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These are the user uploaded subtitles that are being translated: 1 00:00:00,250 --> 00:00:02,500 - [Instructor] We have left last video 2 00:00:02,500 --> 00:00:06,160 with our happy bouncing ball, bouncing and bouncing. 3 00:00:06,160 --> 00:00:09,910 But now, I'd like it to move forward a bit. 4 00:00:09,910 --> 00:00:11,720 So let's do that together. 5 00:00:11,720 --> 00:00:14,610 The first thing I will do is to press 6 00:00:14,610 --> 00:00:17,780 three on my num pad to switch to side view. 7 00:00:17,780 --> 00:00:22,600 Now, instead of making my animation loop over 24 frame, 8 00:00:22,600 --> 00:00:25,750 I'd like to make the animation a little bit longer. 9 00:00:25,750 --> 00:00:28,470 So I will re-open my timeline, 10 00:00:28,470 --> 00:00:31,850 and I'd like to repeat the animation four time. 11 00:00:31,850 --> 00:00:35,700 So I can tie in all time 24 frames 12 00:00:35,700 --> 00:00:38,250 to get to the right frame number. 13 00:00:38,250 --> 00:00:41,270 But the problem is that my bouncing ball animation 14 00:00:41,270 --> 00:00:44,430 is not repeating over those 96 frames. 15 00:00:44,430 --> 00:00:47,510 So the more logical method to make it repeat 16 00:00:47,510 --> 00:00:50,420 will be to select all my keyframe, 17 00:00:50,420 --> 00:00:52,783 duplicate them by pressing Shift + D, 18 00:00:53,842 --> 00:00:56,920 X to move them on the x-axis, 19 00:00:56,920 --> 00:01:00,310 and type in 24 so that they will be moved 20 00:01:00,310 --> 00:01:03,250 by 24 frame on the x-axis. 21 00:01:03,250 --> 00:01:07,430 Then, I can press Shift + R to repeat the operation. 22 00:01:07,430 --> 00:01:09,800 The problem with this method is that if we have 23 00:01:09,800 --> 00:01:13,410 any modification to be added to the animation, 24 00:01:13,410 --> 00:01:16,250 we will have to reduplicate everything 25 00:01:16,250 --> 00:01:18,550 or modify it on each bounce. 26 00:01:18,550 --> 00:01:22,720 While it's not super painful on such a simple animation 27 00:01:22,720 --> 00:01:24,700 duplicating only four time, 28 00:01:24,700 --> 00:01:27,130 this is not an efficient way to do it. 29 00:01:27,130 --> 00:01:29,240 So I will reset what I've done 30 00:01:29,240 --> 00:01:32,450 and with all my keys and curves selected, 31 00:01:32,450 --> 00:01:35,190 I will press Shift + E to open 32 00:01:35,190 --> 00:01:37,740 the keyframe extrapolation menu. 33 00:01:37,740 --> 00:01:41,370 By default our keyframe extrapolation is set to constant. 34 00:01:41,370 --> 00:01:43,320 It means that whenever I reach 35 00:01:43,320 --> 00:01:46,530 the very last keyframe in my animation, 36 00:01:46,530 --> 00:01:48,620 the value won't be changing anymore. 37 00:01:48,620 --> 00:01:50,500 That's why we get flat curve. 38 00:01:50,500 --> 00:01:52,980 But judging by this extrapolation menu, 39 00:01:52,980 --> 00:01:54,590 we can see that we can switch it 40 00:01:54,590 --> 00:01:58,630 to linear extrapolation or even make a cycle. 41 00:01:58,630 --> 00:02:02,550 You can also access the extrapolation operation 42 00:02:02,550 --> 00:02:06,440 through channel panel in the header of the graph editor. 43 00:02:06,440 --> 00:02:08,290 With all the curves selected, 44 00:02:08,290 --> 00:02:10,560 let's choose make cyclic. 45 00:02:10,560 --> 00:02:12,940 Boom, our animation is now 46 00:02:12,940 --> 00:02:15,800 cycling infinitely on the timeline. 47 00:02:15,800 --> 00:02:18,830 And the cool thing about using extrapolation 48 00:02:18,830 --> 00:02:23,290 is that modifying our animation will be repeating 49 00:02:23,290 --> 00:02:25,497 and updating the along the whole timeline. 50 00:02:25,497 --> 00:02:26,330 (graphic swooshes) 51 00:02:26,330 --> 00:02:27,630 With this problem fixed, 52 00:02:27,630 --> 00:02:30,480 I'd like my ball to move forward in space. 53 00:02:30,480 --> 00:02:34,120 So I'd like to animate the y-axis of the ball. 54 00:02:34,120 --> 00:02:38,010 So I will insert a single keyframe on the y-axis, 55 00:02:38,010 --> 00:02:42,810 go to frame 24, move the ball by about nine meters, 56 00:02:42,810 --> 00:02:45,070 go back onto the transform channel, 57 00:02:45,070 --> 00:02:48,160 right-click and insert a single keyframe. 