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- In this video, we are going
to animate the rocket shot.
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The main difficulty is to isolate
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the motion of the rocket
from the walk cycle.
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Let's get started.
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First thing I'm going to
do is to make sure that
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our walk cycle is currently cycling.
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So I will display all the bones.
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I will go into the Graph Editor.
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Click the Show Hidden option.
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Press Alt+H to make sure that
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all the curves are displayed
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and then I will press
Shift+E and Make Cycle.
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I will then set the end of my animation
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to an arbitrary value of 400 frames
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because I don't know yet
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how long it will take
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to the rocket to touch
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or hit
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the cube further away.
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Now we have a looping walk cycle.
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So let's go ahead and
work on the rocket shot.
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(rockets whooshing)
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The first thing we can do
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is to display our rocket layer in the rig.
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We will have a controller for our rocket.
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I will select the very first
one on the top left corner.
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And I will get rid of
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all the key frames but the very first.
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Then I will go on frame
40 and insert a key frame.
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This is again, pretty arbitrary.
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The idea is to set this key frame
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as being the beginning of
the shooting animation.
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It's a lot better to have a
few frames in the beginning
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so that our brain can
analyze what's happening.
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Like, the robot is
walking and then shooting.
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It is if we were creating some staging
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for this shooting animation.
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Add a key frame on frame 40.
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Now, using Local Space,
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I will go on frame 50
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and I will get the first rocket out,
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moving it along it's Y-axis.
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If we now frame our curve or zoom on it
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we can see there is a repetition
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because of the cyclic modifier we added
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in the beginning of the video.
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So I will select all my rocket curves,
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press Shift+E
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and choose Clear Cyclic.
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We can see that all the
curves are straight and flat
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while the Y-curve is
slightly bending downward.
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We can hide all the curve, but the Y-curve
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so that we can work on the forward motion
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of the rocket while it's
getting out with ease.
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We just scale up
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the initial key frame handle
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so that we get more easing
whenever the rockets
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start to get out of the rocket launcher.
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And then I will just go
to a further key frame
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again, arbitrary
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and move the rocket further away.
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The idea here is not to build the motion
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but to show you the current issue we have.
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The rocket is a child
of the rocket launcher.
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Hence it inherits any motion
from the rocket launcher.
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So we will need to find a
way to isolate the rocket
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from the rocket launcher.
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We'll delete the last
key frame I have created
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so that we just stick
with the two key frames
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where the rocket is getting out
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of the rocket launcher and stop.
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I will rotate the tip of the curve handle
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so that we don't have any
easing out of the rocket.
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From there, we will need
to use space switching
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to be able to animate the rocket.
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So I will go back into Object Mode
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and add an Empty.
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In the Object Display option
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I will make sure that it shows In Front.
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(rockets whooshing)
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The idea is to bake the
motion of the rocket
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while it's getting out
of the rocket launcher,
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on the Empty.
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So on our Empty let's add a
Copy Transform Constraint.
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Source the armature,
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and then source the ROCKET-1 bone.
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And when the Empty is constrained
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we can bake the action,
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choosing the Initial
Frame as being frame 0
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and ending on the current
frame of frame 50.
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We'll press Q to get
to my Quick Favorites.
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Choose "Bake Action."
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As usual, enable Visual Keying
and Clear Constraint and set.
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You can check the Override Current Action,
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even if there is no action for the Empty.
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Blender will create one.
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Set the Start Frame to 0
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and the End Frame to 50.
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We can get rid of the
Scale Transform Channels
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since we won't be using them.
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And if we now play the animation,
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we can see the Empty following the rocket.
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Now, the idea is to reverse the constraint
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so that the rocket is
constrained by the Empty.
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So I will select my rocket controller,
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go to the Bone Constraint
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add a Copy Transform Constraint
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and solve the Empty.
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And now the rocket is
following the Empty motion.
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Since the Empty motion has the same motion
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as the rocket initially
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it will fall, but since the Empty is not
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the child of the robot,
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we can move the rocket freely
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or we can move the Empty freely.
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So now it's just a matter
of creating the animation
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using the Empty.
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What I want to do for this rocket launch
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is to have it in two-time.
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First, they get out of the rocket launcher
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as if they were pushed away
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and then they will fall.
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The little wings will open
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and then the rockets will fly away.
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So what I've done is that
I've set a first key frame
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where I want the rocket to kind of fall.
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And then the next key frame
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is where the rocket
will hit our cube shape.
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Since it's a pretty simple motion
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just work with pose extremes
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as if you were animating
a regular character.
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We just set the first extreme
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which is the "down" pose of the rocket
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and the next one
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which is when it hits the target.
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From there we will just tweak the curve
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to get the right motion.
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Again, now, it's a matter
of creative process.
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If you want the rocket
to go straight forward
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to the target, you can do it.
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I do like the idea that the
rocket gets shot in two-time.
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First, it gets out.
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Then the wing opens
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and then it goes toward the target.
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I think it adds a more interesting
rhythm to the animation.
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And while I'm recording this video
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I'm planning to use them
to create the teaser
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for the course.
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And I want to launch three rockets
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so that it will bring us even more rhythm.
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I have the shot going in three parts.
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The rockets gets out,
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then it falls,
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and then it flies away.
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And I will kind of multiply that
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three-times, using three rockets.
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Animation-wise, what I did
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is that there is a slight slowing down
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on the Y-axis of the rocket,
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so that it kind of floats
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before the reactor of the rocket ignites.
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And then it accelerates
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on the Y-axis until the impact.
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This is why I'm using vector handles
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on the very last key frame
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so that we are sure we don't get
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any easing in the last position.
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In the end, I spent most of the time
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tweaking the rotation curve to get
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the rocket pointing at the target.
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While we could use Aim Space,
with a Tracking Constraint,
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you could add an Empty
object onto the cube
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and use it to add a Don't
Track Constraint on the Empty
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that is used to manipulate the rocket.
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That could save you a bit of time.
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But in the end, this is not
a very complex animation.
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We are manipulating only
one rotational axis.
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So it's a good exercise
to do it by hand, too.
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So I will let you there
until the end of the video.
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You can double check the
curves on the example file,
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but at this stage
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you should be able to
animate this on your own.
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Don't forget to then
get back to the rocket
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and deploy the little wings
using the Rotation Controller.
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I will see you in the next video
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where we will shoot with
the artillery cannon.
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(somber electronic music with
rising piano progression)
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(music fades)
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