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In this video, we are
going to use the constraint
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We've just seen before
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to animate to different
parts of the robot character
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using the base motion
we have created before.
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To do so we will use a method
called space switching.
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This is an often overlooked technique
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but it is so powerful.
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I've been introduced to this
technique and learned a lot
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of things through the
Animation Sherpa course
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by Richard Lico.
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He's one of the coolest person I know.
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And beyond that, he's one
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of the best animators
in the game industry.
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I will just show you the
very basic of space switching
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but if you enjoy it
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and get comfortable with
this animation course,
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I truly advise you to take his
animation course afterward.
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So let's start with a simple
up and down animation.
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What I'd like to do is
make bone B react to bone
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A having a bit of overlapping animation.
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And instead of doing it by hand
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as we did for the bouncing
ball or our scleral character
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we will use constraints.
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DID is to source the motion
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of bone B in the work space
and slightly offset it in time.
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Don't worry.
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This will make sense in a few seconds.
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Let's select a bone B press shift S
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and snap the cursor to it.
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Let's switch to object mode and add an MT.
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We wanted the MT to behave
exactly as bone B to
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do so I will select the MT,
go to the constraint panel
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add a copy location panel
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and source the armature.
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Then I will select the bone B.
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Now our MT is following
the bone B in space.
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It is coping it's location in ward space
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and I can no longer move
it, but we don't have
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any animation information
we can play with,
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the graph editor is empty.
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So what we need to do is to
comfort the current motion
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of the MT that is due
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to the constraint in an actual animation.
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And we can do this through baking.
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To do so let's just have our MT selected
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press F3 and search for bake.
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We will choose the first one
object animation, bake action.
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The bake action panel will open.
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Here we can set the length of the action
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we want to bake from
frame zero to frame 25.
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I always used visual keying,
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so that I'm sure that all
constraints are applied
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when writing the action,
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and we want to get rid of the constraints.
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So I will enable clear constraints.
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I won't choose override current action
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since our MT don't have any action yet.
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As I press okay Blender will
get free of the constraint
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and I do now have an action
input into my graph editor.
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If I played the animation, I can see
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that the MT is kind of following bone B
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but it's no longer constrained to it.
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It's animation is just similar as bone B.
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I will clean up the channel I don't need,
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and keep this delocation on.
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Now we have data.
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We can edit.
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We can offset the key frame or edit them.
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And since those animation
data are assigned
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to a single object, they
are using world space.
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While bone B has no motion
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in its local space, it is not animated.
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It's just following bone A,
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our MT does have an animation
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but it is visually doing exactly
the same thing as bone B.
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Now to see the power of space switching
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let's select our MT.
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In the curve, press shift
E add a cyclic modifier.
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You find now select all the keys
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press G and X and offset
them a bit in time.
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You can see that now the
MT seems to have a formal
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through animation compared to bone A.
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So if I now select my armature
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going to pose modes like bone B.
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We can access the bone constraint.
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So be very careful.
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We are not constraining the
armature object, but the bone.
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So we need to go into the bone constraint
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not the object constraint.
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From there,
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we can add a copy location constraint
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and then source the MT.
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Now bone B will follow the motion
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or the location of the MT.
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From there, we can press
F3 and search for bake
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or in my case, I've added
the bake action functionality
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to my quick favorite so I can press
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the Q key to access it.
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I will use the same option
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visual keying and clear constraint
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and I will add overwrite current action.
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Now bone B is no longer a constraint
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but it's following the
same motion as the MT.
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We can now get rid of MT and
shape the curves of bone B.
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All channels have been written
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but only the Z axis channel
is interesting for us.
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You have just performed your
first space switching exercise.
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Let's now see what we can
do with copy rotation.
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In the example file, you
will find a second collection
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with the copier rotation example.
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It's a simple chain of three bones.
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With bone A being animated.
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It's a simple backend for
rotation on its X axis.
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Bone B and C are simple
children without any animation.
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Let's go back into object mode
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and add two MTs.
