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If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile]
Hello, everyone.
Havtza here.
So now that we're done, with the pre-production stages
and the preparations for understanding
how much work we're going to do
in the rest of the course,
it's finally time
to start learning animation,
which is what most of you came here for.
In this section,
I'm going to teach you
everything about animation
from the most basic concept
to more and more complicated ideas.
We're going to start with the most basic
rules and techniques of animations in this lesson,
and gradually cover
more and more advanced topics
such as complex
movement effects,
animating objects, animating in 3D space,
and even some camera movements and tricks.
This lesson is going to cover
the most basic parts of animation
and might not be very informative
for experienced animators.
But I'm going to teach you how I view
and think about my animations
and what the techniques I'm going to use
for the rest of this video.
And since we're going to use
somewhat unusual software
for the entirety of the course,
you might want to see how
I animate things
and which feature I'm going to use
in order to make the entire process easier to you.
If you're using the same software.
Also, since I'm a self-taught animator,
I might be using some unique
ideas and concepts
that you might not have seen
in any other course or formal training.
I'm not sure
since I didn't actually do
any formal training,
but it can be a good exercise
to compare how you're doing animation
to the way I do it.
And again, if you're a beginner,
then there is absolutely no problem.
You can just follow along
and apply the concepts to the way
that you're drawing your own things.
Also, in this section, you don't have to draw any characters
because we are only going to focus on the movement itself
and how we're going to space
things to create that movement.
So if you are a new artist in general,
this action is going to be very
easy for you to follow.
With that out of the way let us begin.
First, let's talk about animation
and what is it exactly?
So as you've probably already know
and might have guessed,
animation is basically just drawing
a whole bunch of pictures.
We follow movement one after the other,
that creates the illusion of action
with drawings.
It works similarly
to the way that the camera
is capturing pictures and then projecting the
quickly in order to create a movie.
And in the same manner,
we are going to draw our frames
to create the illusion of movement.
And even use certain techniques
that replicates the way that the camera capture the movement
instead of the way that our eyes
capture the movement in real life.
In today's industry, the standard for animation
is to draw 24 frames per second.
This is called animation on 1s
and it's what you're going to see
in most movies in high value productions.
But since most productions
or teams or projects
don't actually have the time or budget
to draw 24 frames per second
and because we want to be efficient
with our project
as well as create certain effects
that are only doable with lower frame rate,
we can duplicate the frames
that we're going to use once or twice
and basically create lower frame rates.
Usually this is going to be animation on 2s,
which is 12 frames per second
or animation on 3s,
which is eight frames per second.
I don't recommend on
going higher than 3s
because at that point
the animation is going to be very stiff and static.
That being said though,
I myself usually use animation on 3s
with a combination of certain movements
in 2s and effects on 1s.
This is both to create
more efficient animation
as well as to help
keep consistency in action,
which are slow and more impact
in fast actions.
You're going to see how I'm duplicating
and changing the frame rate
between individual movements
in the entirety of the course.
In animation, we want to be as efficient as possible
when creating our drawings and movement
because we are going to draw
a large amount of drawings
and we want to make sure
that we're making them quickly
and on time to keep up
without project schedules.
To do that,
there are two main animation techniques
which are widely used between animators,
which are called the straightahead
and pose-to-pose.
We've talked about them a little bit
when we explored the animation principles
and each one of them
has their own unique strengths
and weaknesses.
The straight-ahead method means
that you're going to draw each
new frame immediately
after the one before it,
from the start to the finish of the movement.
You will need to understand
the movement in advance
and have a clear idea
of what you want to draw,
as well as a good understanding on where
and how to space and shift poses.
You basically need
to have a good understanding
and some experience in animation
before you try and tackle
a straight-ahead animation technique.
This is actually a pretty common mistake,
which I see a lot of beginner animators do
because they just intuitively
want to draw each frame
individually, one after the other,
and then they don't know
how to space their animation correctly.
They get stuck, they get frustrated.
They don't know
how to actually create the movement
without the guideline,
but they also don't know how to create that guideline.
For that we're actually going to move
to the other animation technique,
which is the pose-to-pose.
This technique basically divides
the frames that you're going to use
for your movement
in accordance to importance
to the overall movement.
Basically, you will start to from the key frames,
which are the most important
and essential for your movement.
