All language subtitles for 02-09-Polishing the bouncing ball

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranรฎ)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,850 --> 00:00:03,430 - The time has come to give the final touch 2 00:00:03,430 --> 00:00:05,730 to our bouncing ball animation. 3 00:00:05,730 --> 00:00:08,690 To clearly understand what we need to modify, 4 00:00:08,690 --> 00:00:11,470 I will change the frame rate of the animation 5 00:00:11,470 --> 00:00:14,870 by going into the document option frame rate. 6 00:00:14,870 --> 00:00:17,420 Here, we can find a bunch of preset 7 00:00:17,420 --> 00:00:20,320 that will set the pace of our animation. 8 00:00:20,320 --> 00:00:24,540 We are currently using the classic 24 frames per second, 9 00:00:24,540 --> 00:00:27,510 but they generally use 30 frames per seconds. 10 00:00:27,510 --> 00:00:30,520 Here, I will select a custom frame rate 11 00:00:30,520 --> 00:00:34,230 and I will set it to five frames per second. 12 00:00:34,230 --> 00:00:37,070 Now, when I play my animation, 13 00:00:37,070 --> 00:00:39,630 it kind of play in slow motion. 14 00:00:39,630 --> 00:00:43,070 It's a good way to identify the different position 15 00:00:43,070 --> 00:00:44,400 of the bouncing ball, 16 00:00:44,400 --> 00:00:48,050 and it can be a method to spot spacing troubles. 17 00:00:48,050 --> 00:00:50,620 Switching back to 24 frames per second, 18 00:00:50,620 --> 00:00:52,387 I will select the object 19 00:00:52,387 --> 00:00:55,310 and go into the motion path panel. 20 00:00:55,310 --> 00:00:57,100 I will set the animation range 21 00:00:57,100 --> 00:00:59,820 from zero to 24 frames per second. 22 00:00:59,820 --> 00:01:02,420 And since this is a function I use a lot, 23 00:01:02,420 --> 00:01:05,150 I will right click on the calculate button 24 00:01:05,150 --> 00:01:07,460 and add it to my quick favorite. 25 00:01:07,460 --> 00:01:10,210 This way, when I press the cue key, 26 00:01:10,210 --> 00:01:13,570 I can access the calculate function anywhere 27 00:01:13,570 --> 00:01:14,853 in the 3D viewport. 28 00:01:15,950 --> 00:01:18,330 You can now see our spacing 29 00:01:18,330 --> 00:01:21,880 and try to see what's wrong with our animation. 30 00:01:21,880 --> 00:01:24,260 When an object is falling in space, 31 00:01:24,260 --> 00:01:27,660 it's accelerating until it touches the ground. 32 00:01:27,660 --> 00:01:30,800 The speed of an object might stabilize 33 00:01:30,800 --> 00:01:32,900 due to air friction. 34 00:01:32,900 --> 00:01:36,480 But unless there is a force pulling our ball up, 35 00:01:36,480 --> 00:01:40,270 it is simple to accelerate until it touches the ground. 36 00:01:40,270 --> 00:01:43,370 So the spacing should be increasing 37 00:01:43,370 --> 00:01:47,140 from one frame to the other while it's falling. 38 00:01:47,140 --> 00:01:50,500 And we can see this is what's happening on those frames. 39 00:01:50,500 --> 00:01:54,130 Each frames forward, the spacing is getting bigger. 40 00:01:54,130 --> 00:01:57,840 On the last frame, the spacing is getting smaller. 41 00:01:57,840 --> 00:02:00,320 It means that the ball is slowing down 42 00:02:00,320 --> 00:02:03,800 before hitting the ground and this is incorrect. 43 00:02:03,800 --> 00:02:07,000 And this is something that we can read on the curve. 44 00:02:07,000 --> 00:02:08,750 As explained previously, 45 00:02:08,750 --> 00:02:11,980 the curve should get more and more vertical 46 00:02:11,980 --> 00:02:14,330 as it get closer to the value zero, 47 00:02:14,330 --> 00:02:16,310 which is our ground value. 48 00:02:16,310 --> 00:02:20,063 While here we can see that it has this S shape 49 00:02:20,063 --> 00:02:24,570 that makes the ball slowing down before touching the ground. 