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Hello, everyone.
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Havtza here.
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Up until now, we focused on the basics of animation
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and how we plan and draw our main action.
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But we've only done that
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with basic shapes
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and very basic materials.
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Now we want to add
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some details to our animation,
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because usually a character design
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will have small additional objects
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which are stuck to it,
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such as clothing and hair
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and might even have some additional
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special characteristics
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depending on what it's made out of,
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for example, if your character has a clothing
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made out of stretchy materials
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or something like armor
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which is very rigid,
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they're going to be moving
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in a different way than to regular clothing,
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oh, then a character
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without any details whatsoever.
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We spoke about this subject
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in the second character design video,
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but the way that we are going to animate
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each different part of your character design
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is going to be different
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depending on what it is made out of
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and its shape and cut of clothing.
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And if we're trying
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to animate additional props,
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which are not even alive,
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we need to consider
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what they are
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in order to animate them
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correctly as well.
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First, and same as with
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any other animation subject
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that we've done until now,
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you need to understand
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the characteristics of the object you're animating.
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You need to understand
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what materials they're made of,
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how durable they are,
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if they have any inherent traits
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such as elasticity, stickiness
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or internal friction,
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which affects the textures
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and how they can move.
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And this will help you predict and plan
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how these objects
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are going to interact
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with the environment,
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which helps you know how to draw them correctly,
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for each pose and how to use timing
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to show the characteristics.
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Because you're trying to animate something
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which is not alive
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or something that has specific
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properties to it,
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you need to understand
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how to show these properties.
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This can be done by either
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deforming the object itself
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in a way that help us understand
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what material it is made out of,
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or if the object itself is too rigid
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and have properties
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which prevent it from changing
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it's that look
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you need to show how it affects the environment.
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You can also play around with the ratio
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of how much it affects
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the environment as opposed
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to how much the environment
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affects the object,
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To show the characteristics
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of the object better.
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For example, here we have three balls,
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with different inherent traits,
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you can see the change in the movement
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and how I'm going to plan the animation.
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The elastic ball will greatly deform
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when it impacts the ground
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and it will have a big amount
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of acceleration on its way up.
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So we're going to use
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a lot of smear frames as well as give it
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quick timing.
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The second ball is somewhere
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in between rigid and elastic,
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so it transfers some of the force
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of the impact into the ground
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each time it reaches it,
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making it deform only slightly
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and have a much lower end
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point on its trajectory on the way up.
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So here I'm not deforming the ball
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quite as much
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and I'm using much quicker timing
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because the overall trajectory is smaller
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than the elastic ball.
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The last ball is both heavy and durable,
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and thus we will show its characteristics,
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by the way it affects the environment
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because it by itself cannot be changed
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if we want to show that it is very heavy.
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Here, I will not even bother
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giving it an upward trajectory.
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We want to sell the impact of the
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ball with the ground as much as we can
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by just shattering the ground
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and letting the ball stick where it is.
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When we understand the characteristics inherent to the object,
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we can start and incorporate them
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into the way that we animated.
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For example,
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your object can be quite solid,
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but fragile if it hits from certain stress point,
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building upon these characteristics, you can intentionally design
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the movement of your object to showcase them.
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So you actually want to create something
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that shadows the
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object of your animation.
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Make sure to keep in mind the
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correct volume of your object
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when you are animating it
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and the force in acting upon it throughout the movement
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which make it change its
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shape and position.
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You need to make sure
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that you're not accidentally increasing
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or decreasing the volume of your object,
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or that it suddenly changes shapes
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without any causes.
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Basically, you need to make sure
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that you keep your object on model,
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even if it's not an actual character
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or part of the character's design.
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When animating objects,
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they're usually not
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going to be the main focus
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on your overall scene.
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This is going to be the actual characters in it,
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and the objects are going
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to be just flavoring to the character
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design or to the background design.
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So they wouldn't be drawn
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with the same amount of focus and detail
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as the actual characters.
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This means that you have to be very smart
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and very effective
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in the way that you show
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the character characteristics
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with the animation itself.
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Basically, you need to exaggerate the animation
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to show the properties of the objects
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and the materials that it is made out of.
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That being said,
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you don't want to make the movement too exaggerated
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because this might distract
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from the main focus of the scene,
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which is the character action.
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Or it might even clash with the overall
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animation style in the scene,
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which can be quite jarring.
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Also, you need to make sure
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that your exaggerated movement
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is making sense
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in the context of the scene,
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because the eye is naturally drawn to movement.
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So you don't want to make something
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which suddenly appears into your scene
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out of context
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and basically refocuses the viewer attention
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on the small background detail
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instead of what
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is really important in the scene.
