WEBVTT

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Let's discuss another principle of animation called Squash and Stretch, and we've already covered timing

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because we've looked at the difference of frames it takes to go from one key frame to another.

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That's the timing of it.

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And that that would be reduced between these bounces.

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OK, that's timing.

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We've learned about spacing because we've turned on the ghosting and we've seen where the spacing is

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between each key frame and the position of the ball.

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That's spacing.

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And in this lesson, we're going to cover squash and stretch.

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It's one of my favorite principles of animation because it can add so much to an animation if done properly

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can it can very easily be overdone.

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And that's usually something that is going to happen when you're a student is, you know, pushing things

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too far.

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And that's how you learn.

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So let's jump in and learn a little bit about squash and stretch.

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So what I want to do first is select a ball, go to a contact frame where it's on the ground.

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And I also just want to briefly mention kind of a quirky setting in my so I'm going to turn off ghosting

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real quick to talk about it when I have the ball selected, if I select an attribute over here, like

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translate translates, maybe I wanted to move the translator around my middle mouse dragging it or something.

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We can see that my timeline keyframes have kind of disappeared.

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We would expect to keyframe right here, especially looking in the graph.

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Ed, we can see one.

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You know, there's one right there.

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Why is that not showing up here in the timeline?

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Well, that's not showing up because the default for Maya is to only show what attribute that you have

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selected if you haven't an selected.

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So because we have translate this like that, it's not showing these Y keyframes.

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We can see there's two different types of red here.

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And the darker red means that there's actually a key on that attribute, on this frame.

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So if you want to see translate why keyframe?

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We need to select that one.

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And now we have a display in the timeline.

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But if we want to turn this feature off, we can go to right.

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Click up here and say sync timeline display and turn that off.

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So now, no matter what, we have selected an Ashry Ed.

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We will see all of the key frames here.

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So that's just something to keep in mind when you're working.

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It can be nice to isolate in the timeline.

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If you want to only move certain keys around or something like that, you can select them from here

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and isolate them.

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So I'll leave that up to you, whatever you're comfortable with.

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You can also do the same thing.

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It's on by default, but you can do the same thing in the graph.

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Ed so if we wanted to only see one of these attributes, you can see the graph ed update as we click

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on them.

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So it's another kind of little feature to be aware of and we're going to leave the defaults on for now.

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So what we want to do is isolate the keys that we've already made.

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OK, we don't wanna screw up these tangent handles.

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So if I were to go in here and it s you can see that this curve, which was once really nice and smooth,

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now has this little divot in it because this is trying to do an auto tangent.

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Wiggins's blue auto tangent button is selected because that's the default option that it tries to choose.

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So it screws up the standard handle.

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Well, how do we how do we work around that?

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There's another tool called an insert key.

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So let's click that in the graph editor.

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It's over here on the left.

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Click that.

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And now with the Curve selected, I can actually just middle mouse click along here and I'm going to

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set two key frames on either side of this contact keyframe.

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So now we can set a key frame on all of the keys I wanted s and we can see that everything is keyed.

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And when I go through here and set a key on everything for all of these keys and the reason why I'm

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doing that is I want to lock all of this in because we're going to only affect one little portion of

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this animation with the squash and stretch.

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So I don't want to mess up any of the other animation we have.

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And so I want to lock that in.

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So because we've used the insert key tool, we know that we've kind of saved this custom tangent handle

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that we've adjusted.

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And the auto tangent thing isn't trying to screw that curve up.

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Cool.

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So let's take a look at this through ghosting the turn back on ghosting.

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And I'm going to go to this kind of frame right before it hits the ground.

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And this is where we're going to scale it up.

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And if we were to just scale this up, we can see we're just making the sphere bigger in volume, right?

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It's just getting larger and larger.

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Well, what we want to do is maintain the volume of this object.

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So if we scale in one direction, that means we need to scale down in another.

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So to do that, it's a little difficult to scale because there's two different directions here.

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But what we can do is scale up.

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I'm just going to do it just a little bit, scale up in one direction, and then we can hold down control

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and select the axes that we do not want to scale in and then scale.

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So it'll it'll you can see both of those handles coming in at the same rate.

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So it's nice to do that kind of uniformly.

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And we're maintaining that that scaling up that we did in the.

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Y-axis, so now what we can do is see the path of motion, which is another concept in animation, we

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can see the path of motion here and we want to keep this in line so I can rotate this so that it's going

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in the same path of motion towards the ground.

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I'm going to favor the ground just a little bit.

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So it's going to kind of almost look like it speeds up here, I think, right at the end, because we're

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increasing the spacing.

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Right.

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Another concept in animation.

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So get familiar with these words and how I'm using them and what they mean.

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So now we're going to look at the contact we need to squash this thing down.

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It has weight and it's going to get flattened a little bit.

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So let's flatten this thing a little bit and then let's scale it out in the other two.

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So we're going to hold down control and scale this out and maybe scale down just a little bit more.

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So I'm going to push this back down to the ground in the next frame.

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I'm going to have this stretch back out.

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It's going to stretch this out and then I'm going to hold down control and bring that in.

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I'm going to rotate that.

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So it's kind of following the same direction here and I'm going to pull this down just a little bit.

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So it kind of favors the squash position here.

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We can see it's kind of nice to not have things uniform.

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Like we don't want the bottom of this, both of these to evenly be touching this.

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It's nice to kind of have things offset a little bit.

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It makes it feel a little more natural.

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And plus that we have you know, you can see the spacing here.

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The tip of this thing is still touching this ball.

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And you can see this one isn't so it's nice to kind of keep that, you know, we want this to go slower.

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So this one should be touching this one where this one's coming in faster.

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So it should so that all this kind of makes sense, right.

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Why we're doing what we're doing.

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So let's turn off ghosting and then make a play blast and see what we've created.

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So now we play back, we can kind of see just for a brief moment that kind of squash and stretch and

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it makes that first bounce feel different than the other bounces, right.

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It feels like it kind of has a little more impact.

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Right.

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It squashes there for a second and then the other ones are just more stiff and they just kind of bounce,

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bounce, bounce.

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So depending on the feeling and the type of ball and the type of animation that you're going after,

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squash and stretch can be a very, very cool thing to start to apply to your animation, and it can

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be applied to everything.

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Again, this is you know, this is the bouncing ball.

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It can be applied to facial animation, you know, the Joske washing and stretching the cheeks, you

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know, bulging and stretching as the mouth moves it.

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All parts of the body can squash and stretch when you're even when we're talking about character, animation

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or any other type of animation and can really have a lot of impact on what you're doing.

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So consider that in the animation you're doing.

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And I will say that, you know, just to prove the point of squash and stretch, I would say in this

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example we maybe went a little too far.

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But I like that it's very clear, you know, this first bounce is much different than the other ones.

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And it's just very, very quick.

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It's very subtle.

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It's over a couple of key frames, but it does make a difference.

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And that's animation.

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So let's move on in the next lesson and talk about an exercise I want you to try out.