50 00:02:24,570 --> 00:02:28,880 The curve is easing out toward the ground. 51 00:02:28,880 --> 00:02:32,710 But since we have made a good blocking of our animation, 52 00:02:32,710 --> 00:02:34,170 it doesn't look that bad. 53 00:02:34,170 --> 00:02:37,200 Those two breakdowns are currently helping us 54 00:02:37,200 --> 00:02:39,030 getting a better result. 55 00:02:39,030 --> 00:02:41,900 This is why blocking can be pretty important. 56 00:02:41,900 --> 00:02:44,050 To fix the ground key frames, 57 00:02:44,050 --> 00:02:48,080 we just need to switch the handle pressing V to vector. 58 00:02:48,080 --> 00:02:52,170 Now I no longer have this S shape on my curve. 59 00:02:52,170 --> 00:02:54,010 To make things even clearer, 60 00:02:54,010 --> 00:02:57,450 let's get rid of our two break down key frames 61 00:02:57,450 --> 00:03:00,410 by selecting them and pressing the X key. 62 00:03:00,410 --> 00:03:03,860 I've also switched back to basic ball handles. 63 00:03:03,860 --> 00:03:05,450 When I play the animation, 64 00:03:05,450 --> 00:03:09,160 you will better feel this ease in and ease out. 65 00:03:09,160 --> 00:03:11,520 You can see the ball accelerating 66 00:03:11,520 --> 00:03:15,000 when it's leaving the ground and before it hits the ground. 67 00:03:15,000 --> 00:03:17,800 While if I switch both handles to vector, 68 00:03:17,800 --> 00:03:20,850 now we can feel that the ball is bouncing. 69 00:03:20,850 --> 00:03:22,930 To get even a better feeling, 70 00:03:22,930 --> 00:03:26,210 I will also slightly raise the curve 71 00:03:26,210 --> 00:03:30,220 by moving both vector handles towards the outside. 72 00:03:30,220 --> 00:03:32,040 And by scaling the upper key, 73 00:03:32,040 --> 00:03:34,570 I will make the ball raising faster 74 00:03:34,570 --> 00:03:36,820 and holding a bit more in the air. 75 00:03:36,820 --> 00:03:40,270 I have bring more contrast into my animation 76 00:03:40,270 --> 00:03:42,420 by changing the shape of the curve, 77 00:03:42,420 --> 00:03:44,900 and now it's more stylized. 78 00:03:44,900 --> 00:03:46,610 A little touch we can add 79 00:03:46,610 --> 00:03:48,410 to make it even more appealing, 80 00:03:48,410 --> 00:03:52,750 is to slightly offset the upper key of one frame. 81 00:03:52,750 --> 00:03:55,250 This way we don't have the same timing 82 00:03:55,250 --> 00:03:59,030 when the ball is rising than when it's falling down. 83 00:03:59,030 --> 00:04:02,970 We can recalculate the motion path of our animation 84 00:04:02,970 --> 00:04:05,450 by clicking the update path button. 85 00:04:05,450 --> 00:04:07,990 And instead of the in range option, 86 00:04:07,990 --> 00:04:10,310 I've switched to around frame. 87 00:04:10,310 --> 00:04:13,010 From there I can choose how many frame 88 00:04:13,010 --> 00:04:15,460 I want to see on my motion path 89 00:04:15,460 --> 00:04:18,350 before and after the current position of the ball. 90 00:04:18,350 --> 00:04:21,000 Now, when I look at the spacing of my ball, 91 00:04:21,000 --> 00:04:23,470 we can see that when it's leaving the ground, 92 00:04:23,470 --> 00:04:25,830 it has the biggest spacing. 93 00:04:25,830 --> 00:04:28,850 And it's slowing down when reaching the highest position, 94 00:04:28,850 --> 00:04:30,790 which is correct. 95 00:04:30,790 --> 00:04:32,320 When the ball is falling down, 96 00:04:32,320 --> 00:04:34,910 we also get the proper spacing. 97 00:04:34,910 --> 00:04:36,640 It's getting bigger and bigger 98 00:04:36,640 --> 00:04:39,424 as we approach the contacting key frame. 99 00:04:39,424 --> 00:04:42,880 We now have a pretty cool bouncing rhythm, 100 00:04:42,880 --> 00:04:46,350 so let's work a bit on the scaling of our ball 101 00:04:46,350 --> 00:04:49,890 or more precisely on it's squashing and stretching. 