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Just because it is moving
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while the rest of the scene is static.
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When you're adding your details
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to your character
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or to your background,
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you need to make sure
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that they actually match
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the timing of the overall scene.
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For character design details,
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it's actually a lot easier
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because the action is going to be related
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to the character's action
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and by either using the momentum
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of the movement
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to complete the overall feeling
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of the action that the character performs
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by giving additional momentum
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to the details,
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or by showing how the environment affects the character
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using the clothing, such as with wind or water,
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which changes the animation of the hair and clothing.
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But if you're
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having something like a background animation
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or any other special effects animation,
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it means that you refocus the viewer's
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attention on this part.
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Or if you're making something
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that is very subtle,
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you might risk the audience
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not seeing it at all
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and it being unnecessary.
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So you really need to make sure
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that your timing
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and your object are being told
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and animated
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in the best way
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that is possible to support the scene
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and not just create something
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for the sake of creating it,
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when adding effects and objects animation.
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Here, you can see that
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just by giving simple shapes
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certain characteristics
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when I animate them,
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I can convey something
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which is quite easy to understand.
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You have a very rigid cube
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which is breaking upon impact with the ground.
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You have a very elastic ball
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and you have a falling sack of grain.
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Now the animation on each
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one of them is quite simple.
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As you can see,
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I don't take a lot of time
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to animate each part of the movement.
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But when I make a version
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which is incorrect
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or where the movement is still exaggerated,
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you can definitely tell
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that it is moving incorrectly
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and it's quite distracting.
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So when you're trying
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to animate your objects,
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make as many adjustment as necessary
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to make sure that they fit
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with your scene
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and the style of animation
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and not just look good individually.
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Of course, when creating actions
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we'll be using all the concepts
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and techniques
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that we've learned up until now.
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Because we're animating single objects
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which are made out of
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very rigid material at this point.
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We're going to animate them
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the same way that we animated any other object,
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with a solid center of mass,
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which is more affected by the main action
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and not the environment around it.
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We're going to use
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the ease in and ease out animation patterns
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as well as the squashing stretch,
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delay and overshoot concept
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which help us visualize and
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clearly show the animation of the object
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that we're trying to make.
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I'm going to show you
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how we're using deformation
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to show different types of materials,
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with this example here.
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I'll be showing you
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examples of three different materials
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with different amount of
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elasticity in them,
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and to demonstrate that I will be animating
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three different versions of a ball
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on a string.
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Here, the materials
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that we're trying to animate
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is not the ball, but actually the string.
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And the way
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that we're going to showcase
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the material properties
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is by seeing
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how it affects the environment around it
288
00:11:34,960 --> 00:11:37,863
and how the environment affects it.
289
00:11:39,632 --> 00:11:41,734
The way that we show the inherent
290
00:11:41,734 --> 00:11:43,703
elasticity of the material
291
00:11:43,703 --> 00:11:46,338
is not done by seeing how it looks
292
00:11:46,338 --> 00:11:48,874
when it is in complete tension,
293
00:11:48,874 --> 00:11:49,842
because this is
294
00:11:49,842 --> 00:11:53,312
just the straight line that connects between the two
295
00:11:53,312 --> 00:11:55,481
tension points in your object.
296
00:11:56,649 --> 00:11:58,350
But actually, by the way,
297
00:11:58,350 --> 00:12:00,720
that the tension is being released.
298
00:12:01,520 --> 00:12:04,223
As you can see in the first example,
299
00:12:04,223 --> 00:12:06,726
the material is very rigid.
300
00:12:06,726 --> 00:12:09,361
The material itself does not have an inherent
301
00:12:09,361 --> 00:12:11,163
elasticity to it,
302
00:12:11,163 --> 00:12:13,532
and thus there is no additional force
303
00:12:13,532 --> 00:12:15,868
changing the ball's trajectory,
304
00:12:15,868 --> 00:12:19,371
resulting in a very mild deformation of the spring
305
00:12:19,371 --> 00:12:22,041
because there is no release from tension.
306
00:12:23,109 --> 00:12:25,444
The second example shows the material
307
00:12:25,444 --> 00:12:28,180
with more built-in elasticity.
308
00:12:28,180 --> 00:12:31,317
to show this elasticity, we will deform the string
309
00:12:31,317 --> 00:12:34,286
a little bit more than in the first example
310
00:12:34,286 --> 00:12:36,255
and show that it has its own
311
00:12:36,255 --> 00:12:39,258
internal force of elasticity,
312
00:12:39,258 --> 00:12:40,960
by the way, that it alters
313
00:12:40,960 --> 00:12:43,729
the original trajectory of the ball
314
00:12:43,729 --> 00:12:46,132
to create an effect of overshoot.
