WEBVTT

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So we've got to follow through animation to a pretty good spot.

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We've learned about that principle and but there's still room to improve and let's discuss why that

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is and why we can improve this and how.

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So if we look at this piece as a chain, this kind of tail, we would assume that it would never really

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get in a straight position.

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If it's swinging back and forth, there would always be something kind of trailing behind.

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So let's just do this for the first swing and then we can continue and do that for the rest.

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So since this is the biggest swing, let's let's follow this.

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So we have our two keyframes here.

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If we have all these pieces selected and we have this kind of extreme pose, we can see in the graph

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editor and then it travels down and they all go together, write each piece of the chain goes together.

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And that doesn't really make a ton of sense physically.

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It almost gets everything gets almost straight up and down.

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And if all of this was traveling from a right to left direction, you know, these bottom pieces are

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following these top pieces.

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So this would lead and then this would follow and that would follow that one and the bottom would fall

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the second the bottom one.

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So we need to reflect that in our animation because right now they're all just moving together.

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So if we just went to about halfway between these two key frames here at the bottom, let's just say

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halfway around here, let's just keep these rotated back in the direction that they are following in

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and we can do a little bit less just for this one.

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So now if we take a look in the graph, Ed, we can see there's kind of different grades here.

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And it looks like these two or maybe even maybe too much because they're going almost past their extreme.

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So I'm just going to lift that one up because we want the extreme to be before it starts to slow down.

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So now let's take a look at this, this top piece is starting to straighten out, but it's dragging

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these bottom pieces so they're still getting dragged from this right to left direction.

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They don't know that they're slowing down yet.

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So we needed to reflect that.

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So now when we get into this middle frame section, it's not straight up and down.

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Right.

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It's a progression.

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This piece goes straight up and down.

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Then this piece, then this piece and then this piece in time.

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Right.

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But in this key frame, they're not all going to be straight up and down yet.

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So when we scrub forward, we need to keep that going.

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And another way that we could do this is actually offset the animation.

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Now, it's not something that I would encourage, but it is maybe an easier way to conceptualize this

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stuff.

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So let's just delete these key frames and we can offset them so you can kind of see what I'm talking

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about.

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So we could take all these bottom pieces and let's select all their key frames and move them back to

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key frames.

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Then we can select these bottom two and move them back to key frames.

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And then finally, we can select this bottom piece and move this back to keyframes, so we've created

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an offset.

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If we select all of these now, we can see in our curves there's an offset here.

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Each one progressively gets animated with this follow through.

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So now if we play this back.

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It's much more, you know, feels like a chain and not that everything is kind of moving in one piece.

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Now, this might be a little exaggerated.

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We might have needed to do maybe one frame offset instead of two or maybe progressively get to one.

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So maybe we could drag this one back one frame, just shift middle mouse trying in the graph editor

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there, as usual.

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So, yeah.

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So maybe the further we get down the chain, the less frame offset there is something like that because

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there is quite a bit of weight here, you know, just by the size of this kind of picture that we've

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created here.

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So maybe settle a little quicker towards the end.

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But that's the idea of adding Polish this fall through.

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Now, I hesitated to show you this offset method because it gets a little bit dirty when you're animating.

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Now, look at our timeline.

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There's keyframes everywhere.

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So let's say if we wanted a retime this thing, you know, where do we even begin to, like, shift

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click and making sure everything's being retimed evenly?

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So that's why I would encourage you to also consider a method of going to undo on some of this and also

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encourage you to consider a method where you intentionally place these offsets.

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Right.

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So that they're all being keyed at the same time.

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That's why I showed you that first.

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So, you know, we'll add a little offset here with them all together.

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I'll deselect this top one and add even more of an offset here.

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And, you know, we haven't changed time.

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We're still in this middle middle frame here between these two extreme poses.

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And then I can get to this bottom one and add even more of a offset there.

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So then when we select all of these, it's a much cleaner, right?

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There's only one extra key frame.

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And we're kind of adding this offset in the value right this way.

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We're adding that offset.

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And we can continue to do that through all of these key frames.

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So, for example, here, we would know, you know, maybe these wouldn't be in this position until

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later.

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So let's go to this halfway mark and let's just middle mouse drag this value.

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If middle mouse drag here, it'll actually save that key frame.

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And when we hit key, we can see that it brought it over here.

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So instead of copying and pasting it, we actually have saved that key from over here.

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So we can actually just delete this because we know we don't want it to continue to go in that direction.

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Right when it's here.

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When all of these have finished, the top ones have finished going over to the left.

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This one is still falling behind it.

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So we want to show that.

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And we already have that kind of animation built in with these offsets so we can just delete that key

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frame and just kind of take what it gives us.

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We could also offset these even more by, you know, playing favoring these key frames on the left.

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So moving the key frames up here.

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And let's just take a look at this first swing.

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So we we already have that kind of follow through offset, but it's much cleaner, right?

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We only have these kind of two key frames.

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And if we wanted to retime this stuff, it's way easier.

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We're only dealing with like one key.

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So go through this and add these offsets to the animation and choose whichever method you like.

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You could click and drag and use these offsets if you're confident, you know how many key frames you're

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going to offset them and you're not going to need to retirement.

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Or I would encourage you to use this method that is a little more deliberate and you're taking control

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of your animation and choosing exactly what keys to put where instead of animating everything and then

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just kind of offsetting stuff.

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It's not really the best way to go about animation, but you're learning.

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So, you know, do whichever you like for now.

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But later on, you know, if you got deeper in animation, you would not want to use those offsets that

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often.

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Now, one other thing we could do is use the graph matter again to our advantage.

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So instead of setting offsets here, you know, let's take a look at this little keyframe section here.

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This is getting dragged at staying back, at staying back, rotated this other way, and then it finally

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starts to rotate and start to follow the other direction.

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Right.

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Right on thirty eight.

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Right on this key frame.

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Well, it's, it's still getting pulled.

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Right.

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And when it's going in this direction, so it's starting to flatten out either way too soon.

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And of course we can grab this key frame and drag this down.

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We could set a middle key frame here.

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There's all different things we could do.

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But just a super quick I just want to show you the other thing you could do is to use the tangent handles.

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So if we actually grab the tangent handle here and middle mouse drag it down, we can continue this

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type of animation for longer without having this set.

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Another keyframe, so we could do this for the top one two, so we could middle mouse drag this so that

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the peak is later, it's past the keyframe, but the animation we're getting is kind of for free almost

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that it's keeping this rotation longer without us having to set new keyframes.

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So that's another method you could use to help offset this animation is by rotating the tangent handles

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as offsets as well.

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So that's another good way to, you know, eliminate having too many key frames in your scene in an

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early blocking stage where you want to try to keep the scene and number of key frames as low and as

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clean as possible.

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So thanks for watching and I'll see you the next lesson.
