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- The time has come to
give the final touch
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to our bouncing ball animation.
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To clearly understand
what we need to modify,
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I will change the frame
rate of the animation
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by going into the document
option frame rate.
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Here, we can find a bunch of preset
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that will set the pace of our animation.
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We are currently using the
classic 24 frames per second,
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but they generally use
30 frames per seconds.
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Here, I will select a custom frame rate
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and I will set it to
five frames per second.
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Now, when I play my animation,
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it kind of play in slow motion.
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It's a good way to identify
the different position
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of the bouncing ball,
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and it can be a method
to spot spacing troubles.
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Switching back to 24 frames per second,
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I will select the object
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and go into the motion path panel.
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I will set the animation range
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from zero to 24 frames per second.
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And since this is a function I use a lot,
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I will right click on the calculate button
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and add it to my quick favorite.
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This way, when I press the cue key,
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I can access the calculate
function anywhere
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in the 3D viewport.
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You can now see our spacing
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and try to see what's
wrong with our animation.
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When an object is falling in space,
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it's accelerating until
it touches the ground.
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The speed of an object might stabilize
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due to air friction.
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But unless there is a
force pulling our ball up,
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it is simple to accelerate
until it touches the ground.
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So the spacing should be increasing
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from one frame to the
other while it's falling.
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And we can see this is what's
happening on those frames.
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Each frames forward, the
spacing is getting bigger.
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On the last frame, the
spacing is getting smaller.
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It means that the ball is slowing down
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before hitting the ground
and this is incorrect.
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And this is something that
we can read on the curve.
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As explained previously,
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the curve should get
more and more vertical
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as it get closer to the value zero,
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which is our ground value.
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While here we can see
that it has this S shape
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that makes the ball slowing
down before touching the ground.
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The curve is easing out toward the ground.
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But since we have made a good
blocking of our animation,
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it doesn't look that bad.
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Those two breakdowns
are currently helping us
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getting a better result.
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This is why blocking
can be pretty important.
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To fix the ground key frames,
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we just need to switch the
handle pressing V to vector.
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Now I no longer have
this S shape on my curve.
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To make things even clearer,
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let's get rid of our two
break down key frames
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by selecting them and pressing the X key.
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I've also switched back
to basic ball handles.
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When I play the animation,
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you will better feel this
ease in and ease out.
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You can see the ball accelerating
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when it's leaving the ground
and before it hits the ground.
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While if I switch both handles to vector,
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now we can feel that the ball is bouncing.
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To get even a better feeling,
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I will also slightly raise the curve
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by moving both vector
handles towards the outside.
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And by scaling the upper key,
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I will make the ball raising faster
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and holding a bit more in the air.
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I have bring more
contrast into my animation
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by changing the shape of the curve,
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and now it's more stylized.
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A little touch we can add
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to make it even more appealing,
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is to slightly offset the
upper key of one frame.
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This way we don't have the same timing
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when the ball is rising
than when it's falling down.
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We can recalculate the
motion path of our animation
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by clicking the update path button.
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And instead of the in range option,
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I've switched to around frame.
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From there I can choose how many frame
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I want to see on my motion path
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before and after the current
position of the ball.
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Now, when I look at
the spacing of my ball,
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we can see that when
it's leaving the ground,
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it has the biggest spacing.
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And it's slowing down when
reaching the highest position,
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which is correct.
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When the ball is falling down,
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we also get the proper spacing.
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It's getting bigger and bigger
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as we approach the contacting key frame.
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We now have a pretty cool bouncing rhythm,
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so let's work a bit on
the scaling of our ball
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or more precisely on it's
squashing and stretching.
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Pressing Alt+H in the graph editor
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will reveal all the curve.
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I can hide the Z location curve,
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so that we focus on the scale curve.
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Since our balls squashing
is pretty brutal,
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we can switch those key frames to vector.
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If we have a very slow squashing,
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we will have kept them as it is,
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as the ball would be
progressively absorbing
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the impact for its squash.
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Pardon for the animation,
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I'm trying to get a feeling
of the motion of the ball.
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When the ball squash,
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we can imagine it's a
continuity of its fall.
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And since we are working
on the cycling animation,
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the latest frame is the same as the first.
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So if I check the frame before the latest,
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I can see that I have a big spacing
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between the base of my
ball and the ground.
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So it will be better
if I kept this thinner
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for the spacing of the squashing.
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Meaning that I will offset the squash pose
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of frame two on frame one.
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And we will have a very
stretched pose on frame zero
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and a very squashed one on frame one.
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And so it will transition
with the full better.
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We are now getting a
more impactful squashing
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if we compare with previous version.
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But since we have offset
one frame for the squashing,
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we should do the same for the stretching.
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As you can see my spacing
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between frame three
and four is very small.
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So I want a faster animation.
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I will offset the keys one frame before,
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and I will also switch them to vector.
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Next is the air squashing.
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I offset the key frame
where the ball recover
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its round shape and then
it's getting squashed again
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with the inner star when it's
reached the highest point.
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Since the highest point is on frame 15,
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I will make it squash on frame 15.
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I'd like to slightly delay the squashing,
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so what I will do is that I
will duplicate all the keys
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on frame eight and offset
them onto frame 10 or 11.
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It makes all the skate
curve becoming flat,
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which means that from
frame eight to frame 11,
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the ball is perfectly round.
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And as the ball will be accelerating
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to get back to the ground.
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I'd like to slightly offset the time
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it's starts to stretch by two frames
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because the ball is falling
faster than it is raising.
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So making it stretching a
little sooner does make sense.
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Animating is not a linear art,
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you will need to go back
and forth a lot of time.
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And while the animation
gets more appealing,
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I feel like there is
something a little off
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and since we've been
offsetting a lot of curve,
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the ball is starting to relax
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while it hasn't left the ground.
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Meaning that the ball should
be in air on frame four.
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So I just need to re-edit
the curve for the Z location
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and offset the stopping
point by one frame.
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And now when they play again my animation,
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I feel like there is something a bit off
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on the air squashing.
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The ball slows and then
it starts squashing.
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And if we double check the
spacing of the base of the ball,
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we can see that as soon
as it starts squashing,
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the easing gets stronger
and that's better.
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The yellow arrows are getting
smaller progressively,
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while there is a big difference
between the two red arrows.
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So even if it's very subtle,
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it makes the animation a bit weird.
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So again I can fix this
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by simply offsetting the
squashing key frames,
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the plateau we have created
before just by one frame.
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Making it happening a little sooner,
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so that it will better
blend while it's raising.
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I guess you may ask
yourself how do I get rid
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of the grid of the motion path,
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et cetera my fried issue.
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It's by deactivating the overlay here.
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00:08:44,800 --> 00:08:47,580
And since this is something
I do all the time,
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what I did is that I set a
shortcut onto the overlay.
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You can assign the shortcut to any tool
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or option in blender by simply
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right clicking on it and
selecting assign shortcuts.
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00:09:00,610 --> 00:09:04,220
I've personally used
the shortcut power two
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which is just upon the tab
key on my French keyboard.
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I'm pretty happy with this
bouncing ball animation.
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00:09:12,540 --> 00:09:15,280
And in summary we have
seen that curve editing
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can dramatically change our animation.
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00:09:18,100 --> 00:09:21,150
Good blocking makes your
animation a little better
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when you switch to spline.
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It's important not to be
afraid to break the curve
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using vector handles.
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Offsetting the key by one frame
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can really change your animation
and make it look better
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on its troy.
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Don't forget that the
devil is in the details.
16108
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