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For the sake of presentation,
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I will add on the first MT a
copy, transform from bone B.
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Go to the constraint,
add the copy transform.
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Source the second armature and bone B.
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Now our MT is snapped onto
bone B for the second MT.
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I will add a simple copy
rotation and so it's
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the same armature and bone C.
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The first MT is now coping
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both the location and
the rotation of bone B.
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But in the end, what is interesting for us
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is only the rotation.
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If I was to isolate the
motion of the first MTs
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that is also copying the location,
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he will be rotating as
the one above, but it
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can be a bit confusing to see
only the rotation of the MT
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whenever the bones are currently childs
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of another one and their
location is also changing.
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But in this case, we will
only affect their rotation.
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So I will switch to a
simple copier rotation
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and so it's bone B.
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And I will select both
MT, press my Q shortcut
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and bake the action.
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Now both the MTs have
lost their constraint
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but we have animation that.
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So we can now use those
two MTs to constraint
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bone B and bone C.
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But first let's make sure
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that we have all the curves selected
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for both MTs, press
shift E and make cycle.
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Now let's select the armature
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go into pose mode, select bone B,
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go to the constraint panel,
add a copy rotation constraint
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and source the first MT.
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Big mistake here.
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We've added the constraint
on to the object
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as explained before we need
to use bone constraints.
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So let's add the copy rotation source
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the first MT select bone
C add the new constraint
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and solves the second then from there,
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when we played the animation
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nothing changed since those
two bones copying the rotation
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of something that was coping
their rotation previously.
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But if I now offset to curve
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of the first empty by one or two frames,
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you can see the chain of bones changing.
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And if I now also offset the second MT
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by three or four frame,
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I will get an overlapping
motion of my whole chain.
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So the idea is to offset
by one or two frame,
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the first MT,
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then the next one by one
or two additional frame.
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So three to four frames
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and we'd get our
overlapping motion for free.
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From there, we can select the armature
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go back into pause mode,
select both constraint bone,
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and bake the action and choose
overwrite current action.
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And we can get rid of MTs.
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And then we have our animation done.
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Let's see a first example.
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We've aimed space.
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I have the sweeping motion,
but I don't want B and C to get
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through this plane to create
the trucking constraint.
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We need first to add a couple of MTs.
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And then to those MTs
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we will add a copy transform
so that they follow each bone.
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So I will source bone B
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for the first one and bone C
for the second one this way
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both MTs are perfectly aligned with each
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of their targets now to be able to get rid
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of the constraint, but
keep those transform.
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We can press control A and
choose visual transform.
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I will do this for
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both MT and get rid of their constraints.
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But the cool thing is that now
they are transformed channel
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as the same transformation
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as bone B and bone C, but in ward space.
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So if I go into my MTs
properties editor and switch
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to arrows as a way to display them,
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you will see that there are now aligned
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with bone B and bone C.
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They are sharing both the same orientation
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and position in ward space.
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We now need to offset them.
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So I will switch the pivot
point to local with both
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of them selected press G
and moved them on the Y axis
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so that they are still
align with bone B and C,
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but they are further away
on their local Y axis.
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Now for them to follow
the motion of bone B and C
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I need to make them become
child of those boards.
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00:10:50,731 --> 00:10:53,418
And we can use a new constraint such
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as the child of constraint.
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It's a very handy constraint
that will make the owner behave
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as if it was a child of the target,
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as a target let's source the armature.
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And then bone B, we can
see that the MT got offset
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just click set, inverse
to reset its position.
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And let's repeat the process
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with bone C and the second MT,
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solve the armature.
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Choose bone C and click set inverse.
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Now, if we play our animation,
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we can see both those MTs.
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Following both bones,
let's select both MTs
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and bake the action or bake the animation.
221
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As before, whenever we
are baking the action,
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we can choose to remove the constraint
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and we can see our MTs
still following the motion
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but now they do have an emission data.
225
00:11:49,635 --> 00:11:53,030
We don't need any rotation or scale here
226
00:11:53,030 --> 00:11:57,804
so we can get treated of the
rotation and scale curve.
