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These are the user uploaded subtitles that are being translated: 1 00:00:00,790 --> 00:00:03,654 In this video, we are going to use the constraint 2 00:00:03,654 --> 00:00:05,328 We've just seen before 3 00:00:05,328 --> 00:00:10,328 to animate to different parts of the robot character 4 00:00:10,570 --> 00:00:13,920 using the base motion we have created before. 5 00:00:13,920 --> 00:00:18,290 To do so we will use a method called space switching. 6 00:00:18,290 --> 00:00:21,300 This is an often overlooked technique 7 00:00:21,300 --> 00:00:23,750 but it is so powerful. 8 00:00:23,750 --> 00:00:27,340 I've been introduced to this technique and learned a lot 9 00:00:27,340 --> 00:00:30,792 of things through the Animation Sherpa course 10 00:00:30,792 --> 00:00:32,680 by Richard Lico. 11 00:00:32,680 --> 00:00:35,560 He's one of the coolest person I know. 12 00:00:35,560 --> 00:00:37,440 And beyond that, he's one 13 00:00:37,440 --> 00:00:40,550 of the best animators in the game industry. 14 00:00:40,550 --> 00:00:44,035 I will just show you the very basic of space switching 15 00:00:44,035 --> 00:00:45,627 but if you enjoy it 16 00:00:45,627 --> 00:00:49,069 and get comfortable with this animation course, 17 00:00:49,069 --> 00:00:53,813 I truly advise you to take his animation course afterward. 18 00:00:55,600 --> 00:00:59,590 So let's start with a simple up and down animation. 19 00:00:59,590 --> 00:01:04,590 What I'd like to do is make bone B react to bone 20 00:01:04,600 --> 00:01:08,620 A having a bit of overlapping animation. 21 00:01:08,620 --> 00:01:11,260 And instead of doing it by hand 22 00:01:11,260 --> 00:01:15,179 as we did for the bouncing ball or our scleral character 23 00:01:15,179 --> 00:01:17,345 we will use constraints. 24 00:01:17,345 --> 00:01:20,360 DID is to source the motion 25 00:01:20,360 --> 00:01:25,360 of bone B in the work space and slightly offset it in time. 26 00:01:25,857 --> 00:01:26,940 Don't worry. 27 00:01:26,940 --> 00:01:29,210 This will make sense in a few seconds. 28 00:01:29,210 --> 00:01:31,503 Let's select a bone B press shift S 29 00:01:31,503 --> 00:01:33,653 and snap the cursor to it. 30 00:01:33,653 --> 00:01:37,810 Let's switch to object mode and add an MT. 31 00:01:37,810 --> 00:01:42,320 We wanted the MT to behave exactly as bone B to 32 00:01:42,320 --> 00:01:46,090 do so I will select the MT, go to the constraint panel 33 00:01:46,090 --> 00:01:48,806 add a copy location panel 34 00:01:48,806 --> 00:01:51,000 and source the armature. 35 00:01:51,000 --> 00:01:53,410 Then I will select the bone B. 36 00:01:53,410 --> 00:01:57,421 Now our MT is following the bone B in space. 37 00:01:57,421 --> 00:02:01,600 It is coping it's location in ward space 38 00:02:01,600 --> 00:02:04,647 and I can no longer move it, but we don't have 39 00:02:04,647 --> 00:02:07,861 any animation information we can play with, 40 00:02:07,861 --> 00:02:10,290 the graph editor is empty. 41 00:02:10,290 --> 00:02:14,797 So what we need to do is to comfort the current motion 42 00:02:14,797 --> 00:02:16,536 of the MT that is due 43 00:02:16,536 --> 00:02:20,222 to the constraint in an actual animation. 44 00:02:20,222 --> 00:02:23,860 And we can do this through baking. 45 00:02:23,860 --> 00:02:26,870 To do so let's just have our MT selected 46 00:02:26,870 --> 00:02:29,330 press F3 and search for bake. 47 00:02:29,330 --> 00:02:33,500 We will choose the first one object animation, bake action. 48 00:02:33,500 --> 00:02:36,020 The bake action panel will open. 49 00:02:36,020 --> 00:02:38,900 Here we can set the length of the action 50 00:02:38,900 --> 00:02:42,200 we want to bake from frame zero to frame 25. 51 00:02:42,200 --> 00:02:44,570 I always used visual keying, 52 00:02:44,570 --> 00:02:48,080 so that I'm sure that all constraints are applied 53 00:02:48,080 --> 00:02:49,750 when writing the action, 54 00:02:49,750 --> 00:02:51,970 and we want to get rid of the constraints. 