WEBVTT

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So in this next series of lessons, I want us to focus on several different principles of animation.

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The first one is going to be follow through and follow through is important because it gives a little

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more life and believability to our animations.

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You can think about follow through in terms of what is following the leader.

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So if we have this robot rig and we're animating this from right to left and eventually it's going to

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pick up this box, but if it's going from right to left, let's just start over here on frame 10 and

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we will hit a key here and then we'll go forward in time.

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And.

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Please sit over the box approximately where it will be, and it's very rigid, this tale basically is

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not affected by this animation yet.

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So if we bring down the timeline, so it'll loop back a little quicker.

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So it moves pretty quickly right now.

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But we can tell that it's very stiff.

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You know, there's no animation yet on the tail and follow through would help loosen this up.

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I wanted to take one second to pause the lesson, to correct myself and also clarify some of the terms

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I'm using when I'm talking about follow through.

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That's actually the action that happens after the driver has stopped.

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So in this case, the driver is this top part of the robot, the ball.

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And what's happening at the beginning is actually called drag.

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This is dragging behind.

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Right.

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And then as the drag continues and the ball stops, the follow through means that this object, the

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secondary motion, which is another term secondary motion, this follows through.

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OK, so the secondary motion is really anything that happens kind of outside of the main driver.

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So this is secondary motion that drags.

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And when the main robot stops, we have follow through.

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OK, this part specifically just this part is follow through after the main robot stops.

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That's follow through.

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That's what I want to correct here.

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As I'm discussing the topics, it can be a little confusing, the difference between overlapping action,

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which this can also be considered overlapping action because it happens while something else is happening.

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This is kind of coming to a stop.

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But basically we have drag we have follow through here and we have overlapping action down the chain,

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really can be considered overlapping action.

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There's rotations happening on different frames.

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But I mean, what we call these things definitely makes it sound a little more educated.

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But the reality is, if you understand the physics and why things are moving the way they are, you

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can call them whatever you want to as far as I'm concerned.

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But for someone who's super stickler on having the very correct terms, this is actually drag.

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What we're going to do first is called drag.

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Follow through is what's going to happen afterward.

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All this stuff, it's going to follow through.

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OK, thanks for watching.

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And let's pick back up at the lesson so it moves pretty quickly right now.

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But we can tell that it's very stiff and follow through would help loosen this up so we can use these

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other controls here to help add follow through and so we can see what that means here in a second.

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So I'm going to shift click the top one in so I can see where the animation is starting.

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And I hit a key on everything and then I'm going to hit a key at the end.

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So it's still the same thing and actually want to grab the bottom one as well.

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Just so we add all of that in there.

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And there's several different ways that follow through.

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The most preferred way is that we would set a key on everything and add offsets in as we want them going

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forward.

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But there's also another way that you can animate everything together and then add offsets later in

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the graph editor.

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So let's let's think about what we need to do.

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This thing is moving forward and we want this to drag backward.

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We want to follow it through from the animation up here down to the bottom of the tail.

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So let's just select all of the bottom tail pieces and then let's go about halfway, which is going

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to be frame twenty because we have twenty frames of animation here from 10 to 30.

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So halfway is twenty.

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So we'll just take all of this and when everything is selected, we'll just rotate it to the right here.

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And now we can see that this actually has some kind of loosening of the animation.

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It feels like this is actually being dragged by the ball and it's a separate piece and all of these

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hinges are working and there's weight to the bottom.

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So it makes it feel like there's some life to this.

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Now, the only thing is obviously this is all crashing through the box here and it comes to a pretty

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hard stop when we get to the box.

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So let's fix that.

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Let's bring up the main control and we'll bring it down towards the end so it'll be in this end position.

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So I'm just going to move forward a little bit, a frame 40 and hit another key.

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And I'm going to move this up here.

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And now that I've moved this up, we could leave it this way so that it travels upward and then down,

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or if we want it to start from the same height, we could go to the graph editor and see that different

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height and the graph editor by going to Windows animation graph editor.

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And now we can see that there is a height difference and we know translate why is height?

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If we look over here, that's vertical and if we look at the manipulator of the control, we can also

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tell that it is why it's yellow right now, because we most recently used it.

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So if we click this box in the middle, it'll deselect that.

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So now we can see it's green.

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So that correlates the green curve over here.

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So we know this is the key frame that we're currently seeing here in the viewport.

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And if I drag this over so we can see the effect it's going to have, I can hold down shift in middle

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mouse, drag this up.

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And it'll kind of snap to that height so we can just kind of eyeball it and that'll be fine.

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We could also like this copy the value command, see select the key we're currently on in Command V,

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and it's already the same value.

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So that works.

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So it starts at that height and then it travels over and then it goes down.

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So what we need to do is add some rotation to the tail, and that's really what follow through is all

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about, is adding this type of believability.

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And we want it to kind of finish up around frame 40, maybe just for now for the start.

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And we know that if this thing is traveling, that the end position here, it's always trying to follow.

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Right.

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It's always trailing behind.

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So it's not going to stop at the exact same frame as this one.

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So we can keep this rotation back so that it's still being dragged.

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And then when it reaches the slowing down point, it can swing forward.

