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These are the user uploaded subtitles that are being translated: 1 00:00:00,880 --> 00:00:01,713 - In this video, 2 00:00:01,713 --> 00:00:05,370 we will have a quick overview of the different sequences 3 00:00:05,370 --> 00:00:07,770 and how to render and edit them 4 00:00:07,770 --> 00:00:09,730 in the Video Sequence editor. 5 00:00:09,730 --> 00:00:14,340 The second scene or second shot of our short animation 6 00:00:14,340 --> 00:00:16,010 is super simple. 7 00:00:16,010 --> 00:00:19,500 The camera is simply moving in a linear fashion, 8 00:00:19,500 --> 00:00:23,590 using linear interpolation on the x-axis 9 00:00:23,590 --> 00:00:25,560 following our character 10 00:00:25,560 --> 00:00:28,360 until it disappear into a bush. 11 00:00:28,360 --> 00:00:31,050 The character itself is simply 12 00:00:31,050 --> 00:00:34,970 using it's run cycle animation that is looping. 13 00:00:34,970 --> 00:00:38,780 And on top of this I have layered simple locomotion action 14 00:00:38,780 --> 00:00:43,780 in the NLA editor that move by 0.7 meters every 12 frames. 15 00:00:45,940 --> 00:00:48,560 And then choose an extrapolation filter 16 00:00:48,560 --> 00:00:51,487 set to linear extrapolation. 17 00:00:51,487 --> 00:00:53,091 (wind woosh effect) 18 00:00:53,091 --> 00:00:54,360 For the next shot, 19 00:00:54,360 --> 00:00:57,730 when our character start climbing the tree, 20 00:00:57,730 --> 00:01:01,110 the root of the camera is still moving left to right, 21 00:01:01,110 --> 00:01:05,430 but this time I have a bit of easing in the camera motion, 22 00:01:05,430 --> 00:01:07,590 and then the camera stop. 23 00:01:07,590 --> 00:01:08,550 In the meantime, 24 00:01:08,550 --> 00:01:10,520 I'm using the Aim controller 25 00:01:10,520 --> 00:01:13,640 to create down to up motion. 26 00:01:13,640 --> 00:01:16,720 Particularly the camera is following the squirrel 27 00:01:16,720 --> 00:01:19,923 and there is a slight easing until the end of the shot 28 00:01:19,923 --> 00:01:22,620 that the camera looks a little more alive. 29 00:01:22,620 --> 00:01:25,440 Also the character is not full frame. 30 00:01:25,440 --> 00:01:28,200 He appear on a third of the camera 31 00:01:28,200 --> 00:01:31,340 and is facing the closed side of the shot 32 00:01:31,340 --> 00:01:34,343 so that we do feel like he's escaping. 33 00:01:35,470 --> 00:01:38,780 For the character motion it's as usual. 34 00:01:38,780 --> 00:01:40,710 I've combined this time, 35 00:01:40,710 --> 00:01:44,560 the climbing cycle with locomotion action 36 00:01:44,560 --> 00:01:46,670 using the NLA editor. 37 00:01:46,670 --> 00:01:48,700 For the locomotion animation 38 00:01:48,700 --> 00:01:52,610 I've only animated the root bone of the character. 39 00:01:52,610 --> 00:01:55,620 Since his motion is not as linear as before, 40 00:01:55,620 --> 00:01:59,750 meaning that it's likely changing direction on each bounce 41 00:01:59,750 --> 00:02:02,540 but still as a constant speed, 42 00:02:02,540 --> 00:02:05,880 I've made sure that I add linear interpolation 43 00:02:05,880 --> 00:02:10,070 between each frame switching every handle to vector. 44 00:02:10,070 --> 00:02:13,340 And then on each contact pose of the character 45 00:02:13,340 --> 00:02:16,640 I will slightly change its orientation 46 00:02:16,640 --> 00:02:19,260 and moving following the tree trunk. 47 00:02:19,260 --> 00:02:21,130 You can see that from a side view 48 00:02:21,130 --> 00:02:22,770 it might not look perfect, 49 00:02:22,770 --> 00:02:25,980 but it does work very well from the camera angle. 