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- [Instructor] We have left last video
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with our happy bouncing
ball, bouncing and bouncing.
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But now, I'd like it
to move forward a bit.
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So let's do that together.
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The first thing I will do is to press
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three on my num pad to
switch to side view.
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Now, instead of making my
animation loop over 24 frame,
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I'd like to make the
animation a little bit longer.
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So I will re-open my timeline,
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and I'd like to repeat
the animation four time.
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So I can tie in all time 24 frames
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to get to the right frame number.
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But the problem is that
my bouncing ball animation
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is not repeating over those 96 frames.
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So the more logical
method to make it repeat
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will be to select all my keyframe,
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duplicate them by pressing Shift + D,
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X to move them on the x-axis,
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and type in 24 so that they will be moved
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by 24 frame on the x-axis.
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Then, I can press Shift +
R to repeat the operation.
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The problem with this
method is that if we have
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any modification to be
added to the animation,
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we will have to reduplicate everything
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or modify it on each bounce.
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While it's not super painful
on such a simple animation
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duplicating only four time,
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this is not an efficient way to do it.
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So I will reset what I've done
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and with all my keys and curves selected,
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I will press Shift + E to open
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the keyframe extrapolation menu.
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By default our keyframe
extrapolation is set to constant.
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It means that whenever I reach
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the very last keyframe in my animation,
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the value won't be changing anymore.
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That's why we get flat curve.
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But judging by this extrapolation menu,
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we can see that we can switch it
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to linear extrapolation
or even make a cycle.
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You can also access the
extrapolation operation
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through channel panel in the
header of the graph editor.
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With all the curves selected,
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let's choose make cyclic.
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Boom, our animation is now
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cycling infinitely on the timeline.
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And the cool thing about
using extrapolation
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is that modifying our
animation will be repeating
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and updating the along the whole timeline.
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(graphic swooshes)
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With this problem fixed,
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I'd like my ball to move forward in space.
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So I'd like to animate
the y-axis of the ball.
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So I will insert a single
keyframe on the y-axis,
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go to frame 24, move the
ball by about nine meters,
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go back onto the transform channel,
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right-click and insert a single keyframe.
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If I now play the animation,
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the ball will move forward
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only on the keyframe we have inserted,
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and since Blender is creating by default
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a new keyframe with the bezier mode,
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we have an acceleration and a deceleration
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of the ball so it doesn't
look super unnatural.
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While this kind of locomotion
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could be a little more complex,
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we will consider that our ball
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is moving at a constant speed.
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So I will select both handle,
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press the V key and switch them to vector.
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You could have chosen to press the T key
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and switch to linear interpolation,
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but I prefer to use vector interpolation
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to keep the handles available.
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When I watch this motion,
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I feel like the ball should
move a little further.
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So I can take my last control point
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and move it a bit up more
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or insert a new value
in the transform channel
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and don't forget to insert the keyframe.
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Or we can directly change
the value of the keyframe
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by going into the F-Curve properties
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and enter 10 meters in
the value of the keyframe.
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This is a good method when you want
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to enter very precise values.
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Now, I'd like my ball to continue
moving on on each bounce.
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So I could duplicate the
last keyframe, offset it
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or insert a new a keyframe
and set it to 20 meter.
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But again, if we want to modify
the timing of our animation
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making the jump a bit a longer,
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I will have to modify those, too.
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And on a more complex animation,
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that would be very painful.
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So let's get rid of this
and find another solution.
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If we go back to the extrapolation menu,
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we will find an option that allow us
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to create a linear extrapolation.
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Blender will take the last
two keyframe of an animation,
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and it will do an extrapolation
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based on the value
differences between those two.
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So that's a great step
forward in our animation,
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but there is something that bother me.
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When our ball hit the ground,
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it stays on the ground for a few frame.
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The problem is that
it's sliding currently,
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and it doesn't look good.
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I'd like the ball to stay
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where it is when it's on the ground
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and move forward whenever it's airborne.
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To fix it, I can simply
duplicate the very first frame
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and move it on frame three,
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but I need this new motion
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to repeat along the full animation.
