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These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:04,337 If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile] 2 00:00:05,572 --> 00:00:06,439 Hello, everyone. 3 00:00:06,439 --> 00:00:07,540 Havtza here. 4 00:00:07,540 --> 00:00:11,244 So now that we're done, with the pre-production stages 5 00:00:11,244 --> 00:00:13,947 and the preparations for understanding 6 00:00:13,947 --> 00:00:16,049 how much work we're going to do 7 00:00:16,049 --> 00:00:17,984 in the rest of the course, 8 00:00:17,984 --> 00:00:19,052 it's finally time 9 00:00:19,052 --> 00:00:20,887 to start learning animation, 10 00:00:20,887 --> 00:00:23,490 which is what most of you came here for. 11 00:00:24,057 --> 00:00:25,258 In this section, 12 00:00:25,258 --> 00:00:26,793 I'm going to teach you 13 00:00:26,793 --> 00:00:28,795 everything about animation 14 00:00:28,795 --> 00:00:30,830 from the most basic concept 15 00:00:30,830 --> 00:00:33,700 to more and more complicated ideas. 16 00:00:34,401 --> 00:00:36,870 We're going to start with the most basic 17 00:00:36,870 --> 00:00:40,073 rules and techniques of animations in this lesson, 18 00:00:40,073 --> 00:00:41,908 and gradually cover 19 00:00:41,908 --> 00:00:44,110 more and more advanced topics 20 00:00:44,110 --> 00:00:45,278 such as complex 21 00:00:45,278 --> 00:00:47,147 movement effects, 22 00:00:47,147 --> 00:00:51,284 animating objects, animating in 3D space, 23 00:00:51,284 --> 00:00:53,987 and even some camera movements and tricks. 24 00:00:54,788 --> 00:00:56,489 This lesson is going to cover 25 00:00:56,489 --> 00:00:58,892 the most basic parts of animation 26 00:00:58,892 --> 00:01:01,594 and might not be very informative 27 00:01:01,594 --> 00:01:03,763 for experienced animators. 28 00:01:03,763 --> 00:01:06,566 But I'm going to teach you how I view 29 00:01:06,566 --> 00:01:08,401 and think about my animations 30 00:01:08,401 --> 00:01:10,770 and what the techniques I'm going to use 31 00:01:10,770 --> 00:01:12,806 for the rest of this video. 32 00:01:12,806 --> 00:01:14,841 And since we're going to use 33 00:01:14,841 --> 00:01:17,410 somewhat unusual software 34 00:01:17,410 --> 00:01:19,946 for the entirety of the course, 35 00:01:19,946 --> 00:01:21,481 you might want to see how 36 00:01:21,481 --> 00:01:22,682 I animate things 37 00:01:22,682 --> 00:01:24,751 and which feature I'm going to use 38 00:01:24,751 --> 00:01:27,654 in order to make the entire process easier to you. 39 00:01:27,654 --> 00:01:29,689 If you're using the same software. 40 00:01:30,590 --> 00:01:33,226 Also, since I'm a self-taught animator, 41 00:01:33,226 --> 00:01:35,395 I might be using some unique 42 00:01:35,395 --> 00:01:37,230 ideas and concepts 43 00:01:37,230 --> 00:01:39,199 that you might not have seen 44 00:01:39,199 --> 00:01:42,235 in any other course or formal training. 45 00:01:42,235 --> 00:01:42,969 I'm not sure 46 00:01:42,969 --> 00:01:44,604 since I didn't actually do 47 00:01:44,604 --> 00:01:46,072 any formal training, 48 00:01:46,072 --> 00:01:47,941 but it can be a good exercise 49 00:01:47,941 --> 00:01:50,810 to compare how you're doing animation 50 00:01:50,810 --> 00:01:53,113 to the way I do it. 51 00:01:53,113 --> 00:01:54,681 And again, if you're a beginner, 52 00:01:54,681 --> 00:01:56,649 then there is absolutely no problem. 53 00:01:56,649 --> 00:01:58,351 You can just follow along 54 00:01:58,351 --> 00:02:00,253 and apply the concepts to the way 55 00:02:00,253 --> 00:02:02,522 that you're drawing your own things. 56 00:02:02,522 --> 00:02:05,992 Also, in this section, you don't have to draw any characters 57 00:02:05,992 --> 00:02:09,195 because we are only going to focus on the movement itself 58 00:02:09,195 --> 00:02:10,530 and how we're going to space 59 00:02:10,530 --> 00:02:12,966 things to create that movement. 60 00:02:12,966 --> 00:02:16,302 So if you are a new artist in general, 61 00:02:16,302 --> 00:02:17,804 this action is going to be very 62 00:02:17,804 --> 00:02:19,139 easy for you to follow. 63 00:02:20,640 --> 00:02:24,444 With that out of the way let us begin. 64 00:02:24,444 --> 00:02:26,913 First, let's talk about animation 65 00:02:26,913 --> 00:02:29,149 and what is it exactly? 66 00:02:29,149 --> 00:02:31,985 So as you've probably already know 67 00:02:31,985 --> 00:02:33,453 and might have guessed, 68 00:02:33,453 --> 00:02:35,655 animation is basically just drawing 69 00:02:35,655 --> 00:02:37,090 a whole bunch of pictures. 70 00:02:37,090 --> 00:02:39,726 We follow movement one after the other, 71 00:02:39,726 --> 00:02:42,362 that creates the illusion of action 72 00:02:42,362 --> 00:02:43,830 with drawings. 73 00:02:43,830 --> 00:02:45,098 It works similarly 74 00:02:45,098 --> 00:02:46,466 to the way that the camera 75 00:02:46,466 --> 00:02:49,369 is capturing pictures and then projecting the 76 00:02:49,369 --> 00:02:51,571 quickly in order to create a movie. 77 00:02:52,138 --> 00:02:53,373 And in the same manner, 78 00:02:53,373 --> 00:02:55,775 we are going to draw our frames 79 00:02:55,775 --> 00:02:58,578 to create the illusion of movement. 80 00:02:58,578 --> 00:03:00,780 And even use certain techniques 81 00:03:00,780 --> 00:03:03,816 that replicates the way that the camera capture the movement 82 00:03:03,816 --> 00:03:05,451 instead of the way that our eyes 83 00:03:05,451 --> 00:03:08,288 capture the movement in real life. 84 00:03:08,288 --> 00:03:11,591 In today's industry, the standard for animation 85 00:03:11,591 --> 00:03:14,627 is to draw 24 frames per second. 86 00:03:15,061 --> 00:03:17,130 This is called animation on 1s 87 00:03:17,130 --> 00:03:18,631 and it's what you're going to see 88 00:03:18,631 --> 00:03:21,267 in most movies in high value productions. 89 00:03:21,901 --> 00:03:24,103 But since most productions 90 00:03:24,103 --> 00:03:26,339 or teams or projects 91 00:03:26,339 --> 00:03:28,708 don't actually have the time or budget 92 00:03:28,708 --> 00:03:30,910 to draw 24 frames per second 93 00:03:30,910 --> 00:03:32,745 and because we want to be efficient 94 00:03:32,745 --> 00:03:34,047 with our project 95 00:03:34,047 --> 00:03:35,982 as well as create certain effects 96 00:03:35,982 --> 00:03:38,818 that are only doable with lower frame rate, 97 00:03:39,152 --> 00:03:41,087 we can duplicate the frames 98 00:03:41,087 --> 00:03:44,457 that we're going to use once or twice 99 00:03:44,457 --> 00:03:47,393 and basically create lower frame rates. 100 00:03:47,760 --> 00:03:50,964 Usually this is going to be animation on 2s, 101 00:03:50,964 --> 00:03:53,433 which is 12 frames per second 102 00:03:53,433 --> 00:03:54,701 or animation on 3s, 103 00:03:54,701 --> 00:03:57,136 which is eight frames per second. 104 00:03:57,136 --> 00:03:58,638 I don't recommend on 105 00:03:58,638 --> 00:04:00,306 going higher than 3s 106 00:04:00,306 --> 00:04:02,141 because at that point 107 00:04:02,141 --> 00:04:06,012 the animation is going to be very stiff and static. 108 00:04:06,012 --> 00:04:07,647 That being said though, 109 00:04:07,647 --> 00:04:10,483 I myself usually use animation on 3s 110 00:04:10,483 --> 00:04:12,986 with a combination of certain movements 111 00:04:12,986 --> 00:04:15,488 in 2s and effects on 1s. 112 00:04:15,488 --> 00:04:16,923 This is both to create 113 00:04:16,923 --> 00:04:18,791 more efficient animation 114 00:04:18,791 --> 00:04:20,059 as well as to help 115 00:04:20,059 --> 00:04:21,995 keep consistency in action, 116 00:04:21,995 --> 00:04:24,664 which are slow and more impact 117 00:04:24,664 --> 00:04:26,232 in fast actions. 118 00:04:26,933 --> 00:04:29,869 You're going to see how I'm duplicating 119 00:04:29,869 --> 00:04:31,337 and changing the frame rate 120 00:04:31,337 --> 00:04:33,473 between individual movements 121 00:04:33,473 --> 00:04:36,075 in the entirety of the course. 122 00:04:36,075 --> 00:04:39,679 In animation, we want to be as efficient as possible 123 00:04:39,679 --> 00:04:42,649 when creating our drawings and movement 124 00:04:42,649 --> 00:04:44,317 because we are going to draw 125 00:04:44,317 --> 00:04:45,952 a large amount of drawings 126 00:04:45,952 --> 00:04:47,186 and we want to make sure 127 00:04:47,186 --> 00:04:49,222 that we're making them quickly 128 00:04:49,222 --> 00:04:51,157 and on time to keep up 129 00:04:51,157 --> 00:04:52,992 without project schedules. 