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These are the user uploaded subtitles that are being translated: 1 00:00:00,930 --> 00:00:03,010 - [Instructor] Let's polish our bouncing ball. 2 00:00:03,010 --> 00:00:04,340 The first thing I will do 3 00:00:04,340 --> 00:00:07,200 is select all the key, press T 4 00:00:07,200 --> 00:00:08,740 and switch to Bezier. 5 00:00:08,740 --> 00:00:11,470 Now we have interpolation between our keyframes 6 00:00:11,470 --> 00:00:13,120 and the first thing we can see 7 00:00:13,120 --> 00:00:15,510 that we get some slowing down 8 00:00:15,510 --> 00:00:18,100 or easing before the ball touch the ground. 9 00:00:18,100 --> 00:00:19,490 You can switch to the graph editor 10 00:00:19,490 --> 00:00:22,650 through the header or pressing Control + tab 11 00:00:22,650 --> 00:00:24,560 when you are in the action editor. 12 00:00:24,560 --> 00:00:27,620 I have activated the display selected only 13 00:00:27,620 --> 00:00:31,310 and I will start polishing the route of my ball. 14 00:00:31,310 --> 00:00:32,720 When looking at the curve, 15 00:00:32,720 --> 00:00:35,770 I can see that only the z and y curves 16 00:00:35,770 --> 00:00:38,167 are currently animated. 17 00:00:38,167 --> 00:00:43,020 All the rotation, scaling and x location curve are flat. 18 00:00:43,020 --> 00:00:44,741 To make my editing easier, 19 00:00:44,741 --> 00:00:47,540 I will expand the root panel 20 00:00:47,540 --> 00:00:50,370 and I will just hide all the curves 21 00:00:50,370 --> 00:00:51,820 that I'm not using, 22 00:00:51,820 --> 00:00:55,000 only keeping the z and y location curve. 23 00:00:55,000 --> 00:00:58,260 Remember what we have seen in the previous chapter. 24 00:00:58,260 --> 00:01:00,220 When an object is falling, 25 00:01:00,220 --> 00:01:02,810 it is at its maximum speed 26 00:01:02,810 --> 00:01:05,010 just before hitting the ground, 27 00:01:05,010 --> 00:01:08,830 so I can select my z contacting keyframe, 28 00:01:08,830 --> 00:01:11,070 press V and switch it to three 29 00:01:11,070 --> 00:01:13,600 and then rotate the left handle 30 00:01:13,600 --> 00:01:15,750 to get a proper curve. 31 00:01:15,750 --> 00:01:18,140 It already feels way better. 32 00:01:18,140 --> 00:01:21,980 But I'm a bit disturbed by the y motion of the ball. 33 00:01:21,980 --> 00:01:24,200 The frame just before it contact the ground 34 00:01:24,200 --> 00:01:25,490 looks a bit weird. 35 00:01:25,490 --> 00:01:29,400 And this is because we have easing on our y curve. 36 00:01:29,400 --> 00:01:31,800 The y curve has an S shape 37 00:01:31,800 --> 00:01:33,830 between the IS point 38 00:01:33,830 --> 00:01:35,480 and it's contacting pull. 39 00:01:35,480 --> 00:01:37,900 But as seen in the previous chapter, 40 00:01:37,900 --> 00:01:39,760 when a ball is falling, 41 00:01:39,760 --> 00:01:42,810 it is accelerating until it touch the ground 42 00:01:42,810 --> 00:01:46,380 but its motion forward is pretty constant 43 00:01:46,380 --> 00:01:48,760 because even if there is air friction 44 00:01:48,760 --> 00:01:50,450 that will slow down the ball, 45 00:01:50,450 --> 00:01:53,690 on such a motion, it's barely noticeable. 46 00:01:53,690 --> 00:01:57,520 So I can switch both handles to free our vector 47 00:01:57,520 --> 00:02:01,580 and align them to get a more linear interpolation. 48 00:02:01,580 --> 00:02:05,410 So as a first polishing path or splining path, 49 00:02:05,410 --> 00:02:09,680 I will simply repeat this process on each bounce. 50 00:02:09,680 --> 00:02:11,310 To get a clean viewport, 51 00:02:11,310 --> 00:02:14,727 I'm activating and deactivating the overlay 52 00:02:14,727 --> 00:02:17,700 with a shortcut I've set previously. 