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- [Instructor] Before we start
animating our query character
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we need to understand the difference
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between world space and local space.
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If we have a look at this world object,
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as soon as I will change
its value on the x-axis,
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it will move on the x-axis.
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If I change the Y the Z,
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it will follow the global
axis, also known as world axis.
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So our sphere is currently
moving following world space.
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If I now rotate my planet on the X axis,
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we can see that it's Y
axis is no longer aligned
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with our seen axis also
known as world axis.
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But if I change it's Y value,
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it will still slide along the
Y axis of our world space.
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And this is because on any object,
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transform channel are read in hierarchy.
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The first transformed
channel read are location,
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then rotation, and finally scale.
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That's why the rotation doesn't affect
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the location transform of the planet.
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It will be such a pain to
animate or to read curve.
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But since scaling is read or
is performed after rotation,
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we can see that when I
scale on the Y, X or Z,
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it does follow the local
space of the planet.
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To better illustrate what is local space
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let's display the Bob collection.
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This is Bob, and as you can see,
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he's aligned with world space.
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His head is pointing
upward along the Z axis.
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His origin point is slightly offset
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from the center of our scene.
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And we can see this in
its location coordinates.
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So what I will do now is to
place Bob on our planet earth.
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So we can see that Bob has no rotation
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and is slightly offset from the Z axis.
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I will now parent Bob to the planet.
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So I will first select Bob,
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then the planet and
press control P objects.
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Now, Bob is a parent of our planet object.
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And as soon as our planet
object move or rotate,
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Bob will follow.
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When rotating the planet on the Y axis,
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we can see the coordinates
in the rotation channel.
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And if I display my planet axis,
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we can see that they're
aligned with Bob axis.
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So Bob has been rotated
in world space his Z axis
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is no longer pointing up.
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But if we have a look at
his rotation coordinate,
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we can see that they are still to zero.
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Because while the word has been rotated,
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Bob, hasn't rotated, he
hasn't moved off an inch.
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He has visually rotated in world space
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but in its local space, he hasn't rotated.
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It's like when you are driving a car,
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you are moving in world space
because the car is moving,
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but you you're not moving,
you're still sit in the car.
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You are a child of the car.
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So if I now edit the z location of Bob,
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we can see that he's moving
along its own Z axis,
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also known as local space.
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So world space correspond
to the axis in our scene
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while Bob local space
correspond to the axis
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that are displayed on top of his head.
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So if we now have look
to the graph editor,
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whenever I will move the X
curve of my planet, it will
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follow the world space as
our bouncing ball previously.
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But if I now do the same with Bob,
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I will see that will be
offset on its own X location,
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on its local space.
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And this is a very important concept
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when we will start animating characters.
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Think of the hand parented to the arm,
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we will need to animate
it in its local space.
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As the hand will be the child of the arm.
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On top of this, we still
have our channel sequence,
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meaning that the rotation
occur before the scale
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and after the location.
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So I can still rotate the
character in its local space
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and then scale it afterward.
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And both rotation and scaling
will follow its local axis.
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So, basically you are always animating
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in the local space of your
character, object, whatever.
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But by default it's local axes
are aligned with world space.
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But as soon as you have a
parent and child relationship,
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there are great changes that they're
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no longer aligned with space.
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If you are using the gizmo
from your transformation,
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you can switch it to local space.
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And a lot of animators
uses the gizmo to animate
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and uses them with a local space.
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As I've rotated the planet
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and Bob is still a child of the planet,
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it's local space has been rotated,
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and we can see that the
axis of the manipulator
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or gizmo are aligned.
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So when I use the manipulator
to move Bob on its Z axis,
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I can see his Z coordinate changing.
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So the gizmo give us
a great representation
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of the local space of our character.
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And it does also work well
whenever I'm performing
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a rotation around the nexus.
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And we also have a
rotation and scaling gizmo
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at our disposal.
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But you have to be cautious
with those manipulator
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because they can be misleading.
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It's totally fine to use them
to manipulate your character,
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but don't rely on them too much
when it comes to figure out
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what is the local space of your character.
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Because if I do rotate my character
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and then try to perform a translation,
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the manipulator will be visually aligned
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with the local space of my character.
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But the location
coordinates of my character
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wont be aligned anymore.
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Because the rotation is
performed after the translation.
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So when I will be editing
my curve, I will be editing
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the current Y movement I
see on the screen right now.
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Because the curve's output
has the value of the location,
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rotation and scale that we can
see in the transform channel.
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And it's not the case of the manipulator.
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So if I really want to
align the manipulator
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with the local space of my character,
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I need to reset any
rotation on my character.
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And now they are aligned.
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If my character is rotating,
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moving it using the
manipulator in local space,
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will currently edit
different location values.
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I know it can be a bit
confusing, but don't worry.
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It will make sense
whenever we are animating.
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And you won't have to
take all those things
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in consideration, but it's
important for you to learn them
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to better understand
animation in 3D space.
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When editing your curve with
a bit of trial and error,
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their behavior will make sense,
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even in local space, don't worry.
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To summarize, we have seen
that by default an object space
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is world space.
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In a parent to child relationship,
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the child will follow any
transformation of his parent,
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but it's transform
channel won't be modified.
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And this is because transform channels
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output the local space
coordinate of an object.
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Transform channel are read in sequence
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with location first, then
rotation, and finally scale.
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You can use the gizmo in local space
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to make your manipulation easier,
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but don't rely on them to
figure out the orientation
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of your object.
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