130 00:04:53,626 --> 00:04:54,527 To do that, 131 00:04:54,527 --> 00:04:56,562 there are two main animation techniques 132 00:04:56,562 --> 00:04:59,499 which are widely used between animators, 133 00:04:59,499 --> 00:05:01,534 which are called the straightahead 134 00:05:01,534 --> 00:05:03,403 and pose-to-pose. 135 00:05:03,903 --> 00:05:05,872 We've talked about them a little bit 136 00:05:05,872 --> 00:05:09,442 when we explored the animation principles 137 00:05:09,442 --> 00:05:10,710 and each one of them 138 00:05:10,710 --> 00:05:12,478 has their own unique strengths 139 00:05:12,478 --> 00:05:14,347 and weaknesses. 140 00:05:14,347 --> 00:05:16,316 The straight-ahead method means 141 00:05:16,316 --> 00:05:17,717 that you're going to draw each 142 00:05:17,717 --> 00:05:19,085 new frame immediately 143 00:05:19,085 --> 00:05:20,820 after the one before it, 144 00:05:20,820 --> 00:05:24,490 from the start to the finish of the movement. 145 00:05:24,490 --> 00:05:26,192 You will need to understand 146 00:05:26,192 --> 00:05:28,661 the movement in advance 147 00:05:28,661 --> 00:05:29,962 and have a clear idea 148 00:05:29,962 --> 00:05:31,597 of what you want to draw, 149 00:05:31,597 --> 00:05:34,300 as well as a good understanding on where 150 00:05:34,300 --> 00:05:37,303 and how to space and shift poses. 151 00:05:37,303 --> 00:05:38,237 You basically need 152 00:05:38,237 --> 00:05:39,972 to have a good understanding 153 00:05:39,972 --> 00:05:41,941 and some experience in animation 154 00:05:41,941 --> 00:05:43,843 before you try and tackle 155 00:05:43,843 --> 00:05:46,512 a straight-ahead animation technique. 156 00:05:47,380 --> 00:05:49,449 This is actually a pretty common mistake, 157 00:05:49,449 --> 00:05:52,985 which I see a lot of beginner animators do 158 00:05:52,985 --> 00:05:55,121 because they just intuitively 159 00:05:55,121 --> 00:05:57,323 want to draw each frame 160 00:05:57,323 --> 00:05:59,792 individually, one after the other, 161 00:05:59,792 --> 00:06:01,494 and then they don't know 162 00:06:01,494 --> 00:06:04,197 how to space their animation correctly. 163 00:06:04,197 --> 00:06:06,399 They get stuck, they get frustrated. 164 00:06:06,399 --> 00:06:07,767 They don't know 165 00:06:07,767 --> 00:06:10,436 how to actually create the movement 166 00:06:10,436 --> 00:06:11,637 without the guideline, 167 00:06:11,637 --> 00:06:15,842 but they also don't know how to create that guideline. 168 00:06:15,842 --> 00:06:18,811 For that we're actually going to move 169 00:06:18,811 --> 00:06:20,613 to the other animation technique, 170 00:06:20,613 --> 00:06:23,015 which is the pose-to-pose. 171 00:06:23,015 --> 00:06:25,251 This technique basically divides 172 00:06:25,251 --> 00:06:27,153 the frames that you're going to use 173 00:06:27,153 --> 00:06:28,988 for your movement 174 00:06:28,988 --> 00:06:31,591 in accordance to importance 175 00:06:31,591 --> 00:06:33,659 to the overall movement. 176 00:06:33,659 --> 00:06:37,597 Basically, you will start to from the key frames, 177 00:06:37,597 --> 00:06:39,399 which are the most important 178 00:06:39,399 --> 00:06:41,868 and essential for your movement. 179 00:06:41,868 --> 00:06:44,470 They are the ones that decide your timing 180 00:06:44,470 --> 00:06:46,072 and the overall pose 181 00:06:46,072 --> 00:06:48,341 and the range of the entire action. 182 00:06:48,975 --> 00:06:51,677 And then you will slowly fill in the gaps 183 00:06:52,011 --> 00:06:53,479 using break down frames 184 00:06:53,479 --> 00:06:55,448 which are slightly less important, 185 00:06:55,448 --> 00:06:57,884 but still giving nuance to your movement 186 00:06:59,318 --> 00:07:03,823 and the in-betweens which just move the entire movement over. 187 00:07:06,292 --> 00:07:08,761 I will be using both techniques to create 188 00:07:08,761 --> 00:07:11,597 different animations in this lesson 189 00:07:11,597 --> 00:07:13,065 and in the next lesson 190 00:07:13,699 --> 00:07:16,602 and basically you don't have to stick 191 00:07:16,602 --> 00:07:18,838 to one of them all the time 192 00:07:19,138 --> 00:07:20,373 there certain objects 193 00:07:20,373 --> 00:07:22,975 or certain movements which will look better 194 00:07:23,476 --> 00:07:24,844 with straight-ahead 195 00:07:24,844 --> 00:07:27,013 and some action or movements 196 00:07:27,013 --> 00:07:29,248 that will look better with pose-to-pose. 197 00:07:29,882 --> 00:07:31,050 You need to figure out 198 00:07:31,050 --> 00:07:33,453 which way works best for you, 199 00:07:33,453 --> 00:07:34,787 and the ultimate goal 200 00:07:34,787 --> 00:07:37,423 is to make both consistent 201 00:07:37,423 --> 00:07:39,525 and easy to understand animations. 202 00:07:40,960 --> 00:07:41,794 So 203 00:07:42,862 --> 00:07:45,131 let's see how we're actually going to 204 00:07:45,131 --> 00:07:49,602 time space and draw our animation objects. 205 00:07:58,811 --> 00:08:01,614 The way that we show movement in animation 206 00:08:01,614 --> 00:08:04,417 is by actually changing the position 207 00:08:04,417 --> 00:08:06,052 of your object of animation 208 00:08:06,052 --> 00:08:07,453 between frames. 209 00:08:08,087 --> 00:08:12,358 In real life, we understand that the speed of an object 210 00:08:12,358 --> 00:08:14,126 by seeing and measuring 211 00:08:14,126 --> 00:08:15,561 how much time it takes 212 00:08:15,561 --> 00:08:17,964 for it to change locations. 213 00:08:17,964 --> 00:08:19,165 But in animation, 214 00:08:19,165 --> 00:08:22,802 because we actually have constant frame rate, 215 00:08:22,802 --> 00:08:26,806 you can't make the frame move faster 216 00:08:27,306 --> 00:08:29,408 unless you are working at the 217 00:08:29,408 --> 00:08:31,477 high frame rate and duplicating 218 00:08:31,477 --> 00:08:34,580 your frame for 1s, 2s and 3s, 219 00:08:34,580 --> 00:08:36,115 but even in that case, 220 00:08:36,115 --> 00:08:37,884 you cannot make your frames move 221 00:08:37,884 --> 00:08:40,586 faster than your frame rate at once. 222 00:08:41,087 --> 00:08:43,322 So the way that we actually show 223 00:08:43,322 --> 00:08:46,492 how fast an object moves in animation 224 00:08:46,492 --> 00:08:49,862 is by controlling and changing the spacing 225 00:08:49,862 --> 00:08:50,763 and the distance 226 00:08:50,763 --> 00:08:53,432 it moves between each frame. 227 00:08:53,432 --> 00:08:54,967 To put it simply, 228 00:08:54,967 --> 00:08:56,702 the faster an object moves, 229 00:08:56,702 --> 00:08:59,272 the larger the spacing between each 230 00:08:59,272 --> 00:09:01,140 frame is going to be 231 00:09:01,140 --> 00:09:02,875 and the smaller the spacing, 232 00:09:02,875 --> 00:09:05,811 the slower the movement is going to be. 233 00:09:05,811 --> 00:09:07,980 We can see in this example 234 00:09:07,980 --> 00:09:08,881 that even though 235 00:09:08,881 --> 00:09:10,516 we have the same frame rate 236 00:09:10,516 --> 00:09:12,151 and the same ball, 237 00:09:12,151 --> 00:09:14,420 because the spacing is different, 238 00:09:14,420 --> 00:09:16,222 one ball is seemed to be moving 239 00:09:16,222 --> 00:09:18,090 faster than the other, 240 00:09:18,090 --> 00:09:19,191 just because it covers 241 00:09:19,191 --> 00:09:20,660 more distance. 242 00:09:23,563 --> 00:09:27,733 In addition to showing speed by changing the distance 243 00:09:27,733 --> 00:09:30,570 your object travels between each frames. 244 00:09:30,570 --> 00:09:32,438 We also want to take advantage 245 00:09:32,438 --> 00:09:35,841 of the artistic medium that is animation. 246 00:09:37,243 --> 00:09:39,512 In real life, our eyes can pick up 247 00:09:39,512 --> 00:09:41,280 movement in what we can call 248 00:09:41,280 --> 00:09:44,917 a “high frame rate” of around 60 frame per second. 249 00:09:45,718 --> 00:09:48,120 But even then, if an object moves 250 00:09:48,120 --> 00:09:50,690 too fast for us to perceive it well, 251 00:09:50,690 --> 00:09:52,458 we still see it is a blur 252 00:09:54,660 --> 00:09:58,297 In live action cinema or when taking a photo 253 00:09:58,297 --> 00:10:00,633 you will see the same effect 254 00:10:00,633 --> 00:10:03,536 in the form of a motion blur. 255 00:10:03,536 --> 00:10:06,606 This is because most camera have a lower frame 256 00:10:06,606 --> 00:10:08,374 rate and lower shutter 257 00:10:08,374 --> 00:10:11,677 speed when taking pictures, making it so 258 00:10:11,677 --> 00:10:16,549 multiple movements are blending together in the action. 259 00:10:18,250 --> 00:10:20,019 We can actually take advantage 260 00:10:20,019 --> 00:10:21,120 of this phenomenon 261 00:10:21,120 --> 00:10:23,522 when animating to create better 262 00:10:23,522 --> 00:10:25,191 looking animation, 263 00:10:25,191 --> 00:10:26,626 which are replicated 264 00:10:26,626 --> 00:10:28,961 in two different techniques. 