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So let's get to maybe this position and swing it forward and see if that helps so we can see that doesn't

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look as believable as the start here.

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So you want to, you know, take a cue from the curves in our graph, Ed, we could continue to eyeball

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this and move these keys around, hitting shift, click on the timeline and moving this around.

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But let's take a cue from the graph editor.

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I'll go to Windows animation graph editors and let's take a look at the rotation curves.

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Currently, we're only animating the rotation and we can see that, you know, this steepness of this

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curve is much steeper than this curve.

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And we liked how this follow through was following the motion here, the house dragging behind.

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So we want a similar type of a slope here that we're seeing on this side.

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We want to be reflected on this side.

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So we could do is select all of the keys and just drag it back until we kind of get something that's

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closer to this type of a slope.

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So we know the speed of it going forward is going to mimic that speed we have when it started.

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So it's already looking a lot better, but it's it's still a little late.

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So what we can do is, instead of choosing it from the graph here like we've done, and shift middle

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mouse tracking it over, we can shift click it in the timeline just as well and move it over as well.

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And we can see the graph ed update as well.

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Let's just move that over.

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And now we can see that this is starting to look a little more believable as this goes over.

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And let's give this some more time before it goes down, because now we can see that the swinging is

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crashing into the box before we're ready for it to go down.

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So likewise, we can just move the the translate y and we can isolate that by clicking it and we can

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move it forward in the timeline.

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Let's just go to frame 40.

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So it is right there.

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And now we can see that it goes to frame 50 at the end when it is going down.

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Cool.

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So now we have this kind of motion that looks, you know, a lot more believable that this has some

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weight to it now when this stops and the tail continues.

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It needs to resolve this, this this swing, this follow through, right, that we're learning about,

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and we want it to continue that motion until it's resolved and being straight up and down.

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So we might need more than 10 frames to do that in.

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But for now, let's just take a look and see before we move the translate.

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Why much further, let's select all of the bottom controls and then we can go forward in time and kind

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of see how many frames we gave.

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This one here, we can count them holding down AWALT and less than symbol.

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One, two, three, four, five, six, seven, eight, nine.

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So it's nine frames.

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I'm just going to hit the greater than symbol and I'll jump to the next frame and then I can say, one,

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two, three, four, five, six.

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So there's a three frame difference so we can move these three frames forward.

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So these are equidistant, key frames apart.

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And we can also take a cue from the graph editor again, that, you know, look at these look at this

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value.

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We have something that's approximately, you know, 15 and rotation and this goes past 15.

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Well, if you think about the bouncing ball example where as the ball bounces, it will gradually decrease

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the energy.

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And we need to consider that as well when we're talking about follow through that this follow through

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that we're getting on this side, I'm just going to hold down K and click on the graph editor so we

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can scrub in here.

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This can be also considered like a bounce, but it's more of a follow through of the swing and this

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value that goes down here to past negative 15, it shouldn't really pass this amount unless it stops

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really hard.

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So just take into consideration, you know, the slope that you've already established here, because

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these are the kind of physics you're setting up, rules for how things move as you animate and you just

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want to stay consistent.

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So I'm just going to drag this below negative 15 because I don't think it would go past where you have

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the extreme point that we already created up here.

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So I want to drag this down so it feels like it's losing motion a little bit.

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It's losing energy.

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And then we can drag this up past zero because we know we want zero to be much later.

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We need to resolve this so we can go past the zero a little bit.

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And again, it's kind of like that bounce.

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You know, each kind of swing is going to get less and less energy, just like each bounce of the bouncing

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ball is going to be lower and lower.

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So, you know, again, that bouncing ball example know, we can see carries through to so many other

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examples as well.

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So let's move forward some key frames here and let's just say maybe negative two here and then let's

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go forward a little bit and say maybe point five, let's go forward a little more and say zero.

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So now we can kind of see this swinging motion already shown in the value change here might be a little

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extreme, how it reduces so much so quickly towards the end.

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But let's just take a look.

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It's pretty it's pretty good, actually.

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Just kind of eyeballing it from the graph editor.

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You can kind of see how that all starts to make sense.

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Now, this starts to go down too soon again.

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So let's just drag this out and let's give ourselves maybe let's like these and see in the end, these

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end on 60.

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So let's let's have that end on sixty.

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So I'll just grab translate why and have that start to go down on sixty.

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So I want this keyframe to be there and I'm just shift middle mouse dragging again.

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So let's play that back, see this thing resolve a little bit and now go down.

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And you know, we're just learning the basics of animation.

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So it looks a little robotic and stiff still.

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But, you know, this is important.

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You want to get down these concepts before you start to add a lot of detail.

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So this is very crucial stuff, even though it might seem simple.

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You want to dial in these concepts before we get into more complicated things.

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So this is a good progression that we've built, that we have gone on to using a rig.

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We've added some more principles called follow through.

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And in the next lesson, I'm going to show you one more called anticipation.

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And then we're going to go into learning how to do constraints so that this robot arm can pick up this

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box right now.

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If it moved it around, they're not connected.

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So we want to go from the state of it not being connected together to being connected together and have

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this continue traveling and picking this up and doing whatever you want it to do.

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So the next lesson, we'll continue this animation.

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Thanks for watching.