They are the ones that decide your timing
and the overall pose
and the range of the entire action.
And then you will slowly fill in the gaps
using break down frames
which are slightly less important,
but still giving nuance to your movement
and the in-betweens which just move the entire movement over.
I will be using both techniques to create
different animations in this lesson
and in the next lesson
and basically you don't have to stick
to one of them all the time
there certain objects
or certain movements which will look better
with straight-ahead
and some action or movements
that will look better with pose-to-pose.
You need to figure out
which way works best for you,
and the ultimate goal
is to make both consistent
and easy to understand animations.
So
let's see how we're actually going to
time space and draw our animation objects.
The way that we show movement in animation
is by actually changing the position
of your object of animation
between frames.
In real life, we understand that the speed of an object
by seeing and measuring
how much time it takes
for it to change locations.
But in animation,
because we actually have constant frame rate,
you can't make the frame move faster
unless you are working at the
high frame rate and duplicating
your frame for 1s, 2s and 3s,
but even in that case,
you cannot make your frames move
faster than your frame rate at once.
So the way that we actually show
how fast an object moves in animation
is by controlling and changing the spacing
and the distance
it moves between each frame.
To put it simply,
the faster an object moves,
the larger the spacing between each
frame is going to be
and the smaller the spacing,
the slower the movement is going to be.
We can see in this example
that even though
we have the same frame rate
and the same ball,
because the spacing is different,
one ball is seemed to be moving
faster than the other,
just because it covers
more distance.
In addition to showing speed by changing the distance
your object travels between each frames.
We also want to take advantage
of the artistic medium that is animation.
In real life, our eyes can pick up
movement in what we can call
a “high frame rate” of around 60 frame per second.
But even then, if an object moves
too fast for us to perceive it well,
we still see it is a blur
In live action cinema or when taking a photo
you will see the same effect
in the form of a motion blur.
This is because most camera have a lower frame
rate and lower shutter
speed when taking pictures, making it so
multiple movements are blending together in the action.
We can actually take advantage
of this phenomenon
when animating to create better
looking animation,
which are replicated
in two different techniques.
The first is squash and stretch principle,
which we covered a little bit
in a previous lesson.
This is the idea that we slightly change
the shape of the object
in the direction of the movement,
to give it an impression
of additional speed.
This is basically
how we're going to combine
multiple movement into the same frame,
which help us control the speed,
energy and direction of the movement
more easily than by drawing
additional unnecessary frames,
which can also mess with the timing.
This squashing stretch is also effective
when you want to show
other attributes of the object,
such as the force
and impact behind the movement
and object elasticity
or any other additional characteristics,
which are easy to convey with deformation.
We will expand upon this
in our next lessons,
but the important thing
to remember for now
is that by using squash and stretch,
you don't actually change
the overall size
and volume of the object,
only its proportions.
When you are adding
the squash and stretch,
you need to make sure that you're
not accidentally shrinking
or enlarging your object.
The second way
that we take advantage
of the blur effect in animation
is by using smear frames.
These are frames that actually meant
to replicate the motion blur
exactly as seen on camera
and they are done
by intentionally deforming
the object of your animation
when it's moving quickly.
This, unike the squash and stretch,
does not have to keep
the same proportion for your object
and will often result in details
and line out, which looks really weird.
A lot of the funny frames that you see
on the internet of weird animations
and actually just smear frames which are done
in the middle of the movement
and make the overall thing
look much better than
it would have looked otherwise.
The way that we're actually going to edit
this smear frames is dependent on your art style
and the type of movement
that you want to create,
as well as the actual action
that we're going to perform.
Each one of them needs to be tailored to the movement
that you're actually drawing.
Still, there are some pretty common types
of smear frames
that you will see a lot in animation.
In classical cartoons, which
usually have a higher frame rate,
you will see a lot of duplication
of certain parts of the character
that create long curve according to the actual movement
trajectory of your character.
This works in classical cartoons
because the details themselves
are pretty simple
and the frames move very quickly.
In anime, you will see
and two different versions of smear frames.
One is physically smudging
and having ridges in the actual coloring
and line out of your character.
And the other
is completely sketching the line out
in the trajectory of the movement
to make it seem more like
a technical blur instead of a drawn one.