265 00:10:30,763 --> 00:10:34,000 The first is squash and stretch principle, 266 00:10:34,000 --> 00:10:35,935 which we covered a little bit 267 00:10:35,935 --> 00:10:37,570 in a previous lesson. 268 00:10:39,572 --> 00:10:42,408 This is the idea that we slightly change 269 00:10:42,408 --> 00:10:43,743 the shape of the object 270 00:10:43,743 --> 00:10:46,679 in the direction of the movement, 271 00:10:46,679 --> 00:10:48,481 to give it an impression 272 00:10:48,481 --> 00:10:50,116 of additional speed. 273 00:10:51,817 --> 00:10:52,785 This is basically 274 00:10:52,785 --> 00:10:54,520 how we're going to combine 275 00:10:54,520 --> 00:10:57,156 multiple movement into the same frame, 276 00:10:57,156 --> 00:10:59,392 which help us control the speed, 277 00:10:59,392 --> 00:11:01,894 energy and direction of the movement 278 00:11:01,894 --> 00:11:03,929 more easily than by drawing 279 00:11:03,929 --> 00:11:06,332 additional unnecessary frames, 280 00:11:06,332 --> 00:11:09,201 which can also mess with the timing. 281 00:11:15,074 --> 00:11:17,743 This squashing stretch is also effective 282 00:11:17,743 --> 00:11:18,844 when you want to show 283 00:11:18,844 --> 00:11:21,280 other attributes of the object, 284 00:11:21,280 --> 00:11:22,615 such as the force 285 00:11:22,615 --> 00:11:24,950 and impact behind the movement 286 00:11:24,950 --> 00:11:27,053 and object elasticity 287 00:11:27,053 --> 00:11:30,322 or any other additional characteristics, 288 00:11:30,322 --> 00:11:34,493 which are easy to convey with deformation. 289 00:11:35,995 --> 00:11:37,329 We will expand upon this 290 00:11:37,329 --> 00:11:38,564 in our next lessons, 291 00:11:38,564 --> 00:11:39,765 but the important thing 292 00:11:39,765 --> 00:11:41,333 to remember for now 293 00:11:41,333 --> 00:11:43,903 is that by using squash and stretch, 294 00:11:43,903 --> 00:11:45,871 you don't actually change 295 00:11:45,871 --> 00:11:47,239 the overall size 296 00:11:47,239 --> 00:11:49,108 and volume of the object, 297 00:11:49,108 --> 00:11:51,010 only its proportions. 298 00:11:55,414 --> 00:11:56,749 When you are adding 299 00:11:56,749 --> 00:11:58,050 the squash and stretch, 300 00:11:58,050 --> 00:11:59,251 you need to make sure that you're 301 00:11:59,251 --> 00:12:00,786 not accidentally shrinking 302 00:12:00,786 --> 00:12:03,089 or enlarging your object. 303 00:12:27,780 --> 00:12:28,714 The second way 304 00:12:28,714 --> 00:12:30,182 that we take advantage 305 00:12:30,182 --> 00:12:32,318 of the blur effect in animation 306 00:12:32,318 --> 00:12:34,620 is by using smear frames. 307 00:12:35,121 --> 00:12:37,089 These are frames that actually meant 308 00:12:37,089 --> 00:12:39,225 to replicate the motion blur 309 00:12:39,225 --> 00:12:41,594 exactly as seen on camera 310 00:12:41,594 --> 00:12:42,695 and they are done 311 00:12:42,695 --> 00:12:44,730 by intentionally deforming 312 00:12:44,730 --> 00:12:46,932 the object of your animation 313 00:12:46,932 --> 00:12:49,135 when it's moving quickly. 314 00:12:49,969 --> 00:12:51,871 This, unike the squash and stretch, 315 00:12:51,871 --> 00:12:53,105 does not have to keep 316 00:12:53,105 --> 00:12:56,108 the same proportion for your object 317 00:12:56,108 --> 00:12:59,211 and will often result in details 318 00:12:59,211 --> 00:13:02,248 and line out, which looks really weird. 319 00:13:02,248 --> 00:13:04,383 A lot of the funny frames that you see 320 00:13:04,383 --> 00:13:07,153 on the internet of weird animations 321 00:13:07,153 --> 00:13:10,356 and actually just smear frames which are done 322 00:13:10,356 --> 00:13:11,824 in the middle of the movement 323 00:13:11,824 --> 00:13:13,325 and make the overall thing 324 00:13:13,325 --> 00:13:14,760 look much better than 325 00:13:14,760 --> 00:13:16,762 it would have looked otherwise. 326 00:13:17,396 --> 00:13:19,532 The way that we're actually going to edit 327 00:13:19,532 --> 00:13:23,469 this smear frames is dependent on your art style 328 00:13:23,469 --> 00:13:25,237 and the type of movement 329 00:13:25,237 --> 00:13:26,672 that you want to create, 330 00:13:26,672 --> 00:13:29,809 as well as the actual action 331 00:13:29,809 --> 00:13:31,510 that we're going to perform. 332 00:13:31,510 --> 00:13:34,747 Each one of them needs to be tailored to the movement 333 00:13:34,747 --> 00:13:36,482 that you're actually drawing. 334 00:13:36,949 --> 00:13:39,752 Still, there are some pretty common types 335 00:13:39,752 --> 00:13:40,953 of smear frames 336 00:13:40,953 --> 00:13:43,589 that you will see a lot in animation. 337 00:13:44,590 --> 00:13:46,492 In classical cartoons, which 338 00:13:46,492 --> 00:13:49,028 usually have a higher frame rate, 339 00:13:49,028 --> 00:13:51,530 you will see a lot of duplication 340 00:13:51,530 --> 00:13:54,633 of certain parts of the character 341 00:13:54,633 --> 00:14:00,406 that create long curve according to the actual movement 342 00:14:00,406 --> 00:14:02,474 trajectory of your character. 343 00:14:02,842 --> 00:14:05,010 This works in classical cartoons 344 00:14:05,010 --> 00:14:07,046 because the details themselves 345 00:14:07,046 --> 00:14:08,647 are pretty simple 346 00:14:08,647 --> 00:14:11,150 and the frames move very quickly. 347 00:14:12,051 --> 00:14:14,420 In anime, you will see 348 00:14:14,420 --> 00:14:18,190 and two different versions of smear frames. 349 00:14:18,190 --> 00:14:21,060 One is physically smudging 350 00:14:21,060 --> 00:14:24,496 and having ridges in the actual coloring 351 00:14:24,496 --> 00:14:26,732 and line out of your character. 352 00:14:26,732 --> 00:14:27,633 And the other 353 00:14:27,633 --> 00:14:30,402 is completely sketching the line out 354 00:14:30,402 --> 00:14:33,072 in the trajectory of the movement 355 00:14:33,072 --> 00:14:35,441 to make it seem more like 356 00:14:35,441 --> 00:14:39,144 a technical blur instead of a drawn one. 357 00:14:40,045 --> 00:14:42,781 When making either one of these approaches, 358 00:14:42,781 --> 00:14:44,083 you need to make sure 359 00:14:44,083 --> 00:14:48,520 that deformation of the character is following 360 00:14:48,520 --> 00:14:50,823 the trajectory of the movement. 361 00:14:50,823 --> 00:14:52,725 So if you're making 362 00:14:52,725 --> 00:14:53,959 a movement in a curve, 363 00:14:53,959 --> 00:14:55,194 the actual deformation 364 00:14:55,194 --> 00:14:57,229 is going to follow that curve, 365 00:14:57,229 --> 00:14:58,397 and you need to deform 366 00:14:58,397 --> 00:15:00,900 the object or add additional lines 367 00:15:01,233 --> 00:15:03,535 in the same direction of the curve 368 00:15:03,535 --> 00:15:05,938 and add more lines at the places 369 00:15:05,938 --> 00:15:08,474 where the character moves quickly 370 00:15:08,474 --> 00:15:09,708 and smaller lines 371 00:15:09,708 --> 00:15:12,211 where the characters move slowly. 372 00:15:12,211 --> 00:15:13,612 So for example, 373 00:15:13,612 --> 00:15:16,282 if you're making a curve, as we're seeing here, 374 00:15:16,282 --> 00:15:17,883 you will have longer lines 375 00:15:17,883 --> 00:15:20,252 at the edge of the hand or object 376 00:15:20,252 --> 00:15:23,088 that you animating, because at that point 377 00:15:23,088 --> 00:15:25,224 the hand is going to move quicker, 378 00:15:25,224 --> 00:15:27,526 than closer to the center of the body. 379 00:15:28,928 --> 00:15:30,629 With these types of animation, 380 00:15:30,629 --> 00:15:33,299 you can also add additional small details 381 00:15:33,299 --> 00:15:36,568 at the other edges of your movement range, 382 00:15:36,902 --> 00:15:38,637 to basically create the illusion 383 00:15:38,637 --> 00:15:40,339 of having multiple poses 384 00:15:40,339 --> 00:15:41,774 in the same frame, 385 00:15:41,774 --> 00:15:43,475 which make it seems like 386 00:15:43,475 --> 00:15:46,211 the movement itself is quicker, 387 00:15:47,146 --> 00:15:48,847 the less type of smear frames 388 00:15:48,847 --> 00:15:50,349 that you're going to see 389 00:15:50,349 --> 00:15:51,684 are more artistic 390 00:15:51,684 --> 00:15:54,920 and actually depend on the software that you're using. 391 00:15:54,920 --> 00:15:58,424 If your software has an actual motion blur feature, 392 00:15:58,424 --> 00:15:59,725 or special brushes 393 00:15:59,725 --> 00:16:01,894 with interesting textures, 394 00:16:01,894 --> 00:16:04,163 you might want to try and experiment 395 00:16:04,163 --> 00:16:06,131 with your software and create 396 00:16:06,131 --> 00:16:07,900 interesting visuals 397 00:16:07,900 --> 00:16:10,569 within your animation art style. 