WEBVTT

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In this lesson, we're going to learn all about antics or what is known as anticipation or Antec for

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short and an anticipation, is all about the movement before another movement and anticipation of movement.

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So what I mean by this is if we take a look at the example we've already animated and we have this motion

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here, it just begins.

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There's no indication that this robot is about to move.

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It just begins moving.

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And most times that anyone does an action, they usually do some type of an antic or anticipation and

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good examples of this would be throwing a baseball or, you know, throwing a punch, trying to punch

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someone, you know, a golf swing.

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There's many, many examples in life where there's anticipation.

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You don't just simply hold the golf club at the golf ball and then push it forward.

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You have to swing the golf club back before you hit it.

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You have to bring your arm and fist backward before you try to throw a punch forward or throw a baseball

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forward.

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So this is what is known as an antique.

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And in our case, we don't have a punch or throw or anything with a character yet.

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But antics apply to really any motion because what it does is, is it signifies motion is about to happen.

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It's usually a smaller movement that happens right before bigger movement.

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So it basically is a kind of signal to the eye of the viewer to say, hey, look over here, this thing

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is about to move this way or usually in the opposite direction of where it's moving.

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So, for example, in our case, if we wanted to create an antique, we can leave this frame here.

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Frame 10.

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This is the start frame, right?

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If we look at the graph editor and we have to frame it up or we can get a to frame all we can see that

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translate X starts here.

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Right.

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It goes forward from there.

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What we can do is actually use that frame ten as an antique frame.

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So let's go back to frame six and had a key frame.

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So now we have two of the same values.

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What we can do is actually bring this value up.

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So let's just jump over to that key by hitting the greater than symbol on the keyboard.

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Always get the greater than the less than symbols mixed up on the keyboard.

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There are the two.

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You know what I'm talking about.

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If you've ever taken a math class, so you hit those two to switch between different key frames on the

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timeline.

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So now we're to the Anta Keyframe.

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So all we need to do is simply move it backward.

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OK, now we can see it's moving in the opposite direction of where it's going to go.

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Right.

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We can do this in the graph here as well.

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Shift middle mouse dragging that up.

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So it just depends on how big of an antic do we want.

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This might be too big of an antic.

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I think that's probably just a little too big.

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Let's bring it back a little bit and lets it play.

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So it just gives it a signal right before it starts moving towards the box.

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This little bit of backwards.

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That's an antique.

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It doesn't have to be more complicated than that.

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Right.

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But basically, if we're watching this and we don't know what's about to happen, we can see that that

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robot is about to move somewhere.

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Right.

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There's this little bit of an antique right before it moves.

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And that can be very subtle.

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It can be even smaller than that.

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But that's an antique.

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So all we have to do now is now that we have this antique built in, is we need to go down the chain

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and do the same thing that we've already done and offset the chain.

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So let's click on everything so we can see what the start frame is, which is six s on that.

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So it keyframes everything and now select just the chain and they go to frame ten and rotate all of

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these back and then I'll frame back and forth with those shortcuts on the keyboard.

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The greater than or less than symbols.

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You never want this thing to drag further back than where it started from because that wouldn't make

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any sense physically.

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Right.

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If we exaggerate that, we would never want to drag this thing all the way back here with an antique

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of that small, that makes no sense.

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Right.

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It this is trying to stay where it is.

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Right.

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So the furthest we want to go is really if we look at this point here where this white ball is at the

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bottom, if we hold our mouse there and this is what I do when I'm animating just to kind of pin my

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mouse to something, I just kind of leave it there and see, OK, is that thing further one way or the

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other?

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I went too far with the keyframes.

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Is that thing further?

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One way or the other.

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And it's good because it's on this right side of it.

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It was on this other side.

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We know we had gone too far because rocking back and it's unmotivated, right.

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There's no reason why it should be moving back that way.

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The ball's moving to the right right now.

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So if anything, this heavy piece of the bottom should try to be staying where it is.

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So at a bare minimum, it should be exactly where it it.

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Was or should be kind of drag starting to drag with the ball, so you just kind of have to find a happy

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medium there of where that is.

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So the other thing we need to do is, of course, offset the this next part.

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And we can do that in several different ways.

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But let's just see that little bit kind of helps hold that thing in place.

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So it it needs to really start to to follow the ball.

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And this bottom piece needs to swing over here because it's still trying to catch up.

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Right.

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This ball's Antec over here and the bottom part is still trying to catch up, even though the top has

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already left and started going the other way.

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Right.

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The chain has not been pulled yet in that direction.

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So we need to continue that motion through the bottom of the chain here.

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So let's go a few frames forward and basically where this is straight again, we want we don't want

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that to be straight.

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All right.

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This should be kind of maybe even an s shape that should still be pointing this way.

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And this should be starting to swing over there.

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So now these are still trying to follow.

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Maybe these are still going a little bit that way, so let's see how that looks.

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I think that's the right idea and might we might need an extra little frame there.

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It feels like it's getting stuck and then it goes here, so we might need to start this this animation

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sooner, so I'm just going to grab everything and move it one frame forward.

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You can kind of see this in the graph, Ed.