58 00:02:48,160 --> 00:02:50,380 If I now play the animation, 59 00:02:50,380 --> 00:02:51,960 the ball will move forward 60 00:02:51,960 --> 00:02:54,560 only on the keyframe we have inserted, 61 00:02:54,560 --> 00:02:57,490 and since Blender is creating by default 62 00:02:57,490 --> 00:02:59,840 a new keyframe with the bezier mode, 63 00:02:59,840 --> 00:03:02,840 we have an acceleration and a deceleration 64 00:03:02,840 --> 00:03:05,920 of the ball so it doesn't look super unnatural. 65 00:03:05,920 --> 00:03:08,120 While this kind of locomotion 66 00:03:08,120 --> 00:03:10,750 could be a little more complex, 67 00:03:10,750 --> 00:03:12,820 we will consider that our ball 68 00:03:12,820 --> 00:03:15,540 is moving at a constant speed. 69 00:03:15,540 --> 00:03:18,180 So I will select both handle, 70 00:03:18,180 --> 00:03:21,390 press the V key and switch them to vector. 71 00:03:21,390 --> 00:03:24,260 You could have chosen to press the T key 72 00:03:24,260 --> 00:03:26,133 and switch to linear interpolation, 73 00:03:27,110 --> 00:03:29,863 but I prefer to use vector interpolation 74 00:03:29,863 --> 00:03:32,030 to keep the handles available. 75 00:03:32,030 --> 00:03:33,450 When I watch this motion, 76 00:03:33,450 --> 00:03:36,320 I feel like the ball should move a little further. 77 00:03:36,320 --> 00:03:39,140 So I can take my last control point 78 00:03:39,140 --> 00:03:41,250 and move it a bit up more 79 00:03:41,250 --> 00:03:44,460 or insert a new value in the transform channel 80 00:03:44,460 --> 00:03:47,173 and don't forget to insert the keyframe. 81 00:03:47,173 --> 00:03:50,760 Or we can directly change the value of the keyframe 82 00:03:50,760 --> 00:03:54,080 by going into the F-Curve properties 83 00:03:54,080 --> 00:03:57,890 and enter 10 meters in the value of the keyframe. 84 00:03:57,890 --> 00:04:00,070 This is a good method when you want 85 00:04:00,070 --> 00:04:02,480 to enter very precise values. 86 00:04:02,480 --> 00:04:07,230 Now, I'd like my ball to continue moving on on each bounce. 87 00:04:07,230 --> 00:04:10,770 So I could duplicate the last keyframe, offset it 88 00:04:10,770 --> 00:04:14,660 or insert a new a keyframe and set it to 20 meter. 89 00:04:14,660 --> 00:04:19,070 But again, if we want to modify the timing of our animation 90 00:04:19,070 --> 00:04:21,090 making the jump a bit a longer, 91 00:04:21,090 --> 00:04:23,470 I will have to modify those, too. 92 00:04:23,470 --> 00:04:25,680 And on a more complex animation, 93 00:04:25,680 --> 00:04:27,370 that would be very painful. 94 00:04:27,370 --> 00:04:31,420 So let's get rid of this and find another solution. 95 00:04:31,420 --> 00:04:33,700 If we go back to the extrapolation menu, 96 00:04:33,700 --> 00:04:36,480 we will find an option that allow us 97 00:04:36,480 --> 00:04:39,163 to create a linear extrapolation. 98 00:04:39,163 --> 00:04:43,090 Blender will take the last two keyframe of an animation, 99 00:04:43,090 --> 00:04:45,440 and it will do an extrapolation 100 00:04:45,440 --> 00:04:48,640 based on the value differences between those two. 101 00:04:48,640 --> 00:04:52,150 So that's a great step forward in our animation, 102 00:04:52,150 --> 00:04:54,030 but there is something that bother me. 103 00:04:54,030 --> 00:04:56,180 When our ball hit the ground, 104 00:04:56,180 --> 00:04:58,900 it stays on the ground for a few frame. 105 00:04:58,900 --> 00:05:01,860 The problem is that it's sliding currently, 106 00:05:01,860 --> 00:05:03,790 and it doesn't look good. 107 00:05:03,790 --> 00:05:05,200 I'd like the ball to stay 108 00:05:05,200 --> 00:05:06,927 where it is when it's on the ground 109 00:05:06,927 --> 00:05:09,980 and move forward whenever it's airborne. 110 00:05:09,980 --> 00:05:13,940 To fix it, I can simply duplicate the very first frame 111 00:05:13,940 --> 00:05:16,050 and move it on frame three, 112 00:05:16,050 --> 00:05:17,910 but I need this new motion 113 00:05:17,910 --> 00:05:20,600 to repeat along the full animation. 