55 00:02:51,970 --> 00:02:54,230 So I will enable clear constraints. 56 00:02:54,230 --> 00:02:57,510 I won't choose override current action 57 00:02:57,510 --> 00:03:00,080 since our MT don't have any action yet. 58 00:03:00,080 --> 00:03:03,680 As I press okay Blender will get free of the constraint 59 00:03:03,680 --> 00:03:08,575 and I do now have an action input into my graph editor. 60 00:03:08,575 --> 00:03:11,180 If I played the animation, I can see 61 00:03:11,180 --> 00:03:14,105 that the MT is kind of following bone B 62 00:03:14,105 --> 00:03:17,127 but it's no longer constrained to it. 63 00:03:17,127 --> 00:03:22,020 It's animation is just similar as bone B. 64 00:03:22,020 --> 00:03:24,830 I will clean up the channel I don't need, 65 00:03:24,830 --> 00:03:26,313 and keep this delocation on. 66 00:03:27,610 --> 00:03:29,000 Now we have data. 67 00:03:29,000 --> 00:03:30,060 We can edit. 68 00:03:30,060 --> 00:03:33,120 We can offset the key frame or edit them. 69 00:03:33,120 --> 00:03:36,640 And since those animation data are assigned 70 00:03:36,640 --> 00:03:40,089 to a single object, they are using world space. 71 00:03:40,089 --> 00:03:42,750 While bone B has no motion 72 00:03:42,750 --> 00:03:46,490 in its local space, it is not animated. 73 00:03:46,490 --> 00:03:48,890 It's just following bone A, 74 00:03:48,890 --> 00:03:52,120 our MT does have an animation 75 00:03:52,120 --> 00:03:57,049 but it is visually doing exactly the same thing as bone B. 76 00:03:57,049 --> 00:04:00,040 Now to see the power of space switching 77 00:04:00,040 --> 00:04:01,545 let's select our MT. 78 00:04:01,545 --> 00:04:06,545 In the curve, press shift E add a cyclic modifier. 79 00:04:07,230 --> 00:04:09,230 You find now select all the keys 80 00:04:09,230 --> 00:04:12,498 press G and X and offset them a bit in time. 81 00:04:12,498 --> 00:04:17,117 You can see that now the MT seems to have a formal 82 00:04:17,117 --> 00:04:19,585 through animation compared to bone A. 83 00:04:19,585 --> 00:04:23,070 So if I now select my armature 84 00:04:23,070 --> 00:04:26,170 going to pose modes like bone B. 85 00:04:26,170 --> 00:04:28,278 We can access the bone constraint. 86 00:04:28,278 --> 00:04:29,848 So be very careful. 87 00:04:29,848 --> 00:04:34,848 We are not constraining the armature object, but the bone. 88 00:04:35,010 --> 00:04:38,050 So we need to go into the bone constraint 89 00:04:38,050 --> 00:04:40,167 not the object constraint. 90 00:04:40,167 --> 00:04:41,290 From there, 91 00:04:41,290 --> 00:04:43,857 we can add a copy location constraint 92 00:04:43,857 --> 00:04:46,453 and then source the MT. 93 00:04:46,453 --> 00:04:49,696 Now bone B will follow the motion 94 00:04:49,696 --> 00:04:52,970 or the location of the MT. 95 00:04:52,970 --> 00:04:56,464 From there, we can press F3 and search for bake 96 00:04:56,464 --> 00:05:01,400 or in my case, I've added the bake action functionality 97 00:05:01,400 --> 00:05:03,370 to my quick favorite so I can press 98 00:05:03,370 --> 00:05:05,553 the Q key to access it. 99 00:05:05,553 --> 00:05:07,540 I will use the same option 100 00:05:07,540 --> 00:05:09,550 visual keying and clear constraint 101 00:05:09,550 --> 00:05:12,650 and I will add overwrite current action. 102 00:05:12,650 --> 00:05:15,310 Now bone B is no longer a constraint 103 00:05:15,310 --> 00:05:19,010 but it's following the same motion as the MT. 104 00:05:19,010 --> 00:05:23,189 We can now get rid of MT and shape the curves of bone B. 105 00:05:23,189 --> 00:05:25,711 All channels have been written 106 00:05:25,711 --> 00:05:30,711 but only the Z axis channel is interesting for us. 107 00:05:30,730 --> 00:05:35,383 You have just performed your first space switching exercise. 108 00:05:36,920 --> 00:05:40,210 Let's now see what we can do with copy rotation. 