WEBVTT

00:00.220 --> 00:05.640
Now, we have some basic animation here in our scene, let's take a look at how we can manipulate how

00:05.640 --> 00:07.840
this is actually being animated.

00:08.280 --> 00:13.670
One of the major, major places that we will do that is in the graph editor.

00:13.980 --> 00:20.540
So let's open that up or we can go to Windows animation editors and go to graph editor.

00:21.360 --> 00:29.340
You can also get to this window by going to the panels up here and changing the panel to a graph here.

00:29.340 --> 00:33.300
You can see it's great out because we already have it open, but that's another way to do it.

00:33.300 --> 00:35.640
If we wanted to split this window.

00:36.110 --> 00:39.440
That'd be another way we can go to we can use panels as well.

00:39.450 --> 00:42.870
I like to hold down space bar for the hot box and go to panels this way.

00:42.870 --> 00:48.570
But you can also get the panels here, like I like to go to layouts and go to panes stacked.

00:48.570 --> 00:49.650
That means vertically.

00:50.040 --> 00:57.090
So now we have two panes and then we can make this one be the graph editor panel so we can have the

00:57.090 --> 01:02.070
graph editor and this view open and at the same time.

01:02.340 --> 01:04.260
And they're doctored, nicely organized.

01:04.530 --> 01:10.490
We can also switch just to this view by hitting space bar one time while our cursor is over this view.

01:10.980 --> 01:18.950
So now we can take a look at what is the animation that we have, what it looks like in the graph editor.

01:19.830 --> 01:25.260
So the graph editor is going to be your best friend.

01:26.940 --> 01:34.440
What we have is a representation of time, which is across the bottom here, as you had expected, because

01:34.440 --> 01:35.970
our timeline is across the bottom two.

01:36.000 --> 01:41.730
So you can kind of see I'm holding down alt and middle mouse tracking to navigate around the same type

01:41.730 --> 01:43.830
of navigation you do in the viewport.

01:44.280 --> 01:51.540
The only difference and thing you might want to do is hit command shift and right click and drag.

01:52.080 --> 01:58.560
We can scale the type of view that we have here in both X and Y directions.

01:58.560 --> 02:00.690
It might be alten shift if you're on a PC.

02:00.690 --> 02:01.530
I'm on a Mac.

02:01.530 --> 02:07.860
So it's command and shift for me so we can also have a an F and frame up on stuff.

02:08.250 --> 02:13.440
But you can see these little black dots or are going to represent our key frames and these lines in

02:13.440 --> 02:20.490
between them are basically saying this is the computer interpolating between point A to point B to C

02:20.490 --> 02:29.460
to point D. and how it's going to travel along the time and how the values are going to change the y

02:29.460 --> 02:32.130
axis here, the vertical axis are values.

02:32.520 --> 02:37.020
So we can see with this key frame selected, if we look over here in this little menu, that kind of

02:37.020 --> 02:37.980
looks like the outliner.

02:37.980 --> 02:43.260
But for the graph editor, we can see we have translate y selected because it has a little green square

02:43.260 --> 02:43.590
here.

02:43.890 --> 02:45.950
If we select something else, that will change.

02:46.410 --> 02:48.510
So we have y translate, why select it?

02:48.510 --> 02:51.830
And if we go back into our viewport, we can see translate.

02:51.840 --> 02:57.320
Why is the vertical axis and we can see that on our manipulator here, which it's yellow right now.

02:57.330 --> 03:00.060
So if I click on the middle it will change it.

03:00.060 --> 03:03.860
And on isolate that it was yellow because it was isolated.

03:03.870 --> 03:09.180
So if I start middle mouse trying this, no matter where my cursor goes, it's only going to go up and

03:09.180 --> 03:09.510
down.

03:10.290 --> 03:18.270
So to d isolate that, you can just select the middle box here so we can see the why is indeed green

03:18.270 --> 03:21.270
and it's translate why here is the vertical axis.

03:21.660 --> 03:24.980
So that correlates to this right here.

03:25.290 --> 03:32.730
So we can actually manipulate the keys from the graph editor so I can shift middle mouse, drag these

03:32.730 --> 03:33.540
up and down.

03:33.930 --> 03:39.360
And even though I'm not on the actual keyframe itself, you can see because I'm at this point in the

03:39.360 --> 03:46.410
timeline where this red line is, I am at a place where the value is going to change because where it

03:46.410 --> 03:49.820
is interpolating from is is changing as well.

03:50.340 --> 03:51.960
So let's take a look at the beginning of this.

03:51.960 --> 03:55.200
We have one issue that's happening here.

03:55.200 --> 03:59.340
We have it's crashing through the cliff here.

03:59.340 --> 04:04.410
So we need to drag this over a little bit and add a couple more key frames.

04:04.770 --> 04:12.150
So I'm going to shift select everything and move this over to keyframes and go back to the six key frame.