398 00:16:10,569 --> 00:16:12,171 This, of course, does not apply 399 00:16:12,171 --> 00:16:15,474 if your animation art style itself 400 00:16:15,474 --> 00:16:18,444 will look weird when using this type of motion 401 00:16:18,444 --> 00:16:20,946 blur or special brushes. 402 00:16:21,747 --> 00:16:25,551 This is usually seen in more artistic project 403 00:16:25,551 --> 00:16:28,420 where you have unconventional art style 404 00:16:28,420 --> 00:16:29,989 and overall animation 405 00:16:29,989 --> 00:16:31,690 and background techniques. 406 00:18:04,483 --> 00:18:05,784 Now that we understand 407 00:18:05,784 --> 00:18:07,219 how we're going to use 408 00:18:07,219 --> 00:18:11,790 certain artistic techniques in certain spacing 409 00:18:12,157 --> 00:18:16,261 in order to create the illusion of speed in movement, 410 00:18:16,261 --> 00:18:18,230 we want to understand 411 00:18:18,230 --> 00:18:21,033 how to actually space our movement 412 00:18:21,033 --> 00:18:24,069 and create variation in animation. 413 00:18:24,069 --> 00:18:25,471 So in real life, 414 00:18:25,471 --> 00:18:27,372 almost nothing moves in a 415 00:18:27,372 --> 00:18:29,808 constant and changing speed. 416 00:18:30,409 --> 00:18:32,311 Every movement has to start 417 00:18:32,311 --> 00:18:33,145 from a stop 418 00:18:33,145 --> 00:18:35,447 and reach to a stop at the end, 419 00:18:35,447 --> 00:18:37,149 as well as every time 420 00:18:37,149 --> 00:18:38,817 that your object changes 421 00:18:38,817 --> 00:18:40,352 or switches directions. 422 00:18:40,352 --> 00:18:44,089 In real life, this change in the amount of speed 423 00:18:44,089 --> 00:18:47,226 an object has, it's called acceleration, 424 00:18:47,226 --> 00:18:49,128 when the object speeds up 425 00:18:49,128 --> 00:18:50,529 and deacceleration 426 00:18:50,529 --> 00:18:53,365 when the object decreases its speed. 427 00:18:53,732 --> 00:18:57,436 In animation, we visualize this change in speed 428 00:18:57,436 --> 00:18:58,937 by changing the size 429 00:18:58,937 --> 00:19:02,307 of the spacing of your object between frames. 430 00:19:02,307 --> 00:19:04,243 In the previous example, 431 00:19:04,243 --> 00:19:05,677 even though each ball 432 00:19:05,677 --> 00:19:07,546 moved in a different speed, 433 00:19:07,546 --> 00:19:10,048 the actual speed that the ball had 434 00:19:10,048 --> 00:19:12,584 does not change throughout the movement 435 00:19:12,584 --> 00:19:16,221 because the spacing between each frame is even. 436 00:19:16,722 --> 00:19:20,959 So in order to create acceleration and deacceleration 437 00:19:20,959 --> 00:19:24,363 we actually want to have a variation in the spacing 438 00:19:24,363 --> 00:19:26,198 to create different acceleration 439 00:19:26,198 --> 00:19:28,066 and deacceleration effects 440 00:19:28,066 --> 00:19:31,003 which make the movement more natural 441 00:19:31,003 --> 00:19:32,704 and easy to understand. 442 00:19:33,739 --> 00:19:37,576 For each movement, and animation that we're going to make, 443 00:19:37,576 --> 00:19:40,345 we're going to have a unique trajectory 444 00:19:40,345 --> 00:19:43,549 and unique acceleration and deacceleration, 445 00:19:43,549 --> 00:19:47,653 that being said, there are common patterns that we're going to use 446 00:19:47,653 --> 00:19:48,854 and modify 447 00:19:48,854 --> 00:19:50,822 when creating and planning 448 00:19:50,822 --> 00:19:52,824 our moving trajectories. 449 00:19:53,659 --> 00:19:57,663 These patterns also have pretty clear names and labels, 450 00:19:57,663 --> 00:19:59,598 so when you're working with a team 451 00:19:59,598 --> 00:20:01,200 or with directors, 452 00:20:01,200 --> 00:20:04,169 they will often refers to these labels 453 00:20:04,169 --> 00:20:07,105 and tell you which parts you need to change, 454 00:20:07,105 --> 00:20:08,941 which is very useful. 455 00:20:09,975 --> 00:20:11,610 The first pattern we have 456 00:20:11,610 --> 00:20:13,445 and the most basic pattern 457 00:20:13,445 --> 00:20:15,714 is having even spacing 458 00:20:15,714 --> 00:20:17,616 between each frames. 459 00:20:17,616 --> 00:20:20,919 This is actually pretty unnatural movement 460 00:20:20,919 --> 00:20:24,189 and is mostly used with UI animation, 461 00:20:24,189 --> 00:20:25,924 or when you want to have 462 00:20:25,924 --> 00:20:29,027 some comedic effects within your scene. 463 00:20:29,428 --> 00:20:34,700 This is pretty technical and not very common, 464 00:20:34,700 --> 00:20:36,735 with hand-drawn animation 465 00:20:36,735 --> 00:20:38,670 because it is quite difficult 466 00:20:38,670 --> 00:20:40,739 to keep even spacing, 467 00:20:40,739 --> 00:20:42,474 especially when your movement 468 00:20:42,474 --> 00:20:45,077 has to be in a straight line 469 00:20:45,077 --> 00:20:48,780 and you don't have any automatic 470 00:20:48,780 --> 00:20:50,616 features to do that. 471 00:20:51,483 --> 00:20:53,151 The second pattern that you're going 472 00:20:53,151 --> 00:20:56,622 to encounter is called the ease in 473 00:20:56,622 --> 00:20:58,457 and which is part of 474 00:20:58,457 --> 00:20:59,958 the ease in and ease out 475 00:20:59,958 --> 00:21:02,394 principle that we've talked about before. 476 00:21:02,394 --> 00:21:04,396 The ease in is a movement 477 00:21:04,396 --> 00:21:06,665 that shows acceleration of an object 478 00:21:06,665 --> 00:21:09,534 from a rest to its final speed. 479 00:21:10,469 --> 00:21:12,104 This is done by making the 480 00:21:12,104 --> 00:21:15,974 initial spacing between each frame small 481 00:21:15,974 --> 00:21:19,278 and then slowly increasing the spacing 482 00:21:19,278 --> 00:21:22,881 to create acceleration in the final speed. 483 00:21:22,881 --> 00:21:27,486 this increase can be both in even the amount by which 484 00:21:27,486 --> 00:21:31,123 I mean you increase it to the same amount each time, 485 00:21:31,123 --> 00:21:33,025 or it can be uneven 486 00:21:33,025 --> 00:21:34,293 if you want to create 487 00:21:34,293 --> 00:21:36,795 more varied movement 488 00:21:36,795 --> 00:21:39,998 within your character or object action. 489 00:21:41,066 --> 00:21:42,834 This is where we're actually going 490 00:21:42,834 --> 00:21:45,137 to have multiple variations 491 00:21:45,137 --> 00:21:46,672 and when we want to have 492 00:21:46,672 --> 00:21:48,874 more artistic understanding 493 00:21:48,874 --> 00:21:51,109 and adjust the movement 494 00:21:51,109 --> 00:21:52,277 to the way that you want it 495 00:21:52,277 --> 00:21:53,745 to look later on. 496 00:21:54,813 --> 00:21:57,716 The next pattern is the ease out. 497 00:21:58,417 --> 00:22:00,552 This is the opposite of the ease in 498 00:22:00,552 --> 00:22:02,854 and this is where you deaccelerate 499 00:22:02,854 --> 00:22:05,490 your character or object action. 500 00:22:06,091 --> 00:22:11,163 In this case, you start with big spacing of your final speed 501 00:22:11,163 --> 00:22:12,731 and then slowly decrease 502 00:22:12,731 --> 00:22:15,500 the distances between each frame, 503 00:22:15,500 --> 00:22:17,803 making your movements slower. 504 00:22:18,503 --> 00:22:24,076 Again, you can either shorten the distance with constant intervals 505 00:22:24,076 --> 00:22:26,878 to have smoothed deacceleration, 506 00:22:26,878 --> 00:22:30,749 or you can have a variation in the deacceleration 507 00:22:30,749 --> 00:22:33,118 to create more interesting movements 508 00:22:33,118 --> 00:22:34,586 depending on the action 509 00:22:34,586 --> 00:22:36,655 that you're trying to perform. 510 00:23:08,120 --> 00:23:14,526 Next pattern is actually a combination of both ease in and ease out. 511 00:23:14,526 --> 00:23:16,461 The most important pattern 512 00:23:16,461 --> 00:23:18,964 that you need to understand and get right 513 00:23:18,964 --> 00:23:20,232 because most action 514 00:23:20,232 --> 00:23:21,867 that we're going to perform 515 00:23:21,867 --> 00:23:25,170 is going to start from a stop accelerate 516 00:23:25,170 --> 00:23:28,306 and then reach to a stop by the end of it. 517 00:23:28,306 --> 00:23:31,510 Basically, every action can be broken 518 00:23:31,510 --> 00:23:35,747 down into ease in and ease out. 519 00:23:37,516 --> 00:23:38,917 We can basically create 520 00:23:38,917 --> 00:23:41,253 any action that we want, 521 00:23:41,253 --> 00:23:43,922 even very complex animations, 522 00:23:43,922 --> 00:23:45,390 because when you understand, 523 00:23:45,390 --> 00:23:46,691 when you slow in 524 00:23:46,691 --> 00:23:49,428 and slow out to increase 525 00:23:49,428 --> 00:23:50,629 and decrease the speed 526 00:23:50,629 --> 00:23:52,697 or when you change directions, 527 00:23:52,697 --> 00:23:54,166 you can basically break 528 00:23:54,166 --> 00:23:55,667 every complex movement 529 00:23:55,667 --> 00:23:58,170 that you're going to make into multiple 530 00:23:58,170 --> 00:23:59,604 smaller movements, 531 00:23:59,604 --> 00:24:03,241 each one, we've own ease in and ease out pattern. 