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These are the user uploaded subtitles that are being translated: 1 00:00:00,450 --> 00:00:02,600 - [Instructor] Before we start animating the squirrel, 2 00:00:02,600 --> 00:00:04,740 we need to talk about overlapping, 3 00:00:04,740 --> 00:00:07,170 follow through and overshoot. 4 00:00:07,170 --> 00:00:09,620 We talk about overlapping motion 5 00:00:09,620 --> 00:00:12,390 when a part of a moving object 6 00:00:12,390 --> 00:00:15,500 is delayed compared to the rest of the object. 7 00:00:15,500 --> 00:00:18,100 So when we have a look at the current animation, 8 00:00:18,100 --> 00:00:21,950 we can see that the ball is leading the motion 9 00:00:21,950 --> 00:00:24,570 while the tail is trained to follow. 10 00:00:24,570 --> 00:00:26,640 If we track the tip of the tail, 11 00:00:26,640 --> 00:00:29,460 we can see that its position is offset 12 00:00:29,460 --> 00:00:32,320 compared to the position of the ball. 13 00:00:32,320 --> 00:00:36,620 This is something we will use a lot for tails, clothes, 14 00:00:36,620 --> 00:00:39,680 whatever is hanging on our character, 15 00:00:39,680 --> 00:00:42,580 but it can be used on any part of the body, 16 00:00:42,580 --> 00:00:45,560 a relaxed arm on a walk cycle 17 00:00:45,560 --> 00:00:47,908 or even on this crab character, 18 00:00:47,908 --> 00:00:51,530 the eyes and the crab claws are currently following 19 00:00:51,530 --> 00:00:53,930 the body motion with a slight delay 20 00:00:53,930 --> 00:00:56,750 so it's also an overlapping motion. 21 00:00:56,750 --> 00:00:59,980 We can also say that those parts are dragging 22 00:00:59,980 --> 00:01:02,100 behind the body motion. 23 00:01:02,100 --> 00:01:05,762 A very important thing is those overlapping motion 24 00:01:05,762 --> 00:01:09,470 will communicate weight and stiffness of the material 25 00:01:09,470 --> 00:01:11,420 or the character you are animating. 26 00:01:11,420 --> 00:01:13,790 The more overlapping motion you will have, 27 00:01:13,790 --> 00:01:15,650 the heavier it will feel. 28 00:01:15,650 --> 00:01:17,660 The more overlapping motion you have, 29 00:01:17,660 --> 00:01:20,200 the smoother it will feel also. 30 00:01:20,200 --> 00:01:22,160 So it can also communicate 31 00:01:22,160 --> 00:01:25,400 if your character is relaxed or stressed. 32 00:01:25,400 --> 00:01:28,930 Follow through is a bit like overlapping motion. 33 00:01:28,930 --> 00:01:33,230 It defines the fact that some parts of our character 34 00:01:33,230 --> 00:01:36,040 are still moving after the character stops, 35 00:01:36,040 --> 00:01:40,080 so their motion is offset compared to the character. 36 00:01:40,080 --> 00:01:42,700 So basically an overlapping motion 37 00:01:42,700 --> 00:01:44,250 generates a follow through. 38 00:01:44,250 --> 00:01:47,460 And as explained before, it will communicate 39 00:01:47,460 --> 00:01:50,770 the weight and stiffness of your character. 40 00:01:50,770 --> 00:01:53,607 We generally use overshoot when a motion 41 00:01:53,607 --> 00:01:56,723 has a dramatical change in its orientation 42 00:01:56,723 --> 00:01:58,890 or when it's stopping. 43 00:01:58,890 --> 00:02:03,120 It's accelerating until it reaches its destination 44 00:02:03,120 --> 00:02:05,720 and we can see that it's going a little beyond 45 00:02:05,720 --> 00:02:08,720 its final position and get back. 46 00:02:08,720 --> 00:02:11,360 And this is what we call an overshoot. 47 00:02:11,360 --> 00:02:14,070 Curve wise, it's pretty easy to identify 48 00:02:14,070 --> 00:02:15,270 in the graph editor. 49 00:02:15,270 --> 00:02:18,490 We have those two key frames that have the same value 50 00:02:18,490 --> 00:02:20,960 so they are aligned on the y-axis 51 00:02:20,960 --> 00:02:22,650 and we have an additional key frame 52 00:02:22,650 --> 00:02:25,800 that goes a little beyond this threshold 53 00:02:25,800 --> 00:02:28,490 and create the overshoot motion. 54 00:02:28,490 --> 00:02:30,747 This is something we are going to use a lot 55 00:02:30,747 --> 00:02:35,747 because it convey weight, but also speed, impact, balance, 56 00:02:35,968 --> 00:02:37,740 a lot of things. 57 00:02:37,740 --> 00:02:41,090 It can be very interesting for a punch, for example, 58 00:02:41,090 --> 00:02:44,740 or to give extra appeal to a fast motion. 59 00:02:44,740 --> 00:02:48,140 And when you combine overshoot with overlapping motion 60 00:02:48,140 --> 00:02:52,200 or follow through, you can get very interesting animations. 61 00:02:52,200 --> 00:02:55,720 In this case, there is an overshoot on the first punch 62 00:02:55,720 --> 00:02:59,320 and some overlapping motion as the claws jiggle. 63 00:02:59,320 --> 00:03:01,930 Here, I just want to show you a quick example 64 00:03:01,930 --> 00:03:03,520 on how you can build 65 00:03:03,520 --> 00:03:06,630 convincing overlapping motion very fast. 66 00:03:06,630 --> 00:03:08,310 When opening the blender file, 67 00:03:08,310 --> 00:03:12,350 you will be directly on the action to do this exercise. 