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- Let's start blocking animation
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of the bouncing ball.
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Here, I still have my basic interpolation.
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So with all the key frames selected,
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I will press T and switch
to constant interpolation.
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This way our ball will snap
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on the different position
we have previously set.
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The idea is not to get
disturbed by any interpolation
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and focus on the timing and shapes
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of our ball.
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Since our animation will
be cycling upon 24 frame,
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the frames zero and the frame
24 will be exactly the same.
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So my timing will be a bit
off if I read both frame zero
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and the frame 24.
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So I will reduce the
length of my animation
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from frame zero to frame 23,
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talking about Shape.
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We will here now look at
the squash and stretch.
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If you're into animation,
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I'm sure you already have heard about it.
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If you look for squash and
stretch ball on YouTube,
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you may find this video.
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I put the link in the documentation .
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When the ball gets thrown at
high speed on the surface,
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and it touches it, it squashes.
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With the power of the
impact, the ball get tighter,
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but it's volume has to be preserved.
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So it also gets larger.
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But in this case,
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squashing will bring
to us two information.
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The power of the impact, and the softness
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of the material of the ball.
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Regarding our animation,
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if we consider our frame
zero to be the frame,
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where our object will touch the ground,
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we can go like one or two frame forward
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and start squashing the ball by scaling it
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on the Z axis down,
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but also scaling it on the X and Y axis.
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This way we will have some
all volume preservation.
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You can see here that the key frame,
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hasn't been written,
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as I need to enable the auto recording.
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Since I haven't written any
scaling key frame previously,
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you can see that the ball remained flat.
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I will just press ALT
+ S to reset the scale
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on the first frame and
on all the other frames.
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As we have just created
the scaling key frames,
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they have just been
added to our animation.
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And so by default Lendo will
switch their interpolation
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to basic.
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So we can see that our location is still
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in step mode, but we have
a scaling interpolation.
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So I will select all the key frame press T
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and set them to constant.
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From there, we can work on
the stretching of our ball.
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Stretching is physically
less obvious when we
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are watching the tennis ball bouncing,
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but it's yet still here.
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So we can use stretching to
input physical information
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to our bouncing ball,
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but we can also use it to
input speed information.
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If we look at the very beginning
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of the video,
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we can see that the ball is blurry
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and it immediately translate
to us some speed information.
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So why the ball
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is probably currently perfectly round,
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the way the camera is
capturing it forms some kind
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of elliptic shapes.
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And we have the same feeling
whenever we are watching
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something that goes fast.
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And if we watched a right hand
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of the scientist,
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we can see that his
fingers are also blurred
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because his hand was moving very fast.
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It makes his finger looks a little larger
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and longer due to speed.
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When an object is falling
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and hitting the ground,
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it is at its maximum speed
just before it hit the ground.
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On the frame zero,
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we can input stretching
information by scaling the ball up
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and reducing it's scale on X and Y
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to preserve its volume.
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When the ball will leave the ground,
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it will also be it's highest speed.
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So I can duplicate frame zero and move it
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on frame three or frame four.
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The ball stretch, hit the ground, squash,
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and stretch again when leaving the ground.
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Just by looking those few frames,
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we start to have the
feeling of the animation
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of the ball.
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And this is a very important input
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whenever we will be
using the blocking method
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is that you have to feel your animation
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just through those poses.
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As told before,
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frame zero and frame 24 are
supposed to be the same.
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So I will select frame zero,
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press Shift + D to duplicate
it and move it on frame 20.
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From frame zero to frame four the ball is
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on the ground
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and then it's leaving the
ground from frame four
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to frame 24.
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Timing wise, the ball should travel upward
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and downward almost evenly.
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So I can offset the
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up position to frame 14.
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This way, we have 10
frame and moving upward
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and 10 frame moving downward.
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As a more subtle detailed pass,
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what we can do is slightly squash the ball
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whenever it reaches its top position.
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This slight modification
will translate the inertia
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of the ball whenever it's slowing down
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to its stop position.
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Currently our blocking is bringing
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the minimum information we need
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to go to the next step.
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All the extreme poses
of the ball are keyed
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and we have a rough timing.
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For this very specific exercise,
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it could be enough for
me to go into spline
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to go into the next step
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of the animation process
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but we can also input some more details
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into the blocking stage
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by inputting some intermediate
poses or in-between.
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The in-between will help
us figuring out the spacing
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of our ball whenever it's in the air.
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Our ball is making a
eight meter high jump,
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so I will move it in
between two, four meter
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and I will clear the scaling.
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Now, depending on where I will move
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this key frame,
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it will change the
spacing of the animation.
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If I move this key frame
closer up to frame four
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where it takes off, our
spacing will be larger
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in the beginning of the jump than it is
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whenever it's reaching the highest point
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meaning that on frame seven,
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the ball will go faster than on frame 10,
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which is what we want because the ball
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is leaving the ground at full speed.
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So it will reach its mid-air
position before frame nine.
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And when falling down it will
be at full speed on frame 24.
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So it should be mid-air,
closer to frame 24,
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than frame 14.
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I know spacing can be a
bit complicated when you
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are on the blocking stage
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and it will be way more obvious
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in the next video.
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To summarize, during the blocking stage,
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we key frame the extreme poses,
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we make a rough timing paths,
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we can use breakdowns and
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in-between to input more
spacing and timing informations.
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We can use squash and
stretch to input speed
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and physical information.
12197
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