532 00:24:04,443 --> 00:24:06,878 As you can see in this example, 533 00:24:06,878 --> 00:24:08,747 you can use this slow in 534 00:24:08,747 --> 00:24:12,083 and slow out in one big movement 535 00:24:12,083 --> 00:24:15,387 to achieve a smooth start and finish. 536 00:24:18,557 --> 00:24:20,959 You can actually break your movement 537 00:24:20,959 --> 00:24:23,094 into multiple stages 538 00:24:23,094 --> 00:24:25,630 using slow in and slow out 539 00:24:25,630 --> 00:24:26,832 to create pauses 540 00:24:26,832 --> 00:24:31,102 and emphasize certain timings in your animation. 541 00:25:12,010 --> 00:25:13,979 The last pattern is having 542 00:25:13,979 --> 00:25:16,882 just really random spacing. 543 00:25:16,882 --> 00:25:19,084 This is usually used 544 00:25:19,084 --> 00:25:21,253 when doing comedic animation 545 00:25:21,253 --> 00:25:22,554 or when trying to create 546 00:25:22,554 --> 00:25:24,456 a jittering effect, 547 00:25:24,456 --> 00:25:26,591 and it's not something 548 00:25:26,591 --> 00:25:28,693 that needs a lot of explanation 549 00:25:28,693 --> 00:25:30,629 and it's pretty intuitive. 550 00:25:30,629 --> 00:25:32,964 You basically just stop and start 551 00:25:32,964 --> 00:25:35,667 your character movement at random, 552 00:25:36,334 --> 00:25:38,270 and use your own judgment 553 00:25:38,270 --> 00:25:41,172 to create an aesthetically pleasing animation. 554 00:25:41,172 --> 00:25:43,708 Again, this is not something that is very common 555 00:25:43,708 --> 00:25:46,244 and we're not going to use it 556 00:25:46,244 --> 00:25:47,445 in this course 557 00:25:47,445 --> 00:25:49,447 because we want to focus more 558 00:25:49,447 --> 00:25:51,216 on the realistic movement. 559 00:25:51,816 --> 00:25:54,019 Still, I want to make sure that you know 560 00:25:54,019 --> 00:25:55,487 that it is possible 561 00:25:55,487 --> 00:25:57,455 to have random spacing, 562 00:25:57,455 --> 00:25:59,391 but it's not something 563 00:25:59,391 --> 00:26:03,528 that you want to focus on at the beginning. 564 00:26:29,187 --> 00:26:31,489 Now that we understand how to recognize 565 00:26:31,489 --> 00:26:34,192 and create the different spacing patterns 566 00:26:34,192 --> 00:26:38,997 to create multiple types of movements and different timings 567 00:26:38,997 --> 00:26:42,300 with simple objects and straight lines, 568 00:26:42,300 --> 00:26:43,702 we want to understand 569 00:26:43,702 --> 00:26:45,670 how to use this concept 570 00:26:45,670 --> 00:26:49,441 and plan more complicated movement trajectories. 571 00:26:49,941 --> 00:26:54,479 The first step for this is to actually sketch the movement trajectory 572 00:26:54,479 --> 00:26:56,147 that we're going to use. 573 00:26:56,681 --> 00:26:59,217 This gives you every possible position 574 00:26:59,217 --> 00:27:01,286 for your object to be in 575 00:27:01,286 --> 00:27:02,988 and make sure that your movement 576 00:27:02,988 --> 00:27:05,056 will follow a clear path 577 00:27:05,056 --> 00:27:07,926 so you don't get stray movement 578 00:27:07,926 --> 00:27:09,427 and jittering effect. 579 00:27:09,661 --> 00:27:12,030 Once you are more confident in your skill, 580 00:27:12,030 --> 00:27:14,532 you can omit this step or modify 581 00:27:14,532 --> 00:27:18,603 it as by making a smaller trajectory at the side 582 00:27:18,603 --> 00:27:20,305 of your character action, 583 00:27:20,839 --> 00:27:22,007 which is only going to 584 00:27:22,007 --> 00:27:23,375 be used as reference, 585 00:27:24,409 --> 00:27:26,344 but it is still completely valid 586 00:27:26,344 --> 00:27:28,513 to actually draw the trajectory 587 00:27:28,513 --> 00:27:29,581 that your character 588 00:27:29,581 --> 00:27:31,683 or object are going to move in 589 00:27:31,683 --> 00:27:33,985 when creating your animations. 590 00:27:33,985 --> 00:27:37,188 If it makes you have better understanding 591 00:27:37,188 --> 00:27:39,357 and greater efficiency in your project. 592 00:27:40,025 --> 00:27:43,061 Once you have your overall trajectory, 593 00:27:43,061 --> 00:27:46,131 you want to actually plan the spacing 594 00:27:46,131 --> 00:27:47,232 and the movement 595 00:27:47,232 --> 00:27:48,967 that you're going to make. 596 00:27:50,435 --> 00:27:53,538 The first step to that is actually analyzing 597 00:27:53,538 --> 00:27:54,472 the type of movement 598 00:27:54,472 --> 00:27:55,940 that you want to make. 599 00:27:55,940 --> 00:27:57,676 What causes your objects 600 00:27:57,676 --> 00:28:00,378 to accelerate across the trajectory? 601 00:28:00,378 --> 00:28:02,681 Where is it going to stop on the way? 602 00:28:02,681 --> 00:28:05,116 Where will it be moving the fastest? 603 00:28:05,116 --> 00:28:06,384 The slowest? 604 00:28:06,384 --> 00:28:08,453 Where is it going to go back 605 00:28:08,453 --> 00:28:10,889 or try a different direction? 606 00:28:11,923 --> 00:28:14,793 There are many reasons for where 607 00:28:14,793 --> 00:28:15,694 or when it's 608 00:28:15,694 --> 00:28:18,029 going to accelerate and deaccelerate, 609 00:28:18,029 --> 00:28:19,564 and they can either be 610 00:28:19,564 --> 00:28:22,300 beacuse of the action itself 611 00:28:22,300 --> 00:28:23,301 and the aesthetics that 612 00:28:23,301 --> 00:28:25,670 you want to create, or it can be 613 00:28:25,670 --> 00:28:29,140 because of actual physical related reasons, 614 00:28:29,140 --> 00:28:33,878 such as having forces like gravity or spin 615 00:28:33,878 --> 00:28:35,380 that act on the object 616 00:28:35,380 --> 00:28:36,581 and make it accelerate 617 00:28:36,581 --> 00:28:38,316 in a certain direction. 618 00:28:39,250 --> 00:28:41,052 This is where actual 619 00:28:41,052 --> 00:28:42,520 understanding of physics 620 00:28:42,520 --> 00:28:45,123 is going to come in handy 621 00:28:45,123 --> 00:28:47,225 because in real life 622 00:28:47,225 --> 00:28:50,929 an object is going to accelerate in the direction 623 00:28:50,929 --> 00:28:53,431 that a force is acting on it. 624 00:28:53,431 --> 00:28:55,333 Now, this sounds kind of vague, 625 00:28:55,333 --> 00:29:00,105 but basically if there is a force acting on an object, 626 00:29:00,105 --> 00:29:03,241 it will move or change in that direction. 627 00:29:03,842 --> 00:29:06,678 In real life, we see that with gravity, 628 00:29:06,678 --> 00:29:10,448 when you flow something, it's going to start from a stop 629 00:29:10,448 --> 00:29:13,251 and then move quicker and quicker 630 00:29:13,251 --> 00:29:15,553 until it reaches the final speed 631 00:29:15,553 --> 00:29:17,288 or when it hits the ground. 632 00:29:17,789 --> 00:29:20,391 This is also true for deacceleration 633 00:29:20,391 --> 00:29:23,595 because if your object already has a 634 00:29:23,595 --> 00:29:24,996 speed to it 635 00:29:24,996 --> 00:29:26,831 and the force is acting on it 636 00:29:26,831 --> 00:29:28,099 in the opposite direction, 637 00:29:28,099 --> 00:29:30,735 it is going to deacceleration. 638 00:29:30,735 --> 00:29:35,874 So, by seeing which forces act on your object 639 00:29:36,474 --> 00:29:40,245 and understanding where it's going to logically accelerate 640 00:29:40,245 --> 00:29:41,613 and deaccelerate, 641 00:29:41,613 --> 00:29:43,515 we can create a trajectory 642 00:29:43,515 --> 00:29:46,518 which looks very natural and pleasing. 643 00:29:47,252 --> 00:29:52,257 By combining our understanding of the physics behind the movement 644 00:29:52,257 --> 00:29:55,527 and the aestethic look that we're aiming for 645 00:29:56,227 --> 00:29:59,697 and deciding whether your object is going to accelerate 646 00:29:59,697 --> 00:30:02,934 deaccelerate stop and start, 647 00:30:03,301 --> 00:30:06,771 we can use the right techniques 648 00:30:06,771 --> 00:30:08,339 and the right spacing 649 00:30:08,339 --> 00:30:11,409 with the ease in and ease out pattern 650 00:30:11,409 --> 00:30:13,745 to plan the overall trajectory. 651 00:30:15,079 --> 00:30:19,250 And where we're going to add squash and stretch and smear frames. 652 00:30:19,784 --> 00:30:21,085 The thing to keep in mind 653 00:30:21,085 --> 00:30:22,453 when planning your movement 654 00:30:22,453 --> 00:30:23,688 is that the shorter 655 00:30:23,688 --> 00:30:26,324 the distance between each frame, 656 00:30:26,324 --> 00:30:27,091 the slower 657 00:30:27,091 --> 00:30:29,027 your object is going to move, 658 00:30:29,027 --> 00:30:32,163 and the bigger the distance, the faster it will move. 659 00:30:32,163 --> 00:30:34,966 So when you have a bigger spacing 660 00:30:34,966 --> 00:30:36,835 on your trajectory 661 00:30:36,835 --> 00:30:40,038 your object is going to be deformed with either 662 00:30:40,038 --> 00:30:42,507 squash and stretch or smear frames. 