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You know, it's like there's this kind of emotion here, this slope, and then it's fast over here.

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Let's just move this these keyframes over and it starts to kind of smooth out that slope.

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So it's it's more similar to the rest of the motion.

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And that feels already a lot better, does it feels like the bottom part hits a wall right here.

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So you want to continue this motion more over here, so let's grab that and rotate it.

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Sitting Alvie on the keyboard.

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So that feels a lot better.

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And we might we could even maybe push a little bit more even from a higher control.

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To favor this side, because that really starts to take off there so we can kind of adjust these even

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more and then maybe even actually drag let's drag this one, the bottom one, just a touch more.

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So it's it's even it's trying to stay back here still.

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That might be a little too much, so I'm not going to use the graph, Ed, bring it back, you know,

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I switch back and forth a lot of times I kind of work visually in the timeline and then I'll I'll switch

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over here.

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And I think what I'm going to do is favor the frame right before this and bring it up.

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So I'm using a combination of all the techniques we've learned thus far.

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I'm going to scrub through and see how that kind of works.

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I think I like that.

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That looks a lot better.

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And, you know, half of animation, if not probably a lot more, is really just training your eye.

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So while I can teach you Maya and I can teach you the principles of animation, it really takes time

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to see what's actually happening.

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So I like where that set.

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And when we look at this motion over here, the claw gets close and it just goes down.

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We could have it go up and down.

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If you think about it again, just to kind of drive point the home about an antique, it just starts

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falling down.

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So we could actually drag this motion, this up, this down motion over a few frames to give us some

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more time.

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And then instead of it just going down like this, let's set a key frame here.

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Let's go to translate why so we can see what's happening.

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And, you know, like we expect it's just going down.

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Why don't we set an antique here?

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So it goes up just a little bit and then it goes down.

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So it settles and then it goes up and then down, so it kind of tells us.

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All right, I'm getting ready, boom.

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Right.

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Let's see the whole thing.

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Up, down, I think that might be a little quick, maybe not, but you get the idea.

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So again, what we can do to kind of play this back is to run around a play blast real quick so we can

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see what we're doing.

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So let me just do that to make sure the timing of everything is as we are seeing it in the viewport.

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So let's evaluate this.

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And it does look pretty good, it looks like it's going down a little slow, but I think that's OK for

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the kind of action, you know, it's trying to be very accurate.

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So the robot is trying to be pretty accurate as it comes down on the box.

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So it makes sense that it kind of slows down there a little bit.

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So we always want to try to think about the motivation behind all of the actions, even if it's something

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as simple as a robot and, you know, very, very kind of linear motion here.

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It's just a direct kind of a thing that's happening.

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So let's take a look at the clock control real quick.

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If we select this bottom control, we can see there's a pinch control here and it's already set to zero.

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So let's bring this back a little bit because we want it to clamp down on the object.

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When it's down here, let's just extend this out to 100 frames now, and, you know, it's sharing key

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frames because we keyed it.

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Since it has the rotation's, it has keyframes on the pinch for everything.

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But let's say that we want to keep this thing open.

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And for the beginning part, I'm not going to go all the way to 10.

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If we click on this attribute in the middle mouse dragging the viewport, we can see that it has a limitation

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of going from zero to 10.

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We can't go past 10.

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And I built that intentionally that way.

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So let's drag these.

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So they're just below 10 because we want to leave ourselves a little room that we can play with here

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and go even bigger if we wanted to do an antique.

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Right.

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This is what this lesson's all about.

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So this thing stays open and it swings over here.

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And then I think it would be cool if it kind of pops open here.

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So what if we actually closed it down?

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Maybe that's maybe that's something cooler.

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You know, this is kind of to me, the fun of the animation is like on the fly thinking of ideas, because

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you can kind of plan all this stuff and you and you definitely want to plan your animations out.

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But part of the fun is just like getting inspired while you're animating and trying stuff out because

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you're not going to know exactly what you want to do all the time.

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That's just that's not realistic.

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So let's say it comes to a stop here and I want more so we can see the Antec of the claw opening.

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I want to move all of this animation later.

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So let's give it time for the claw to open some of the middle shift, middle mouse, drag this stuff

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over.

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So now we have some frames to work with for the claw to open because we want to be able to see it.

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We don't want all this action happening at the same time, like the ball is going down as the claws

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opening.

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The viewer won't be able to see both of those things happening.

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They'll see the ball moving down.

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They won't see the claw open.

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So we're always thinking about staging, which is another principle of animation that that's about clarity

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and what's happening.

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Right.

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So this is staged pretty clear that this thing is going to open or we're going to try to grab the box,

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but we want it to open before it does that.

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So it pops open here.

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What we can do is add a Antec even to this opening.

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So let's see, this thing kind of settles here.

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I guess we can kind of see this from these other keyframes, let's just match this back up so it settles

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there.

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It's going to move that one over and let's go forward and have the Antec be here.

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Someone I'm going to hit us.

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I'm going to drag this down.

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If I go past the zero and the graph editor, it won't do anything more, right?

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Like if I select this and I middle mouse drag over here, we're limited to zero.