50 00:02:25,980 --> 00:02:27,285 So that's perfectly fine. 51 00:02:27,285 --> 00:02:28,118 (wind woosh effect) 52 00:02:28,118 --> 00:02:31,310 On the next shot there is no camera motion 53 00:02:31,310 --> 00:02:34,250 so it's just about placing the camera. 54 00:02:34,250 --> 00:02:36,580 Again, our character is framed 55 00:02:36,580 --> 00:02:39,920 so that it follows a third of the camera view. 56 00:02:39,920 --> 00:02:42,880 I am still using the climbing cycle animation 57 00:02:42,880 --> 00:02:44,170 we have created, 58 00:02:44,170 --> 00:02:47,540 but this time you can see there is no locomotion action. 59 00:02:47,540 --> 00:02:50,950 Instead, I'm using a path constraint 60 00:02:50,950 --> 00:02:53,610 on the root bone of our character. 61 00:02:53,610 --> 00:02:57,620 We will see how to create it and use it in the next video. 62 00:02:57,620 --> 00:03:02,010 But particularly our character is simply following a curve 63 00:03:02,010 --> 00:03:05,420 and we can animate the speed at which the character 64 00:03:05,420 --> 00:03:06,870 is following this curve. 65 00:03:06,870 --> 00:03:10,070 While we should use a linear speed 66 00:03:10,070 --> 00:03:12,950 I slightly edited the speed of the character 67 00:03:12,950 --> 00:03:14,620 using the Graph editor, 68 00:03:14,620 --> 00:03:17,160 inputting a bit of variation. 69 00:03:17,160 --> 00:03:19,390 so that it looks a little more dynamic 70 00:03:19,390 --> 00:03:20,930 from the camera angle. 71 00:03:20,930 --> 00:03:21,763 And that was it. 72 00:03:21,763 --> 00:03:22,596 (wind woosh effect) 73 00:03:22,596 --> 00:03:26,410 For the very last sequence of our character animation 74 00:03:26,410 --> 00:03:29,235 the camera doesn't move until our character 75 00:03:29,235 --> 00:03:30,740 settle in the shot. 76 00:03:30,740 --> 00:03:32,440 Then the root of the camera 77 00:03:32,440 --> 00:03:35,210 is slightly moving up and forward 78 00:03:35,210 --> 00:03:40,080 and I've animated the focal length and the focus distance 79 00:03:40,080 --> 00:03:44,340 so that we are progressively focusing onto the horizon. 80 00:03:44,340 --> 00:03:46,160 For the character animation. 81 00:03:46,160 --> 00:03:49,060 I've used one cycle of the run cycle 82 00:03:49,060 --> 00:03:51,380 combined with the locomotion, 83 00:03:51,380 --> 00:03:56,380 which is a simple forward animation on 0.7 meter. 84 00:03:56,590 --> 00:04:00,320 And then I've used our idle animation. 85 00:04:00,320 --> 00:04:04,860 And I've cut the idle animation on frame 68. 86 00:04:04,860 --> 00:04:09,860 What I did do on the very final version of the trailer 87 00:04:09,930 --> 00:04:14,930 was to add a couple of additional animation on the very end 88 00:04:14,940 --> 00:04:17,010 so that the character is still moving 89 00:04:17,010 --> 00:04:20,050 while it's getting out of focus. 90 00:04:20,050 --> 00:04:22,670 I haven't recorded the the animation process 91 00:04:22,670 --> 00:04:25,080 because that will be redundant. 92 00:04:25,080 --> 00:04:28,940 And you will still have a lot of animation content to watch 93 00:04:28,940 --> 00:04:30,120 in this course. 94 00:04:30,120 --> 00:04:32,470 But the process was exactly the same 95 00:04:32,470 --> 00:04:35,600 as when we have made our idle animation. 96 00:04:35,600 --> 00:04:39,343 So it's also time for you to try to do it on your own. 97 00:04:40,260 --> 00:04:42,220 (wind woosh effect) 98 00:04:42,220 --> 00:04:44,490 As you are done with animation 99 00:04:44,490 --> 00:04:46,770 we need to render those shots. 100 00:04:46,770 --> 00:04:49,010 If you are using the provided file, 101 00:04:49,010 --> 00:04:51,230 I've already set up the render. 