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- [Instructor] Before we
start animating the squirrel,
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we need to talk about overlapping,
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follow through and overshoot.
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We talk about overlapping motion
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when a part of a moving object
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is delayed compared to
the rest of the object.
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So when we have a look
at the current animation,
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we can see that the ball
is leading the motion
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while the tail is trained to follow.
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If we track the tip of the tail,
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we can see that its position is offset
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compared to the position of the ball.
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This is something we will
use a lot for tails, clothes,
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whatever is hanging on our character,
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but it can be used on
any part of the body,
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a relaxed arm on a walk cycle
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or even on this crab character,
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the eyes and the crab claws
are currently following
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the body motion with a slight delay
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so it's also an overlapping motion.
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We can also say that
those parts are dragging
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behind the body motion.
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A very important thing is
those overlapping motion
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will communicate weight and
stiffness of the material
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or the character you are animating.
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The more overlapping motion you will have,
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the heavier it will feel.
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The more overlapping motion you have,
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the smoother it will feel also.
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So it can also communicate
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if your character is relaxed or stressed.
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Follow through is a bit
like overlapping motion.
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It defines the fact that
some parts of our character
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are still moving after
the character stops,
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so their motion is offset
compared to the character.
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So basically an overlapping motion
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generates a follow through.
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And as explained before,
it will communicate
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the weight and stiffness
of your character.
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We generally use overshoot when a motion
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has a dramatical change in its orientation
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or when it's stopping.
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It's accelerating until
it reaches its destination
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and we can see that it's
going a little beyond
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its final position and get back.
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And this is what we call an overshoot.
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Curve wise, it's pretty easy to identify
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in the graph editor.
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We have those two key frames
that have the same value
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so they are aligned on the y-axis
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and we have an additional key frame
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that goes a little beyond this threshold
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and create the overshoot motion.
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This is something we
are going to use a lot
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because it convey weight, but
also speed, impact, balance,
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a lot of things.
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It can be very interesting
for a punch, for example,
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or to give extra appeal to a fast motion.
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And when you combine overshoot
with overlapping motion
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or follow through, you can get
very interesting animations.
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In this case, there is an
overshoot on the first punch
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and some overlapping
motion as the claws jiggle.
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Here, I just want to
show you a quick example
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on how you can build
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convincing overlapping motion very fast.
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When opening the blender file,
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you will be directly on the
action to do this exercise.
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With the first bone of the tail selected,
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I will try to spot the frame
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where the ball is currently
moving the fastest
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and it's frame 10.
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I will select the x
rotation curve of the tail,
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duplicate the frame and
switch them to auto cleanse
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so that it's clean,
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and move the key value up
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so that the tail is dragging back.
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Since the animation is
looping on 40 frame,
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there are great chance that on frame 30
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I get the fastest motion
of the ball the other way.
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So I will duplicate my current frame
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and move it on the negative side
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so that the tail is
dragging the other way.
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Then as we are walking on a cycle,
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the first and the last key
frame must be the same,
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so I would press shift D it to duplicate
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and to make a proper blending,
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I need to rotate to those two key frame
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using individual origin
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to align the starting and ending point
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with the current shape of the curve.
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Now to make it a little more
stylish and interesting,
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I will select those two extreme
and scale them up a bit.
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Since the overlapping motion is an offset
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of the current motion,
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I can select all the point of the curve
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and press control C to copy them.
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Then I will select the next
tailbone in the hierarchy,
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make sure I only have the
x rotation curve selected
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and I will press control
V to paste the curve.
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Then to slightly offset the motion,
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I will press shift D to
duplicate the whole curve
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and move it before the frame zero.
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This way I have twice
exactly the same motion.
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And if I now move the whole curve
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by one or two frames to the
right so I'm delaying it,
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I will get a dragging motion for free.
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From there, I can copy this curve,
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select the next joint or the
next bone in the tail hierarchy
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and repeat the process.
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Select the X curve, press
control V to paste the curve,
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I will align it with its original shape
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and then offset it a bit by three frames.
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So the idea is to use the
same curve for each joint
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but offset it in time by one
or two additional frames.
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Then you can play with
the shape of the tail
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by changing the shape of the curve.
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Since I have a symmetrical motion
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I can use the 2d cursor as a pivot point.
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Its position is represented
by the crossing blue lines
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and as seen in the previous chapter,
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you can place it wherever you
want by shift right clicking,
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or going into the view option
and set its value, here zero.
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Now I can press S and Y with
all my key frames selected
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to increase the amplitude of the curve
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because I'm scaling the
curve only on the Y axis
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so we will have a broader
motion of the tail
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making it look more relaxed or heavier.
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This is a fast, easy and cheap way
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to get this kind of
overlapping motion done.
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It will sure be a little more
complex on full characters
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but that's a good tip.
10479
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