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These are the user uploaded subtitles that are being translated: 1 1 00:00:00,000 --> 00:00:03,852 [MUSIC] 2 2 00:00:03,852 --> 00:00:07,235 In this lecture we're going to be talking about animation transitions, 3 3 00:00:07,235 --> 00:00:08,770 to transition from jump to walk. 4 4 00:00:08,770 --> 00:00:12,100 So, our lizard jumps onto the screen, and then starts walking. 5 5 00:00:12,100 --> 00:00:16,140 Excellent, let's jump in, pardon the pun and get started. 6 6 00:00:16,140 --> 00:00:19,020 Okay, first thing I want to show you, a bit of a neat trick. 7 7 00:00:19,020 --> 00:00:22,070 If you click on the game object that has the animation on it, 8 8 00:00:22,070 --> 00:00:26,510 go to your animation window and then see where we have lizard sprite. 9 9 00:00:26,510 --> 00:00:30,520 If you click on the little selector thing next to that, you can see a mini, 10 10 00:00:30,520 --> 00:00:33,400 mini preview of what is happening in that frame. 11 11 00:00:33,400 --> 00:00:36,080 And that will allow you to scrub through your animations so 12 12 00:00:36,080 --> 00:00:39,170 you can see how that looks without having to click the Play button. 13 13 00:00:39,170 --> 00:00:43,010 So that's a way to see the animation, if I was to select and highlight a bunch of 14 14 00:00:43,010 --> 00:00:46,990 frames in here, I could drag all of those frames down to the right. 15 15 00:00:46,990 --> 00:00:49,720 And then what would happen is we'd do an animation, and then he 16 16 00:00:49,720 --> 00:00:53,220 would pause on that frame for a long time and then go into the next animation. 17 17 00:00:53,220 --> 00:00:57,510 So you can play around with it and do a little bit of finessing of different parts 18 18 00:00:57,510 --> 00:01:00,320 of the animation to stretch out some periods of it. 19 19 00:01:00,320 --> 00:01:02,590 If you grab the end bar down the end here, 20 20 00:01:02,590 --> 00:01:05,560 see how there's a little handle at the right and a little handle at the left when 21 21 00:01:05,560 --> 00:01:08,660 you've got these selected, then it will stretch that part of it. 22 22 00:01:08,660 --> 00:01:11,990 So we could have it playing, playing, and then a little bit slow, and 23 23 00:01:11,990 --> 00:01:12,880 then speed up again. 24 24 00:01:12,880 --> 00:01:15,390 So there's plenty of things you can do, manually go and 25 25 00:01:15,390 --> 00:01:19,520 mess around with the speed and the timing of the animation. 26 26 00:01:19,520 --> 00:01:23,860 Okay, next up what we're gonna do is, import a new Sprite Sheet and 27 27 00:01:23,860 --> 00:01:27,370 slice it up, and I'd like for you to do that as a challenge. 28 28 00:01:27,370 --> 00:01:31,420 But first of all, let's together go and find all of the assets 29 29 00:01:31,420 --> 00:01:36,290 of the Sprite Sheet And while we're at it, we'll do the audio as well. 30 30 00:01:36,290 --> 00:01:40,690 From the asset pack that I gave you in the last lecture, the downloadable, so 31 31 00:01:40,690 --> 00:01:42,020 go and find this sprite sheet. 32 32 00:01:42,020 --> 00:01:45,040 Let's grab all those, so I don't have to tell you each time I'm bringing in a new 33 33 00:01:45,040 --> 00:01:46,940 thing hey, I'm going to go and bring in a new thing. 34 34 00:01:46,940 --> 00:01:48,060 Let's go bring it all in. 35 35 00:01:48,060 --> 00:01:49,800 So I'll highlight all of the sprite sheets. 36 36 00:01:49,800 --> 00:01:52,710 I'll drag that into Sprites. 37 37 00:01:52,710 --> 00:01:55,766 Boink there they all are in there, taking all of it made it, 38 38 00:01:55,766 --> 00:01:57,615 great I was just thinking about it. 39 39 00:01:57,615 --> 00:02:02,762 I will find my sounds and then, while I'm here just go and 40 40 00:02:02,762 --> 00:02:07,490 drag whatever sounds of music I've got into there. 41 41 00:02:09,030 --> 00:02:11,267 Okay, that might take awhile for you as it imports it all, 42 42 00:02:11,267 --> 00:02:14,180 but I've gone and imported all of my sounds in the Sprite. 