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And if I click and drag this past zero, nothing's going to actually happen over here that doesn't relate

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to anything.

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So zero we know is as far as I can go.

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So let's see if that's a big enough Antec, so we can kind of see that it's going to open.

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I think that's not big enough.

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So all we have to do is just drag all of these keyframes, which really, really need this first one.

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We can just drag this one and have to frame it up and just drag this up.

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I'm going to K and click over here to jump into the time there.

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I could have otherwise just kind of click down here in the line.

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But I been using my long enough.

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I have a lot of the shortcuts and the quicker you pick up shortcuts, the faster you'll be using Miah.

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So that's why I will continue to encourage you to use shortcuts.

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So yeah, let's just go even more.

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Let's see how that works for an antique.

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Yeah, it's I mean, I think I think the bigger Antec will be when it opens fully, so I'm not too worried

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about this one and you can definitely over Antec stuff.

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It's kind of can be too much sometimes, like too much of an animation thing.

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I'm actually just going to make this linear.

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So it goes straight into this.

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Remember, this is a robot, so the motion isn't always going to be smooth so we can have it start very

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fast and just pop open.

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But again, this is the antics a little.

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Maybe we can make this linear to you know, I'm discovering this stuff with you guys as I'm doing it,

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but yeah.

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So boom, I think this thing just needs more time before it goes down.

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Let's bring this way over.

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Let's give it a ton of time.

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It's going to do its thing so and takes a little bit and then opens what I want.

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Is it to be way faster and to have like a pretty hard Antec here at the top.

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Let's get to ten.

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Let's make this linear.

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So it's a really sharp kind of jolt open, like pops open.

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I want to make this linear.

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Let's see how this linear kind of stuff works, because I think with the robot, it'll work really well.

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See how that kind of snaps.

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It's it there's all this kind of smooth motion with the tail.

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And so it's kind of nice to have contrasting animation.

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We have all this smooth, floaty, swinging motion and the claw is a contrast, right?

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You always look for contrasting animation and that's what makes it interesting.

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So here we have contrast with the types of curves we're using.

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And I didn't plan this, but this is really, you know, how you find those opportunities is playing,

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right?

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This is why I love animation.

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We're just playing here and discovering it as we're doing it.

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And so we discovered a way to inject a lot of contrast here.

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Even if it's I say it's a lot it's it's pretty subtle.

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But, you know, this is just kind of an example of where your mind needs to be at.

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When you're animating and play with timing, but I think it's so fast, we're missing it actually in

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the viewport boom.

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Yeah, I'll bring that back out one frame.

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So again, I'm just shift middle mouse dragging.

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Yeah, I think that looks really cool because it's like we're kind of waiting for it to open.

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It's like what's going to happen next.

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It comes to a stop and then it's like but I think that that can happen even quicker here.

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Oh, yeah, and, of course, feel free to make sound effects, you will not be alone and that most

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animators, I would think, probably make sound effects at some point.

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So let's get this timing of it coming down and the right spot pops open, pops open, and we want it

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to kind of come down maybe right in here.

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Might be a little too close together.

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Oh, yeah.

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I think I want a little more hangtime on this, Antec, so I'm going to do is go to what we we've learned

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in a previous lesson about the weight of tangents.

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And I'm actually going to increase this middle mouse, drag this out.

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So it can go a little faster and let's make kind of an overshoot, so this is another concept in animation

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we're covering a lot.

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This video is getting really long.

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And I apologize.

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We're covering a lot.

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But I feel like once we're kind of on the stream of things, I hate to segment this stuff up because

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it's I don't know if it makes more sense, at least to me.

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Let's get this thing down closer and what we're going to do as we're building it, an overshoot.

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So this thing is going to go past where it's going to end and then it's going to come up.

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It's kind of kind of think of it like an antique.

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But at the end, right, like this thing, it is a robot.

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So it's pretty precise, but it's going to, you know, go past just a little bit where it's going to

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finish and then return boom.

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Yeah.

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So that's called an overshoot.

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And we've covered a lot in this video.

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We've covered antics, we've covered contrast and we've covered.

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Yeah, look at that, the sharpness of that looks really cool, the claw opening and now we've covered

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overshoots.

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This is like.

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You know, a semester's worth of animation learning and one little video here.

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OK, cool, yeah, it looks really cool.

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We could even add like another overshoot.

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It's, you know, the same thing, like the bouncing ball.

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Again, you can do the bouncing ball type of a theory here.

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So the overshoot overshoots itself and comes back down.

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You know, it's it's really up to you.

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This is kind of like the but if he has no Bob Rosten painting, this is like the Bob Ross episode where

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I'm talking about painting happy trees.

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This is about putting in happy little overshoots.

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And hopefully you guys get that reference.

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If you're if you're not from America, you might not get that reference.

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Yeah, I like that.

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Cool.

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So in the next lesson, what we're going to learn is how do we actually pick this thing up so we can

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clamp down with a claw.

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But the box is still going to be sitting there.

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If we move this around, we need to attach this box to the claw itself somehow.

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So the next lesson, we're going to learn all about constraints.

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Thanks for watching.
