WEBVTT

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Hi and welcome to this first lesson where we're going to cover a bouncing ball now, I want to record

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myself actually talking to you because I wanted to connect a little more than typically me sitting behind

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the computer here and talking, because I want you to understand that I know your frustration when you're

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learning animation, especially when it's three animation.

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You're basically learning several things at once.

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You're learning animation, which is its own thing, and then you're learning a specific software.

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On top of that animation has its own principles that apply to any software that you're going to learn.

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And then on top of that, you're trying to learn a specific software.

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So I totally understand your frustration.

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I've been there myself not that long ago and I'm always learning anyways.

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But I wanted to make this quick video at the beginning to let you know I know where you're coming from

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and hopefully that you'll trust me.

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And the reason why I'm teaching you the things I'm teaching you and the order in which I'm teaching

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them.

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That being said, I'm specifically talking about the bouncing ball.

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I was super excited to learn animation when I first started and was frustrated pretty quickly by these

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very what I thought were basic exercises like the bouncing ball.

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But the reality is they are very, very important and they are the foundation of animation and learning

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animation.

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It's going to teach you wait, it's going to teach you timing and spacing.

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These things are going to be what you're going to apply to animation from day one till the day you die

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animating.

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Hopefully that's a long career of enjoying it, but it's fundamental and you really need to learn it.

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I was frustrated when I first started because I just thought it was too basic and I wanted to get into

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doing character animation right away.

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But what you'll find is if you do that and you skip these foundational things is you're going to be

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even more frustrated when you go into character animation, because if you can't animate a bouncing

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ball very well, there's no way in the world you're going to be able to animate a character very well.

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So just accept this journey.

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This is part of the journey and you'll move through it quickly.

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The more you do it and the more attention you pay to actually, you know, understanding these fundamentals

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and taking seriously these early kind of lessons and exercises like the bouncing ball.

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So with that being said, let's take a look at this.

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Thanks for watching.

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So hopefully you've downloaded the scene file, the ball animations start and you're following along,

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or you will follow along in your second viewing of this video.

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But basically, I just want to talk through what we're going to do and a little bit more about animation

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in general and specifically in.

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So there's a misconception, I think, in animation that, you know, there are limits to where things

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can go and everything works nicely together.

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And what I mean is, like, if this, you know, we're going to do a bouncing ball, that this won't

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go through the floor, that somehow we're going to simulate this or something like that.

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And so there are these boundaries that, you know, the ball can't go through.

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That's totally not true.

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That is not true at all.

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And you as the animator have to be the one to precisely place everything.

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Right.

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So so this can go straight through the floor.

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Right.

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I can just move anything, anywhere I want to.

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There's, you know, no respect to those boundaries.

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So it's all up to us, right?

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Every frame where we are going to be responsible for.

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OK, so let's dive into this.

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And with that responsibility, start animating this ball.

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So we have this generic ball here.

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It's labeled generic ball.

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In the outliner.

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We can see it has some translation here where it's above the ground a little bit.

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So I've created this set so that we can all kind of start from the same place.

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I'm going to turn off this grid because we already have a floor here and I have a. aliasing on.

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So everything looks a little nice and smooth.

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Going to get rid of this outliner because I want more screen space here.

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So when we're animating, we have the timeline.

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And right now nothing is animated.

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So nothing's happening when we're scrubbing it.

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But so let's animate this thing a little bit.

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Let's take this and put it on top using the manipulator here.

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I have w pressed on the keyboard so I have the manipulator tool available to me.

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So like I said earlier, we're going to be responsible for placing this thing exactly where we want

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it.

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And for this first lesson and exercise, I don't want you to worry about rotation, OK?

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Even though we can kind of see the ball here, totally ignore this rotation.

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And in fact, if this wireframe is kind of distracting to you, let's go to show and we can actually

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turn off selection highlighting so you don't see that wireframe view.