43 43 00:02:14,180 --> 00:02:16,023 Let's get a look at the Sprite sheet, 44 44 00:02:16,023 --> 00:02:20,388 the one thing that I'm interested in for this video is Lizard Jump. 45 45 00:02:20,388 --> 00:02:23,223 I've look at Lizard Jump, there it is, just there. 46 46 00:02:23,223 --> 00:02:25,926 Okay, Lizard Jump and it is one, two, three, 47 47 00:02:25,926 --> 00:02:30,400 by, one, two, three, four, five, six, seven, eight, nine, 3 by 9. 48 48 00:02:30,400 --> 00:02:33,850 Okay, so that's the one I want you to go and find that and import it and 49 49 00:02:33,850 --> 00:02:34,470 slice it up. 50 50 00:02:34,470 --> 00:02:35,770 Here's your challenge. 51 51 00:02:35,770 --> 00:02:37,080 Import a second sprite sheet, well, 52 52 00:02:37,080 --> 00:02:40,600 I just imported them all, made it a little bit easier for myself there. 53 53 00:02:40,600 --> 00:02:44,970 Slice sprite sheet, so slice the lizard jump sprite sheet, 54 54 00:02:44,970 --> 00:02:47,730 that's the one that I just pointed out, lizard jump. 55 55 00:02:47,730 --> 00:02:52,203 By using a grid by cell size, so last team we used automatic so 56 56 00:02:52,203 --> 00:02:55,537 I want you to find within this bright editor, 57 57 00:02:55,537 --> 00:02:59,342 the grid by cell size and make the cells equal size. 58 58 00:02:59,342 --> 00:03:03,638 And what I mean by that is find the total width of our sprite sheet and 59 59 00:03:03,638 --> 00:03:07,055 divide that by the number of columns that we want. 60 60 00:03:07,055 --> 00:03:11,125 So what's the total width of this, and then we have how many columns, 1, 2, 3. 61 61 00:03:11,125 --> 00:03:13,340 Okay, so I hinted there might be 3. 62 62 00:03:13,340 --> 00:03:17,920 And then to figure out the total height and divide by number of rows. 63 63 00:03:17,920 --> 00:03:20,990 And so that will give you the information you need when you're looking at the grid 64 64 00:03:20,990 --> 00:03:21,880 by cell size. 65 65 00:03:21,880 --> 00:03:24,910 If that doesn't make sense, never fear, we'll do that together, but 66 66 00:03:24,910 --> 00:03:26,730 I want you to go ahead and give that your best shot. 67 67 00:03:26,730 --> 00:03:33,260 And also, create a new animation from the individual sprites 68 68 00:03:33,260 --> 00:03:38,510 that you get when you slice it up, and to make sure you can preview it and see it. 69 69 00:03:38,510 --> 00:03:40,791 So there is your mission, if you choose to accept it and 70 70 00:03:40,791 --> 00:03:42,186 I will see you back here shortly. 71 71 00:03:44,467 --> 00:03:47,881 Okay, so as I said I've already found lizard jump, I'm going to go ahead and 72 72 00:03:47,881 --> 00:03:50,890 drag, no I'm going to leave it there, that's a fine place for it. 73 73 00:03:50,890 --> 00:03:55,060 This folder might get a little bit busy, so you know what I will do, I will create 74 74 00:03:55,060 --> 00:03:59,130 a new folder in here, just right click, create folder, and I'll call this lizard. 75 75 00:04:00,200 --> 00:04:04,040 And I will go and create another folder, create folder, and 76 76 00:04:04,040 --> 00:04:09,070 I will call this, not in use. 77 77 00:04:09,070 --> 00:04:12,510 So, my logic here is any of the stuff that I'm not currently using, 78 78 00:04:12,510 --> 00:04:18,240 I'll just drag it in, minus, I'm holding on control or command, the Lizard Jump. 79 79 00:04:18,240 --> 00:04:22,000 I'll do the both bits of the Lizard Jump, dragging that into the not in use. 80 80 00:04:23,690 --> 00:04:26,820 Okay and that's my little system, I'll drag lizard jump into lizard. 