102 00:04:51,230 --> 00:04:53,310 You just need to go to Render 103 00:04:53,310 --> 00:04:55,370 and click Render animation 104 00:04:55,370 --> 00:04:58,020 or press Control + F12. 105 00:04:58,020 --> 00:05:01,523 As you do, Blender will render the animation scene 106 00:05:01,523 --> 00:05:03,110 with the camera view. 107 00:05:03,110 --> 00:05:06,370 It will start from the start frame till the end frame 108 00:05:06,370 --> 00:05:10,530 and using the resolution set into the dimensions. 109 00:05:10,530 --> 00:05:12,430 We don't care about frame rate, 110 00:05:12,430 --> 00:05:16,610 unless we are exporting a movie like an MPEG sequence. 111 00:05:16,610 --> 00:05:20,560 But I do advise you to render PNG files. 112 00:05:20,560 --> 00:05:22,310 If you run in movie file, 113 00:05:22,310 --> 00:05:25,230 there is big chances it will be compressed. 114 00:05:25,230 --> 00:05:28,440 Plus, if Blender crashes before the end of the rendering, 115 00:05:28,440 --> 00:05:31,390 you will have to re-render the whole sequence. 116 00:05:31,390 --> 00:05:33,870 While if you are using image sequence, 117 00:05:33,870 --> 00:05:35,710 you will just have to re-render 118 00:05:35,710 --> 00:05:37,710 from the frame it has crashed. 119 00:05:37,710 --> 00:05:40,230 I've set up my render output so that Blender 120 00:05:40,230 --> 00:05:42,300 will create the folder, "RENDERS", 121 00:05:42,300 --> 00:05:46,620 and the subfolder, "SCENE-05", 4, 3, 2 or 1. 122 00:05:46,620 --> 00:05:50,430 And the image sequence will be called, "Scene-05", 123 00:05:50,430 --> 00:05:51,263 in this case. 124 00:05:51,263 --> 00:05:54,760 And Blender will automatically add a suffix number 125 00:05:54,760 --> 00:05:57,211 corresponding to the frame number. 126 00:05:57,211 --> 00:05:58,044 (wind woosh effect) 127 00:05:58,044 --> 00:06:02,620 Since I generally use After Effects to create my sequences 128 00:06:02,620 --> 00:06:04,500 and work on my compositing, 129 00:06:04,500 --> 00:06:06,750 I won't do an in-depth video 130 00:06:06,750 --> 00:06:09,760 about the Video Sequence editor in Blender, 131 00:06:09,760 --> 00:06:11,540 but they will give you the foundation 132 00:06:11,540 --> 00:06:14,380 that will allow you to use it without problem. 133 00:06:14,380 --> 00:06:17,870 So let's convert both our 3D view and timeline 134 00:06:17,870 --> 00:06:20,590 to the Video Sequence editor. 135 00:06:20,590 --> 00:06:22,060 It's pretty straightforward. 136 00:06:22,060 --> 00:06:25,250 We have different tracks and pressing Shift + A 137 00:06:25,250 --> 00:06:27,530 I can add different items. 138 00:06:27,530 --> 00:06:30,320 It can be text, sound, whatever. 139 00:06:30,320 --> 00:06:32,700 Let's choose image sequence, 140 00:06:32,700 --> 00:06:34,800 browse our render folder, 141 00:06:34,800 --> 00:06:35,633 and press A 142 00:06:35,633 --> 00:06:39,770 to select all the PNG file of the first sequence. 143 00:06:39,770 --> 00:06:42,333 And press, Add image sequence. 144 00:06:43,480 --> 00:06:47,230 Blender has automatically added all our image 145 00:06:47,230 --> 00:06:50,090 as a sequence on the first track. 146 00:06:50,090 --> 00:06:53,470 If I want to extend the end of the animation 147 00:06:53,470 --> 00:06:54,570 to a further frame, 148 00:06:54,570 --> 00:06:56,730 I just need to position the play head 149 00:06:56,730 --> 00:06:58,260 and press Control + End 150 00:06:58,260 --> 00:07:00,340 as we do in the timeline. 151 00:07:00,340 --> 00:07:02,330 The image sequence is read 152 00:07:02,330 --> 00:07:05,440 at the speed of our general frame rate. 153 00:07:05,440 --> 00:07:08,600 To be able to preview our animated sequence 154 00:07:08,600 --> 00:07:11,310 we can switch to Sequence Preview. 