53 00:02:17,700 --> 00:02:20,800 So I will break all the z-axis handle 54 00:02:20,800 --> 00:02:22,630 by switching them to vector 55 00:02:22,630 --> 00:02:24,170 on the contacting frame. 56 00:02:24,170 --> 00:02:28,110 I will remove the intermediate frame on the y-axis 57 00:02:28,110 --> 00:02:29,410 because it's useless 58 00:02:29,410 --> 00:02:32,740 since we will create a linear interpolation 59 00:02:32,740 --> 00:02:35,330 between the contacting and air pose, 60 00:02:35,330 --> 00:02:37,720 switching our handles to vector. 61 00:02:37,720 --> 00:02:42,230 I will use this method each time the ball is airborne 62 00:02:42,230 --> 00:02:45,420 but on the final stage of the animation, 63 00:02:45,420 --> 00:02:49,300 I will keep the easing toward the very last keyframe. 64 00:02:49,300 --> 00:02:52,040 So as you remember in the previous chapter, 65 00:02:52,040 --> 00:02:55,580 I like to keep the ball a bit longer in the air generally 66 00:02:55,580 --> 00:02:57,540 just for style sake. 67 00:02:57,540 --> 00:02:59,093 So on the z curve, 68 00:02:59,093 --> 00:03:03,240 I will take each key where the ball is in the air 69 00:03:03,240 --> 00:03:06,990 and I will slightly scale the handles. 70 00:03:06,990 --> 00:03:10,396 This way, the ball will rise a little faster in the air 71 00:03:10,396 --> 00:03:13,790 and it will be kind of thwarting a bit. 72 00:03:13,790 --> 00:03:18,051 Please consider that animation is not a linear workflow. 73 00:03:18,051 --> 00:03:20,440 And I will remove some keyframe, 74 00:03:20,440 --> 00:03:24,910 remove them, retime some part of the animation 75 00:03:24,910 --> 00:03:26,850 and tweak it a lot. 76 00:03:26,850 --> 00:03:28,740 So it's a lot of back and forth 77 00:03:28,740 --> 00:03:32,210 before you achieve a decent result. 78 00:03:32,210 --> 00:03:34,560 And you can tweak an animation forever 79 00:03:34,560 --> 00:03:37,310 but there is a moment where you have to stop. 80 00:03:37,310 --> 00:03:38,750 Before the second bounce, 81 00:03:38,750 --> 00:03:42,130 I feel like there is a slight glitch in the animation 82 00:03:42,130 --> 00:03:45,240 because the ball is staying too long on the ground. 83 00:03:45,240 --> 00:03:48,870 So I will shorten this hold on the ground by one key, 84 00:03:48,870 --> 00:03:52,630 offsetting all the keys after key number 20. 85 00:03:52,630 --> 00:03:54,760 As it does improve the animation, 86 00:03:54,760 --> 00:03:59,060 I will do the same between frame 25 and 26. 87 00:03:59,060 --> 00:04:00,650 There is a hold on the ground 88 00:04:00,650 --> 00:04:02,860 but I feel it's too much. 89 00:04:02,860 --> 00:04:05,870 So I will get rid of frame 26 90 00:04:05,870 --> 00:04:09,280 by offsetting it onto frame 25 91 00:04:09,280 --> 00:04:11,230 so that on the very last bounce, 92 00:04:11,230 --> 00:04:14,450 the ball is staying on the ground only for one frame 93 00:04:14,450 --> 00:04:15,610 instead of two. 94 00:04:15,610 --> 00:04:19,290 If we now have a closer look to our y curve, 95 00:04:19,290 --> 00:04:22,840 we can see that we have a pretty logical pattern. 96 00:04:22,840 --> 00:04:25,250 Each time the ball touch the ground, 97 00:04:25,250 --> 00:04:28,050 the y curve get flatter and flatter, 98 00:04:28,050 --> 00:04:30,640 meaning that the ball is losing speed 99 00:04:30,640 --> 00:04:33,340 on each impact but when airborne, 100 00:04:33,340 --> 00:04:35,750 it has a linear movement. 