When making either one of these approaches,
you need to make sure
that deformation of the character is following
the trajectory of the movement.
So if you're making
a movement in a curve,
the actual deformation
is going to follow that curve,
and you need to deform
the object or add additional lines
in the same direction of the curve
and add more lines at the places
where the character moves quickly
and smaller lines
where the characters move slowly.
So for example,
if you're making a curve, as we're seeing here,
you will have longer lines
at the edge of the hand or object
that you animating, because at that point
the hand is going to move quicker,
than closer to the center of the body.
With these types of animation,
you can also add additional small details
at the other edges of your movement range,
to basically create the illusion
of having multiple poses
in the same frame,
which make it seems like
the movement itself is quicker,
the less type of smear frames
that you're going to see
are more artistic
and actually depend on the software that you're using.
If your software has an actual motion blur feature,
or special brushes
with interesting textures,
you might want to try and experiment
with your software and create
interesting visuals
within your animation art style.
This, of course, does not apply
if your animation art style itself
will look weird when using this type of motion
blur or special brushes.
This is usually seen in more artistic project
where you have unconventional art style
and overall animation
and background techniques.
Now that we understand
how we're going to use
certain artistic techniques in certain spacing
in order to create the illusion of speed in movement,
we want to understand
how to actually space our movement
and create variation in animation.
So in real life,
almost nothing moves in a
constant and changing speed.
Every movement has to start
from a stop
and reach to a stop at the end,
as well as every time
that your object changes
or switches directions.
In real life, this change in the amount of speed
an object has, it's called acceleration,
when the object speeds up
and deacceleration
when the object decreases its speed.
In animation, we visualize this change in speed
by changing the size
of the spacing of your object between frames.
In the previous example,
even though each ball
moved in a different speed,
the actual speed that the ball had
does not change throughout the movement
because the spacing between each frame is even.
So in order to create acceleration and deacceleration
we actually want to have a variation in the spacing
to create different acceleration
and deacceleration effects
which make the movement more natural
and easy to understand.
For each movement, and animation that we're going to make,
we're going to have a unique trajectory
and unique acceleration and deacceleration,
that being said, there are common patterns that we're going to use
and modify
when creating and planning
our moving trajectories.
These patterns also have pretty clear names and labels,
so when you're working with a team
or with directors,
they will often refers to these labels
and tell you which parts you need to change,
which is very useful.
The first pattern we have
and the most basic pattern
is having even spacing
between each frames.
This is actually pretty unnatural movement
and is mostly used with UI animation,
or when you want to have
some comedic effects within your scene.
This is pretty technical and not very common,
with hand-drawn animation
because it is quite difficult
to keep even spacing,
especially when your movement
has to be in a straight line
and you don't have any automatic
features to do that.
The second pattern that you're going
to encounter is called the ease in
and which is part of
the ease in and ease out
principle that we've talked about before.
The ease in is a movement
that shows acceleration of an object
from a rest to its final speed.
This is done by making the
initial spacing between each frame small
and then slowly increasing the spacing
to create acceleration in the final speed.
this increase can be both in even the amount by which
I mean you increase it to the same amount each time,
or it can be uneven
if you want to create
more varied movement
within your character or object action.
This is where we're actually going
to have multiple variations
and when we want to have
more artistic understanding
and adjust the movement
to the way that you want it
to look later on.
The next pattern is the ease out.
This is the opposite of the ease in
and this is where you deaccelerate
your character or object action.
In this case, you start with big spacing of your final speed
and then slowly decrease
the distances between each frame,
making your movements slower.
Again, you can either shorten the distance with constant intervals
to have smoothed deacceleration,
or you can have a variation in the deacceleration
to create more interesting movements
depending on the action
that you're trying to perform.
Next pattern is actually a combination of both ease in and ease out.
The most important pattern
that you need to understand and get right
because most action
that we're going to perform
is going to start from a stop accelerate
and then reach to a stop by the end of it.
Basically, every action can be broken
down into ease in and ease out.
We can basically create
any action that we want,
even very complex animations,
because when you understand,
when you slow in
and slow out to increase
and decrease the speed
or when you change directions,
you can basically break
every complex movement
that you're going to make into multiple
smaller movements,
each one, we've own ease in and ease out pattern.
As you can see in this example,
you can use this slow in
and slow out in one big movement
to achieve a smooth start and finish.
