WEBVTT

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In this lesson, we're going to go over the exercise that the previous video was about and if you haven't

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completed it yet, definitely consider finishing that before you watch this or if you're having trouble

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with it, go ahead and watch this one and hopefully it'll help you out as well.

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But I think a lot of the animation in general is, you know, you don't really internalize these concepts

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until you try them yourselves.

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So give it a try.

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You're not going to get a perfect I this exercise with you and I, you know, enjoyed it.

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It's always nice to refresh these concepts, even as someone who's been animating professionally for

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eight years on big, you know, feature films, this kind of stuff still is helpful for for me.

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So definitely take a moment and give it a try.

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So let's take a look at what I did.

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And you can open up the scene, file the ball, exercise, end and open up this exact scene file to

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see what I made.

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So lets it play.

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And we can already tell, you know, right away that each ball has a different type of weight.

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And let's discuss what is actually contributing to that difference.

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So if we take a look at the beach ball, it you know, it takes longer to fall.

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So, you know, we don't live in a vacuum.

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If if we lived in a vacuum, then these would both fall at the same rate.

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But because this ball is bigger and it has more drag with through the air, it's going to take longer

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for it to get to the ground.

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But this ball is smaller and it's heavier.

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So it's going to fall just a few frames quicker.

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We can see if we step through that, there's maybe three frames or so one, two, three, maybe four

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frames difference between when they come off and when they contact.

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That might be exaggerated a little bit.

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Of course, what I did isn't perfect either, but you kind of get the idea and the concepts behind this.

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Also, we can see that there's way more bounces on the beach ball, whereas the bowling ball just bounces

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twice, basically very shallow, very short bounces because it's so heavy, it's not going to bounce

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a lot.

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And then the other thing we can look at is the bowling ball continues to roll.

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It's a heavier object.

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So it takes a lot more friction with the floor to get it to stop.

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Whereas with the beach ball, it's very light.

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And so any little amount of friction with the floor is going to kind of slow it down a little bit.

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So let's take a look at the scene file and dig a little deeper here, because it also kind of left you

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to the wolves with the rotation stuff.

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So we'll discuss all that.

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So let's go into the scene file and basically how I approach this was I didn't think about the rotations

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at all, OK?

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I had all of these setups so that their rotation axes were all straight.

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So that would be easy to rotate.

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Right.

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If we take a look at the attributes over here and we rotate, it's only changing one value.

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So what I did was I animated the translation just like we did in the first generic ball that I walked

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you through all that stuff I did all of that same thing.

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And then when I was done with all the bounces and all of this stuff, I went back in and I set two key

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frames and I animated the rotation.

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So basically what I did was in the graph editor, let me just duplicate this out and show you I'm going

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to save this real quick and my duplicate this bowling ball and drag it over here and kind of show you

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what I did.

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So it's on the ground and we'll set a key here and then we'll set a key over here and say it travels

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this this far.

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And so right now, it's just sliding across the floor.

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Let me just hide these two so we're not distracted by them right now.

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I'm gonna delete the key frame there, right.

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Clicking And then I'm going to turn that off.

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So they're hidden.

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So we basically have this is just sliding across the floor.

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But if we take and isolate this rotation, so it's going to be rotate Z and I can see that down here.

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And let's make both of these linear so it's easy on us.

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And now we can basically scrub through and take this last keyframe a hit w so have the manipulator and

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I'm going to hold down shift in middle mouse, drag this down.

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You can see the balls rotating.

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So I'm going to move it down a little bit and then just scrub the timeline it just visually check it

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and see it's still sliding.

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Someone to move.

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I'm going to move the keyframe down more so it'll rotate even more and then scrub it and check it.

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Now it's rotating too much, so I'll bring the keyframe back up.

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And then right now it looks like we're pretty close to that Goldilocks moment.

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Might be sliding a little much there.

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There is math, of course, we can do based on the radius of the object.

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But for most things and just the general idea of how to quickly get this stuff in, this is a pretty

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good way to go about it.

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Still looks like it's sliding or still.

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Yeah.

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So somewhere in here basically is what it looks like.

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And this is just take some, you know, back and forth and training your eye to kind of see what that

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rotation is like.

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The the beach ball is actually probably a little easier example to show that with so much going to bring

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those back from the outliner because I hid them, I can't select them to unhide them so I could open

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up the outliner from the window menu.

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And now I can type in a one to turn that on and I'll just turn the outliner off there.

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So the other thing that I want to talk about was how I slowed these things down, because they're going

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at a consistent rate and then they they both kind of slow down and especially with the rotation set.

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How do we do that?

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So basically, I took a keyframe at the when we had the infinity turned on and then I just dragged it

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out.

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So it slowed it down.

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So basically was a straight line here.

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You know, this key frame was not an auto tangent.

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It was, you know, a straight line just like the other ones.

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So, you know, it'd be like going over here and setting a key frame in this infinity space here.

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So I just had s so I made a new key frame because auto tangent was the default that's going to go flat.

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And that's fine because I'm trying to slow the ball down.

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So now I can just middle mouse drag holding down shift and pull this out.

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And that's how I slowed it down.

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But I made sure to do both the rotation and the translation together so that the rotation slows down

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an equal amount relative to the translation.

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So that's how I did that.

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And then the last thing I wanted to show you was a little kind of overshoot thing with the beachball

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that we haven't done yet.

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So it slows down and then just comes to a complete stop here, which is not very believable.

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So what we can do and let me just go in here and clean up these.

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Yeah, these are old keyframes or at least just get them all lined up on the same key so we don't have

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stray keys out here.

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So what I can do and one really cool feature I use pretty much every day, almost every hour of every

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day when I'm animating is choosing a place in the timeline.

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And for me it's going to be a place I want the I want the ball to roll backward.

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But we need to put a key frame out here, you know, because I'm going to play in time and we need a

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place over here to key back to have it roll back so I can just pick somewhere that I already have the

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rotation values already set.

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And I know if I were to bring it over here, it's going to work.

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I could set a key copy paste it.

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But there's one tool here that if we just middle mouse drag from some point in the timeline, you can

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see nothing's moving now because I have my middle mouse dragged down so I can move this kind of value

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in time here to wherever I want it to and let go.

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And it s and so now when we scrub, it's going to take that key frame and bring it back and put it wherever

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I let go and then hit s.

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So it looks like I think I need a little more distance here, so I'm going to grab one, do like frame

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five and drag it a little further out and it.

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S so now when I scrub it rolls backward.

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So that's kind of like a little trick to get like a free keyframe, especially when you're dealing with

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rotations.

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And I don't want to like, try to figure out the rotation again.

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Well, I've already figured it out in this section so I can just take advantage of that and M. M. section

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like a frame over here and just put it over here and let go and hit s.

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So with that, we are done with this ball exercise and I definitely encourage you to do this again and,

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you know, go back and watch this and really understand these concepts and get them in your and your

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mind about how to think about animation.

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Right.

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Because we're animating specific things every time we animate.

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You know, no.

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Two things are going to ever move quite the same.

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So you want to try to think about the properties.

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How heavy is this thing?

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You know, how what's the surface like?

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Is it a.

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Rough surfaces that have more friction, is it you know, can is a very elastic it's going to bounce

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a lot, all these things we need to take into consideration when we're animating, because that's going

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to affect the type of animation we're going to do on, you know, with all of these principles now that

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we understand with squash and stretch and timing and spacing and all of these types of things.

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So things we're watching this little section.

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And in the next one, we're going to do a little more complex animation.

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Thanks for watching.