114 00:05:20,600 --> 00:05:24,990 So I will press Shift + E and choose constant extrapolation 115 00:05:24,990 --> 00:05:27,890 to get rid of the linear extrapolation. 116 00:05:27,890 --> 00:05:30,840 But now, my animation is no longer repeating, 117 00:05:30,840 --> 00:05:34,920 and whenever I'm re-adding a linear extrapolation, 118 00:05:34,920 --> 00:05:39,730 it will just continue on moving instead of stopping 119 00:05:39,730 --> 00:05:42,150 whenever the ball is contacting the ground. 120 00:05:42,150 --> 00:05:45,170 So I can try using a cyclic extrapolation, 121 00:05:45,170 --> 00:05:47,930 but the problem is that the ball will get back 122 00:05:47,930 --> 00:05:51,740 to its original position after each cycle. 123 00:05:51,740 --> 00:05:54,740 So I'd like it to cycle but with an offset. 124 00:05:54,740 --> 00:05:57,720 And what we can do is select one of the key 125 00:05:57,720 --> 00:06:01,740 of the curve an go to the modifier tabs here. 126 00:06:01,740 --> 00:06:05,130 And we can add a cycles modifier. 127 00:06:05,130 --> 00:06:08,180 So it works exactly as if we were 128 00:06:08,180 --> 00:06:10,580 adding the cyclic extrapolation, 129 00:06:10,580 --> 00:06:15,320 but we do now have option on the cycle behavior. 130 00:06:15,320 --> 00:06:19,740 I can change the way it act before and after the cycle. 131 00:06:19,740 --> 00:06:22,560 So if I go onto the after, 132 00:06:22,560 --> 00:06:26,450 I can ask Blender to use the repeat with offset. 133 00:06:26,450 --> 00:06:31,420 And what it does is that it takes the very last keyframe 134 00:06:31,420 --> 00:06:34,590 and use it as a new starting point. 135 00:06:34,590 --> 00:06:39,040 So offsetting the animation is currently adding it 136 00:06:39,040 --> 00:06:41,978 on top of the latest keyframe. 137 00:06:41,978 --> 00:06:43,030 (graphic swooshes) An extra motion 138 00:06:43,030 --> 00:06:44,090 is missing, though. 139 00:06:44,090 --> 00:06:45,740 If we watch this video, 140 00:06:45,740 --> 00:06:48,860 you'll find the link in the resources PDF, 141 00:06:48,860 --> 00:06:51,880 I'd like you to focus on the body shape 142 00:06:51,880 --> 00:06:54,890 and orientation of this lynx. 143 00:06:54,890 --> 00:06:56,810 During this gorgeous motion, 144 00:06:56,810 --> 00:06:59,950 we can see the squashing and stretching, 145 00:06:59,950 --> 00:07:03,720 but we can also see some rotation of the body. 146 00:07:03,720 --> 00:07:08,720 The body in the beginning is oriented toward the up point 147 00:07:08,750 --> 00:07:12,540 and then oriented toward the landing point. 148 00:07:12,540 --> 00:07:15,470 So we do need to input those information 149 00:07:15,470 --> 00:07:17,400 on our bouncing ball. 150 00:07:17,400 --> 00:07:19,786 To get a better preview of the motion of the ball, 151 00:07:19,786 --> 00:07:20,619 (graphic swooshes) 152 00:07:20,619 --> 00:07:22,430 I will calculate the motion path. 153 00:07:22,430 --> 00:07:24,420 As seen in the previous video, 154 00:07:24,420 --> 00:07:27,010 I will go into the object option, 155 00:07:27,010 --> 00:07:29,990 motion path and click calculate the path. 156 00:07:29,990 --> 00:07:33,230 I will change the path type to in range 157 00:07:33,230 --> 00:07:36,330 and change the end frame to 96. 158 00:07:36,330 --> 00:07:39,740 This will give us the motion path of our ball, 159 00:07:39,740 --> 00:07:41,900 and it's going to be easier for us 160 00:07:41,900 --> 00:07:45,150 to figure out how much we have to rotate it. 161 00:07:45,150 --> 00:07:48,350 The idea is to simply rotate the ball 162 00:07:48,350 --> 00:07:53,350 toward its next position or its next frame position. 163 00:07:53,390 --> 00:07:56,180 And once we have past the highest point, 164 00:07:56,180 --> 00:08:00,113 we will make the ball pointing toward the previous frame. 