81 81 00:04:26,820 --> 00:04:29,760 That's my little system so I know there's something in the game, where is it? 82 82 00:04:29,760 --> 00:04:32,660 If it's in one of these folders I'm using it in the game, 83 83 00:04:32,660 --> 00:04:35,300 if it's in this one then I'm not using it yet. 84 84 00:04:35,300 --> 00:04:38,040 You can lay out however you want but that's how it works for me. 85 85 00:04:38,040 --> 00:04:42,060 So we have lizard jump and you know what, we also need, where's my other one, 86 86 00:04:42,060 --> 00:04:43,320 where's my other lizard in here? 87 87 00:04:43,320 --> 00:04:47,824 My Lizard Walk that we've already sliced up, so drag that into lizard. 88 88 00:04:47,824 --> 00:04:53,150 Okay, there's walk and lizard jump, let's click on lizard jump, 89 89 00:04:53,150 --> 00:05:00,070 and drag back down my preview, find our sprite mode, change that to multiple. 90 90 00:05:00,070 --> 00:05:05,110 Click Apply, jump over into sprite editor by clicking on the Sprite Editor button 91 91 00:05:05,110 --> 00:05:09,490 up to slice and we want to slice grid by cell size, okay? 92 92 00:05:09,490 --> 00:05:12,855 I'm sure you found this in the challenge but we're looking for 93 93 00:05:12,855 --> 00:05:16,475 the pixel size x by x, so when we slice it up we want to slice up every, 94 94 00:05:16,475 --> 00:05:18,654 in this instance it would be every 64. 95 95 00:05:18,654 --> 00:05:21,571 So I'll just click slice, see what happens here, there's no harm in doing that. 96 96 00:05:21,571 --> 00:05:26,466 Every 64 pixels it puts in a slice, 64 puts in a slice and same with the, 97 97 00:05:26,466 --> 00:05:31,049 from top to bottom, and bring my thing back up, on the Y axis we slice, 98 98 00:05:31,049 --> 00:05:32,860 slice, slice every 64. 99 99 00:05:32,860 --> 00:05:35,710 Okay so you can see that's slicing right in the middle of our character, 100 100 00:05:35,710 --> 00:05:37,740 that's no good, how do we figure this out? 101 101 00:05:37,740 --> 00:05:42,880 Well we go and find our sprite sheet that we clicked on here, the lizard jump 102 102 00:05:42,880 --> 00:05:48,080 sprite sheet, and you can see down on the bottom it says it's 753 by 1674. 103 103 00:05:48,080 --> 00:05:49,640 So we fire up the calculator. 104 104 00:05:51,000 --> 00:05:54,090 Calculator and 753, 753 divided by, 105 105 00:05:55,910 --> 00:05:59,580 well how many columns do we have? 106 106 00:05:59,580 --> 00:06:06,880 We have three, and that equals 251, so each of these needs to be 251. 107 107 00:06:06,880 --> 00:06:09,310 Assuming that our artist, whoever created this, and 108 108 00:06:09,310 --> 00:06:12,500 we don't know who made it, laid them out in equal position. 109 109 00:06:12,500 --> 00:06:16,450 If this is just a big hodge-podge of things just everywhere, 110 110 00:06:16,450 --> 00:06:19,170 then it won't work so well, but we can see it's been laid out nice and neatly. 111 111 00:06:19,170 --> 00:06:21,980 You can see the little, the portal thing the lizard's jumping out 112 112 00:06:21,980 --> 00:06:25,150 of is in the same spot in each of these columns. 113 113 00:06:25,150 --> 00:06:30,090 Okay, so 251, we'll write that down, and then height, here is 1674. 114 114 00:06:30,090 --> 00:06:34,336 You can see down in the bottom right, so 115 115 00:06:34,336 --> 00:06:39,180 1674, divided by, and we have nine, 116 116 00:06:39,180 --> 00:06:43,860 I counted those up before, equals 186, so write that down as well. 117 117 00:06:44,880 --> 00:06:50,310 Excellent, op and up in my slice up here, we want to have 251 by 186, 118 118 00:06:50,310 --> 00:06:54,790 I'm gonna click on the Slice. 119 119 00:06:54,790 --> 00:07:00,420 Now when I click on any of these you can see it looks pretty darn good. 120 120 00:07:00,420 --> 00:07:05,600 Okay so let's click on Apply, close that down, jump back over into here. 121 121 00:07:05,600 --> 00:07:09,924 We've got our jump highlight all of the jump frames, right-click, 122 122 00:07:09,924 --> 00:07:12,225 create animation. 123 123 00:07:12,225 --> 00:07:15,820 Boink, 1 to 4, I'll call this animation Lizard Jump. 124 124 00:07:17,310 --> 00:07:20,480 Drag Lizard Jump animation into my animations folder. 125 125 00:07:21,800 --> 00:07:24,800 Now we have Lizard Jump and Lizard Walk, excellent. 