109 00:05:40,210 --> 00:05:43,660 In the example file, you will find a second collection 110 00:05:43,660 --> 00:05:46,450 with the copier rotation example. 111 00:05:46,450 --> 00:05:49,392 It's a simple chain of three bones. 112 00:05:49,392 --> 00:05:52,400 With bone A being animated. 113 00:05:52,400 --> 00:05:57,400 It's a simple backend for rotation on its X axis. 114 00:05:57,480 --> 00:06:00,643 Bone B and C are simple children without any animation. 115 00:06:01,800 --> 00:06:03,760 Let's go back into object mode 116 00:06:03,760 --> 00:06:05,890 and add two MTs. 117 00:06:05,890 --> 00:06:07,900 For the sake of presentation, 118 00:06:07,900 --> 00:06:12,900 I will add on the first MT a copy, transform from bone B. 119 00:06:13,850 --> 00:06:16,700 Go to the constraint, add the copy transform. 120 00:06:16,700 --> 00:06:19,830 Source the second armature and bone B. 121 00:06:19,830 --> 00:06:24,830 Now our MT is snapped onto bone B for the second MT. 122 00:06:25,640 --> 00:06:29,360 I will add a simple copy rotation and so it's 123 00:06:29,360 --> 00:06:31,740 the same armature and bone C. 124 00:06:31,740 --> 00:06:33,960 The first MT is now coping 125 00:06:33,960 --> 00:06:37,728 both the location and the rotation of bone B. 126 00:06:37,728 --> 00:06:41,120 But in the end, what is interesting for us 127 00:06:41,120 --> 00:06:42,900 is only the rotation. 128 00:06:42,900 --> 00:06:47,009 If I was to isolate the motion of the first MTs 129 00:06:47,009 --> 00:06:49,379 that is also copying the location, 130 00:06:49,379 --> 00:06:53,840 he will be rotating as the one above, but it 131 00:06:53,840 --> 00:06:57,810 can be a bit confusing to see only the rotation of the MT 132 00:06:57,810 --> 00:07:00,480 whenever the bones are currently childs 133 00:07:00,480 --> 00:07:04,450 of another one and their location is also changing. 134 00:07:04,450 --> 00:07:08,550 But in this case, we will only affect their rotation. 135 00:07:08,550 --> 00:07:11,800 So I will switch to a simple copier rotation 136 00:07:11,800 --> 00:07:13,343 and so it's bone B. 137 00:07:13,343 --> 00:07:17,946 And I will select both MT, press my Q shortcut 138 00:07:17,946 --> 00:07:20,090 and bake the action. 139 00:07:20,090 --> 00:07:23,698 Now both the MTs have lost their constraint 140 00:07:23,698 --> 00:07:26,290 but we have animation that. 141 00:07:26,290 --> 00:07:30,270 So we can now use those two MTs to constraint 142 00:07:30,270 --> 00:07:31,470 bone B and bone C. 143 00:07:31,470 --> 00:07:33,160 But first let's make sure 144 00:07:33,160 --> 00:07:35,770 that we have all the curves selected 145 00:07:35,770 --> 00:07:39,865 for both MTs, press shift E and make cycle. 146 00:07:39,865 --> 00:07:42,563 Now let's select the armature 147 00:07:42,563 --> 00:07:45,070 go into pose mode, select bone B, 148 00:07:45,070 --> 00:07:49,020 go to the constraint panel, add a copy rotation constraint 149 00:07:49,020 --> 00:07:50,950 and source the first MT. 150 00:07:50,950 --> 00:07:52,290 Big mistake here. 151 00:07:52,290 --> 00:07:55,116 We've added the constraint on to the object 152 00:07:55,116 --> 00:07:58,870 as explained before we need to use bone constraints. 153 00:07:58,870 --> 00:08:01,350 So let's add the copy rotation source 154 00:08:01,350 --> 00:08:05,046 the first MT select bone C add the new constraint 155 00:08:05,046 --> 00:08:08,630 and solves the second then from there, 156 00:08:08,630 --> 00:08:10,000 when we played the animation 157 00:08:10,000 --> 00:08:14,010 nothing changed since those two bones copying the rotation 158 00:08:14,010 --> 00:08:17,600 of something that was coping their rotation previously. 159 00:08:17,600 --> 00:08:20,220 But if I now offset to curve 160 00:08:20,220 --> 00:08:23,379 of the first empty by one or two frames, 161 00:08:23,379 --> 00:08:27,630 you can see the chain of bones changing. 