You can actually break your movement
into multiple stages
using slow in and slow out
to create pauses
and emphasize certain timings in your animation.
The last pattern is having
just really random spacing.
This is usually used
when doing comedic animation
or when trying to create
a jittering effect,
and it's not something
that needs a lot of explanation
and it's pretty intuitive.
You basically just stop and start
your character movement at random,
and use your own judgment
to create an aesthetically pleasing animation.
Again, this is not something that is very common
and we're not going to use it
in this course
because we want to focus more
on the realistic movement.
Still, I want to make sure that you know
that it is possible
to have random spacing,
but it's not something
that you want to focus on at the beginning.
Now that we understand how to recognize
and create the different spacing patterns
to create multiple types of movements and different timings
with simple objects and straight lines,
we want to understand
how to use this concept
and plan more complicated movement trajectories.
The first step for this is to actually sketch the movement trajectory
that we're going to use.
This gives you every possible position
for your object to be in
and make sure that your movement
will follow a clear path
so you don't get stray movement
and jittering effect.
Once you are more confident in your skill,
you can omit this step or modify
it as by making a smaller trajectory at the side
of your character action,
which is only going to
be used as reference,
but it is still completely valid
to actually draw the trajectory
that your character
or object are going to move in
when creating your animations.
If it makes you have better understanding
and greater efficiency in your project.
Once you have your overall trajectory,
you want to actually plan the spacing
and the movement
that you're going to make.
The first step to that is actually analyzing
the type of movement
that you want to make.
What causes your objects
to accelerate across the trajectory?
Where is it going to stop on the way?
Where will it be moving the fastest?
The slowest?
Where is it going to go back
or try a different direction?
There are many reasons for where
or when it's
going to accelerate and deaccelerate,
and they can either be
beacuse of the action itself
and the aesthetics that
you want to create, or it can be
because of actual physical related reasons,
such as having forces like gravity or spin
that act on the object
and make it accelerate
in a certain direction.
This is where actual
understanding of physics
is going to come in handy
because in real life
an object is going to accelerate in the direction
that a force is acting on it.
Now, this sounds kind of vague,
but basically if there is a force acting on an object,
it will move or change in that direction.
In real life, we see that with gravity,
when you flow something, it's going to start from a stop
and then move quicker and quicker
until it reaches the final speed
or when it hits the ground.
This is also true for deacceleration
because if your object already has a
speed to it
and the force is acting on it
in the opposite direction,
it is going to deacceleration.
So, by seeing which forces act on your object
and understanding where it's going to logically accelerate
and deaccelerate,
we can create a trajectory
which looks very natural and pleasing.
By combining our understanding of the physics behind the movement
and the aestethic look that we're aiming for
and deciding whether your object is going to accelerate
deaccelerate stop and start,
we can use the right techniques
and the right spacing
with the ease in and ease out pattern
to plan the overall trajectory.
And where we're going to add squash and stretch and smear frames.
The thing to keep in mind
when planning your movement
is that the shorter
the distance between each frame,
the slower
your object is going to move,
and the bigger the distance, the faster it will move.
So when you have a bigger spacing
on your trajectory
your object is going to be deformed with either
squash and stretch or smear frames.
In this example,
I'm going to make the ball
move at a certain trajectory.
The ball is going to move up
by its own force,
but it's going to move down
with deacceleration of gravity.
I'm also going to make the ball stop
at the highest point of each loop
before falling down
with a constant acceleration.
I want to complete each loop
in a different amount of time,
so the amount of spacing in frames
that I'm going to dedicate for each loop
is going to be different.
And since gravity is constantly
going to affect the ball,
even when it moves up.
It's going to deaccelerate on the way
up and accelerate on the way down.
With these conditions in mind, I add indicators of where
the ball is going to be at each frame
and change to size in accordance
to where I want it to stop and start.
You can either do that
by having keyframes
and then adding breakdowns
and in-betweens
or by going straight ahead
and just adding each spacing
one after the other
with the straight-ahead method.
Again, I use a combination of the two
because this usually gives you
the most natural looking movement
with the highest amount of control onset movement.
Now you just need to edit the ball
with the right size
and the right smear frames
and squash and stretch frames
to create the illusion
along the entire trajectory.
