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Add transcription for: Motion Design School-11.wav

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transcriptions/Motion Design School-11_transcription.json ADDED
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+ {
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+ "text": " Hello everyone, this is Motion Design School and in this video we will look at how this animation is arranged. In fact, this is nothing like the usual cycle of the hunt, which we have already seen in the classes dedicated to character animation. Therefore, in this video, we will try to pay attention to how the project is generally arranged and how the other important details are occupied. For example, the texture on the pants, the feet and the clothes elements. So, let's take a look at what the basis of this animation consists of. The first thing is to animate the character's body. To do this, we attached it to the zero object and made the top-down-down position on it. Then, with the help of RubberHos, we need to create a end and set its design as close to the original illustration as possible. To do this, you need to go to the end layer and in the content section, find the baseHos group. Then we need to edit stroke and trim pass in each group in this way. In the first group we need to get this pink leg. In the second group we leave the same thickness of the leg, but we repaint it in black and shorten the length with the help of trim pass. In the third group we need to shorten the trim pass a little more and increase the stroke so that the stem becomes wider. Then we need to take into account the controllers. The bucket will move along such a circular trajectory. We attached the foot controller to the object, which was engaged by the method of the divided position. And as a result, we get such an animation of the leg. And now you can add a shoes to it. To fix the loop on the leg of the chain, we just attached it to the controller of the upper leg. The shoe is tied to the zanimated zero. Then we zanimated it to the pass, so that the foot in the process the foot would accept these positions. When one leg is already ready, we can simply double it and insert it into the half cycle. But do not forget that you can not manually double the end created with the help of rubber hose. In this you will be helped by the manager section and special button for dubbing. When we did it with our feet, it's time to add this texture to the pants. The process of the skirt seems to be that the drawing takes the shape of a pants, but in fact it is not so, it is just such figures that are tied to the lower controller of the rubber hose. Well, to cut these flowers in the shape of the legs, we used the setmate effect. And in the end we get this animation. Well, let's still do the contour of the body, so that it changes the shape in the same way as in the walk. Now let's figure out how these threads are made. There is also absolutely nothing complicated here. Since the hand is not moving all the time, we just took them all into a separate composition. And then we animated their rotation and bend, to attach the vibrations applied to the Pout Pinfong. So, with each thread. And then we put it all in the set. We brought this composition to the layer with the character's hand. Here it is. From the body movement it seems that these details move behind them, but in fact they are actually made separately. In the same way, the ears are made with a zaitse. Another interesting element in this animation is the scarf. It is quite energetic, develops on the wind with waves and achieve such a movement by a regular band will not succeed. Here we will need the effect of the ripple. Let's look at the principle of its work in more detail in in a separate composition. I will create such a strip, it will be our ribbon. In her place may be any effect, figure, mask or image, it is absolutely not important. We will apply the effect to her lip. As you can see, nothing has changed. First of all, we need to increase the effect radius. And then move it to the controller from the center of the composition somewhere here. The principle of the effect action is in creating of the various distortions within a certain area. And the closer to the center of this area, that is, to the controller, the more intense the distortion is. Also, the effect has a set speed, and it can be both positive and negative. This is necessary if the calibration needs to be directed in the opposite direction. And the size and frequency of that wave can also be adjusted. Let's add the second ribbon so it doesn't look so boring. In general, as you already understood, the ribbon on the character's neck is made exactly like this. The only thing we added is the animation of the position, in those places where the ribbon at first moved a little relative to the neck. And by the way, the hair on the character's face is also made on the left. Well, and to not to give this video up to 40 minutes, we did not consider the religion of the crossroads, as well as the construction of the cycle path. and watch the corresponding lessons if you need to learn them. That's all. Good luck and see you in the next lesson!",
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+ "segments": [
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+ {
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+ "text": " Hello everyone, this is Motion Design School and in this video we will look at how this animation is arranged. In fact, this is nothing like the usual cycle of the hunt, which we have already seen in the classes dedicated to character animation. Therefore, in this video, we will try to pay attention to how the project is generally arranged and how the other important details are occupied. For example, the texture on the pants, the feet and the clothes elements. So, let's take a look at what the basis of this animation consists of. The first thing is to animate the character's body. To do this, we attached it to the zero object and made the top-down-down position on it. Then, with the help of RubberHos, we need to create a end and set its design as close to the original illustration as possible. To do this, you need to go to the end layer and in the content section, find the baseHos group. Then we need to edit stroke and trim pass in each group in this way. In the first group we need to get this pink leg. In the second group we leave the same thickness of the leg, but we repaint it in black and shorten the length with the help of trim pass. In the third group we need to shorten the trim pass a little more and increase the stroke so that the stem becomes wider. Then we need to take into account the controllers. The bucket will move along such a circular trajectory. We attached the foot controller to the object, which was engaged by the method of the divided position. And as a result, we get such an animation of the leg. And now you can add a shoes to it. To fix the loop on the leg of the chain, we just attached it to the controller of the upper leg. The shoe is tied to the zanimated zero. Then we zanimated it to the pass, so that the foot in the process the foot would accept these positions. When one leg is already ready, we can simply double it and insert it into the half cycle. But do not forget that you can not manually double the end created with the help of rubber hose. In this you will be helped by the manager section and special button for dubbing. When we did it with our feet, it's time to add this texture to the pants. The process of the skirt seems to be that the drawing takes the shape of a pants, but in fact it is not so, it is just such figures that are tied to the lower controller of the rubber hose. Well, to cut these flowers in the shape of the legs, we used the setmate effect. And in the end we get this animation. Well, let's still do the contour of the body, so that it changes the shape in the same way as in the walk. Now let's figure out how these threads are made. There is also absolutely nothing complicated here. Since the hand is not moving all the time, we just took them all into a separate composition. And then we animated their rotation and bend, to attach the vibrations applied to the Pout Pinfong. So, with each thread. And then we put it all in the set. We brought this composition to the layer with the character's hand. Here it is. From the body movement it seems that these details move behind them, but in fact they are actually made separately. In the same way, the ears are made with a zaitse. Another interesting element in this animation is the scarf. It is quite energetic, develops on the wind with waves and achieve such a movement by a regular band will not succeed. Here we will need the effect of the ripple. Let's look at the principle of its work in more detail in in a separate composition. I will create such a strip, it will be our ribbon. In her place may be any effect, figure, mask or image, it is absolutely not important. We will apply the effect to her lip. As you can see, nothing has changed. First of all, we need to increase the effect radius. And then move it to the controller from the center of the composition somewhere here. The principle of the effect action is in creating of the various distortions within a certain area. And the closer to the center of this area, that is, to the controller, the more intense the distortion is. Also, the effect has a set speed, and it can be both positive and negative. This is necessary if the calibration needs to be directed in the opposite direction. And the size and frequency of that wave can also be adjusted. Let's add the second ribbon so it doesn't look so boring. In general, as you already understood, the ribbon on the character's neck is made exactly like this. The only thing we added is the animation of the position, in those places where the ribbon at first moved a little relative to the neck. And by the way, the hair on the character's face is also made on the left. Well, and to not to give this video up to 40 minutes, we did not consider the religion of the crossroads, as well as the construction of the cycle path. and watch the corresponding lessons if you need to learn them. That's all. Good luck and see you in the next lesson!"
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+ }
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+ ]
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+ }