155 00:07:11,310 --> 00:07:15,140 It will display our sequence track so we can collapse them 156 00:07:15,140 --> 00:07:18,120 and also the current frames that is being read. 157 00:07:18,120 --> 00:07:21,840 If I press the Space bar to preview my video, 158 00:07:21,840 --> 00:07:25,040 we can see that the frame rate is not very good, 159 00:07:25,040 --> 00:07:28,700 but this is because Blender is currently caching the video, 160 00:07:28,700 --> 00:07:31,990 meaning that is kind pre-calculating it. 161 00:07:31,990 --> 00:07:35,670 The cached sequence is shown into a brighter red 162 00:07:35,670 --> 00:07:37,955 beneath the tracks. 163 00:07:37,955 --> 00:07:41,170 Once the images are cached if we play it again, 164 00:07:41,170 --> 00:07:43,220 it will play real time. 165 00:07:43,220 --> 00:07:45,370 So what I will quickly do now 166 00:07:45,370 --> 00:07:49,700 is repeat the process and import the five image sequences 167 00:07:49,700 --> 00:07:51,820 I have created for this shot. 168 00:07:51,820 --> 00:07:55,280 Since there is no blending between sequence one and two, 169 00:07:55,280 --> 00:08:00,250 I can left click and drag sequence two on the first track. 170 00:08:00,250 --> 00:08:02,920 I can do the same with sequence three, 171 00:08:02,920 --> 00:08:05,130 moving it on the first track, 172 00:08:05,130 --> 00:08:08,200 but I will need to cut it a bit 173 00:08:08,200 --> 00:08:10,080 because there are some repeating frame 174 00:08:10,080 --> 00:08:13,050 between the previous sequence and the current one. 175 00:08:13,050 --> 00:08:16,290 To cut it I simply need to place the play head 176 00:08:16,290 --> 00:08:19,790 wherever I want to cut and press K. 177 00:08:19,790 --> 00:08:21,880 Then I will scrub through the timeline 178 00:08:21,880 --> 00:08:24,600 to watch out for any repetition 179 00:08:24,600 --> 00:08:27,600 and remove any content from the selected strip 180 00:08:27,600 --> 00:08:31,310 by cutting it and then pressing X to delete it. 181 00:08:31,310 --> 00:08:35,570 Now I'd like to blend the next sequence onto the other, 182 00:08:35,570 --> 00:08:37,640 creating a fading. 183 00:08:37,640 --> 00:08:42,420 The first important thing is to find out the right timing 184 00:08:42,420 --> 00:08:43,950 between the moment our character 185 00:08:43,950 --> 00:08:46,900 is getting out of the frame 186 00:08:46,900 --> 00:08:49,690 and when he's getting back into the frame. 187 00:08:49,690 --> 00:08:53,100 Here I feel that the time we wait is too long 188 00:08:53,100 --> 00:08:56,510 before we see the character back into frame. 189 00:08:56,510 --> 00:08:59,690 So I will remove a part of the sequence. 190 00:08:59,690 --> 00:09:01,350 Then I will move it on top above the other, 191 00:09:01,350 --> 00:09:04,460 so that we have overlapping sequences. 192 00:09:04,460 --> 00:09:06,000 Pressing the N key 193 00:09:06,000 --> 00:09:09,190 I will be able to open the Properties panel. 194 00:09:09,190 --> 00:09:13,100 And in this Strip tab, in the Adjust panel, 195 00:09:13,100 --> 00:09:15,590 I have an Opacity option. 196 00:09:15,590 --> 00:09:19,614 I will click on the little dot icon near the opacity level, 197 00:09:19,614 --> 00:09:22,750 and it will automatically insert the key frames. 198 00:09:22,750 --> 00:09:27,110 It means that on this frame our strip will be fully opaque. 199 00:09:27,110 --> 00:09:30,700 I can scrub back to the beginning of the strip 200 00:09:30,700 --> 00:09:33,560 and then set the opacity to zero 201 00:09:33,560 --> 00:09:37,340 and click this icon to insert a new key frame. 202 00:09:37,340 --> 00:09:40,270 And we've just animated the opacity of the strip, 203 00:09:40,270 --> 00:09:42,610 creating a natural fade. 204 00:09:42,610 --> 00:09:46,800 From there, I can select our last sequence strip. 