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- Animation curves is one of the beginners' nightmare.
But I want them to become your best friends.
To display the animation curve of our ball,
let's go into the graph editor.
Right now, our curve looks a bit boxy,
not really curved, and this is because
we are still in constant interpolation.
But it will help us reading them.
The curve are just a graphical representation
of the value over time.
The yellow controller point accurately
the different key frame we have inserted before.
If I select the yellow point on the blue curve
at frame 7, it has a value of 4.
such as the Z location of our ball.
And if I now display all the object transform channel
in the graph editor,
we can see that the Z location is highlighted.
So the control point I've selected in the graph editor
is the key frame value of the Z location of our ball.
If I double click on one of these channels,
it will select all the control point of the current curve.
You can hide and unhide curve
as you would do with any object in the 3D view.
If I press Shift + H, I will hide everything
but the selected curve.
Or you can click on the little eye icon
to choose whether you want to see or not the curve.
With G, I can move the curve.
I can press G+Y to constrained the movement on the Y axis
or G+X to constrained on the X axis.
Before we start reading those curve,
let's get rid of any of the curve we don't need.
Since our ball is not rotating,
we can get rid of all the Euler rotation curve
by pressing X.
And we can also get rid of the X and Y locations
since our ball is just moving up and down.
This is a good practice to get rid of any unwanted channel
to keep your graph editor clean.
We can find the Z corresponding value
onto the control point of the curve,
but also in the transform channel of the object.
Pressing the N key will open the F-curve panel.
This is a little (inexact) here to check the position value
and interpolation mode of the key frame channel.
Let's now select all the key frames, press T,
and switch to Bayesian interpolation.
If we now play the animation,
we get way smoother motion of the ball.
When you switch from step mode to Bayesian mode
or curve mode, we call this the splining stage.
If we have a quick look to our curve now,
we can see that the Z location curve
is getting higher value when the ball is getting higher.
I will unhide the scale channel by clicking the eye icon.
I will select the first controller point of those curve
and press the dot key on the Num pad to zoom on it.
You can easily identify the Z scale channel,
which is in blue, allow us to control the height
of the ball.
And the X and Y that are one on top of the other
that allow us to control the width of the ball.
Let's check a couple of example to betterly understand
the behavior of the curves.
In this example,
the curve is controlling the rotation of the arrow
from a value of -90 degree to +90 degree.
The curve is rising rapidly
before easing into the frame number 24.
And when we scrub through the animation,
we can see that we have big spacing in the beginning
of the animation, and it gets lower in the end.
You seeing the motion we will have a preview
on the spacing of this animation.
And now, we can obviously see the difference of spacing
during the animation.
And the more vertical the curve is, the larger the spacing.
The more horizontal it gets, the smaller the spacing is.
In other word, the more vertical the curve,
the faster the animation.
The more horizontal, the slower.
In the next example, let's consider the X location curve
of the ball being the time.
It goes forward in a linear fashion
Now, if I activate the Z location curve,
and I frame it properly, look at all the Z location curve
and the motion path we on in the 3D view port align
or are comparable.
Again, when the curve is vertical,
the sphere will rise rapidly.
And as the curve gets more horizontal,
the sphere rise slower.
So if I now give an S shape to my curve,
the ball will move slowly in the beginning,
then in the middle of the animation,
it will accelerate as the curve get more vertical,
and in the end, it will slow down.
We are creating an easing out from the frame zero
into an easing in the frame 24.
And since we still have the linear motion
of the sphere on its X axis,
we can see that the Z curve really looks like
the motion path of the sphere.
Since my sphere is moving on the X location
in a linear fashion, any modification I will add
to the Z curve will show in the 3D view
as in the graph editor by updating the motion path.
You can use the few example available in the file
to play with the curve and recalculate the motion path
and check out the spacing.
Back to the rotation example,
I've modeled the curve so that
I have a fast acceleration in the beginning,
then a plateau, and then an ease out and ease in.
And it absolutely reflect on the motion path.
The pretty vertical shape of the curve
on the first two frame generate a big spacing.
The plateau shape or flat shape of the curve
indicate that the value is not changing over time,
so the arrow will stop,
while the final S shape of the curve
show an acceleration then a deceleration
into the final frame.
To summarize, we have seen that a curve is just
a representation of the evolution of a value over time.
The more vertical the curve shape,
the faster the value change.
And it translates in bigger spacing.
The more horizontal the curve, the slower the change.
Motion wise, it translate in smaller spacing.
A flat curve indicates that there is
absolutely no change in the value
and so no motion.
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