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So now we can definitely just focus on the position of the ball and not worry about the rotation, because

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we want to start, you know, and build up to other aspects, just like translation rotation and all

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the way up to animated character.

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So what this ball up here, we want to set our first key so we can do that in several ways.

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Most animators just use the shortcut s on the keyboard.

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And as I do that, you can see there's a result 10.

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That means there are ten things that were keyed.

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And if we look over here in the channel box, we can see all ten.

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We place the key on every attribute that is in the channel box and that might be fine.

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That might be what you want to do.

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Or in our case, we know we're just going to be working on the translation right now.

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So I'm just going to hit undo a couple of times to get rid of that key frame.

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And we can see that little timeline tick.

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Got a race down here that was that little red mark.

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So if I just want to ke the translations, I can hit shift w and this makes sense because we know W

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is the manipulator tool.

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E is the rotation tool.

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So you guessed it, if we hit shift E, it'll only key the rotations.

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But for us let's just do the translations for now.

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So we have our first key.

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Let's move to somewhere in the timeline, maybe ten frames and let's put this on the ground here on

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the floor.

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It's going to move this some distance out here and place it on the floor and it to frame up on it so

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I can kind of get a better look at the floor and now I want it to bounce.

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So I'm going to maybe move, let's say, five frames.

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We can change all this timing later.

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It's going to move this up here somewhere.

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I'm going to move this back down onto the floor.

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So I'm going to reduce the timeline here so we can watch just the what we've animated here and we're

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animating in 24 frames a second, which is dropped on over here, that you can change the frame rate.

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Every film that you've ever watched is going to be in 24 frames a second unless it's Peter Jackson,

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some crazy 48 frames per second thing.

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So nine times out of ten, you're going to be animating in twenty four frames a second.

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So you can just kind of not worry about ever changing that for the time being.

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So for us to playback our animation, we can scrub the timeline.

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We can also hit the play button over here and watch it animate through.

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Right now it doesn't look super compelling and we're going to of course, refine this to make it look

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a lot better.

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But we're also just still getting familiar with the tools while we're still learning about animation.

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So we're doing two things at once here.

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And so we're just going to take our time with that.

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So we have the animation done, cityscape to stop playback.

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And the shortcut for playing back is also V.

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I use this all the time, so I have my left hand on the keyboard, on my right hand, on the mouse so

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I can always hit Alvie or escape to stop it and kind of see what I've been doing.

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I'm also going to turn on the ambient occlusion just for right now so we can see the actual kind of

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contact with the ground.

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That's a little hard to make out now with the same everything being the same color here.

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So now we can kind of see we have this ball that bounces, but the first thing you notice is it just

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kind of starts immediately.

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And one thing to know about animation is that it takes a person at least six frames to register something

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from the cut, basically.

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So we never want to start animating anything from the first frame unless we're intentionally breaking

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that kind of a rule that we've established.

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So we want to move all the animation over six frames.

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How do we do that?

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Let's shift click in the timeline and drag.

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And now we get this kind of red kind of bar here and you see these little yellow arrows here.

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There's one over here that's kind of hidden and there's one here at the end of the selection that's

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scales all of the key frames.

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You don't want to do that.

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And also you'll notice that as we scale, it doesn't respect the individual frames.

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So we're we're putting things, putting the keys on like half frames.

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So to fix that, you can go right click and go down to snap and it'll snap the key frame to a full frame.

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But what we want to do is move everything.

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So I'm going to create that selection again by holding down shift and clicking everything.

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I'm going to click in the middle to arrows here and then I can just slide everything over six frames.

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So now we playback hitting Albe.

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We can see we can kind of register, OK, there's a ball on a cliff and then it starts bouncing and

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falls to the ground.

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So in the next lesson, we're going to actually refine the animation and learn more about what it takes

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to make something believable as far as animating it is concerned.

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So thanks for watching and I'll see in the next lesson.