205 00:09:46,800 --> 00:09:49,860 Left click and drag, or press G, 206 00:09:49,860 --> 00:09:53,040 to move it just after the current sequence. 207 00:09:53,040 --> 00:09:53,950 From there, 208 00:09:53,950 --> 00:09:57,000 I advise you to cache the animation and double check it 209 00:09:57,000 --> 00:09:58,710 to see if it looks natural. 210 00:09:58,710 --> 00:10:01,680 To cache the animation just play it once. 211 00:10:01,680 --> 00:10:04,130 The final touch will be to boost a bit 212 00:10:04,130 --> 00:10:06,680 the contrast of our shots. 213 00:10:06,680 --> 00:10:10,600 So we press Shift + A and add an adjustment layer. 214 00:10:10,600 --> 00:10:13,200 I will move it on top of everything 215 00:10:13,200 --> 00:10:17,000 and then I will left click and drag onto one of the side 216 00:10:17,000 --> 00:10:19,820 to extend it till the end of the movie. 217 00:10:19,820 --> 00:10:22,680 Just think of it as an empty strip. 218 00:10:22,680 --> 00:10:27,140 But whatever adjustment modifier I will add on top of it 219 00:10:27,140 --> 00:10:32,060 will be applied to any strip beneath this adjustment layer. 220 00:10:32,060 --> 00:10:34,730 So if I go to the Modifier tab, 221 00:10:34,730 --> 00:10:37,040 I can add a new modifier 222 00:10:37,040 --> 00:10:39,580 and I will choose the Curve modifier. 223 00:10:39,580 --> 00:10:44,130 If I now left click on the top right corner of the curve 224 00:10:44,130 --> 00:10:45,417 and move this value up, 225 00:10:45,417 --> 00:10:49,230 this will make the bright color of our picture 226 00:10:49,230 --> 00:10:50,360 even brighter. 227 00:10:50,360 --> 00:10:52,960 So just push it ever so slightly. 228 00:10:52,960 --> 00:10:54,480 And I will then click somewhere 229 00:10:54,480 --> 00:10:56,570 in the bottom left corner of the curve 230 00:10:56,570 --> 00:10:58,910 and just drag it down a little bit 231 00:10:58,910 --> 00:11:02,240 so that the darker tone will be a little darker. 232 00:11:02,240 --> 00:11:03,073 So in the end, 233 00:11:03,073 --> 00:11:08,073 we have kind of boosted a bit the contrast of our picture. 234 00:11:08,260 --> 00:11:11,320 If you click back and forth onto the eye icon, 235 00:11:11,320 --> 00:11:12,510 you can see your picture 236 00:11:12,510 --> 00:11:15,700 with and without this curve modifier. 237 00:11:15,700 --> 00:11:19,570 From there, you can add another modifier if you want. 238 00:11:19,570 --> 00:11:23,870 For example, a tone mapping or a color balance, 239 00:11:23,870 --> 00:11:27,000 and change a bit the colors of your shot. 240 00:11:27,000 --> 00:11:29,220 To make it warmer, for example. 241 00:11:29,220 --> 00:11:31,640 I won't go any further on this topic 242 00:11:31,640 --> 00:11:34,670 because I'm not a specialist of compositing. 243 00:11:34,670 --> 00:11:36,720 Just experiment a bit with those modifier 244 00:11:36,720 --> 00:11:38,853 and see how they behave. 245 00:11:39,690 --> 00:11:42,040 From there to render your movie, 246 00:11:42,040 --> 00:11:45,540 simply choose a file path and output. 247 00:11:45,540 --> 00:11:49,410 Then I advise you to select a movie file format 248 00:11:49,410 --> 00:11:50,263 like ffmpeg. 249 00:11:51,340 --> 00:11:55,517 I generally choose mp4 and then switch to h264 250 00:11:56,760 --> 00:11:59,350 and use a loss-less quality. 251 00:11:59,350 --> 00:12:02,210 Then go into the Sequence editor, 252 00:12:02,210 --> 00:12:04,950 View, Sequence Render Animation. 253 00:12:04,950 --> 00:12:07,303 Wait, and enjoy your movie. 19655

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