68 00:03:12,350 --> 00:03:14,640 With the first bone of the tail selected, 69 00:03:14,640 --> 00:03:16,790 I will try to spot the frame 70 00:03:16,790 --> 00:03:19,840 where the ball is currently moving the fastest 71 00:03:19,840 --> 00:03:21,670 and it's frame 10. 72 00:03:21,670 --> 00:03:25,360 I will select the x rotation curve of the tail, 73 00:03:25,360 --> 00:03:28,970 duplicate the frame and switch them to auto cleanse 74 00:03:28,970 --> 00:03:30,250 so that it's clean, 75 00:03:30,250 --> 00:03:32,100 and move the key value up 76 00:03:32,100 --> 00:03:34,680 so that the tail is dragging back. 77 00:03:34,680 --> 00:03:37,870 Since the animation is looping on 40 frame, 78 00:03:37,870 --> 00:03:40,370 there are great chance that on frame 30 79 00:03:40,370 --> 00:03:44,200 I get the fastest motion of the ball the other way. 80 00:03:44,200 --> 00:03:46,350 So I will duplicate my current frame 81 00:03:46,350 --> 00:03:48,400 and move it on the negative side 82 00:03:48,400 --> 00:03:51,070 so that the tail is dragging the other way. 83 00:03:51,070 --> 00:03:53,750 Then as we are walking on a cycle, 84 00:03:53,750 --> 00:03:56,720 the first and the last key frame must be the same, 85 00:03:56,720 --> 00:03:59,110 so I would press shift D it to duplicate 86 00:03:59,110 --> 00:04:01,020 and to make a proper blending, 87 00:04:01,020 --> 00:04:03,290 I need to rotate to those two key frame 88 00:04:03,290 --> 00:04:05,270 using individual origin 89 00:04:05,270 --> 00:04:07,600 to align the starting and ending point 90 00:04:07,600 --> 00:04:09,940 with the current shape of the curve. 91 00:04:09,940 --> 00:04:12,990 Now to make it a little more stylish and interesting, 92 00:04:12,990 --> 00:04:16,640 I will select those two extreme and scale them up a bit. 93 00:04:16,640 --> 00:04:19,840 Since the overlapping motion is an offset 94 00:04:19,840 --> 00:04:21,290 of the current motion, 95 00:04:21,290 --> 00:04:23,640 I can select all the point of the curve 96 00:04:23,640 --> 00:04:26,040 and press control C to copy them. 97 00:04:26,040 --> 00:04:29,610 Then I will select the next tailbone in the hierarchy, 98 00:04:29,610 --> 00:04:34,290 make sure I only have the x rotation curve selected 99 00:04:34,290 --> 00:04:37,500 and I will press control V to paste the curve. 100 00:04:37,500 --> 00:04:40,230 Then to slightly offset the motion, 101 00:04:40,230 --> 00:04:43,380 I will press shift D to duplicate the whole curve 102 00:04:43,380 --> 00:04:46,290 and move it before the frame zero. 103 00:04:46,290 --> 00:04:49,550 This way I have twice exactly the same motion. 104 00:04:49,550 --> 00:04:52,430 And if I now move the whole curve 105 00:04:52,430 --> 00:04:57,430 by one or two frames to the right so I'm delaying it, 106 00:04:57,760 --> 00:05:00,710 I will get a dragging motion for free. 107 00:05:00,710 --> 00:05:03,070 From there, I can copy this curve, 108 00:05:03,070 --> 00:05:08,070 select the next joint or the next bone in the tail hierarchy 109 00:05:08,270 --> 00:05:10,180 and repeat the process. 110 00:05:10,180 --> 00:05:14,620 Select the X curve, press control V to paste the curve, 111 00:05:14,620 --> 00:05:17,660 I will align it with its original shape 112 00:05:17,660 --> 00:05:20,820 and then offset it a bit by three frames. 113 00:05:20,820 --> 00:05:24,690 So the idea is to use the same curve for each joint 114 00:05:24,690 --> 00:05:29,690 but offset it in time by one or two additional frames. 115 00:05:30,272 --> 00:05:33,520 Then you can play with the shape of the tail 116 00:05:33,520 --> 00:05:35,850 by changing the shape of the curve. 117 00:05:35,850 --> 00:05:39,286 Since I have a symmetrical motion 118 00:05:39,286 --> 00:05:43,191 I can use the 2d cursor as a pivot point. 119 00:05:43,191 --> 00:05:47,329 Its position is represented by the crossing blue lines 120 00:05:47,329 --> 00:05:49,770 and as seen in the previous chapter, 121 00:05:49,770 --> 00:05:53,510 you can place it wherever you want by shift right clicking, 122 00:05:53,510 --> 00:05:58,510 or going into the view option and set its value, here zero. 123 00:05:58,610 --> 00:06:03,080 Now I can press S and Y with all my key frames selected 124 00:06:03,080 --> 00:06:05,740 to increase the amplitude of the curve 125 00:06:05,740 --> 00:06:09,503 because I'm scaling the curve only on the Y axis 126 00:06:09,503 --> 00:06:13,460 so we will have a broader motion of the tail 127 00:06:13,460 --> 00:06:16,820 making it look more relaxed or heavier. 128 00:06:16,820 --> 00:06:19,810 This is a fast, easy and cheap way 129 00:06:19,810 --> 00:06:23,100 to get this kind of overlapping motion done. 130 00:06:23,100 --> 00:06:26,760 It will sure be a little more complex on full characters 131 00:06:26,760 --> 00:06:28,143 but that's a good tip. 10479

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