101 00:04:35,750 --> 00:04:38,340 And as soon as it stays on the ground, 102 00:04:38,340 --> 00:04:40,660 we will have a slight easing 103 00:04:40,660 --> 00:04:43,830 from frame 29 to frame 43 104 00:04:43,830 --> 00:04:45,700 when the ball is slowing down. 105 00:04:45,700 --> 00:04:47,920 Watching the animation again and again, 106 00:04:47,920 --> 00:04:50,370 I feel like there are still some glitches 107 00:04:50,370 --> 00:04:52,097 and some bugs I have to fix 108 00:04:52,097 --> 00:04:55,390 and when having a closer look at my z curve, 109 00:04:55,390 --> 00:04:57,480 I can see that I have some easing 110 00:04:57,480 --> 00:05:00,500 after the impact, which is not correct. 111 00:05:00,500 --> 00:05:02,560 So I will fix this. 112 00:05:02,560 --> 00:05:04,130 After those modification, 113 00:05:04,130 --> 00:05:06,390 my animation should look better 114 00:05:06,390 --> 00:05:08,553 but I still have some glitches. 115 00:05:08,553 --> 00:05:12,250 And this is because all the transformation we have done 116 00:05:12,250 --> 00:05:14,050 with the squash and stretch 117 00:05:14,050 --> 00:05:15,481 haven't been polished 118 00:05:15,481 --> 00:05:18,170 and haven't be retimed. 119 00:05:18,170 --> 00:05:20,120 I've made a few modification 120 00:05:20,120 --> 00:05:23,580 on the timing of the route of my ball, 121 00:05:23,580 --> 00:05:27,140 so now the other animation that were in sync 122 00:05:27,140 --> 00:05:28,660 during the blocking stage 123 00:05:28,660 --> 00:05:30,390 are no longer in sync. 124 00:05:30,390 --> 00:05:33,940 So I will deactivate all the other transform channel 125 00:05:33,940 --> 00:05:36,560 just to see my root motion. 126 00:05:36,560 --> 00:05:40,090 And now I can see that it feels way better. 127 00:05:40,090 --> 00:05:42,420 So there is still this moment 128 00:05:42,420 --> 00:05:44,550 where the ball stops on the ground 129 00:05:44,550 --> 00:05:47,810 but this is because we will have motion 130 00:05:47,810 --> 00:05:49,840 through the squash and stretch. 131 00:05:49,840 --> 00:05:51,950 So without the squash and stretch, 132 00:05:51,950 --> 00:05:53,520 it looks a bit weird 133 00:05:53,520 --> 00:05:57,690 but as I renabled it and as I will be polishing it, 134 00:05:57,690 --> 00:06:00,460 I will be able to fix the problem here. 135 00:06:00,460 --> 00:06:03,679 If you want your animation to look a bit more realistic, 136 00:06:03,679 --> 00:06:06,250 just remove those holding frame 137 00:06:06,250 --> 00:06:09,870 and just make the contacting pose on one frame. 138 00:06:09,870 --> 00:06:12,360 Then reduce a bit the squash and stretch. 139 00:06:12,360 --> 00:06:15,540 This is just a matter of personal preferences. 140 00:06:15,540 --> 00:06:17,670 I like it a bit stylized, 141 00:06:17,670 --> 00:06:20,220 so I'll keep those holding poses. 142 00:06:20,220 --> 00:06:24,300 I will now work on the upper squash and stretch controller. 143 00:06:24,300 --> 00:06:27,390 This one is going to be pretty easy to polish. 144 00:06:27,390 --> 00:06:28,960 I select the first keyframe 145 00:06:28,960 --> 00:06:33,440 and press on the dot key on the num pad to frame them. 146 00:06:33,440 --> 00:06:36,860 I'm mainly watching the orientation of the ball created 147 00:06:36,860 --> 00:06:38,300 by the stretching effect. 148 00:06:38,300 --> 00:06:41,490 You can also calculate the motion path of this ball 149 00:06:41,490 --> 00:06:42,610 if this does help. 150 00:06:42,610 --> 00:06:46,470 Here what I want is to give back a bit of verticality 151 00:06:46,470 --> 00:06:47,620 to the ball. 152 00:06:47,620 --> 00:06:50,370 So I will slightly offset the beginning 153 00:06:50,370 --> 00:06:53,170 of the stretching on the y-axis. 154 00:06:53,170 --> 00:06:56,960 I will hide the z curve by clicking the I icon 155 00:06:56,960 --> 00:06:59,030 and then select the first keyframe, 156 00:06:59,030 --> 00:07:01,100 press Shift + D to duplicate it 157 00:07:01,100 --> 00:07:04,280 and move the duplicated key on frame three. 