samfred2 commited on
Commit
0b6f143
·
verified ·
1 Parent(s): 9323399

Add transcription for: frames/MDS_ScienceofCharacterAnimation_DownloadPirate.com_Part 3_mp4_frames.zip

Browse files
transcriptions/frames/MDS_ScienceofCharacterAnimation_DownloadPirate.com_Part 3_mp4_frames_transcription.json ADDED
@@ -0,0 +1,8 @@
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "text": " Perfect. Now we just need to fix those pants. So unhide both the leg pants and pants stroke layers. Then start adjusting the path of each shape until it looks good. We're going to make a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little So So Music Yeah. So I'm going to make a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little So So So So, So So Awesome! Let's just adjust the shadow a bit before we fix the hands and arms. Ok, time to fix the arms and much like we did with the legs, we'll move the hand layer both behind and in front of the arm to give it the appearance of either moving away or towards the camera. So let's start showing only the right arm and and hand layers. Let's turn off this mask for now. Then set the indicator just before the mid-airmark. Cut the right fist and move the new instance above the arm layers as the hand is going slightly towards the camera around this point. Now go to somewhere between mid air and jump end and as you can see this hand perspective looks a bit weird here but don't worry I got another little hack that will save you a lot of time. The human body is symmetrical which means that most of the time one part can work both ways. Yep, just flip it horizontally via the scale properties and voila! Let's lock the scale values again and scale it up a bit. Parent it to the right hand, Trim the layers. There. The perspective of the hand whilst coming down is now much better. Now set the indicator just off the yampe end and as you can see the perspective is now starting to look a bit uncomfortable. So let's just switch back to that original hand by dragging and trimming layers. Yup, the perspective changes now works well. We just need to cut the right fist layer around here and move it back behind the arm as it settles back into its original position. I think this works fine now, so let's adjust the bottom of that arm. So the the Music the So So So, So the So, So So So, So So So Yeah. So Music the Music Boom! I really like how this turned out and in case you wonder here's how it looks of the tweaking that left arm in a similar fashion. Now before we end I just want to stress one more time that if you don't like frame by framing then keep your characters outline free with minimum details. There's actually a bunch of nice minimalistic styles so don't worry. But if you dare venture into the world of endless tweaking, then you won't regret it because the results are always worth it.",
3
+ "segments": [
4
+ {
5
+ "text": " Perfect. Now we just need to fix those pants. So unhide both the leg pants and pants stroke layers. Then start adjusting the path of each shape until it looks good. We're going to make a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little So So Music Yeah. So I'm going to make a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little bit of a little So So So So, So So Awesome! Let's just adjust the shadow a bit before we fix the hands and arms. Ok, time to fix the arms and much like we did with the legs, we'll move the hand layer both behind and in front of the arm to give it the appearance of either moving away or towards the camera. So let's start showing only the right arm and and hand layers. Let's turn off this mask for now. Then set the indicator just before the mid-airmark. Cut the right fist and move the new instance above the arm layers as the hand is going slightly towards the camera around this point. Now go to somewhere between mid air and jump end and as you can see this hand perspective looks a bit weird here but don't worry I got another little hack that will save you a lot of time. The human body is symmetrical which means that most of the time one part can work both ways. Yep, just flip it horizontally via the scale properties and voila! Let's lock the scale values again and scale it up a bit. Parent it to the right hand, Trim the layers. There. The perspective of the hand whilst coming down is now much better. Now set the indicator just off the yampe end and as you can see the perspective is now starting to look a bit uncomfortable. So let's just switch back to that original hand by dragging and trimming layers. Yup, the perspective changes now works well. We just need to cut the right fist layer around here and move it back behind the arm as it settles back into its original position. I think this works fine now, so let's adjust the bottom of that arm. So the the Music the So So So, So the So, So So So, So So So Yeah. So Music the Music Boom! I really like how this turned out and in case you wonder here's how it looks of the tweaking that left arm in a similar fashion. Now before we end I just want to stress one more time that if you don't like frame by framing then keep your characters outline free with minimum details. There's actually a bunch of nice minimalistic styles so don't worry. But if you dare venture into the world of endless tweaking, then you won't regret it because the results are always worth it."
6
+ }
7
+ ]
8
+ }