663 00:30:43,575 --> 00:30:44,809 In this example, 664 00:30:44,809 --> 00:30:46,077 I'm going to make the ball 665 00:30:46,077 --> 00:30:48,479 move at a certain trajectory. 666 00:30:48,479 --> 00:30:50,248 The ball is going to move up 667 00:30:50,248 --> 00:30:52,517 by its own force, 668 00:30:52,517 --> 00:30:54,719 but it's going to move down 669 00:30:54,719 --> 00:30:57,422 with deacceleration of gravity. 670 00:30:57,422 --> 00:30:59,657 I'm also going to make the ball stop 671 00:30:59,657 --> 00:31:02,360 at the highest point of each loop 672 00:31:02,360 --> 00:31:04,128 before falling down 673 00:31:04,128 --> 00:31:06,831 with a constant acceleration. 674 00:31:07,532 --> 00:31:10,134 I want to complete each loop 675 00:31:10,134 --> 00:31:12,670 in a different amount of time, 676 00:31:12,670 --> 00:31:15,440 so the amount of spacing in frames 677 00:31:15,440 --> 00:31:17,642 that I'm going to dedicate for each loop 678 00:31:17,642 --> 00:31:19,410 is going to be different. 679 00:31:20,011 --> 00:31:22,313 And since gravity is constantly 680 00:31:22,313 --> 00:31:23,748 going to affect the ball, 681 00:31:23,748 --> 00:31:25,516 even when it moves up. 682 00:31:25,850 --> 00:31:28,686 It's going to deaccelerate on the way 683 00:31:28,686 --> 00:31:31,956 up and accelerate on the way down. 684 00:31:33,091 --> 00:31:37,896 With these conditions in mind, I add indicators of where 685 00:31:37,896 --> 00:31:40,732 the ball is going to be at each frame 686 00:31:40,732 --> 00:31:43,234 and change to size in accordance 687 00:31:43,234 --> 00:31:46,271 to where I want it to stop and start. 688 00:31:46,271 --> 00:31:47,805 You can either do that 689 00:31:47,805 --> 00:31:50,174 by having keyframes 690 00:31:50,174 --> 00:31:52,176 and then adding breakdowns 691 00:31:52,176 --> 00:31:53,611 and in-betweens 692 00:31:53,611 --> 00:31:55,680 or by going straight ahead 693 00:31:55,680 --> 00:31:58,816 and just adding each spacing 694 00:31:58,816 --> 00:32:00,151 one after the other 695 00:32:00,151 --> 00:32:02,086 with the straight-ahead method. 696 00:32:02,520 --> 00:32:05,056 Again, I use a combination of the two 697 00:32:05,056 --> 00:32:07,191 because this usually gives you 698 00:32:07,191 --> 00:32:09,527 the most natural looking movement 699 00:32:09,527 --> 00:32:13,131 with the highest amount of control onset movement. 700 00:32:13,831 --> 00:32:16,234 Now you just need to edit the ball 701 00:32:16,234 --> 00:32:17,969 with the right size 702 00:32:17,969 --> 00:32:19,470 and the right smear frames 703 00:32:19,470 --> 00:32:21,472 and squash and stretch frames 704 00:32:21,472 --> 00:32:22,707 to create the illusion 705 00:32:22,707 --> 00:32:25,710 along the entire trajectory. 706 00:32:26,544 --> 00:32:29,580 For this exercise actually try and limit 707 00:32:29,580 --> 00:32:30,581 the amount of frames 708 00:32:30,581 --> 00:32:33,051 that you're going to dedicate to it 709 00:32:33,051 --> 00:32:35,687 and play around with the timing and spacing 710 00:32:35,687 --> 00:32:36,888 along the trajectory 711 00:32:36,888 --> 00:32:39,357 to create the right effect that you want. 712 00:32:40,258 --> 00:32:42,327 It's important to understand 713 00:32:42,327 --> 00:32:46,197 how to space and time your movement correctly 714 00:32:46,197 --> 00:32:48,633 and not just add random 715 00:32:48,633 --> 00:32:51,402 frames to your animation. 716 00:32:51,869 --> 00:32:53,237 This is a common mistake 717 00:32:53,237 --> 00:32:56,074 that a lot of beginner animators do 718 00:32:56,074 --> 00:32:58,609 when instead of respacing 719 00:32:58,609 --> 00:33:01,145 and adjusting the moving trajectory, 720 00:33:01,145 --> 00:33:03,681 just adding additional frames 721 00:33:04,115 --> 00:33:07,585 to try and make the overall movement look better, 722 00:33:07,585 --> 00:33:10,922 and then later on play around with the frame rate. 723 00:33:10,922 --> 00:33:12,757 Basically, as an animator, 724 00:33:12,757 --> 00:33:14,225 your goal is to draw 725 00:33:14,225 --> 00:33:16,527 the smallest amount of frames possible 726 00:33:16,527 --> 00:33:18,596 to create your movement. 727 00:33:18,596 --> 00:33:20,865 You will have a small amount of frames 728 00:33:20,865 --> 00:33:22,400 for quick movements 729 00:33:22,400 --> 00:33:23,968 and a larger amount of frames 730 00:33:23,968 --> 00:33:25,603 for slower movement. 731 00:33:25,603 --> 00:33:27,705 So instead of just adding 732 00:33:27,705 --> 00:33:30,641 additional frames to your planned trajectory 733 00:33:30,641 --> 00:33:32,477 in this exercise, 734 00:33:32,477 --> 00:33:34,278 move your spacing around 735 00:33:34,278 --> 00:33:36,447 to create the right amount of frames 736 00:33:36,447 --> 00:33:38,816 for each part of your movement. 737 00:33:38,816 --> 00:33:42,020 At first try and make a very simple trajectory, 738 00:33:42,020 --> 00:33:45,590 even simpler than the one that I used for this example, 739 00:33:45,590 --> 00:33:48,893 and later on try and increase the number of frames 740 00:33:48,893 --> 00:33:50,862 and the complexity of the trajectory 741 00:33:50,862 --> 00:33:52,764 that you're working with. 742 00:33:52,764 --> 00:33:55,199 Again, decide on the number of frames 743 00:33:55,199 --> 00:33:57,468 that you're going to make in advance 744 00:33:57,468 --> 00:34:00,004 before adding additional frames. 745 00:34:00,671 --> 00:34:02,807 If you are a more experienced animators, 746 00:34:02,807 --> 00:34:04,175 you can just play around 747 00:34:04,175 --> 00:34:05,276 with very complex 748 00:34:05,276 --> 00:34:07,912 trajectories at this point. 749 00:34:13,017 --> 00:34:15,853 Up until now we've seen examples 750 00:34:15,853 --> 00:34:17,755 and talked about movements 751 00:34:17,755 --> 00:34:19,590 where your object is starting 752 00:34:19,590 --> 00:34:21,526 and ending with a stop 753 00:34:21,526 --> 00:34:25,063 with gradual acceleration and deacceleration. 754 00:34:25,063 --> 00:34:28,566 But in animation and in real life, 755 00:34:28,566 --> 00:34:30,368 not every change of speed 756 00:34:30,368 --> 00:34:32,904 is going to be gradual. 757 00:34:32,904 --> 00:34:34,806 Sometimes your object 758 00:34:34,806 --> 00:34:36,441 is going to just stop 759 00:34:36,441 --> 00:34:38,743 or change direction suddenly. 760 00:34:39,544 --> 00:34:41,379 You can see this type of movement 761 00:34:41,379 --> 00:34:44,582 in very simple and common situation, 762 00:34:44,582 --> 00:34:49,353 such as when things fall, hit walls, 763 00:34:49,353 --> 00:34:52,023 get some impact or collisions, 764 00:34:52,023 --> 00:34:54,125 or even when you reach 765 00:34:54,125 --> 00:34:56,761 the range of movement of your object, 766 00:34:56,761 --> 00:34:59,597 suddenly at high speeds, 767 00:34:59,597 --> 00:35:01,766 this is very common in the action 768 00:35:01,766 --> 00:35:03,935 or acting scenes as well. 769 00:35:04,635 --> 00:35:07,672 And object will not change direction or speed 770 00:35:07,672 --> 00:35:11,309 unless an another force is acting on it 771 00:35:11,309 --> 00:35:12,677 in the opposite direction, 772 00:35:12,677 --> 00:35:15,546 which causes it to deacceleration. 773 00:35:15,913 --> 00:35:17,682 In the case of an impact, 774 00:35:17,682 --> 00:35:19,750 a large amount of opposing force 775 00:35:19,750 --> 00:35:21,886 hit the object all at once, 776 00:35:21,886 --> 00:35:25,590 making it change the trajectory abruptly. 777 00:35:26,557 --> 00:35:28,726 With character action and acting, 778 00:35:28,726 --> 00:35:30,495 this comes from the character 779 00:35:30,495 --> 00:35:32,930 actively trying to stop the movement, 780 00:35:33,297 --> 00:35:34,665 or by the character 781 00:35:34,665 --> 00:35:39,470 reaching the end of their limbs' range of movement. 782 00:35:40,037 --> 00:35:42,373 As you can see with these examples, 783 00:35:42,373 --> 00:35:44,775 I've been using some unusual frames 784 00:35:44,775 --> 00:35:47,411 to support the movement and impacts 785 00:35:47,411 --> 00:35:49,247 and make them look better. 786 00:35:49,247 --> 00:35:51,649 These specialized frames are meant 787 00:35:51,649 --> 00:35:54,185 to show the energy in the movement 788 00:35:54,185 --> 00:35:58,189 and they're called impact frames and overshoot frames. 