162 00:08:27,630 --> 00:08:31,390 And if I now also offset the second MT 163 00:08:31,390 --> 00:08:33,142 by three or four frame, 164 00:08:33,142 --> 00:08:37,691 I will get an overlapping motion of my whole chain. 165 00:08:37,691 --> 00:08:41,532 So the idea is to offset by one or two frame, 166 00:08:41,532 --> 00:08:43,350 the first MT, 167 00:08:43,350 --> 00:08:46,981 then the next one by one or two additional frame. 168 00:08:46,981 --> 00:08:49,713 So three to four frames 169 00:08:49,713 --> 00:08:53,450 and we'd get our overlapping motion for free. 170 00:08:53,450 --> 00:08:56,160 From there, we can select the armature 171 00:08:56,160 --> 00:09:00,406 go back into pause mode, select both constraint bone, 172 00:09:00,406 --> 00:09:05,051 and bake the action and choose overwrite current action. 173 00:09:05,051 --> 00:09:07,720 And we can get rid of MTs. 174 00:09:07,720 --> 00:09:09,773 And then we have our animation done. 175 00:09:12,200 --> 00:09:13,910 Let's see a first example. 176 00:09:13,910 --> 00:09:15,008 We've aimed space. 177 00:09:15,008 --> 00:09:19,691 I have the sweeping motion, but I don't want B and C to get 178 00:09:19,691 --> 00:09:23,950 through this plane to create the trucking constraint. 179 00:09:23,950 --> 00:09:26,923 We need first to add a couple of MTs. 180 00:09:28,110 --> 00:09:29,980 And then to those MTs 181 00:09:29,980 --> 00:09:34,523 we will add a copy transform so that they follow each bone. 182 00:09:34,523 --> 00:09:37,120 So I will source bone B 183 00:09:37,120 --> 00:09:41,135 for the first one and bone C for the second one this way 184 00:09:41,135 --> 00:09:44,273 both MTs are perfectly aligned with each 185 00:09:44,273 --> 00:09:47,457 of their targets now to be able to get rid 186 00:09:47,457 --> 00:09:50,090 of the constraint, but keep those transform. 187 00:09:50,090 --> 00:09:53,780 We can press control A and choose visual transform. 188 00:09:53,780 --> 00:09:54,900 I will do this for 189 00:09:54,900 --> 00:09:57,770 both MT and get rid of their constraints. 190 00:09:57,770 --> 00:10:00,969 But the cool thing is that now they are transformed channel 191 00:10:00,969 --> 00:10:03,423 as the same transformation 192 00:10:03,423 --> 00:10:06,475 as bone B and bone C, but in ward space. 193 00:10:06,475 --> 00:10:11,048 So if I go into my MTs properties editor and switch 194 00:10:11,048 --> 00:10:14,459 to arrows as a way to display them, 195 00:10:14,459 --> 00:10:17,530 you will see that there are now aligned 196 00:10:17,530 --> 00:10:19,940 with bone B and bone C. 197 00:10:19,940 --> 00:10:23,050 They are sharing both the same orientation 198 00:10:23,050 --> 00:10:25,820 and position in ward space. 199 00:10:25,820 --> 00:10:27,580 We now need to offset them. 200 00:10:27,580 --> 00:10:30,660 So I will switch the pivot point to local with both 201 00:10:30,660 --> 00:10:35,360 of them selected press G and moved them on the Y axis 202 00:10:35,360 --> 00:10:39,249 so that they are still align with bone B and C, 203 00:10:39,249 --> 00:10:44,020 but they are further away on their local Y axis. 204 00:10:44,020 --> 00:10:47,640 Now for them to follow the motion of bone B and C 205 00:10:47,640 --> 00:10:50,731 I need to make them become child of those boards. 206 00:10:50,731 --> 00:10:53,418 And we can use a new constraint such 207 00:10:53,418 --> 00:10:56,040 as the child of constraint. 208 00:10:56,040 --> 00:10:59,750 It's a very handy constraint that will make the owner behave 209 00:10:59,750 --> 00:11:02,378 as if it was a child of the target, 210 00:11:02,378 --> 00:11:05,320 as a target let's source the armature. 211 00:11:05,320 --> 00:11:09,525 And then bone B, we can see that the MT got offset 212 00:11:09,525 --> 00:11:14,061 just click set, inverse to reset its position. 213 00:11:14,061 --> 00:11:16,150 And let's repeat the process 214 00:11:16,150 --> 00:11:18,449 with bone C and the second MT, 215 00:11:18,449 --> 00:11:20,250 solve the armature. 216 00:11:20,250 --> 00:11:23,687 Choose bone C and click set inverse. 