165 00:08:01,190 --> 00:08:03,303 Since our first frame is exactly the same 166 00:08:03,303 --> 00:08:04,430 (graphic swooshes) 167 00:08:04,430 --> 00:08:07,130 as the latest frame, or frame 24, 168 00:08:07,130 --> 00:08:09,510 I will jump to frame 24 169 00:08:09,510 --> 00:08:12,360 and give the correct orientation to the ball. 170 00:08:12,360 --> 00:08:15,830 It seems that 11 degrees looks fine. 171 00:08:15,830 --> 00:08:19,920 Then, I will right-click and insert a single keyframe. 172 00:08:19,920 --> 00:08:23,160 A new channel has appeared in the graph editor. 173 00:08:23,160 --> 00:08:25,650 It's our X ruler rotation. 174 00:08:25,650 --> 00:08:27,510 So I will now go back to the frame 175 00:08:27,510 --> 00:08:30,750 where the ball is currently leaving the ground 176 00:08:30,750 --> 00:08:35,750 and rotate it by minus 12.5 degree toward its next position. 177 00:08:37,030 --> 00:08:39,740 So now as we have did before, 178 00:08:39,740 --> 00:08:42,380 I will duplicate the last frame, 179 00:08:42,380 --> 00:08:45,540 frame 24 of this ruler rotation, 180 00:08:45,540 --> 00:08:48,350 and move it onto frame zero, 181 00:08:48,350 --> 00:08:53,120 pressing Shift + D, X and moving it with the mouse. 182 00:08:53,120 --> 00:08:55,520 Now that the initial frame zero 183 00:08:55,520 --> 00:08:58,330 and final frame 24 are the same, 184 00:08:58,330 --> 00:08:59,830 I can select my curve 185 00:08:59,830 --> 00:09:03,690 and press Shift + E and make it cyclic, 186 00:09:03,690 --> 00:09:06,600 and it already looks pretty cool. 187 00:09:06,600 --> 00:09:08,400 So while the motion I'm seeing 188 00:09:08,400 --> 00:09:11,310 right now is pretty satisfying, 189 00:09:11,310 --> 00:09:14,980 you know that we need to check it frame-by-frame. 190 00:09:14,980 --> 00:09:18,887 As any craft, a perfect animation doesn't exist, 191 00:09:18,887 --> 00:09:21,330 and the level of quality you will reach 192 00:09:21,330 --> 00:09:25,530 depend on the time you can spend on your animation. 193 00:09:25,530 --> 00:09:29,770 In this case, I'd like to polish the animation a little more 194 00:09:29,770 --> 00:09:33,370 by making frame number one pretty flat, 195 00:09:33,370 --> 00:09:35,430 because I don't really like the fact 196 00:09:35,430 --> 00:09:38,190 that the ball is slightly leaning backward 197 00:09:38,190 --> 00:09:41,760 when it's getting in its flattest position. 198 00:09:41,760 --> 00:09:43,130 In the graph editor 199 00:09:43,130 --> 00:09:46,130 with the X ruler rotation curve selected, 200 00:09:46,130 --> 00:09:49,480 I will press I to insert a new keyframe 201 00:09:49,480 --> 00:09:51,970 and choose only selected. 202 00:09:51,970 --> 00:09:53,630 This way, Blender won't add 203 00:09:53,630 --> 00:09:56,700 any additional keyframes on the other curves 204 00:09:56,700 --> 00:09:59,770 and our graph editor will remain clean. 205 00:09:59,770 --> 00:10:04,130 Then, I can grab this key, move it on the y-axis, 206 00:10:04,130 --> 00:10:07,470 holding Shift to get a more precise movement. 207 00:10:07,470 --> 00:10:11,540 And I will call this first bouncing ball animation done. 208 00:10:11,540 --> 00:10:14,290 The technique we have used in this video, 209 00:10:14,290 --> 00:10:18,900 adding a rotation motion based on the location motion, 210 00:10:18,900 --> 00:10:21,430 the up and down motion of the ball, 211 00:10:21,430 --> 00:10:24,050 is called the layered approach. 212 00:10:24,050 --> 00:10:26,370 It means that you add layers 213 00:10:26,370 --> 00:10:30,310 and layers of motion during the polishing stage, 214 00:10:30,310 --> 00:10:32,290 not during the blocking stage. 215 00:10:32,290 --> 00:10:36,400 And we'll study this technique more in depth later on. 216 00:10:36,400 --> 00:10:38,795 To summarize, we have seen that we 217 00:10:38,795 --> 00:10:41,090 (graphic swooshes) can create cycles using 218 00:10:41,090 --> 00:10:45,650 the Shift + E shortcut and choose different extrapolation. 219 00:10:45,650 --> 00:10:50,650 We can access more advanced cycle option using modifiers. 220 00:10:51,990 --> 00:10:56,140 We can use current motion of the ball as the guide 221 00:10:56,140 --> 00:11:00,723 to add new motion to it in a layered approach. 17437

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