789 00:35:58,189 --> 00:36:00,791 This is a technique where we will either 790 00:36:00,791 --> 00:36:03,694 have an extra frame which goes over 791 00:36:03,694 --> 00:36:06,264 the initially planned trajectory 792 00:36:06,264 --> 00:36:09,200 and gives us the illusion of extra force 793 00:36:09,200 --> 00:36:10,902 in the trajectory. 794 00:36:10,902 --> 00:36:13,271 This is also known as overshoot 795 00:36:13,704 --> 00:36:15,573 or we can have a frame, 796 00:36:15,573 --> 00:36:19,043 with extreme deformation of the animation object 797 00:36:19,043 --> 00:36:21,646 which gives more personality 798 00:36:21,646 --> 00:36:24,148 to the change in direction, 799 00:36:24,148 --> 00:36:26,617 which is also called an impact frame. 800 00:36:26,951 --> 00:36:28,653 This is actually more common 801 00:36:28,653 --> 00:36:30,721 when you have inherent 802 00:36:30,721 --> 00:36:33,324 characteristics to your object, 803 00:36:33,324 --> 00:36:34,792 as such as elasticity 804 00:36:34,792 --> 00:36:38,162 and when you're having an impact 805 00:36:38,162 --> 00:36:39,997 within the trajectory 806 00:36:39,997 --> 00:36:42,667 which gives it the name of impact frames. 807 00:36:43,467 --> 00:36:47,038 Overshoot and impact frames are actually very useful 808 00:36:47,038 --> 00:36:49,373 in almost any type of movement. 809 00:36:49,607 --> 00:36:52,043 You don't actually need to have 810 00:36:52,043 --> 00:36:54,779 too much deformation or go 811 00:36:54,779 --> 00:36:57,848 well over the movement trajectory 812 00:36:58,216 --> 00:37:02,753 to have an impact frame or overshoot effect. 813 00:37:02,753 --> 00:37:05,189 Just by having small adjustments 814 00:37:05,189 --> 00:37:07,458 to the end of your trajectory, 815 00:37:08,292 --> 00:37:09,827 you can give your the movement 816 00:37:09,827 --> 00:37:12,363 a more natural and energetic look. 817 00:37:13,664 --> 00:37:15,900 While overshoot and impact frames 818 00:37:15,900 --> 00:37:17,668 are used to bring more energy 819 00:37:17,668 --> 00:37:20,004 and force to your movement, 820 00:37:20,004 --> 00:37:24,775 we also want to give more weight and different 821 00:37:24,775 --> 00:37:29,547 characteristics to your movement and objects. 822 00:37:30,047 --> 00:37:32,116 Even when trying to animate movements 823 00:37:32,116 --> 00:37:34,151 which are less energetic, 824 00:37:34,151 --> 00:37:36,187 or show certain characteristics 825 00:37:36,187 --> 00:37:40,358 which are unrelated to elasticity in a situation 826 00:37:40,358 --> 00:37:42,493 where you do not have impact. 827 00:37:42,994 --> 00:37:47,365 For this, we want take advantage of the actual timing 828 00:37:47,365 --> 00:37:49,333 feature in animation 829 00:37:49,333 --> 00:37:52,870 and have a delay to help us understand 830 00:37:52,870 --> 00:37:56,574 slow changes in force and acceleration. 831 00:37:57,074 --> 00:38:01,078 These instances are not as obvious as a clear impact, 832 00:38:01,078 --> 00:38:02,880 but they are still very important 833 00:38:02,880 --> 00:38:04,315 when trying to animate 834 00:38:04,315 --> 00:38:06,083 natural looking movements. 835 00:38:07,251 --> 00:38:11,322 Delay is usually used to express balance, friction 836 00:38:11,322 --> 00:38:14,158 or weight in the certain object. 837 00:38:14,158 --> 00:38:17,295 As you can see here with this brick example, 838 00:38:17,295 --> 00:38:19,563 I can show the amount of force 839 00:38:19,563 --> 00:38:21,899 behind the initial push 840 00:38:21,899 --> 00:38:24,302 and the weight of the brick 841 00:38:24,302 --> 00:38:26,804 just by changing the timing 842 00:38:26,804 --> 00:38:29,340 and giving us delay 843 00:38:29,340 --> 00:38:32,910 in the movement of the brick before it falls. 844 00:38:33,244 --> 00:38:36,714 You can also see how a brick experienced 845 00:38:36,714 --> 00:38:39,150 the impact when it falls, 846 00:38:39,150 --> 00:38:41,352 even though it is not elastic, 847 00:38:41,352 --> 00:38:43,854 just by the time it takes the brick 848 00:38:43,854 --> 00:38:46,657 to get over the force of the impact 849 00:38:46,657 --> 00:38:47,992 before it falls down 850 00:38:47,992 --> 00:38:50,027 and settles completely. 851 00:38:50,695 --> 00:38:54,498 This alternation of delay for slow actions, 852 00:38:54,498 --> 00:38:58,069 overshoot and impact frames for energetic actions 853 00:38:58,069 --> 00:39:00,871 and using ease in and ease out to connect 854 00:39:00,871 --> 00:39:02,773 these types of actions 855 00:39:02,773 --> 00:39:05,543 is what is going to make the animation 856 00:39:05,543 --> 00:39:07,111 more natural looking 857 00:39:07,111 --> 00:39:10,047 and more interesting to look at. 858 00:39:10,614 --> 00:39:11,782 We're going to create 859 00:39:11,782 --> 00:39:14,785 every type of animation in this course 860 00:39:14,785 --> 00:39:17,488 by combining these three concepts 861 00:39:17,488 --> 00:39:19,190 and supporting them 862 00:39:19,190 --> 00:39:22,393 with using squash and stretch and smear frames. 863 00:39:58,496 --> 00:40:00,865 Now that we know the rules and techniques 864 00:40:00,865 --> 00:40:02,800 that we're going to use 865 00:40:02,800 --> 00:40:04,835 to create the animations, 866 00:40:04,835 --> 00:40:07,471 it's time to understand how to apply them. 867 00:40:08,239 --> 00:40:11,675 To demonstrate how we're going to apply these concepts 868 00:40:11,675 --> 00:40:13,644 to an actual animation, 869 00:40:13,644 --> 00:40:15,880 I'm going to give you the example 870 00:40:15,880 --> 00:40:18,682 of the classic bouncing ball. 871 00:40:18,682 --> 00:40:21,252 Starting from a rest position, 872 00:40:21,252 --> 00:40:22,453 the ball will first 873 00:40:22,453 --> 00:40:24,288 accelerate due to gravity 874 00:40:24,288 --> 00:40:26,090 and it will speed down 875 00:40:26,090 --> 00:40:27,158 as it goes 876 00:40:28,125 --> 00:40:31,695 meaning that we're going to have uneven spacing, 877 00:40:31,695 --> 00:40:36,233 which slowly increase between each frame 878 00:40:36,233 --> 00:40:38,536 and we're going to slightly deform 879 00:40:38,536 --> 00:40:40,237 the shape of the ball 880 00:40:40,237 --> 00:40:42,540 to create a squash and stretch effect, 881 00:40:42,540 --> 00:40:43,808 which help us 882 00:40:43,808 --> 00:40:47,511 show the speed of the ball as it accelerates downward. 883 00:40:47,945 --> 00:40:50,448 Next, the ball is going to hit the ground 884 00:40:50,448 --> 00:40:52,149 and change direction. 885 00:40:52,383 --> 00:40:55,486 For this, we're going to use an impact frame 886 00:40:55,486 --> 00:40:58,489 again, with the squash and stretch principle 887 00:40:58,489 --> 00:41:01,725 before the ball is going to shoot back up. 888 00:41:02,092 --> 00:41:03,594 The amount of deformation 889 00:41:03,594 --> 00:41:07,798 that we're going to add to the impact frame is dependent 890 00:41:07,798 --> 00:41:11,802 both on the amount of force behind the ball. 891 00:41:11,802 --> 00:41:15,639 In this case, we’re going to have quite a big jump, 892 00:41:15,639 --> 00:41:18,008 so I'm going to add a lot of deformation, 893 00:41:18,409 --> 00:41:20,478 but it also depends on the actual 894 00:41:20,478 --> 00:41:22,146 properties of the ball. 895 00:41:22,947 --> 00:41:26,016 If this ball was not elastic at all, 896 00:41:26,016 --> 00:41:27,918 we would not add the deformation 897 00:41:27,918 --> 00:41:29,787 and instead we’re just going 898 00:41:29,787 --> 00:41:33,424 to have the ball's effects on the environment, 899 00:41:34,525 --> 00:41:38,429 as well as use the timing to show the impact 900 00:41:38,429 --> 00:41:40,831 the same way that we did with the brick. 901 00:41:41,665 --> 00:41:43,868 Because the ball had quite a lot of 902 00:41:43,868 --> 00:41:44,735 falls behind it 903 00:41:44,735 --> 00:41:46,637 when it impacted the ground, 904 00:41:46,637 --> 00:41:48,005 the ball is going to bounce 905 00:41:48,005 --> 00:41:50,474 straight up because of the impact. 906 00:41:51,342 --> 00:41:53,544 This means that it's going to first 907 00:41:53,544 --> 00:41:55,946 accelerate up really quickly 908 00:41:55,946 --> 00:41:59,049 because the initial speed is quite high, 909 00:41:59,049 --> 00:42:03,220 but because gravity is going to act on it, 910 00:42:03,587 --> 00:42:06,257 it's going to deaccelerate on its way up. 911 00:42:06,790 --> 00:42:09,093 So we will be using the ease out 912 00:42:09,093 --> 00:42:11,328 pattern and slowly decrease 913 00:42:11,328 --> 00:42:14,665 the spacing between each frame until 914 00:42:14,665 --> 00:42:16,600 the ball reaches to a stop 915 00:42:16,600 --> 00:42:17,701 slightly below 916 00:42:17,701 --> 00:42:19,603 the initial starting 917 00:42:19,603 --> 00:42:21,405 point of the movement. 