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You don't need to do it.
228
00:11:59,630 --> 00:12:03,500
It's just to keep the
graffiti top cleaner.
229
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Now, go back on the armature in post mode
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go to the bone's constraint
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select dumped truck constraint
and source the first MT.
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Then repeat the process with bone C,
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add dump truck constraint
and source the second MT.
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When we played the animation as usual
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nothing special happened, but
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if I select the first MT press shift E to
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make all the curve cyclic
and then offset them
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by one or two frame, we can
see our bone chain offset.
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And if I repeat the
process with the second MT,
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but offset it by two frame.
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Now you can see the chain
animated with a bit of overlap.
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It seems
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that the make cycle function
didn't work on this curve.
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So I will fix this.
245
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Now, if I want my chain to avoid
getting through or clipping
246
00:13:02,410 --> 00:13:06,640
with the plane we have
created, I can simply work
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on the curves or the animation
of the different MTs.
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So I will select the first MT,
249
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and work on it's Z location curve.
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I will try to spot the key
where it goes under the ground
251
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and I will select the key
252
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and offset it a bit on the
Y axis in the graffiti.
253
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It also is that it gets a little
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we then go further whenever
it's leaving the ground
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and I will duplicate the frame
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I've just adjust on top of this one.
257
00:13:41,050 --> 00:13:44,440
Those two keys represent our ground level
258
00:13:44,440 --> 00:13:45,600
and I can get rid
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00:13:45,600 --> 00:13:48,898
of any keys that goes under these labels.
260
00:13:48,898 --> 00:13:51,230
I can now repeat the process
261
00:13:51,230 --> 00:13:54,860
with the second MT isolate to see location
262
00:13:54,860 --> 00:13:58,699
curve spot, the moment
where it goes on the ground
263
00:13:58,699 --> 00:14:02,100
then align its position with the ground.
264
00:14:02,100 --> 00:14:05,594
Go even further duplicate the key frame
265
00:14:05,594 --> 00:14:10,446
and get rid of any keys
that are under this label.
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00:14:10,446 --> 00:14:13,400
And when I played the animation now,
267
00:14:13,400 --> 00:14:18,400
it seems that this whipping
motion is stuck to the ground.
268
00:14:18,461 --> 00:14:21,012
Then as usual, we can go back
269
00:14:21,012 --> 00:14:25,034
onto our bone chain and bake the action.
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00:14:25,034 --> 00:14:28,724
And if there are any
glitches in the animation,
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00:14:28,724 --> 00:14:30,690
you can remove a couple
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00:14:30,690 --> 00:14:33,370
of frames to get a smooth transition.
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00:14:33,370 --> 00:14:37,280
Using aim space is a
super powerful workflow.
274
00:14:37,280 --> 00:14:39,740
Don't worry if you get
to be close to at first
275
00:14:39,740 --> 00:14:42,640
we will repeat this process a lot of time
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00:14:42,640 --> 00:14:46,350
on the robot and you will
get very familiar with it.
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00:14:46,350 --> 00:14:48,070
Now, in the last example,
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we will see all we can combine a
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00:14:50,310 --> 00:14:52,020
both the copy location
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00:14:52,020 --> 00:14:56,633
or location switch with this in space.
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00:14:57,860 --> 00:15:00,150
To do so I've created another armature
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00:15:00,150 --> 00:15:01,850
with another animation.
283
00:15:01,850 --> 00:15:04,453
It's a simple up and down motion,
284
00:15:04,453 --> 00:15:06,140
with have a little bounce,
285
00:15:06,140 --> 00:15:07,160
so it's pretty close
286
00:15:07,160 --> 00:15:09,150
to what we have between the body
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00:15:09,150 --> 00:15:11,440
and the cannon of our robot.
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00:15:11,440 --> 00:15:13,990
We will start with the location offset
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00:15:13,990 --> 00:15:15,720
with my bone B selected.
290
00:15:15,720 --> 00:15:18,930
I will press shift S to snap the cursor
291
00:15:18,930 --> 00:15:20,768
to it and add an MT.