For this exercise actually try and limit
the amount of frames
that you're going to dedicate to it
and play around with the timing and spacing
along the trajectory
to create the right effect that you want.
It's important to understand
how to space and time your movement correctly
and not just add random
frames to your animation.
This is a common mistake
that a lot of beginner animators do
when instead of respacing
and adjusting the moving trajectory,
just adding additional frames
to try and make the overall movement look better,
and then later on play around with the frame rate.
Basically, as an animator,
your goal is to draw
the smallest amount of frames possible
to create your movement.
You will have a small amount of frames
for quick movements
and a larger amount of frames
for slower movement.
So instead of just adding
additional frames to your planned trajectory
in this exercise,
move your spacing around
to create the right amount of frames
for each part of your movement.
At first try and make a very simple trajectory,
even simpler than the one that I used for this example,
and later on try and increase the number of frames
and the complexity of the trajectory
that you're working with.
Again, decide on the number of frames
that you're going to make in advance
before adding additional frames.
If you are a more experienced animators,
you can just play around
with very complex
trajectories at this point.
Up until now we've seen examples
and talked about movements
where your object is starting
and ending with a stop
with gradual acceleration and deacceleration.
But in animation and in real life,
not every change of speed
is going to be gradual.
Sometimes your object
is going to just stop
or change direction suddenly.
You can see this type of movement
in very simple and common situation,
such as when things fall, hit walls,
get some impact or collisions,
or even when you reach
the range of movement of your object,
suddenly at high speeds,
this is very common in the action
or acting scenes as well.
And object will not change direction or speed
unless an another force is acting on it
in the opposite direction,
which causes it to deacceleration.
In the case of an impact,
a large amount of opposing force
hit the object all at once,
making it change the trajectory abruptly.
With character action and acting,
this comes from the character
actively trying to stop the movement,
or by the character
reaching the end of their limbs' range of movement.
As you can see with these examples,
I've been using some unusual frames
to support the movement and impacts
and make them look better.
These specialized frames are meant
to show the energy in the movement
and they're called impact frames and overshoot frames.
This is a technique where we will either
have an extra frame which goes over
the initially planned trajectory
and gives us the illusion of extra force
in the trajectory.
This is also known as overshoot
or we can have a frame,
with extreme deformation of the animation object
which gives more personality
to the change in direction,
which is also called an impact frame.
This is actually more common
when you have inherent
characteristics to your object,
as such as elasticity
and when you're having an impact
within the trajectory
which gives it the name of impact frames.
Overshoot and impact frames are actually very useful
in almost any type of movement.
You don't actually need to have
too much deformation or go
well over the movement trajectory
to have an impact frame or overshoot effect.
Just by having small adjustments
to the end of your trajectory,
you can give your the movement
a more natural and energetic look.
While overshoot and impact frames
are used to bring more energy
and force to your movement,
we also want to give more weight and different
characteristics to your movement and objects.
Even when trying to animate movements
which are less energetic,
or show certain characteristics
which are unrelated to elasticity in a situation
where you do not have impact.
For this, we want take advantage of the actual timing
feature in animation
and have a delay to help us understand
slow changes in force and acceleration.
These instances are not as obvious as a clear impact,
but they are still very important
when trying to animate
natural looking movements.
Delay is usually used to express balance, friction
or weight in the certain object.
As you can see here with this brick example,
I can show the amount of force
behind the initial push
and the weight of the brick
just by changing the timing
and giving us delay
in the movement of the brick before it falls.
You can also see how a brick experienced
the impact when it falls,
even though it is not elastic,
just by the time it takes the brick
to get over the force of the impact
before it falls down
and settles completely.
This alternation of delay for slow actions,
overshoot and impact frames for energetic actions
and using ease in and ease out to connect
these types of actions
is what is going to make the animation
more natural looking
and more interesting to look at.
We're going to create
every type of animation in this course
by combining these three concepts
and supporting them
with using squash and stretch and smear frames.
Now that we know the rules and techniques
that we're going to use
to create the animations,
it's time to understand how to apply them.
To demonstrate how we're going to apply these concepts
to an actual animation,
I'm going to give you the example
of the classic bouncing ball.
Starting from a rest position,
the ball will first
accelerate due to gravity
and it will speed down
as it goes
meaning that we're going to have uneven spacing,
which slowly increase between each frame
and we're going to slightly deform
the shape of the ball
to create a squash and stretch effect,
which help us
show the speed of the ball as it accelerates downward.