315
00:12:47,266 --> 00:12:48,334
You can see here
316
00:12:48,334 --> 00:12:51,203
that the release of tension in the string
317
00:12:51,203 --> 00:12:53,639
is not uniform.
318
00:12:53,639 --> 00:12:55,407
The string is still mostly
319
00:12:55,407 --> 00:12:57,309
being held in tension
320
00:12:57,309 --> 00:12:59,645
at the edge of the range,
321
00:12:59,645 --> 00:13:01,447
but small parts of it
322
00:13:01,447 --> 00:13:03,482
have their tension released.
323
00:13:03,482 --> 00:13:05,284
And this releasing tension
324
00:13:05,284 --> 00:13:08,854
is traveling along the string
325
00:13:08,854 --> 00:13:11,023
like a wave,
326
00:13:11,023 --> 00:13:12,691
starting from the point
327
00:13:12,691 --> 00:13:14,226
further away from the force,
328
00:13:14,226 --> 00:13:16,495
which creates the tension
329
00:13:16,495 --> 00:13:19,431
all the way until the end of the string.
330
00:13:20,299 --> 00:13:22,134
The last example shows
331
00:13:22,134 --> 00:13:24,403
a very elastic material.
332
00:13:24,403 --> 00:13:26,572
Here, the movement of the ball itself
333
00:13:26,572 --> 00:13:29,608
is been very visibly affected
334
00:13:29,608 --> 00:13:31,143
by the elastic force,
335
00:13:31,143 --> 00:13:33,679
which is created by the string.
336
00:13:33,679 --> 00:13:34,713
This will look like
337
00:13:34,713 --> 00:13:36,882
a full deformation of the string
338
00:13:36,882 --> 00:13:38,317
and we will use impact
339
00:13:38,317 --> 00:13:40,986
frames and overshoot to give emphasis
340
00:13:40,986 --> 00:13:43,489
to the placement of the tension points.
341
00:13:43,489 --> 00:13:45,291
Similarly to the way that we animate
342
00:13:45,291 --> 00:13:47,893
impact frames and smear frames.
343
00:13:47,893 --> 00:13:49,662
Basically, at the point
344
00:13:49,662 --> 00:13:51,497
where the tension is highest,
345
00:13:51,497 --> 00:13:52,865
we're actually going to show
346
00:13:52,865 --> 00:13:54,667
the elasticity of the string
347
00:13:54,667 --> 00:13:57,570
by making it reach a further point
348
00:13:57,570 --> 00:14:00,573
than it would have been able to do
349
00:14:00,573 --> 00:14:03,843
then if it was just a straight line,
350
00:14:03,843 --> 00:14:05,144
and when we're releasing
351
00:14:05,144 --> 00:14:06,679
the tension of the string,
352
00:14:06,679 --> 00:14:07,980
we're going to curve it
353
00:14:07,980 --> 00:14:10,382
a lot more than we would have
354
00:14:10,382 --> 00:14:11,684
if it was just,
355
00:14:11,684 --> 00:14:14,320
then if there wasn't an additional force
356
00:14:14,320 --> 00:14:15,354
which accelerates
357
00:14:15,354 --> 00:14:17,923
the ball on its way upwards.
358
00:14:19,024 --> 00:14:21,527
Basically, here we have a battle
359
00:14:21,527 --> 00:14:23,495
between the force of gravity
360
00:14:23,495 --> 00:14:25,865
which pulls the ball down
361
00:14:25,865 --> 00:14:28,200
and the elasticity of the string
362
00:14:28,200 --> 00:14:30,870
which accelerates the ball upwards.
363
00:14:31,871 --> 00:14:33,405
This is what happens when you
364
00:14:33,405 --> 00:14:34,640
have two forces
365
00:14:34,640 --> 00:14:37,743
actively acting on your object,
366
00:14:37,743 --> 00:14:39,912
making it constantly accelerating
367
00:14:39,912 --> 00:14:43,182
and decelerate in patterns,
368
00:14:43,182 --> 00:14:45,251
in opposing directions.
369
00:14:46,485 --> 00:14:48,354
By understanding the properties
370
00:14:48,354 --> 00:14:50,923
that we want to give the materials
371
00:14:50,923 --> 00:14:53,692
and what kind of forces act on it,
372
00:14:53,692 --> 00:14:56,595
we know how to plan our movement
373
00:14:56,595 --> 00:14:58,864
and which technique we're going to use
374
00:14:58,864 --> 00:15:02,134
to showcase these material properties.