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00:15:20,768 --> 00:15:24,983
To this MT I will add a
copy location constraint
293
00:15:24,983 --> 00:15:29,020
sourcing the armature and the bone B.
294
00:15:29,020 --> 00:15:31,760
Now the MT is following the motion
295
00:15:31,760 --> 00:15:34,240
of the bone B in ward space.
296
00:15:34,240 --> 00:15:36,160
I can press my Q key to get
297
00:15:36,160 --> 00:15:39,487
to my quick favorite and bake the action.
298
00:15:39,487 --> 00:15:41,770
I can get rid of all the curve,
299
00:15:41,770 --> 00:15:43,970
but the Z location curve.
300
00:15:43,970 --> 00:15:47,947
Press shift E and add a cyclic modifier.
301
00:15:47,947 --> 00:15:51,110
From there I can slightly
offset the curve in time
302
00:15:51,110 --> 00:15:54,962
by one or two frames to get
a nice overlap in motion.
303
00:15:54,962 --> 00:15:57,980
I will then select back my armature,
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00:15:57,980 --> 00:15:59,290
go into pose mode
305
00:15:59,290 --> 00:16:01,330
go into the bone constraint,
306
00:16:01,330 --> 00:16:03,380
add a copy location,
307
00:16:03,380 --> 00:16:06,280
so it's the MT and now bone B,
308
00:16:06,280 --> 00:16:08,523
get this overlapping motion.
309
00:16:08,523 --> 00:16:11,700
I can press Q and bake the action.
310
00:16:11,700 --> 00:16:16,040
I won't delete the MT
because we will need it to
311
00:16:16,040 --> 00:16:19,241
currently create the aim space constraint.
312
00:16:19,241 --> 00:16:24,178
So the first thing to do is
to align the MT on the bone.
313
00:16:24,178 --> 00:16:27,650
So let's add a copy transform concentrate
314
00:16:27,650 --> 00:16:31,151
to the MT and source
as a target to bone B.
315
00:16:31,151 --> 00:16:35,573
Let's press control A and
apply the visual transform.
316
00:16:35,573 --> 00:16:39,080
We can get rid of the
copy, transform constraint.
317
00:16:39,080 --> 00:16:40,508
And if we want, we can go
318
00:16:40,508 --> 00:16:44,300
to the MT option and
switch to arrows to see
319
00:16:44,300 --> 00:16:47,686
that it is oriented the
same way as the bone.
320
00:16:47,686 --> 00:16:51,892
I will offset it along its local Y axis.
321
00:16:51,892 --> 00:16:54,130
And now we need to add a child
322
00:16:54,130 --> 00:16:57,170
of constraint to it, sourcing the bone B.
323
00:16:57,170 --> 00:17:00,182
Click set inverse to reset its position.
324
00:17:00,182 --> 00:17:03,330
And it's now following the motion
325
00:17:03,330 --> 00:17:06,298
of bone B as if it was a child of it.
326
00:17:06,298 --> 00:17:08,739
Let's bake this animation.
327
00:17:08,739 --> 00:17:11,240
We can cleave the curve if we want,
328
00:17:11,240 --> 00:17:12,744
getting rid of the curve
329
00:17:12,744 --> 00:17:15,577
that doesn't have any animation.
330
00:17:15,577 --> 00:17:19,859
Then press shift E and make
the current curve cycle.
331
00:17:19,859 --> 00:17:24,202
Then we can use E to
constraint the bone B,
332
00:17:24,202 --> 00:17:27,840
using a dump truck constraint.
333
00:17:27,840 --> 00:17:30,636
If we now select back the MT,
334
00:17:30,636 --> 00:17:33,311
an offset it's curved in time
335
00:17:33,311 --> 00:17:36,170
we will have a bit of follow through
336
00:17:36,170 --> 00:17:38,401
animation in the rotation.