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So I will press Shift + E and
choose constant extrapolation
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to get rid of the linear extrapolation.
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But now, my animation
is no longer repeating,
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and whenever I'm re-adding
a linear extrapolation,
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it will just continue on
moving instead of stopping
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whenever the ball is
contacting the ground.
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So I can try using a cyclic extrapolation,
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but the problem is that
the ball will get back
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to its original position after each cycle.
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So I'd like it to cycle
but with an offset.
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And what we can do is
select one of the key
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of the curve an go to
the modifier tabs here.
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And we can add a cycles modifier.
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So it works exactly as if we were
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adding the cyclic extrapolation,
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but we do now have option
on the cycle behavior.
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I can change the way it act
before and after the cycle.
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So if I go onto the after,
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I can ask Blender to use
the repeat with offset.
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And what it does is that it
takes the very last keyframe
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and use it as a new starting point.
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So offsetting the animation
is currently adding it
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on top of the latest keyframe.
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(graphic swooshes)
An extra motion
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is missing, though.
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If we watch this video,
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you'll find the link in the resources PDF,
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I'd like you to focus on the body shape
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and orientation of this lynx.
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During this gorgeous motion,
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we can see the squashing and stretching,
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but we can also see some
rotation of the body.
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The body in the beginning is
oriented toward the up point
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and then oriented toward
the landing point.
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So we do need to input those information
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on our bouncing ball.
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To get a better preview
of the motion of the ball,
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(graphic swooshes)
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I will calculate the motion path.
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As seen in the previous video,
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I will go into the object option,
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motion path and click calculate the path.
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I will change the path type to in range
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and change the end frame to 96.
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This will give us the
motion path of our ball,
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and it's going to be easier for us
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to figure out how much
we have to rotate it.
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The idea is to simply rotate the ball
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toward its next position
or its next frame position.
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And once we have past the highest point,
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we will make the ball pointing
toward the previous frame.
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Since our first frame is exactly the same
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(graphic swooshes)
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as the latest frame, or frame 24,
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I will jump to frame 24
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and give the correct
orientation to the ball.
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It seems that 11 degrees looks fine.
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Then, I will right-click and
insert a single keyframe.
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A new channel has appeared
in the graph editor.
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It's our X ruler rotation.
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So I will now go back to the frame
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where the ball is currently
leaving the ground
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and rotate it by minus 12.5
degree toward its next position.
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So now as we have did before,
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I will duplicate the last frame,
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frame 24 of this ruler rotation,
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and move it onto frame zero,
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pressing Shift + D, X and
moving it with the mouse.
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Now that the initial frame zero
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and final frame 24 are the same,
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I can select my curve
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and press Shift + E and make it cyclic,
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and it already looks pretty cool.
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So while the motion I'm seeing
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right now is pretty satisfying,
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you know that we need to
check it frame-by-frame.
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As any craft, a perfect
animation doesn't exist,
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and the level of quality you will reach
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depend on the time you can
spend on your animation.
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In this case, I'd like to polish
the animation a little more
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by making frame number one pretty flat,
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because I don't really like the fact
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that the ball is slightly leaning backward
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when it's getting in
its flattest position.
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In the graph editor
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with the X ruler rotation curve selected,
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I will press I to insert a new keyframe
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and choose only selected.
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This way, Blender won't add
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any additional keyframes
on the other curves
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and our graph editor will remain clean.
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Then, I can grab this key,
move it on the y-axis,
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holding Shift to get a
more precise movement.
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And I will call this first
bouncing ball animation done.
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The technique we have used in this video,
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adding a rotation motion
based on the location motion,
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the up and down motion of the ball,
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is called the layered approach.
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It means that you add layers
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and layers of motion
during the polishing stage,
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not during the blocking stage.
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And we'll study this technique
more in depth later on.
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To summarize, we have seen that we
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00:10:38,795 --> 00:10:41,090
(graphic swooshes)
can create cycles using
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the Shift + E shortcut and
choose different extrapolation.
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We can access more advanced
cycle option using modifiers.
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We can use current motion
of the ball as the guide
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to add new motion to it
in a layered approach.
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