158 00:07:04,280 --> 00:07:06,090 As it looks a bit too delayed, 159 00:07:06,090 --> 00:07:09,440 I will move back this key on frame number two 160 00:07:09,440 --> 00:07:13,003 and then I will switch the handle type to three 161 00:07:13,003 --> 00:07:15,850 so that I can shape a bit the curve. 162 00:07:15,850 --> 00:07:17,870 This way, I have a better feeling 163 00:07:17,870 --> 00:07:20,250 that the ball is currently aiming 164 00:07:20,250 --> 00:07:23,380 or pointing toward its landing spot. 165 00:07:23,380 --> 00:07:25,810 Then I will work on the z curve 166 00:07:25,810 --> 00:07:29,394 that currently squash and stretch the ball the most. 167 00:07:29,394 --> 00:07:33,820 And I will just switch the impact point to vector 168 00:07:33,820 --> 00:07:36,200 because this is an impact frame 169 00:07:36,200 --> 00:07:40,660 where the ball switch from squashing to stretching again. 170 00:07:40,660 --> 00:07:43,310 Then I will go onto the next jump. 171 00:07:43,310 --> 00:07:45,930 I will reselect my root bone 172 00:07:45,930 --> 00:07:48,810 and I will recalculate the motion path 173 00:07:48,810 --> 00:07:50,971 because it does help me figuring 174 00:07:50,971 --> 00:07:53,720 where the ball is supposed to land 175 00:07:53,720 --> 00:07:56,030 and also where the top of the ball 176 00:07:56,030 --> 00:07:57,890 is supposed to be pointing at 177 00:07:57,890 --> 00:07:59,500 and this is why here, 178 00:07:59,500 --> 00:08:03,187 I will slightly push the top to the ball forward 179 00:08:03,187 --> 00:08:05,440 toward the previous keyframe position 180 00:08:05,440 --> 00:08:08,820 by pushing my z curve a bit up in the graph editor. 181 00:08:08,820 --> 00:08:10,830 I scrub a bit onto my animation 182 00:08:10,830 --> 00:08:12,950 to see how it does move. 183 00:08:12,950 --> 00:08:15,640 Then I will select the z-axis curve, 184 00:08:15,640 --> 00:08:18,960 switch it to vector on this middle frame 185 00:08:18,960 --> 00:08:22,800 and then move forward toward the next jump. 186 00:08:22,800 --> 00:08:25,270 First, I feel like it's offset in time. 187 00:08:25,270 --> 00:08:27,000 So I will select all the curves 188 00:08:27,000 --> 00:08:30,770 and move them by one keyframe prior to the current one. 189 00:08:30,770 --> 00:08:33,630 The ball is currently leaning too much backward 190 00:08:33,630 --> 00:08:34,730 on on these three 191 00:08:34,730 --> 00:08:38,860 and I can figure this by watching the F curve value. 192 00:08:38,860 --> 00:08:40,680 When selecting the keyframe, 193 00:08:40,680 --> 00:08:43,673 I can see that its value is set to -65 194 00:08:45,140 --> 00:08:49,290 and if I select the previous one, it has -56. 195 00:08:49,290 --> 00:08:53,222 It means that this last keyframe is further away 196 00:08:53,222 --> 00:08:55,230 from its value zero 197 00:08:55,230 --> 00:08:58,590 so it means the controller is offset more 198 00:08:58,590 --> 00:09:01,590 and so it's more deforming the ball 199 00:09:01,590 --> 00:09:03,410 than the previous bounce, 200 00:09:03,410 --> 00:09:06,400 which doesn't make sense since this bounce 201 00:09:06,400 --> 00:09:08,010 is less powerful, 202 00:09:08,010 --> 00:09:11,290 losing energy compared to the previous bounce. 203 00:09:11,290 --> 00:09:13,053 So I will push this keyframe 204 00:09:13,053 --> 00:09:16,030 towards zero in the graph editor. 205 00:09:16,030 --> 00:09:18,230 For the very last bounce of the ball, 206 00:09:18,230 --> 00:09:20,205 I don't want any deformation. 207 00:09:20,205 --> 00:09:23,820 So I will just get rid of the next keyframes. 