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Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 8 - 7 Recap&Homework_frames.zip

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transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 8 - 7 Recap&Homework_frames_transcription.json ADDED
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+ {
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+ "text": " Hey everyone, so I just wanted to run through a recap of what we covered in the videos this week and then we're going to set the homework assignment for this week. So in this week we went through a recap of where we were as far as like rigging the robot is concerned, getting those bones and everything the skeleton set up correctly and having the control that we we need to actually be able to edit and hide bones and be able to tweak and animate the actual beetle that we've created here. And then from there, I showed a couple of references and how I thought about the animation, how I approached them, like what did I, how did I come up with the ideas and what references that I use. And then from there, I showed the basics of using the different animation editor windows. So we've got our action editor and our NLA editor and the graph editor and everything. and I showed how to build out basic poses, which we will start to use a little bit more in the upcoming weeks for our presentation. And then from there, I just blocked out a animation for flying, and this has broken into different actions. The first one is the taking flight, and then we have our wing flapping animation, and then we actually control the flight path of the beetle as well. And then we use the NLA editor to combine that all together, and then reverse the animation at the end, repeat the animation of the flapping and change the speed and blend between these so we can actually create our final block out Once we've got that all blocked out, which is sort of roughly where we are kind of now I've done a little bit of polish here to that initial Sort of flight takeoff animation But then we would look at polishing everything so a couple of the ways that I did that was to Hankie and refine a lot of the poses and blend between different animation states. And then I would also add modifiers like the noise modifier to add secondary animation to different parts or different bones so that we get a little bit of extra movement. So that's how I'm polishing up the animation. And then I showed the process of actually testing the renders by rendering out a small preview of the animation that I can actually judge how the animation is looking. So as far as the homework is concerned, What I would expect from this week is that you work on an animation for flight. If you don't want to do flight, that's absolutely fine. You can also animate another type of animation if you want to, but just take the lessons from the different modifiers, like how we actually, the different windows, the action editor and the NLA and combine together your animations. You want to start by looking at reference and then figuring out how you're going to combine together your animations, get those blocked out within the action editor, then combine them together using NLA. And then the expectation for finalizing the homework this week is just you would then go into each one of these and polish them until you got to a place where you were pretty happy as far as the animation is concerned. And then do some test renders. So for deliverables, a test renderer of the animation would be great. You can render a slightly higher resolution if you want to have something that's a bit more presentable for the class. But yeah, we'd be mostly looking at the animation there. If you want to show it just in the viewport as well, if you just want to screen capture the animation here in the viewport, that's also fine. You don't have to render it out necessarily. Just show how you've animated things, show your keyframes and things like that. And we can look at the way that that's animating there as well for this week.",
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+ "segments": [
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+ {
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+ "text": " Hey everyone, so I just wanted to run through a recap of what we covered in the videos this week and then we're going to set the homework assignment for this week. So in this week we went through a recap of where we were as far as like rigging the robot is concerned, getting those bones and everything the skeleton set up correctly and having the control that we we need to actually be able to edit and hide bones and be able to tweak and animate the actual beetle that we've created here. And then from there, I showed a couple of references and how I thought about the animation, how I approached them, like what did I, how did I come up with the ideas and what references that I use. And then from there, I showed the basics of using the different animation editor windows. So we've got our action editor and our NLA editor and the graph editor and everything. and I showed how to build out basic poses, which we will start to use a little bit more in the upcoming weeks for our presentation. And then from there, I just blocked out a animation for flying, and this has broken into different actions. The first one is the taking flight, and then we have our wing flapping animation, and then we actually control the flight path of the beetle as well. And then we use the NLA editor to combine that all together, and then reverse the animation at the end, repeat the animation of the flapping and change the speed and blend between these so we can actually create our final block out Once we've got that all blocked out, which is sort of roughly where we are kind of now I've done a little bit of polish here to that initial Sort of flight takeoff animation But then we would look at polishing everything so a couple of the ways that I did that was to Hankie and refine a lot of the poses and blend between different animation states. And then I would also add modifiers like the noise modifier to add secondary animation to different parts or different bones so that we get a little bit of extra movement. So that's how I'm polishing up the animation. And then I showed the process of actually testing the renders by rendering out a small preview of the animation that I can actually judge how the animation is looking. So as far as the homework is concerned, What I would expect from this week is that you work on an animation for flight. If you don't want to do flight, that's absolutely fine. You can also animate another type of animation if you want to, but just take the lessons from the different modifiers, like how we actually, the different windows, the action editor and the NLA and combine together your animations. You want to start by looking at reference and then figuring out how you're going to combine together your animations, get those blocked out within the action editor, then combine them together using NLA. And then the expectation for finalizing the homework this week is just you would then go into each one of these and polish them until you got to a place where you were pretty happy as far as the animation is concerned. And then do some test renders. So for deliverables, a test renderer of the animation would be great. You can render a slightly higher resolution if you want to have something that's a bit more presentable for the class. But yeah, we'd be mostly looking at the animation there. If you want to show it just in the viewport as well, if you just want to screen capture the animation here in the viewport, that's also fine. You don't have to render it out necessarily. Just show how you've animated things, show your keyframes and things like that. And we can look at the way that that's animating there as well for this week."
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+ }
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+ ]
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+ }