Next, the ball is going to hit the ground
and change direction.
For this, we're going to use an impact frame
again, with the squash and stretch principle
before the ball is going to shoot back up.
The amount of deformation
that we're going to add to the impact frame is dependent
both on the amount of force behind the ball.
In this case, we’re going to have quite a big jump,
so I'm going to add a lot of deformation,
but it also depends on the actual
properties of the ball.
If this ball was not elastic at all,
we would not add the deformation
and instead we’re just going
to have the ball's effects on the environment,
as well as use the timing to show the impact
the same way that we did with the brick.
Because the ball had quite a lot of
falls behind it
when it impacted the ground,
the ball is going to bounce
straight up because of the impact.
This means that it's going to first
accelerate up really quickly
because the initial speed is quite high,
but because gravity is going to act on it,
it's going to deaccelerate on its way up.
So we will be using the ease out
pattern and slowly decrease
the spacing between each frame until
the ball reaches to a stop
slightly below
the initial starting
point of the movement.
This is because the ball is going to lose
some of the energy it had
when it impacts the ground
making it so it can't
bounce quite as high
when the ball reaches the top,
it actually changes directions.
So it has to come to a complete stop.
At this point,
we can actually have
the additional benefits of animation
which don't completely adhere
to the rules of reality.
So we can emphasize this point
by creating a slight delay
at the highest point of the movement.
This helps the audience understand
what is going on
slightly better, and it is very useful
when creating movement
with more complex animation,
where you want to make sure
that the entire movement is readable,
or when you want to have emphasis
on certain part of the movement.
Because the force that accelerates
the ball is gravity, which is constant,
it's going to have the same
amount of acceleration
on its way down
as its first part of the movement,
because the distance
it travels is slightly smaller
this time
we're going to slightly
adjust the spacing
and actually remove certain frames
because the overall time it takes the
ball to get down is smaller.
This time, when the ball
reaches the ground,
it has slightly less force behind it.
So we will be creating
a smaller deformation in the impact frame
and we're going to decrease
the speed of the ball when it goes up.
Because gravity is constant
we're going to try and make it
so that deacceleration of the ball
is the same as the one that we had before.
With the following impacts,
the ball is going to lose more
and more force
behind it, making it
so it jumps less high
and the impact frames are less deformed.
all the way until it reaches its final stop
before settling down.
Take time to understand this exercise
and try and apply this type
of breakdown of forces and acceleration,
too many types of movement
that you see in real life
or that you're trying
to recreate for yourself.
Always try and visualize when and where
something is going to accelerate, deaccelerate
and the amount of force behind
a certain movement
before you plan your trajectory.
Next lesson, we're going to focus on more complex
objects and movements.
So it's important that you understand
the concepts in this video
and know how to recognize
when and where your character is going to slow in and slow out,
where you're going to add
your smear and squashes stretch frame
and how to create your overall
timing for each part of the movement.
The exercise in this lesson
is to take the examples
that I've made for this video
and make your own versions of them.
Try to make versions
that are different to mine
while still keeping in mind
the concepts behind each example.
You want to make sure
that you understand
the process and the correct
spacing between frames
and not just follow it
to create something aesthetically pleasing
without knowing how you did it.
I especially encourage you
to actually experiment
around and try different
timings with the same trajectory or movement
that you're trying to make.
Again, make sure
that whichever movement
you're making is readable
and that you avoid making jittering
when creating slow movements.
You need to make sure
that whichever movement you're making
is following a clear path
and that no frames is going backward
in the middle of an action.
Also, make sure to keep the volume
of your object consistent,
even if you're using a squash and stretch effect.
Also, keep your exercise fairly short,
making it three seconds or less,
because we're all going to be adding additional details onto it
in later lessons.
To recap
in today's lesson, we've learned the principles
and reasons behind the way
object moves in animation,
and which techniques
we're going to use to support said movements.
We also learned how to express
certain types of movement
using the deformation, spacing and timing,
as well as how to analyze movement
in order to understand and predict
how it's going to look
before we plan a final trajectory
that we're going to reference
when creating more complex actions later on.
Thank you for watching and see your next time.
Bye.
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