04:12.480 --> 04:18.900
And I'm going to add s or actually just undo that and hit W just for so that we can only key the translations.

04:19.380 --> 04:26.490
And I'm going to move this over on this second key frame so we can see what just happened.

04:26.490 --> 04:35.190
I change the Z translate here that this is the one that moved and again I could shift middle mouse,

04:35.190 --> 04:40.740
drag this and manipulate the object here from the graph editor.

04:42.470 --> 04:48.680
So you also have to be careful when your shift middle mouse dragging, it's going to take the first

04:48.680 --> 04:49.600
direction you move in.

04:49.610 --> 04:53.990
So if I'm moving the mouse up and down, you can see the cursor changes and it goes up and down.

04:54.410 --> 05:01.580
Now, if I accidentally go right to left before I start moving the mouse up and down, it's going to

05:01.580 --> 05:04.490
get locked and this this direction.

05:04.490 --> 05:09.590
And that's just moving the key frame to a different point in time so we can undo that.

05:09.590 --> 05:14.450
But so just know that the first movement you make with your mouse is going to be which direction it

05:14.450 --> 05:17.330
isolates the movement of these key frames.

05:17.330 --> 05:24.890
And so now we have that problem kind of solved so it can go off the cliff here in those first two frames

05:25.550 --> 05:29.110
and it is going down to the ground.

05:29.540 --> 05:32.630
And if we watch it, it feels kind of soft, right.

05:32.660 --> 05:37.370
So let's play this back hitting all be it kind of feels really soft.

05:38.000 --> 05:38.870
And why is that?

05:38.900 --> 05:41.630
Well, it's because it slows down before it hits the ground.

05:41.990 --> 05:42.680
We can see.

05:44.120 --> 05:49.880
That it is kind of going fast here and then it slows down here right at the end, and then it picks

05:49.880 --> 05:54.770
back up speed and then it slows down and then it slows down again when it gets close to the ground over

05:54.770 --> 05:55.100
here.

05:56.030 --> 06:01.390
So we can change that type of speed through the graph editor as well.

06:01.670 --> 06:09.410
We could also make individual keyframes here to make this continue to go fast at the end here so it

06:09.410 --> 06:10.360
doesn't slow down.

06:10.820 --> 06:12.020
So let's just take a look at that.

06:12.290 --> 06:19.760
That already feels much, much better just putting in these new key frames where, you know, it's going

06:19.760 --> 06:22.190
to keep it speed up when it bounces here.

06:24.110 --> 06:26.240
You can already feel the difference.

06:26.910 --> 06:29.150
Hopefully you can see this in your scene as well.

06:29.430 --> 06:31.010
So that already feels good.

06:31.010 --> 06:33.080
But it adds a lot of keys here.

06:33.090 --> 06:38.090
You know, we have we're already starting to add keys on almost every frame in this little section.

06:38.090 --> 06:41.390
So to prevent ourselves from doing that, I'm just going to.

06:41.390 --> 06:41.720
Right.

06:41.720 --> 06:47.720
Click on these key frames and go to delete here to get rid of those to prevent us having to set keyframes.

06:47.720 --> 06:48.760
Let's work a little smarter.

06:48.770 --> 06:50.240
Let's go back to the graph editor.

06:50.690 --> 06:54.710
And we don't want to affect the translate Z just yet.

06:55.530 --> 06:56.690
Let's go to translate.

06:56.690 --> 06:59.870
Why now we can see what the culprit is.

06:59.870 --> 07:07.550
We can see visually that indeed the ball starts slow and it speeds up here because this this ramp,

07:07.550 --> 07:10.790
this kind of slope here means it's going fast.

07:10.790 --> 07:11.120
Right.

07:11.520 --> 07:14.900
It's changing value quickly over a short amount of time.

07:15.090 --> 07:20.810
OK, and these are concepts you just need to start to kind of get comfortable with understanding, seeing

07:20.810 --> 07:23.490
motion represented in a graph form.

07:23.550 --> 07:28.460
OK, so we have it going fast here and then it starts to slow down.

07:28.460 --> 07:30.640
See how this kind of gets flat here.

07:30.650 --> 07:34.520
If this was totally flat, right, the ball wouldn't move at all.

07:34.700 --> 07:37.640
OK, we can and we can see that here in these first two key frames.

07:37.640 --> 07:38.830
See how it's totally flat.

07:39.410 --> 07:45.440
The ball is moving, but not in the wider action, staying totally even in the Y direction.

07:45.950 --> 07:49.270
So if this is flat, we know that it's not going anywhere.

07:49.280 --> 07:51.950
So if it's very steep, we know it's going somewhere very fast.

07:52.370 --> 07:58.160
And in our case, it's the Y translation because that's the one we've isolated here and are focusing

07:58.160 --> 07:58.370
on.

07:58.730 --> 08:02.360
So when it starts to flatten back out, we know it's slowing down here again.