918 00:42:21,405 --> 00:42:24,108 This is because the ball is going to lose 919 00:42:24,108 --> 00:42:26,143 some of the energy it had 920 00:42:26,143 --> 00:42:27,811 when it impacts the ground 921 00:42:29,046 --> 00:42:30,447 making it so it can't 922 00:42:30,447 --> 00:42:32,816 bounce quite as high 923 00:42:32,816 --> 00:42:34,652 when the ball reaches the top, 924 00:42:34,652 --> 00:42:36,954 it actually changes directions. 925 00:42:37,054 --> 00:42:39,523 So it has to come to a complete stop. 926 00:42:40,257 --> 00:42:41,091 At this point, 927 00:42:41,091 --> 00:42:43,027 we can actually have 928 00:42:43,027 --> 00:42:45,496 the additional benefits of animation 929 00:42:45,896 --> 00:42:48,799 which don't completely adhere 930 00:42:48,799 --> 00:42:50,601 to the rules of reality. 931 00:42:50,601 --> 00:42:53,270 So we can emphasize this point 932 00:42:53,437 --> 00:42:55,539 by creating a slight delay 933 00:42:55,539 --> 00:42:58,309 at the highest point of the movement. 934 00:42:59,143 --> 00:43:01,645 This helps the audience understand 935 00:43:01,645 --> 00:43:03,047 what is going on 936 00:43:03,047 --> 00:43:06,550 slightly better, and it is very useful 937 00:43:06,550 --> 00:43:08,352 when creating movement 938 00:43:08,352 --> 00:43:10,387 with more complex animation, 939 00:43:10,387 --> 00:43:11,889 where you want to make sure 940 00:43:11,889 --> 00:43:14,525 that the entire movement is readable, 941 00:43:14,858 --> 00:43:17,328 or when you want to have emphasis 942 00:43:17,328 --> 00:43:21,098 on certain part of the movement. 943 00:43:21,098 --> 00:43:23,934 Because the force that accelerates 944 00:43:23,934 --> 00:43:26,837 the ball is gravity, which is constant, 945 00:43:27,338 --> 00:43:28,806 it's going to have the same 946 00:43:28,806 --> 00:43:30,674 amount of acceleration 947 00:43:30,674 --> 00:43:31,642 on its way down 948 00:43:31,642 --> 00:43:34,878 as its first part of the movement, 949 00:43:34,878 --> 00:43:36,614 because the distance 950 00:43:36,614 --> 00:43:38,716 it travels is slightly smaller 951 00:43:38,716 --> 00:43:40,084 this time 952 00:43:40,250 --> 00:43:41,518 we're going to slightly 953 00:43:41,518 --> 00:43:43,354 adjust the spacing 954 00:43:43,354 --> 00:43:45,889 and actually remove certain frames 955 00:43:45,889 --> 00:43:48,659 because the overall time it takes the 956 00:43:48,659 --> 00:43:50,894 ball to get down is smaller. 957 00:43:52,096 --> 00:43:53,797 This time, when the ball 958 00:43:53,797 --> 00:43:54,832 reaches the ground, 959 00:43:54,832 --> 00:43:57,701 it has slightly less force behind it. 960 00:43:58,102 --> 00:43:59,870 So we will be creating 961 00:43:59,870 --> 00:44:02,506 a smaller deformation in the impact frame 962 00:44:03,173 --> 00:44:04,675 and we're going to decrease 963 00:44:04,675 --> 00:44:06,810 the speed of the ball when it goes up. 964 00:44:07,811 --> 00:44:09,546 Because gravity is constant 965 00:44:09,546 --> 00:44:11,215 we're going to try and make it 966 00:44:11,215 --> 00:44:13,550 so that deacceleration of the ball 967 00:44:13,984 --> 00:44:17,521 is the same as the one that we had before. 968 00:44:18,288 --> 00:44:20,224 With the following impacts, 969 00:44:20,224 --> 00:44:22,359 the ball is going to lose more 970 00:44:22,359 --> 00:44:23,827 and more force 971 00:44:23,827 --> 00:44:25,596 behind it, making it 972 00:44:25,596 --> 00:44:27,498 so it jumps less high 973 00:44:27,498 --> 00:44:30,567 and the impact frames are less deformed. 974 00:44:31,035 --> 00:44:34,304 all the way until it reaches its final stop 975 00:44:34,304 --> 00:44:36,173 before settling down. 976 00:44:38,142 --> 00:44:40,711 Take time to understand this exercise 977 00:44:40,711 --> 00:44:42,646 and try and apply this type 978 00:44:42,646 --> 00:44:46,450 of breakdown of forces and acceleration, 979 00:44:46,450 --> 00:44:48,218 too many types of movement 980 00:44:48,218 --> 00:44:49,787 that you see in real life 981 00:44:49,787 --> 00:44:50,988 or that you're trying 982 00:44:50,988 --> 00:44:53,123 to recreate for yourself. 983 00:44:53,657 --> 00:44:56,627 Always try and visualize when and where 984 00:44:56,627 --> 00:45:00,064 something is going to accelerate, deaccelerate 985 00:45:00,064 --> 00:45:01,699 and the amount of force behind 986 00:45:01,699 --> 00:45:03,333 a certain movement 987 00:45:03,333 --> 00:45:06,036 before you plan your trajectory. 988 00:45:06,637 --> 00:45:10,007 Next lesson, we're going to focus on more complex 989 00:45:10,007 --> 00:45:11,775 objects and movements. 990 00:45:11,775 --> 00:45:14,344 So it's important that you understand 991 00:45:14,344 --> 00:45:16,380 the concepts in this video 992 00:45:16,380 --> 00:45:19,249 and know how to recognize 993 00:45:19,249 --> 00:45:23,754 when and where your character is going to slow in and slow out, 994 00:45:23,754 --> 00:45:25,489 where you're going to add 995 00:45:25,489 --> 00:45:29,259 your smear and squashes stretch frame 996 00:45:29,259 --> 00:45:31,528 and how to create your overall 997 00:45:31,528 --> 00:45:35,966 timing for each part of the movement. 998 00:46:06,630 --> 00:46:08,632 The exercise in this lesson 999 00:46:08,632 --> 00:46:10,968 is to take the examples 1000 00:46:10,968 --> 00:46:13,070 that I've made for this video 1001 00:46:13,070 --> 00:46:15,539 and make your own versions of them. 1002 00:46:16,507 --> 00:46:17,741 Try to make versions 1003 00:46:17,741 --> 00:46:19,676 that are different to mine 1004 00:46:19,676 --> 00:46:21,245 while still keeping in mind 1005 00:46:21,245 --> 00:46:24,248 the concepts behind each example. 1006 00:46:24,782 --> 00:46:25,816 You want to make sure 1007 00:46:25,816 --> 00:46:26,884 that you understand 1008 00:46:26,884 --> 00:46:28,352 the process and the correct 1009 00:46:28,352 --> 00:46:30,287 spacing between frames 1010 00:46:30,287 --> 00:46:31,755 and not just follow it 1011 00:46:31,755 --> 00:46:33,824 to create something aesthetically pleasing 1012 00:46:33,824 --> 00:46:35,826 without knowing how you did it. 1013 00:46:35,826 --> 00:46:37,728 I especially encourage you 1014 00:46:37,728 --> 00:46:39,196 to actually experiment 1015 00:46:39,196 --> 00:46:41,198 around and try different 1016 00:46:41,198 --> 00:46:44,301 timings with the same trajectory or movement 1017 00:46:44,301 --> 00:46:45,969 that you're trying to make. 1018 00:46:46,436 --> 00:46:47,838 Again, make sure 1019 00:46:47,838 --> 00:46:48,972 that whichever movement 1020 00:46:48,972 --> 00:46:51,074 you're making is readable 1021 00:46:51,074 --> 00:46:53,210 and that you avoid making jittering 1022 00:46:53,210 --> 00:46:55,712 when creating slow movements. 1023 00:46:55,712 --> 00:46:56,713 You need to make sure 1024 00:46:56,713 --> 00:46:59,082 that whichever movement you're making 1025 00:46:59,082 --> 00:47:01,518 is following a clear path 1026 00:47:01,518 --> 00:47:03,921 and that no frames is going backward 1027 00:47:03,921 --> 00:47:05,889 in the middle of an action. 1028 00:47:06,456 --> 00:47:08,959 Also, make sure to keep the volume 1029 00:47:08,959 --> 00:47:10,561 of your object consistent, 1030 00:47:10,561 --> 00:47:13,797 even if you're using a squash and stretch effect. 1031 00:47:14,531 --> 00:47:17,868 Also, keep your exercise fairly short, 1032 00:47:17,868 --> 00:47:20,337 making it three seconds or less, 1033 00:47:20,838 --> 00:47:24,274 because we're all going to be adding additional details onto it 1034 00:47:24,274 --> 00:47:26,176 in later lessons. 1035 00:47:28,212 --> 00:47:29,179 To recap 1036 00:47:29,179 --> 00:47:32,149 in today's lesson, we've learned the principles 1037 00:47:32,149 --> 00:47:34,017 and reasons behind the way 1038 00:47:34,017 --> 00:47:36,253 object moves in animation, 1039 00:47:36,253 --> 00:47:37,221 and which techniques 1040 00:47:37,221 --> 00:47:40,457 we're going to use to support said movements. 1041 00:47:40,457 --> 00:47:42,926 We also learned how to express 1042 00:47:42,926 --> 00:47:45,229 certain types of movement 1043 00:47:45,229 --> 00:47:48,665 using the deformation, spacing and timing, 1044 00:47:48,665 --> 00:47:50,901 as well as how to analyze movement 1045 00:47:50,901 --> 00:47:54,037 in order to understand and predict 1046 00:47:54,037 --> 00:47:55,372 how it's going to look 1047 00:47:55,372 --> 00:47:58,041 before we plan a final trajectory 1048 00:47:58,041 --> 00:47:59,877 that we're going to reference 1049 00:47:59,877 --> 00:48:02,779 when creating more complex actions later on. 1050 00:48:03,881 --> 00:48:06,450 Thank you for watching and see your next time. 1051 00:48:06,450 --> 00:48:08,418 Bye. 74698

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