217 00:11:23,687 --> 00:11:26,580 Now, if we play our animation, 218 00:11:26,580 --> 00:11:28,650 we can see both those MTs. 219 00:11:28,650 --> 00:11:32,496 Following both bones, let's select both MTs 220 00:11:32,496 --> 00:11:36,960 and bake the action or bake the animation. 221 00:11:36,960 --> 00:11:40,070 As before, whenever we are baking the action, 222 00:11:40,070 --> 00:11:42,600 we can choose to remove the constraint 223 00:11:42,600 --> 00:11:45,984 and we can see our MTs still following the motion 224 00:11:45,984 --> 00:11:49,635 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. 227 00:11:57,804 --> 00:11:59,630 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 00:12:03,500 --> 00:12:07,120 Now, go back on the armature in post mode 230 00:12:07,120 --> 00:12:09,279 go to the bone's constraint 231 00:12:09,279 --> 00:12:14,279 select dumped truck constraint and source the first MT. 232 00:12:14,590 --> 00:12:17,266 Then repeat the process with bone C, 233 00:12:17,266 --> 00:12:22,130 add dump truck constraint and source the second MT. 234 00:12:22,130 --> 00:12:24,470 When we played the animation as usual 235 00:12:24,470 --> 00:12:26,810 nothing special happened, but 236 00:12:26,810 --> 00:12:31,050 if I select the first MT press shift E to 237 00:12:31,050 --> 00:12:34,517 make all the curve cyclic and then offset them 238 00:12:34,517 --> 00:12:39,498 by one or two frame, we can see our bone chain offset. 239 00:12:39,498 --> 00:12:43,349 And if I repeat the process with the second MT, 240 00:12:43,349 --> 00:12:46,082 but offset it by two frame. 241 00:12:46,082 --> 00:12:51,074 Now you can see the chain animated with a bit of overlap. 242 00:12:51,074 --> 00:12:52,040 It seems 243 00:12:52,040 --> 00:12:55,380 that the make cycle function didn't work on this curve. 244 00:12:55,380 --> 00:12:56,980 So I will fix this. 245 00:12:56,980 --> 00:13:01,980 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 247 00:13:06,640 --> 00:13:10,717 on the curves or the animation of the different MTs. 248 00:13:10,717 --> 00:13:13,988 So I will select the first MT, 249 00:13:13,988 --> 00:13:17,941 and work on it's Z location curve. 250 00:13:17,941 --> 00:13:22,169 I will try to spot the key where it goes under the ground 251 00:13:22,169 --> 00:13:24,170 and I will select the key 252 00:13:24,170 --> 00:13:28,000 and offset it a bit on the Y axis in the graffiti. 253 00:13:28,000 --> 00:13:29,602 It also is that it gets a little 254 00:13:29,602 --> 00:13:34,514 we then go further whenever it's leaving the ground 255 00:13:34,514 --> 00:13:37,560 and I will duplicate the frame 256 00:13:37,560 --> 00:13:41,050 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 259 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. 266 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. 270 00:14:25,034 --> 00:14:28,724 And if there are any glitches in the animation, 271 00:14:28,724 --> 00:14:30,690 you can remove a couple 272 00:14:30,690 --> 00:14:33,370 of frames to get a smooth transition. 273 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 276 00:14:42,640 --> 00:14:46,350 on the robot and you will get very familiar with it. 277 00:14:46,350 --> 00:14:48,070 Now, in the last example, 278 00:14:48,070 --> 00:14:50,310 we will see all we can combine a 279 00:14:50,310 --> 00:14:52,020 both the copy location 280 00:14:52,020 --> 00:14:56,633 or location switch with this in space. 281 00:14:57,860 --> 00:15:00,150 To do so I've created another armature 282 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 287 00:15:09,150 --> 00:15:11,440 and the cannon of our robot. 288 00:15:11,440 --> 00:15:13,990 We will start with the location offset 289 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. 292 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, 304 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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