208 00:09:23,820 --> 00:09:27,580 From there, we can watch our animation several time 209 00:09:27,580 --> 00:09:31,453 and jump into polishing the next squashing controller. 210 00:09:32,450 --> 00:09:35,484 I will select the lower green controller 211 00:09:35,484 --> 00:09:38,290 and since the curve are pretty small, 212 00:09:38,290 --> 00:09:40,210 I will use the normalize option 213 00:09:40,210 --> 00:09:42,420 to be able to see my green channel. 214 00:09:42,420 --> 00:09:46,030 Since we have used the upper green controller 215 00:09:46,030 --> 00:09:49,210 to give an orientation to the bounces of the ball, 216 00:09:49,210 --> 00:09:50,850 I don't need to do the same 217 00:09:50,850 --> 00:09:52,680 with the lower controller. 218 00:09:52,680 --> 00:09:55,435 So I will just make my y curve flat 219 00:09:55,435 --> 00:09:59,000 by removing the keys that are offset 220 00:09:59,000 --> 00:10:02,230 because they won't bring anything good to our animation 221 00:10:02,230 --> 00:10:04,970 and they are currently almost useless 222 00:10:04,970 --> 00:10:07,290 as their value is very small. 223 00:10:07,290 --> 00:10:09,155 So just get rid of them. 224 00:10:09,155 --> 00:10:11,260 Now regarding the z-axis 225 00:10:11,260 --> 00:10:14,590 that will allow us to squash the ball in the air 226 00:10:14,590 --> 00:10:16,921 when it's reaching its highest point, 227 00:10:16,921 --> 00:10:19,400 I want it to be very subtle. 228 00:10:19,400 --> 00:10:22,670 So I will offset the starting and ending keyframe 229 00:10:22,670 --> 00:10:26,370 of those motion by two frames. 230 00:10:26,370 --> 00:10:30,275 And I will repeat this process along the whole animation. 231 00:10:30,275 --> 00:10:34,470 I will shorten the length of this motion 232 00:10:34,470 --> 00:10:35,912 and as I go forward, 233 00:10:35,912 --> 00:10:39,330 I will reduce the amplitude of the curve 234 00:10:39,330 --> 00:10:42,440 because again, with energy loss, 235 00:10:42,440 --> 00:10:47,440 I will get the less squash and stretch on this motion. 236 00:10:47,500 --> 00:10:51,620 This controller allow us to add very subtle deformation 237 00:10:51,620 --> 00:10:53,848 to the ball, so it's interesting 238 00:10:53,848 --> 00:10:57,100 to make it as good as possible. 239 00:10:57,100 --> 00:10:58,210 When I'm done with it, 240 00:10:58,210 --> 00:11:00,890 we can clearly see the energy loss 241 00:11:00,890 --> 00:11:03,070 during the motion of the ball. 242 00:11:03,070 --> 00:11:05,830 I will fix the timing of the last squash 243 00:11:05,830 --> 00:11:08,220 because it doesn't occur at the right time. 244 00:11:08,220 --> 00:11:09,870 It's supposed to happen 245 00:11:09,870 --> 00:11:12,620 when the ball is at its highest point. 246 00:11:12,620 --> 00:11:16,250 And then again I can watch my animation several time 247 00:11:16,250 --> 00:11:17,993 to see if it looks okay. 248 00:11:20,210 --> 00:11:21,220 So that's great. 249 00:11:21,220 --> 00:11:24,260 We have a bouncing ball but it's not rolling. 250 00:11:24,260 --> 00:11:27,970 This is because we haven't animated the rotation controller 251 00:11:27,970 --> 00:11:29,080 of the ball yet. 252 00:11:29,080 --> 00:11:31,320 In this case, it wouldn't make sense 253 00:11:31,320 --> 00:11:34,230 to block the spinning of the ball. 254 00:11:34,230 --> 00:11:37,070 Since it doesn't change its shape, 255 00:11:37,070 --> 00:11:40,110 we wouldn't be able to see any change 256 00:11:40,110 --> 00:11:41,720 during the blocking stage. 257 00:11:41,720 --> 00:11:43,910 So I will select all the keyframes 258 00:11:43,910 --> 00:11:46,030 but the first one and get rid of them. 259 00:11:46,030 --> 00:11:48,710 Just press X and confirm. 