Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
- 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.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.