08:02.720 --> 08:09.170
So we need to keep that speed all the way through to this key frame, because if you think about the

08:09.170 --> 08:13.070
physics of a falling object, the object doesn't know it's falling.

08:13.380 --> 08:19.370
OK, so when it's coming close to the ground, is the object going to slow down or is it going to keep

08:19.370 --> 08:20.270
going the same speed?

08:21.050 --> 08:25.670
It's going to keep going the same speed because it doesn't know that's coming close to the ground.

08:25.670 --> 08:26.710
So why would it slow down?

08:26.720 --> 08:30.230
It doesn't have a brain to know that it's slowing down.

08:30.230 --> 08:36.590
So even though the is trying to help us here by interpolate between these two key frames, it doesn't

08:36.590 --> 08:37.580
know what we're doing.

08:37.580 --> 08:37.850
Right.

08:37.850 --> 08:40.940
It doesn't know what the thing we're animating is in the context of it.

08:40.940 --> 08:47.360
So it's always up to the animator to control all of these things at the end of the day, OK, whether

08:47.360 --> 08:52.160
you're drawing it with a pencil and paper or it's on a computer, this is your responsibility as an

08:52.160 --> 08:52.610
animator.

08:53.600 --> 08:58.730
The computer is not going to do all this stuff for you for free, which is a very common misconception

08:59.060 --> 09:02.450
that you will eventually painfully learn is not true.

09:02.870 --> 09:06.290
So let's how do we fix this without adding more keyframes?

09:06.530 --> 09:11.780
Let's select this keyframe and you can see we get these little pink handles here and we can actually

09:11.780 --> 09:13.190
change the direction here.

09:13.190 --> 09:21.380
If we go to a keyframe where this line is going through it, we can see that we actually change the

09:21.410 --> 09:25.160
kind of graph of this object.

09:25.520 --> 09:29.290
So let's how do we get this to go straight, though?

09:29.300 --> 09:35.900
We need to break this somehow so we can keep this line to go straight and but have the other side to

09:35.900 --> 09:38.540
stay straight as well, going back up to this key frame.

09:38.900 --> 09:40.400
So we need to break these tangents.

09:40.400 --> 09:44.630
And this is this little button here that looks like a V, and we can click that.

09:44.630 --> 09:49.700
And now you can see this changes to a blue and yellow basically line.

09:50.060 --> 09:54.410
So now we can isolate this and translate that up.

09:54.440 --> 09:57.710
A middle man selected this in a middle mouse dragging it.

09:58.190 --> 10:05.430
So I'm going to get it up into a position that makes sense for what an object is going to kind of travel

10:05.430 --> 10:08.000
a distance and fall and do the same thing.

10:08.000 --> 10:10.700
It's going to have a kind of a recoil here and bounce back up.

10:11.030 --> 10:13.640
I can go ahead and do that to this other side as well.

10:13.970 --> 10:15.890
I'm going to go ahead and break those tangents.

10:15.890 --> 10:20.360
These are called tangent handles and get that to balance properly.

10:20.960 --> 10:25.100
The other thing we can do real quick before we hit play is to look at translate Z.

10:25.100 --> 10:29.120
We can see that it has an inconsistent kind of speed.

10:29.120 --> 10:34.310
But if this thing is going across a way here, it's probably not going to change speed in this direction.

10:34.310 --> 10:34.640
Right.

10:34.880 --> 10:37.400
It's going to keep going, traveling this direction in the same speed.

10:37.820 --> 10:43.220
So let's get rid of these keyframes for now and then let's make this.

10:43.830 --> 10:50.940
Linear tangent, we could move this and try to eyeball it and get it straight, or we could use these

10:50.940 --> 10:55.110
little nice shortcuts up here to make this be linear.

10:55.440 --> 11:00.530
So right now, the default is an auto tangent, meaning it's going to try to make everything smooth.

11:00.930 --> 11:04.950
But we know we want this to be a straight line and we don't want to slow down at the end.

11:05.460 --> 11:10.700
So let's hit the linear tangents button and it's going to straighten that out for us.

11:11.310 --> 11:11.620
Cool.

11:11.760 --> 11:15.180
So let's get back into this view and play.

11:20.540 --> 11:27.710
So already we have a bouncing ball that feels much, much more realistic, it doesn't slow down when

11:27.710 --> 11:32.390
it gets close to the ground that we've learned about the graph, Ed, and we have learned more about

11:32.600 --> 11:37.180
framing and tangent handles and so many things in this short video.

11:37.370 --> 11:43.910
So the next lesson we are going to continue to refine this animation, make it look better and learn

11:43.910 --> 11:46.210
a few more principles of animation in general.

11:46.640 --> 11:52.460
So I would encourage you to maybe make a few more bounces here and we will clean those up in the next

11:52.460 --> 11:52.820
lesson.

11:53.030 --> 11:53.720
Thanks for watching.