260 00:11:48,710 --> 00:11:50,310 Then select the first keyframe 261 00:11:50,310 --> 00:11:52,330 and move it on frame eight. 262 00:11:52,330 --> 00:11:53,770 This is the frame where the ball 263 00:11:53,770 --> 00:11:55,480 is contacting the ground. 264 00:11:55,480 --> 00:11:57,380 So I get a flat curve 265 00:11:57,380 --> 00:11:59,340 from frame zero to frame eight. 266 00:11:59,340 --> 00:12:03,380 It means that the ball won't be rolling 267 00:12:03,380 --> 00:12:05,310 while it's in the air. 268 00:12:05,310 --> 00:12:07,770 I want it to start spinning 269 00:12:07,770 --> 00:12:10,000 when it will touch the ground 270 00:12:10,000 --> 00:12:13,360 and when part of the energy of the impact 271 00:12:13,360 --> 00:12:16,610 will be transferred to its rotation. 272 00:12:16,610 --> 00:12:19,477 I will duplicate again the keyframe 273 00:12:19,477 --> 00:12:21,220 and move it to move frame 18. 274 00:12:21,220 --> 00:12:24,710 This is where I want the ball to be spinning already. 275 00:12:24,710 --> 00:12:27,340 Nothing happens because I have disabled 276 00:12:27,340 --> 00:12:28,560 the transform channel. 277 00:12:28,560 --> 00:12:30,670 I need to reenable it. 278 00:12:30,670 --> 00:12:32,300 Now when I move the curve, 279 00:12:32,300 --> 00:12:33,910 the ball should be rotating 280 00:12:33,910 --> 00:12:35,858 but it's barely noticeable 281 00:12:35,858 --> 00:12:37,840 and this is because I need 282 00:12:37,840 --> 00:12:40,123 to unzoom in my graph editor. 283 00:12:40,123 --> 00:12:44,230 Since the value of the rotation is in degree, 284 00:12:44,230 --> 00:12:47,200 I need to drastically modify the curve 285 00:12:47,200 --> 00:12:50,760 and move it onto way higher or lower values 286 00:12:50,760 --> 00:12:51,730 in this case. 287 00:12:51,730 --> 00:12:55,600 Pushing the value down to -360 degree 288 00:12:55,600 --> 00:12:57,790 will make the roll spin forward. 289 00:12:57,790 --> 00:12:58,910 So that's fine. 290 00:12:58,910 --> 00:13:01,677 On the impact, the ball will get full rotation speed, 291 00:13:01,677 --> 00:13:04,090 so I will switch this to vector. 292 00:13:04,090 --> 00:13:06,310 Due to the frequency of the rotation 293 00:13:06,310 --> 00:13:09,490 and the animation, I have a hard time figuring out 294 00:13:09,490 --> 00:13:12,210 if the ball is currently rotating or not 295 00:13:12,210 --> 00:13:15,490 because the ball pattern seems to get aligned 296 00:13:15,490 --> 00:13:18,130 on each frame so it's a bit weird. 297 00:13:18,130 --> 00:13:20,210 So I will get rid of the overlay 298 00:13:20,210 --> 00:13:22,087 to have a better vision of it. 299 00:13:22,087 --> 00:13:24,650 I will also switch the second handle 300 00:13:24,650 --> 00:13:27,680 to vector two because the rotation of the ball 301 00:13:27,680 --> 00:13:30,270 is not supposed to slow in the air 302 00:13:30,270 --> 00:13:33,490 and since I still have some difficulties 303 00:13:33,490 --> 00:13:34,910 to read the rotation, 304 00:13:34,910 --> 00:13:38,640 I will enable all the other controller keyframe 305 00:13:38,640 --> 00:13:41,540 and disable their influence on the animation 306 00:13:41,540 --> 00:13:43,070 so that I can clearly see 307 00:13:43,070 --> 00:13:45,113 if my ball is rotating or not. 308 00:13:46,350 --> 00:13:48,910 The initial air rotation speed 309 00:13:48,910 --> 00:13:52,350 of our bouncing ball is not that important. 310 00:13:52,350 --> 00:13:54,000 What will be important 311 00:13:54,000 --> 00:13:57,310 is the final rotation speed 312 00:13:57,310 --> 00:14:00,950 because it will have to match the speed 313 00:14:00,950 --> 00:14:03,830 of the ball traveling on the ground. 