126 126 00:07:24,800 --> 00:07:27,100 Now, if I click on Lizard Jump, you can see the little, 127 127 00:07:27,100 --> 00:07:31,770 little preview that I showed you before, it's looking nice and tidy. 128 128 00:07:31,770 --> 00:07:34,610 And then, how do we preview this, well, we grab our lizard game object, 129 129 00:07:34,610 --> 00:07:36,780 drag it over into our preview window, 130 130 00:07:36,780 --> 00:07:39,720 and then when we click on play, whoops, zoom out a little bit. 131 131 00:07:39,720 --> 00:07:42,880 The lizard jumps and then lands, excellent. 132 132 00:07:42,880 --> 00:07:45,188 It's all nicely positioned, I think it looks good. 133 133 00:07:45,188 --> 00:07:49,030 Okay, next that we want to add, so 134 134 00:07:49,030 --> 00:07:54,230 that was the challenge, next that we wanna add this to our animator controller. 135 135 00:07:54,230 --> 00:07:58,490 So our lizard has an animator controller, we view that within the animator window 136 136 00:07:58,490 --> 00:08:02,210 here, and you can see at the moment we just have our lizard walk. 137 137 00:08:02,210 --> 00:08:06,610 I'll give myself a little bit of space, excellent, now we wanna put in the jump. 138 138 00:08:06,610 --> 00:08:10,910 So what we wanna do is the lizard jumps from probably off screen here, or not off 139 139 00:08:10,910 --> 00:08:15,350 screen but from the right, and jumps into this frame and then starts walking. 140 140 00:08:15,350 --> 00:08:19,010 So we need to have a transition, we need to say, start with the jump animation and 141 141 00:08:19,010 --> 00:08:22,150 then transition into the walk animation. 142 142 00:08:22,150 --> 00:08:26,550 This line here is a transition from entries going straight into walk. 143 143 00:08:26,550 --> 00:08:30,230 So basically it's starting in walk the first thing that happens, and 144 144 00:08:30,230 --> 00:08:32,560 we wanna change that, we wanna go straight into jump. 145 145 00:08:32,560 --> 00:08:36,260 I'm gonna click on lizard walk, delete that and start this afresh. 146 146 00:08:36,260 --> 00:08:40,160 Drag in lizard jump, and now automatically it says going from entry, 147 147 00:08:40,160 --> 00:08:43,680 the very first thing I do is the lizard jump, which is good. 148 148 00:08:43,680 --> 00:08:45,700 Let's just click play to see if that's working. 149 149 00:08:48,820 --> 00:08:52,340 Was it does, it jump, boink, and there it is, perfect, excellent. 150 150 00:08:52,340 --> 00:08:55,145 Now we want to go to lizard jump to lizard walk. 151 151 00:08:55,145 --> 00:08:58,210 Mini challenge for you if you can figure this out how to do that. 152 152 00:08:59,740 --> 00:09:02,312 Okay, that was me pausing if you wanted to take this on as a challenge. 153 153 00:09:02,312 --> 00:09:05,574 What I'll do is drag in lizard walk, you can put it anywhere in here, 154 154 00:09:05,574 --> 00:09:06,600 it doesn't matter. 155 155 00:09:06,600 --> 00:09:10,730 I can move things out of the way, it's all about the connected line relationship as 156 156 00:09:10,730 --> 00:09:12,020 opposed to where they're positioned. 157 157 00:09:12,020 --> 00:09:17,500 If you're wondering what any state means, that's if you want to have an animation 158 158 00:09:17,500 --> 00:09:23,130 where you say for example from any state at all, if the character gets shot. 159 159 00:09:23,130 --> 00:09:27,310 We want that character to change animation to do like a recoil or like a death or 160 160 00:09:27,310 --> 00:09:32,910 something, then you can have the any state transition into these other states. 161 161 00:09:32,910 --> 00:09:35,716 So that's why any state is there, just as a handy way to say, 162 162 00:09:35,716 --> 00:09:39,080 anything can go into state or any state can go into anything else. 163 163 00:09:39,080 --> 00:09:41,830 So we're not gonna use that at the moment so just ignore that for now. 164 164 00:09:41,830 --> 00:09:44,463 What we'll do is right click on lizard jump, make transition, 165 165 00:09:44,463 --> 00:09:47,071 drag it to lizard walk as simple as that, do that one more time. 166 166 00:09:47,071 --> 00:09:50,742 So right click and the animation you want to go from, 167 167 00:09:50,742 --> 00:09:55,430 click on Make Transition and them move your arrow around. 