102 00:04:49,890 --> 00:04:52,050 Pressing Alt+H in the graph editor 103 00:04:52,050 --> 00:04:53,520 will reveal all the curve. 104 00:04:53,520 --> 00:04:55,900 I can hide the Z location curve, 105 00:04:55,900 --> 00:04:58,860 so that we focus on the scale curve. 106 00:04:58,860 --> 00:05:01,950 Since our balls squashing is pretty brutal, 107 00:05:01,950 --> 00:05:04,960 we can switch those key frames to vector. 108 00:05:04,960 --> 00:05:07,033 If we have a very slow squashing, 109 00:05:07,033 --> 00:05:09,710 we will have kept them as it is, 110 00:05:09,710 --> 00:05:12,830 as the ball would be progressively absorbing 111 00:05:12,830 --> 00:05:15,120 the impact for its squash. 112 00:05:15,120 --> 00:05:16,670 Pardon for the animation, 113 00:05:16,670 --> 00:05:19,630 I'm trying to get a feeling of the motion of the ball. 114 00:05:19,630 --> 00:05:21,200 When the ball squash, 115 00:05:21,200 --> 00:05:25,210 we can imagine it's a continuity of its fall. 116 00:05:25,210 --> 00:05:28,820 And since we are working on the cycling animation, 117 00:05:28,820 --> 00:05:31,480 the latest frame is the same as the first. 118 00:05:31,480 --> 00:05:34,460 So if I check the frame before the latest, 119 00:05:34,460 --> 00:05:36,890 I can see that I have a big spacing 120 00:05:36,890 --> 00:05:39,750 between the base of my ball and the ground. 121 00:05:39,750 --> 00:05:42,941 So it will be better if I kept this thinner 122 00:05:42,941 --> 00:05:45,700 for the spacing of the squashing. 123 00:05:45,700 --> 00:05:48,740 Meaning that I will offset the squash pose 124 00:05:48,740 --> 00:05:50,720 of frame two on frame one. 125 00:05:50,720 --> 00:05:54,150 And we will have a very stretched pose on frame zero 126 00:05:54,150 --> 00:05:56,660 and a very squashed one on frame one. 127 00:05:56,660 --> 00:05:59,890 And so it will transition with the full better. 128 00:05:59,890 --> 00:06:03,800 We are now getting a more impactful squashing 129 00:06:03,800 --> 00:06:06,080 if we compare with previous version. 130 00:06:06,080 --> 00:06:10,320 But since we have offset one frame for the squashing, 131 00:06:10,320 --> 00:06:12,730 we should do the same for the stretching. 132 00:06:12,730 --> 00:06:14,270 As you can see my spacing 133 00:06:14,270 --> 00:06:17,060 between frame three and four is very small. 134 00:06:17,060 --> 00:06:19,060 So I want a faster animation. 135 00:06:19,060 --> 00:06:21,880 I will offset the keys one frame before, 136 00:06:21,880 --> 00:06:24,890 and I will also switch them to vector. 137 00:06:24,890 --> 00:06:26,990 Next is the air squashing. 138 00:06:26,990 --> 00:06:29,540 I offset the key frame where the ball recover 139 00:06:29,540 --> 00:06:33,360 its round shape and then it's getting squashed again 140 00:06:33,360 --> 00:06:36,450 with the inner star when it's reached the highest point. 141 00:06:36,450 --> 00:06:39,100 Since the highest point is on frame 15, 142 00:06:39,100 --> 00:06:41,570 I will make it squash on frame 15. 143 00:06:41,570 --> 00:06:44,400 I'd like to slightly delay the squashing, 144 00:06:44,400 --> 00:06:47,820 so what I will do is that I will duplicate all the keys 145 00:06:47,820 --> 00:06:52,490 on frame eight and offset them onto frame 10 or 11. 146 00:06:52,490 --> 00:06:55,410 It makes all the skate curve becoming flat, 147 00:06:55,410 --> 00:06:58,540 which means that from frame eight to frame 11, 148 00:06:58,540 --> 00:07:00,480 the ball is perfectly round. 149 00:07:00,480 --> 00:07:02,990 And as the ball will be accelerating 150 00:07:02,990 --> 00:07:04,870 to get back to the ground. 151 00:07:04,870 --> 00:07:07,020 I'd like to slightly offset the time 152 00:07:07,020 --> 00:07:09,820 it's starts to stretch by two frames 153 00:07:09,820 --> 00:07:13,430 because the ball is falling faster than it is raising. 