314 00:14:03,830 --> 00:14:07,390 So what we need to do is to duplicate the current keyframe 315 00:14:07,390 --> 00:14:11,090 and move it on the next contact post. 316 00:14:11,090 --> 00:14:15,110 And we need to make the ball spinning a little less faster 317 00:14:15,110 --> 00:14:16,390 than the previous pose 318 00:14:16,390 --> 00:14:20,240 because it's losing energy on each bounce, 319 00:14:20,240 --> 00:14:23,460 so it's also losing rotation speed. 320 00:14:23,460 --> 00:14:27,960 Then we will create a last keyframe on frame 43. 321 00:14:27,960 --> 00:14:30,210 It's the frame where the bouncing ball 322 00:14:30,210 --> 00:14:33,030 is currently stopping in space. 323 00:14:33,030 --> 00:14:36,920 And this time we will switch it's handle type 324 00:14:36,920 --> 00:14:41,450 to Bezier because we need some easing in the end. 325 00:14:41,450 --> 00:14:44,370 We don't need a linear interpolation. 326 00:14:44,370 --> 00:14:46,000 The ball is slowing down 327 00:14:46,000 --> 00:14:49,290 so its rotation is also slowing down. 328 00:14:49,290 --> 00:14:52,720 To make this stage readable, I need the grid 329 00:14:52,720 --> 00:14:56,240 because I will need a point of reference in space 330 00:14:56,240 --> 00:14:58,340 to see if the pattern of the ball 331 00:14:58,340 --> 00:15:01,330 is still aligned with it whenever it's rolling 332 00:15:01,330 --> 00:15:02,220 on the ground. 333 00:15:02,220 --> 00:15:04,850 So I will re-enable the overlay 334 00:15:04,850 --> 00:15:08,220 and I will zoom a lot onto my animation. 335 00:15:08,220 --> 00:15:10,270 Now I will try to find the point 336 00:15:10,270 --> 00:15:12,610 of reference using the pattern of the ball 337 00:15:12,610 --> 00:15:13,443 and the grid. 338 00:15:13,443 --> 00:15:17,060 When I find it, I will Shift and right click on it 339 00:15:17,060 --> 00:15:19,190 to place the 3D cursor. 340 00:15:19,190 --> 00:15:21,090 Now what I want is to make sure 341 00:15:21,090 --> 00:15:22,900 that the pattern of the ball 342 00:15:22,900 --> 00:15:27,600 is pointing toward the 3D cursor as the ball stop. 343 00:15:27,600 --> 00:15:29,870 To do so, just zoom a lot 344 00:15:29,870 --> 00:15:33,830 and then fine tweak the position of your last keyframe. 345 00:15:33,830 --> 00:15:37,320 You will also need to slightly tweak the rotation 346 00:15:37,320 --> 00:15:41,840 or orientation and scale of the last handle 347 00:15:41,840 --> 00:15:45,280 to make sure that we don't have this sliding effect 348 00:15:45,280 --> 00:15:46,220 on the ground. 349 00:15:46,220 --> 00:15:48,210 Just do it by little touch. 350 00:15:48,210 --> 00:15:51,910 If you see that your animation is completely off, 351 00:15:51,910 --> 00:15:55,538 it means that your whole curve is completely off 352 00:15:55,538 --> 00:15:58,479 and the difference between your final key 353 00:15:58,479 --> 00:16:02,200 and the previous key, the key from frame 30 354 00:16:02,200 --> 00:16:03,430 is way too big. 355 00:16:03,430 --> 00:16:06,310 Rotation easing when you have a contact pose 356 00:16:06,310 --> 00:16:10,090 is pretty hard to get right on the first shot, 357 00:16:10,090 --> 00:16:12,430 so be patient, tweak your curve 358 00:16:12,430 --> 00:16:16,600 until you get this nice rotation on the ground 359 00:16:16,600 --> 00:16:20,280 and the feeling that the ball is really rolling onto it. 360 00:16:20,280 --> 00:16:22,810 And if you can't achieve this, don't panic. 361 00:16:22,810 --> 00:16:25,060 Open a new Blender file 362 00:16:25,060 --> 00:16:28,360 and just make the ball rolling and stopping. 