168 168 00:09:55,430 --> 00:09:58,020 So I'm not holding my mouse button down just yet, 169 169 00:09:58,020 --> 00:09:59,940 I'm now hovering around over to go. 170 170 00:09:59,940 --> 00:10:02,030 It will snap and then I click my mouse button, 171 171 00:10:02,030 --> 00:10:06,180 and now it's making a transition from Lizard Jump into Lizard Walk. 172 172 00:10:06,180 --> 00:10:09,220 Lizard Jump, let's just have a look at that animation. 173 173 00:10:09,220 --> 00:10:12,010 Okay, it's not looping, that's important, we're gonna say, 174 174 00:10:12,010 --> 00:10:15,880 whenever you finish lizard jump, then just go straight to lizard walk. 175 175 00:10:15,880 --> 00:10:19,100 We'll get more complicated with our transitions in the future, 176 176 00:10:19,100 --> 00:10:22,320 where we have a condition in the game that will change the animation, but for 177 177 00:10:22,320 --> 00:10:24,880 now we're just saying finish the jump, go into walk. 178 178 00:10:24,880 --> 00:10:28,000 Okay, back to clicking on this transition here. 179 179 00:10:28,000 --> 00:10:30,560 Okay, when you click on the transition, you get a whole bunch of information, 180 180 00:10:30,560 --> 00:10:32,530 a whole bunch of stuff going on. 181 181 00:10:32,530 --> 00:10:35,890 We can see up here, the lizard jump to lizard walk is the transition. 182 182 00:10:35,890 --> 00:10:39,780 We can turn it off, we can delete it, we can do a few other cool things up here. 183 183 00:10:39,780 --> 00:10:45,110 And then we have this little settings selector that allows you to open it up. 184 184 00:10:45,110 --> 00:10:50,070 And then this window is showing us where our transition is going to take place. 185 185 00:10:50,070 --> 00:10:53,210 This is a little bit more relevant when you've got 3D animation, and 186 186 00:10:53,210 --> 00:10:55,200 you can blend from one state to the other. 187 187 00:10:55,200 --> 00:10:58,590 So if an arm is up in the air and then an arm is down by the side, and 188 188 00:10:58,590 --> 00:11:01,726 then you want to blend the two together, and it will blend it more neatly. 189 189 00:11:01,726 --> 00:11:04,960 But with our 2D sprites, it's a little bit more that it just pops from one to 190 190 00:11:04,960 --> 00:11:08,390 another, so don't worry about having this blended overlap here. 191 191 00:11:08,390 --> 00:11:11,680 So the transition duration, I am going to turn that to 0 and 192 192 00:11:11,680 --> 00:11:15,630 the exit time I'll put to 1 saying after you get the whole 193 193 00:11:15,630 --> 00:11:20,900 way through doing a lizard jump then go in and do lizard walk. 194 194 00:11:20,900 --> 00:11:26,060 So let's see if this works now just as is, click on play. 195 195 00:11:26,060 --> 00:11:29,260 Jump and then, walk, walk, walk, okay, so 196 196 00:11:29,260 --> 00:11:33,960 one problem it snaps up to the top, can you figure out why that is? 197 197 00:11:33,960 --> 00:11:38,550 Here's another challenge for you, figure out why our lizard has 198 198 00:11:38,550 --> 00:11:42,510 snapped to a slightly different position and then is playing its animation. 199 199 00:11:42,510 --> 00:11:46,020 So if you've been through animation before you might already have a thought on this, 200 200 00:11:46,020 --> 00:11:48,580 so pause the video, see if you can figure that out. 201 201 00:11:50,610 --> 00:11:54,450 Okay, hopefully you gave that a shot, and let's have a look at it together. 202 202 00:11:54,450 --> 00:11:58,884 So if I have a look at my lizard walk animation, specifically if I go and 203 203 00:11:58,884 --> 00:12:00,471 look at my sprite sheet. 