 keying as less frames as possible 56 00:02:31,010 --> 00:02:34,510 and letting blender interpolate between those frames. 57 00:02:34,510 --> 00:02:37,160 So I'm selecting all the controllers from the one, 58 00:02:37,160 --> 00:02:40,860 just upon the impact frame, toward the tip of the bag. 59 00:02:40,860 --> 00:02:44,100 Then make sure that you are using individual origin, 60 00:02:44,100 --> 00:02:45,820 so is that we will be able to bend 61 00:02:45,820 --> 00:02:48,050 all the controller at once. 62 00:02:48,050 --> 00:02:53,000 And just bend the bag toward its previous position, 63 00:02:53,000 --> 00:02:56,280 as if it was dragging as less as possible. 64 00:02:56,280 --> 00:02:59,510 If you bend it too much, it won't look realistic 65 00:02:59,510 --> 00:03:01,930 because it will look too smooth. 66 00:03:01,930 --> 00:03:04,860 From there, if you don't jump into the graffiti tool, 67 00:03:04,860 --> 00:03:07,840 that's gonna be hard to make it look good. 68 00:03:07,840 --> 00:03:10,550 As soon as I reached the next impact frame, 69 00:03:10,550 --> 00:03:14,100 I'm keying the frame before the impact, 70 00:03:14,100 --> 00:03:16,400 and then I'm slightly increasing 71 00:03:16,400 --> 00:03:19,640 the curvature of the bag on the impact. 72 00:03:19,640 --> 00:03:22,730 Then, when the hook is about to happen, 73 00:03:22,730 --> 00:03:26,070 this is the time where the bag is traveling the fastest, 74 00:03:26,070 --> 00:03:29,950 so I will slightly bend it toward, again, 75 00:03:29,950 --> 00:03:31,780 it's previous position. 76 00:03:31,780 --> 00:03:33,800 And this is all you create 77 00:03:33,800 --> 00:03:36,870 this subtle dragging, almost for free. 78 00:03:36,870 --> 00:03:38,100 The trick is to make sure 79 00:03:38,100 --> 00:03:40,460 that you manipulate all the bone 80 00:03:40,460 --> 00:03:42,500 in the chain at the same time. 81 00:03:42,500 --> 00:03:46,320 Since they have a parent and child relationship, 82 00:03:46,320 --> 00:03:47,800 you rotate the parent, 83 00:03:47,800 --> 00:03:50,510 that makes the child rotating too, 84 00:03:50,510 --> 00:03:52,330 and then you apply on top of this 85 00:03:52,330 --> 00:03:56,170 a bit of rotation on the child, et cetera, et cetera. 86 00:03:56,170 --> 00:03:59,670 It generates a slight bend in the bags 87 00:03:59,670 --> 00:04:01,250 that looks very natural. 88 00:04:01,250 --> 00:04:03,260 The only moment where I had to be 89 00:04:03,260 --> 00:04:05,860 a little more creative was on the kick, 90 00:04:05,860 --> 00:04:09,040 where I posed the bones frame by frame. 91 00:04:09,040 --> 00:04:10,740 On the frame prior to the kick, 92 00:04:10,740 --> 00:04:13,430 I've just made the whole bag dragging. 93 00:04:13,430 --> 00:04:15,080 And then, on the impact, 94 00:04:15,080 --> 00:04:18,340 I first made the top part of the bag 95 00:04:18,340 --> 00:04:21,790 to rotate the right, behind the leg of the character 96 00:04:21,790 --> 00:04:25,060 while the lower part of the bag will be dragging. 97 00:04:25,060 --> 00:04:27,530 So I will invert it's rotation 98 00:04:27,530 --> 00:04:29,610 and rotate it a bit backwards. 99 00:04:29,610 --> 00:04:32,250 Since the bag is arriving very fast 100 00:04:32,250 --> 00:04:35,310 and we kicking it the opposite direction, 101 00:04:35,310 --> 00:04:37,970 there is a lot of deformation in the bag. 102 00:04:37,970 --> 00:04:40,680 Then, as it is projected by the kick, 103 00:04:40,680 --> 00:04:43,430 I will slightly bend it backward 104 00:04:43,430 --> 00:04:45,540 toward its previous position 105 00:04:45,540 --> 00:04:47,600 to make it drag a bit. 106 00:04:47,600 --> 00:04:50,070 Finally, as as it hits the ground, 107 00:04:50,070 --> 00:04:52,860 I bend it toward its previous direction 108 00:04:52,860 --> 00:04:54,830 so is that it is dragging again. 109 00:04:54,830 --> 00:04:56,900 And then I will console the rotation 110 00:04:56,900 --> 00:04:58,560 a couple of frame after 111 00:04:58,560 --> 00:05:00,750 and convert all the landing keys 112 00:05:00,750 --> 00:05:02,490 and the keys after to vectors 113 00:05:02,490 --> 00:05:05,710 so that I have a hard slap on the ground. 114 00:05:05,710 --> 00:05:07,860 One final touch I've added is that 115 00:05:07,860 --> 00:05:09,540 I've used the tweaker control root 116 00:05:09,540 --> 00:05:11,360 to squash the bag on the ground. 117 00:05:11,360 --> 00:05:13,680 In the end, it's barely noticeable, 118 00:05:13,680 --> 00:05:16,140 because I've kept it very subtle. 119 00:05:16,140 --> 00:05:18,270 I selected all the tweaker bone, 120 00:05:18,270 --> 00:05:21,070 inserted a key frame on the key prior 121 00:05:21,070 --> 00:05:23,460 to squash the bag so that I don't get any 122 00:05:23,460 --> 00:05:25,670 weird interpolation, 123 00:05:25,670 --> 00:05:27,920 then I've scaled them up a bit 124 00:05:27,920 --> 00:05:31,360 on the X and Y axis, and flatten it, 125 00:05:31,360 --> 00:05:34,560 scaling it down on the Z axis. 126 00:05:34,560 --> 00:05:36,450 Then two or three frame later, 127 00:05:36,450 --> 00:05:39,800 I've consoled any scale by pressing alt+S. 128 00:05:39,800 --> 00:05:42,430 One final detail I have revised, 129 00:05:42,430 --> 00:05:44,910 but I'm not sure I've captured it, 130 00:05:44,910 --> 00:05:46,530 is the rotation of the bag 131 00:05:46,530 --> 00:05:48,690 just after the right cross. 132 00:05:48,690 --> 00:05:51,460 I've slightly lowered the level of rotation 133 00:05:51,460 --> 00:05:54,730 of the bag so that it stays on screen 134 00:05:54,730 --> 00:05:57,380 while we are rotating around the character. 135 00:05:57,380 --> 00:05:59,560 This is typically the kind of detail 136 00:05:59,560 --> 00:06:02,700 I wouldn't have taken care of a year ago, 137 00:06:02,700 --> 00:06:05,440 for example, but it's very important because 138 00:06:05,440 --> 00:06:09,890 it does improve the readability of your animation. 139 00:06:09,890 --> 00:06:11,830 This is typically the kind of detail 140 00:06:11,830 --> 00:06:16,060 that will bring you to a professional level of animation, 141 00:06:16,060 --> 00:06:19,970 because it shows that you care for your audience, 142 00:06:19,970 --> 00:06:21,870 and make sure that they will get 143 00:06:21,870 --> 00:06:23,913 everything about your animation. 11007

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