363 00:16:28,360 --> 00:16:32,628 Work on the curve until you get this animation right 364 00:16:32,628 --> 00:16:36,130 and you will understand the relationship 365 00:16:36,130 --> 00:16:40,560 between your rotation curve and your translation curve. 366 00:16:40,560 --> 00:16:45,090 It's not a question of math or geometry or whatever. 367 00:16:45,090 --> 00:16:48,200 It's just a question of practice. 368 00:16:48,200 --> 00:16:50,690 It might be a bit complicated at first 369 00:16:50,690 --> 00:16:52,230 but with a bit of training, 370 00:16:52,230 --> 00:16:53,630 you will get comfortable 371 00:16:53,630 --> 00:16:55,990 with this kind of motion pretty soon. 372 00:16:55,990 --> 00:16:59,200 And if you really want to get good at animation, 373 00:16:59,200 --> 00:17:00,430 it's very important 374 00:17:00,430 --> 00:17:03,660 because you will use animation curves every day. 375 00:17:03,660 --> 00:17:07,100 So from there, I can call this animation done 376 00:17:07,100 --> 00:17:09,210 but there were a few glitches 377 00:17:09,210 --> 00:17:11,000 that I wanted to fix. 378 00:17:11,000 --> 00:17:12,470 Those are little things, 379 00:17:12,470 --> 00:17:15,490 so I won't be going in details into it. 380 00:17:15,490 --> 00:17:20,340 I've just added a very small additional bounce at the end 381 00:17:20,340 --> 00:17:24,930 and I've a bit revised the z amplitude of my route 382 00:17:24,930 --> 00:17:28,990 so that the ball get a more even bouncing. 383 00:17:28,990 --> 00:17:31,240 So there is not much you will learn 384 00:17:31,240 --> 00:17:32,440 from the next step. 385 00:17:32,440 --> 00:17:35,630 I'm just refining some of the poses. 386 00:17:35,630 --> 00:17:37,910 I'm doing what we've been doing just before, 387 00:17:37,910 --> 00:17:39,760 slightly revising the timing, 388 00:17:39,760 --> 00:17:42,430 the amplitude of the curve, et cetera. 389 00:17:42,430 --> 00:17:43,840 What you need to understand 390 00:17:43,840 --> 00:17:46,051 is that again, an animation 391 00:17:46,051 --> 00:17:50,470 is never finished until you say stop. 392 00:17:50,470 --> 00:17:53,290 And just work your animation 393 00:17:53,290 --> 00:17:56,210 until you get to a point of satisfaction. 394 00:17:56,210 --> 00:17:58,420 If you're struggling with the animation, 395 00:17:58,420 --> 00:17:59,990 start a new one. 396 00:17:59,990 --> 00:18:03,010 And this is the only way you will progress. 397 00:18:03,010 --> 00:18:04,460 I've said this before 398 00:18:04,460 --> 00:18:07,420 and I will say it a lot of time during this course, 399 00:18:07,420 --> 00:18:11,260 you need to animate to become a good animator. 400 00:18:11,260 --> 00:18:15,490 You need to make this bouncing ball exercise multiple time 401 00:18:15,490 --> 00:18:17,920 until you will get a good result. 402 00:18:17,920 --> 00:18:19,700 This is how it works. 403 00:18:19,700 --> 00:18:21,160 I am still struggling 404 00:18:21,160 --> 00:18:23,820 to get a good bouncing ball result 405 00:18:23,820 --> 00:18:26,490 after several years of animation. 406 00:18:26,490 --> 00:18:28,840 And to bring a character to life, 407 00:18:28,840 --> 00:18:30,890 to animate a character, 408 00:18:30,890 --> 00:18:32,842 you need to first be able 409 00:18:32,842 --> 00:18:37,272 to give it motion and then you will input personality, 410 00:18:37,272 --> 00:18:42,090 input emotion but before you input emotion, 411 00:18:42,090 --> 00:18:43,910 even into a bouncing ball, 412 00:18:43,910 --> 00:18:46,040 you need to learn motion. 413 00:18:46,040 --> 00:18:49,470 All right, enough of philosophical discussion. 414 00:18:49,470 --> 00:18:51,833 Let's go ahead with the next video. 31528

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