337
00:17:38,401 --> 00:17:41,240
So we have offset the motion
338
00:17:41,240 --> 00:17:44,902
of the bone B using a location offset
339
00:17:44,902 --> 00:17:49,260
and now also using a
dump truck constraint.
340
00:17:49,260 --> 00:17:52,780
The cool thing about the
dump truck constraint is
341
00:17:52,780 --> 00:17:55,980
that it's very easy to smooth a curve.
342
00:17:55,980 --> 00:17:59,560
If, for example, I don't
want that much bounce
343
00:17:59,560 --> 00:18:00,778
onto my bone B
344
00:18:00,778 --> 00:18:05,632
and I want a smooth transition
as if it was very heavy.
345
00:18:05,632 --> 00:18:06,854
I can get rid
346
00:18:06,854 --> 00:18:10,639
of some key frames offset
to beat the lower key
347
00:18:10,639 --> 00:18:15,140
and it will still follow
the original motion
348
00:18:15,140 --> 00:18:17,800
of the bone B location wise.
349
00:18:17,800 --> 00:18:21,770
So the base of the bone is
still have pretty crispy
350
00:18:21,770 --> 00:18:24,890
and sharp bones while it's steep,
351
00:18:24,890 --> 00:18:26,010
that is pointing
352
00:18:26,010 --> 00:18:28,754
to what the target or the MT
353
00:18:28,754 --> 00:18:31,840
get a smooth sort of motion.
354
00:18:31,840 --> 00:18:35,960
The last thing we haven't seen
regarding any constraint is
355
00:18:35,960 --> 00:18:39,142
that we can reduce the
interference of the constraint.
356
00:18:39,142 --> 00:18:42,320
If I want to reduce the amplitude
357
00:18:42,320 --> 00:18:44,066
of the rotation of the bone B.
358
00:18:44,066 --> 00:18:46,600
It would have worked the same
359
00:18:46,600 --> 00:18:49,500
with any other influence,
360
00:18:49,500 --> 00:18:51,686
such as the location constraint
361
00:18:51,686 --> 00:18:56,686
the bounce would be the same
but with a lower amplitude.
362
00:18:57,060 --> 00:19:00,380
From there, we can bake
the current action on
363
00:19:00,380 --> 00:19:01,810
to the bone B.
364
00:19:01,810 --> 00:19:04,350
Don't worry if you're a bit lost at first
365
00:19:04,350 --> 00:19:08,169
just try to redo the
exercise you've just seen.
366
00:19:08,169 --> 00:19:11,830
We will repeat this a
lot through this chapter.
367
00:19:11,830 --> 00:19:15,326
So you will get familiar
with this technique very fast
368
00:19:15,326 --> 00:19:19,450
Learning those techniques
will become a huge time saver
369
00:19:19,450 --> 00:19:21,780
for you later in the course.
370
00:19:21,780 --> 00:19:22,613
To summarize,
371
00:19:22,613 --> 00:19:25,045
we have seen that we can use constraint
372
00:19:25,045 --> 00:19:30,045
and animation baking to source
data from a specific motion
373
00:19:30,191 --> 00:19:33,478
and transferred them on to another bone
374
00:19:33,478 --> 00:19:35,690
or another object.
375
00:19:35,690 --> 00:19:37,560
We can use copy location
376
00:19:37,560 --> 00:19:40,383
and copy rotation to create nice follow
377
00:19:40,383 --> 00:19:43,073
through animation with ease.
378
00:19:43,073 --> 00:19:45,380
We can have even more control
379
00:19:45,380 --> 00:19:49,550
upon rotation of the target
using tracking constraint
380
00:19:49,550 --> 00:19:52,223
such as dumped truck constraint.
381
00:19:52,223 --> 00:19:56,951
We can use multiple constraint
to create complex mechanism
382
00:19:56,951 --> 00:19:58,870
in a few clicks.
383
00:19:58,870 --> 00:20:01,377
And finally, we can use the influence
384
00:20:01,377 --> 00:20:04,740
of the different constraint to add more
385
00:20:04,740 --> 00:20:08,243
or less amplitude to the
motion we are creating.
30032
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