154 00:07:13,430 --> 00:07:17,404 So making it stretching a little sooner does make sense. 155 00:07:17,404 --> 00:07:20,290 Animating is not a linear art, 156 00:07:20,290 --> 00:07:23,360 you will need to go back and forth a lot of time. 157 00:07:23,360 --> 00:07:25,910 And while the animation gets more appealing, 158 00:07:25,910 --> 00:07:28,480 I feel like there is something a little off 159 00:07:28,480 --> 00:07:31,550 and since we've been offsetting a lot of curve, 160 00:07:31,550 --> 00:07:33,400 the ball is starting to relax 161 00:07:33,400 --> 00:07:35,430 while it hasn't left the ground. 162 00:07:35,430 --> 00:07:38,680 Meaning that the ball should be in air on frame four. 163 00:07:38,680 --> 00:07:42,960 So I just need to re-edit the curve for the Z location 164 00:07:42,960 --> 00:07:45,870 and offset the stopping point by one frame. 165 00:07:45,870 --> 00:07:48,820 And now when they play again my animation, 166 00:07:48,820 --> 00:07:51,320 I feel like there is something a bit off 167 00:07:51,320 --> 00:07:52,620 on the air squashing. 168 00:07:52,620 --> 00:07:56,440 The ball slows and then it starts squashing. 169 00:07:56,440 --> 00:08:00,020 And if we double check the spacing of the base of the ball, 170 00:08:00,020 --> 00:08:03,140 we can see that as soon as it starts squashing, 171 00:08:03,140 --> 00:08:06,060 the easing gets stronger and that's better. 172 00:08:06,060 --> 00:08:09,740 The yellow arrows are getting smaller progressively, 173 00:08:09,740 --> 00:08:12,830 while there is a big difference between the two red arrows. 174 00:08:12,830 --> 00:08:14,780 So even if it's very subtle, 175 00:08:14,780 --> 00:08:17,440 it makes the animation a bit weird. 176 00:08:17,440 --> 00:08:19,430 So again I can fix this 177 00:08:19,430 --> 00:08:23,440 by simply offsetting the squashing key frames, 178 00:08:23,440 --> 00:08:27,610 the plateau we have created before just by one frame. 179 00:08:27,610 --> 00:08:29,780 Making it happening a little sooner, 180 00:08:29,780 --> 00:08:33,253 so that it will better blend while it's raising. 181 00:08:34,710 --> 00:08:37,760 I guess you may ask yourself how do I get rid 182 00:08:37,760 --> 00:08:40,460 of the grid of the motion path, 183 00:08:40,460 --> 00:08:41,910 et cetera my fried issue. 184 00:08:41,910 --> 00:08:44,800 It's by deactivating the overlay here. 185 00:08:44,800 --> 00:08:47,580 And since this is something I do all the time, 186 00:08:47,580 --> 00:08:51,440 what I did is that I set a shortcut onto the overlay. 187 00:08:51,440 --> 00:08:54,310 You can assign the shortcut to any tool 188 00:08:54,310 --> 00:08:56,710 or option in blender by simply 189 00:08:56,710 --> 00:09:00,610 right clicking on it and selecting assign shortcuts. 190 00:09:00,610 --> 00:09:04,220 I've personally used the shortcut power two 191 00:09:04,220 --> 00:09:09,040 which is just upon the tab key on my French keyboard. 192 00:09:09,040 --> 00:09:11,590 I'm pretty happy with this bouncing ball animation. 193 00:09:12,540 --> 00:09:15,280 And in summary we have seen that curve editing 194 00:09:15,280 --> 00:09:18,100 can dramatically change our animation. 195 00:09:18,100 --> 00:09:21,150 Good blocking makes your animation a little better 196 00:09:21,150 --> 00:09:22,870 when you switch to spline. 197 00:09:22,870 --> 00:09:26,330 It's important not to be afraid to break the curve 198 00:09:26,330 --> 00:09:28,480 using vector handles. 199 00:09:28,480 --> 00:09:31,230 Offsetting the key by one frame 200 00:09:31,230 --> 00:09:34,340 can really change your animation and make it look better 201 00:09:34,340 --> 00:09:35,173 on its troy. 202 00:09:35,173 --> 00:09:37,753 Don't forget that the devil is in the details. 16108

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.