All language subtitles for 02-11-Curve modifiers

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Original subtitles

- In this video, we will have an overview

of all the curve modified.

In the graph-editor, whenever I select a curve, I can access

the modifier in the end panel or properties panel.

Why do we have already set a cycle modifier

in the preview video?

What you may haven't noticed

is that we already using modifiers prior to this.

As soon as we have used the extrapolation mode

whenever we press the shift + E and make our curve cyclic,

basically, we were adding a cycle modifier.

Any modifier influence can be activated

or deactivated by clicking the checkbox.

The circle modifier repeat the animation

from the first key to the last key.

We can change the modifier behavior before the first key

and after the first key, by default

it's repeating the animation as it is.

We can get rid of the cycle or use the cycle we've offset.

If I use it right now,

nothing will happen because it uses the position

of the last key frame as the new starting point.

But since my first

and last key frame are same, it doesn't change.

But as soon as I offset the value of the last key frame,

you can see that I get some kind of ladder motion.

The repeat mirror option will do what it says.

It will repeat the curve

but each time it will a mirror it based on the last frame.

Changing the value will just set the number

of repetition after or before your current animation.

A value of zero will make the cycle repeat infinitely.

The restrict frame range and use-influence properties

are very useful but they are not the most abuse

on the cycle modifier, so we will have a look

to it later on.

Let's have a look to the next modifier.

I will get rid of the cycle modifier,

and I add a built-in function.

My animation curve as totally changed.

And we now have a (indistinct) curve

because the default function is seen.

The first multiplayer will allow us

to modify the frequency of the curve.

While the amplitude will allow us to increase the value

of the curve.

The first offset will offset the curve on the X axis

while the value offset will offset the curve on the Y axis.

The restricted frame range option

is a supercool additional tool as it is named,

it will allow us to limit or restrict

the influence of the modifier on the frame range.

So we can set this frame range by tweaking the end value

and the start value.

The in and out value allow us to input easing,

meaning that we can increase or decrease the influence

of the modifier at the beginning

and the end of the frame range.

This way we can totally modify the behavior of the ball

with a non-destructive workflow because I'm not

currently working on any of the key frame,

but only on the modifiers of that I can add

or remove. By default The modifier

is replacing our current animation

but enabling the additive option

will add the modifier behavior on top of our animation.

So setting the amplitude of the modifier to zero is

like removing it when it's in additive mode.

And as soon as I increased its amplitude,

you can see Oh, it's affecting the curve.

While it works for the specific case,

this is not the best way to play

with the influence of the modifier.

Fortunately, we have an influence factor that will increase

or decrease the influence of the modifier on our curve.

The dropdown menu upon the additive would enable us

to change the type of functions.

So if you remember your trigonometry classes

you might recognize

the tangent causing an (indistinct) curve

This square root is a simple exponential function.

So you can use it to make your ball rise like a balloon,

with a constant easing,

the natural logarithm does look like the square root

but it has a slight offset and it ease more.

Finally, the normalized scene looks like the scene function

but it does ease very rapidly.

So you can change this

by moving the phase offset and the phase multiplier.

So it can be hard to find a specific shoes

for those modifiers,

but you have to experiment with it.

And when you do motion design, for example

they are very useful. When adding the envelope modifier,

We will see a couple of dotted lines appearing

in our graph-editor lying with minus one and one value.

These are scaling values or reference values, if you will.

I will just a couple of points at the beginning

and the end of my curve. Those control points will allow me

to change the overall shape of my curve,

also known as envelope.

Those control points are defined

by a minimum and maximum value

that appears as little white dot on the graph-editor,

they represent the current scale of the modifier.

So, if I tweak the maximum value,

I will see my curve scaling up and down,

and we can clearly see the max point

of the envelope modifier moving here.

So it might look a bit abstract right now,

so what I will do is that I will make the bonding box

in a way of my envelop modifier as big as the curve.

To do so I will set the minimum value to zero

like the minimum value of my key frame

and the maximum value around eight, like my key frame.

I will add a couple of control points

and I will give them the same value, zero and 8.4.

Now you can think of your curve

as being bound by your lattice modifier

or being transformed as in Photoshop,

we've an even transform.

And by moving the value of the control point,

it's like moving the corners of the bonding box.

And as into a lattice

we can add more than two control point.

I can add a control point

in the middle set its default value as the other.

And when I move it,

it will break the curve and deform it from its position.

Very powerful modifier to modify the amplitude

of the motion. The noise modifier is one of my favorite.

And guess what? It noise to your curve.

It's perfect to create camera shake

Or if you are a shaky character

you can use the noise modifier instead of Nkit.

The scale will change the frequency of the noise,

the phase we kind of change its shape or it seeds.

The strength is the amplitude of the noise,

the depth value is the smoothness of the noise.

To see it properly, I will increase the scale

and the strength.

As I reduce the depth value,

you can see the curves smoothing.

The offset, allows you to offset the noise

on the X axis or in time, if you prefer.

So, using the noise modifier and the restrict frame range,

I can create a slight shaking

of the ball whenever it lands.

The limits modifier works a bit as a limit constraint.

Setting a minimum Y value and maximum Y value,

will clump the value of the curve.

Any value beneath the minimum value will be ignored,

any value upon the maximum value will be ignored.

It's like creating a roof

and the ground that will bond your curve while the minimum X

and maximum X value will currently ignore any values

that is before the set frame or after the maximum set frame.

So, what if I set the X maximum value to 10,

any key frame value after the frame 10 will be ignored.

This can be very useful if, for example,

you don't want the ball to go under the ground.

The next modifier is the stepped modifier,

it's a very cool and intuitive modifier.

The step size allow you to change the length

in frame of the step in your animation.

So, basically, this modifier is converting your curve

as if we were blocking our animation

with constant interpolation

and it gives a fantastic stop motion style

to your animation.

So you can change the step size value,

you can offset it in time.

And this modifier comes

with a built-in starting frame and ending frame.

It's a bit like the frame restrict range

but you can consider it as an additional restriction layer.

On the full character,

we will need to add this modifier on every single curve.

What we can do instead is add the modifier on the NLA strip.

Don't worry. We'll talk about the NLA editor later on,

but just consider that we're applying the modifier

to the wall animation instead of applying it

to a simple curve.

If we have a loop to this quick animation,

I've made with one

of my students, the step modify your really

brings the stop motion feelings to the animation.

As explained before those modifier act as object modifiers.

It means that they can be layered,

you can add multiple curve modifiers to

get different results and the order

in which you stack those modifier is important.

If I add the limit modifier before the noise modifier,

the noise will be applied after the limit

and so I won't see any difference.

I won't see the limits applied.

At the time I'm recording this video on blender 2.91,

I haven't find any way to move the position

of those curve modifier.

Hopefully this will be updated whenever

you will be able to watch this video.

We can copy a modifier by clicking

on the little folder icon with the arrow getting inside.

To paste the modifier on another curve just select two curve

and click the second icon

with the folder shape and the arrow, getting out.

If you have multiple modifiers,

they will be all copy and pasted onto the curve.

To summarize, we have seen

that we can use modifier to modify our curve

behavior procedurally and in a non-destructive manner.

Modifier can be stacked one

on each other to get more advanced result.

Modifiers can be copied

and pasted from one curve to the other.

We can add the modifiers

on the whole action for the NLA editor.

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