204 204 00:12:00,471 --> 00:12:07,930 Go to Lizard and then look for Lizard Walk, click on my sprite editor. 205 205 00:12:07,930 --> 00:12:11,360 If you remember, we did a slice automatically. 206 206 00:12:11,360 --> 00:12:14,980 And, the reason we did automatic is well, we only had this animation and 207 207 00:12:14,980 --> 00:12:17,970 we wanted to have it nice and tightly framed around it. 208 208 00:12:17,970 --> 00:12:20,540 So this method worked when it was just this lizard and 209 209 00:12:20,540 --> 00:12:24,600 we didn't have to go from animation A, the jump, to animation B, the walk. 210 210 00:12:24,600 --> 00:12:28,080 So in this case we can't just do automatic where we're tightly cropped 211 211 00:12:28,080 --> 00:12:28,810 around the lizard. 212 212 00:12:28,810 --> 00:12:30,550 That would be fine normally, but 213 213 00:12:30,550 --> 00:12:33,860 we need to have it consistent with what the lizard jump is doing. 214 214 00:12:33,860 --> 00:12:38,458 So then we go back up to Slice, Automatic, Grid by Cell Size. 215 215 00:12:38,458 --> 00:12:43,113 So let's just quickly click on our lizard walk sprite sheet, open that up, 216 216 00:12:43,113 --> 00:12:45,233 see what the dimension there are. 217 217 00:12:45,233 --> 00:12:48,351 753, that was the same as before, so 218 218 00:12:48,351 --> 00:12:53,040 753 divided to by 3 going to be 251 as we had last time. 219 219 00:12:53,040 --> 00:12:57,433 So slice 251, and then let's just check up and 220 220 00:12:57,433 --> 00:13:01,833 down, it's 1116, where is my calculator? 221 221 00:13:01,833 --> 00:13:04,056 Get my calculator back. 222 222 00:13:04,056 --> 00:13:08,152 1116 divided by, and we've got one, two, three, four, five, 223 223 00:13:08,152 --> 00:13:13,090 six underneath that, six, 186, okay, it's exactly the same as it was before. 224 224 00:13:13,090 --> 00:13:15,035 That is perfect, I like to see that. 225 225 00:13:15,035 --> 00:13:21,003 By 186, click on slice, now you can see it's a much bigger footprint but 226 226 00:13:21,003 --> 00:13:25,190 the lizard is in consistent position each time. 227 227 00:13:25,190 --> 00:13:28,388 And not surprisingly if it was to jump out of a hole here, 228 228 00:13:28,388 --> 00:13:29,962 [SOUND] it lands just there. 229 229 00:13:29,962 --> 00:13:34,294 Okay, click Apply, close that window, I clicked Apply, but 230 230 00:13:34,294 --> 00:13:37,663 click Apply again a couple of times, here we go. 231 231 00:13:37,663 --> 00:13:41,294 Okay, so we don't need to do anything else, just slicing it up differently, 232 232 00:13:41,294 --> 00:13:43,670 the animation system knows that, it's all cool. 233 233 00:13:43,670 --> 00:13:48,703 If we click on Play, now it should jump, I only play that once and 234 234 00:13:48,703 --> 00:13:52,075 then [SOUND] click in to looping on the walk. 235 235 00:13:52,075 --> 00:13:55,822 Excellent, the only last thing here, it looks like the jump is coming 236 236 00:13:55,822 --> 00:13:58,825 up pretty slowly so let's find the animation for jump. 237 237 00:13:58,825 --> 00:14:02,210 And you can see, we can see when clicking on lizard, 238 238 00:14:02,210 --> 00:14:05,790 we've got the jump just here, yep, that's the jump animation. 239 239 00:14:05,790 --> 00:14:08,780 I might make this 24 samples as well, 240 240 00:14:08,780 --> 00:14:12,530 I think we're just gonna do everything 24 cuz it looks like that's how the artist 241 241 00:14:12,530 --> 00:14:16,080 created all this animation with the expectation of 24 per frame. 242 242 00:14:16,080 --> 00:14:20,740 Okay, cool so we've got our jump transitioning into our walk, which means 243 243 00:14:20,740 --> 00:14:24,890 that we've got some great stuff for our lizard emerging onto the screen. 244 244 00:14:24,890 --> 00:14:27,750 Excellent, well done, that's introduction to transitions and 245 245 00:14:27,750 --> 00:14:28,810 I'll see you in the next video. 26299

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