375
00:15:03,402 --> 00:15:05,170
Now let's see what happens
376
00:15:05,170 --> 00:15:08,073
when we actually try to animate
377
00:15:08,073 --> 00:15:10,943
our character motion with details.
378
00:15:10,943 --> 00:15:13,913
This is actions and motions
379
00:15:13,913 --> 00:15:16,949
that are created by the character itself
380
00:15:16,949 --> 00:15:19,084
and not the environment.
381
00:15:19,084 --> 00:15:21,020
So here we have a clear
382
00:15:21,020 --> 00:15:22,988
trajectory of the movement,
383
00:15:22,988 --> 00:15:24,223
but we also have
384
00:15:24,223 --> 00:15:26,458
a changing contact point.
385
00:15:27,593 --> 00:15:28,861
In these cases,
386
00:15:28,861 --> 00:15:31,330
again, we need to take into consideration
387
00:15:31,330 --> 00:15:33,999
the materials of the clothing
388
00:15:33,999 --> 00:15:36,468
and hair that we are trying to animate
389
00:15:36,468 --> 00:15:39,571
as well as the overall forces
390
00:15:39,571 --> 00:15:41,774
that are acting on them.
391
00:15:41,774 --> 00:15:42,608
Because here
392
00:15:42,608 --> 00:15:44,043
the force is going to be
393
00:15:44,043 --> 00:15:46,378
from the character movement itself.
394
00:15:46,378 --> 00:15:48,647
So it's basically going to be affected
395
00:15:48,647 --> 00:15:49,949
by momentum.
396
00:15:49,949 --> 00:15:52,351
The same way that the complex action
397
00:15:52,351 --> 00:15:54,119
is affecting the limbs,
398
00:15:54,119 --> 00:15:56,755
as we've seen in a previous video.
399
00:15:58,223 --> 00:16:00,492
But in this case, we also have
400
00:16:00,492 --> 00:16:02,094
the additional wave pattern
401
00:16:02,094 --> 00:16:04,330
that is created by the internal tension
402
00:16:04,330 --> 00:16:06,198
of the animated object.
403
00:16:07,967 --> 00:16:10,135
So basically what we're going to do
404
00:16:10,135 --> 00:16:12,838
in order to combine these two forces
405
00:16:12,838 --> 00:16:15,207
which are acting on the character,
406
00:16:15,207 --> 00:16:17,676
is basically replicated the trajectory
407
00:16:17,676 --> 00:16:19,545
of the character movement
408
00:16:19,545 --> 00:16:21,180
into the trajectory
409
00:16:21,180 --> 00:16:23,315
of your material movement
410
00:16:23,916 --> 00:16:25,484
and have a small delay
411
00:16:25,484 --> 00:16:27,386
between each one of them.
412
00:16:28,220 --> 00:16:29,888
When I try and animate
413
00:16:29,888 --> 00:16:31,890
details to my character,
414
00:16:31,890 --> 00:16:34,226
I think about two things.
415
00:16:34,226 --> 00:16:37,830
First, what is the trajectory of the character?
416
00:16:37,830 --> 00:16:39,832
This is what I start with.
417
00:16:39,832 --> 00:16:41,967
I do not animate the details
418
00:16:41,967 --> 00:16:44,570
until I have the complete trajectory
419
00:16:44,570 --> 00:16:45,637
of the character,
420
00:16:45,637 --> 00:16:48,540
or if it's final timing done,
421
00:16:48,540 --> 00:16:51,377
and then I edit the character details
422
00:16:51,377 --> 00:16:53,145
following the actual movement
423
00:16:53,145 --> 00:16:54,613
of the character.
424
00:16:54,613 --> 00:16:56,949
So for example,
425
00:16:56,949 --> 00:16:58,951
if the character is falling
426
00:16:58,951 --> 00:17:01,520
like we can see here,
427
00:17:01,520 --> 00:17:03,756
I'm going to make the materials
428
00:17:03,756 --> 00:17:05,257
follow the movement.
429
00:17:05,657 --> 00:17:07,393
Here, the tension
430
00:17:07,393 --> 00:17:09,061
in the material itself
431
00:17:09,061 --> 00:17:10,529
is going to stretch it
432
00:17:10,529 --> 00:17:13,332
in the other direction of the movement.
433
00:17:13,332 --> 00:17:14,533
So basically,
434
00:17:14,533 --> 00:17:16,702
if your character is falling down,
435
00:17:16,702 --> 00:17:20,039
your details are going to move up
436
00:17:20,039 --> 00:17:21,073
because the character
437
00:17:21,073 --> 00:17:22,641
is moving in a curve
438
00:17:22,641 --> 00:17:24,376
when it's moving to the right.
439
00:17:24,376 --> 00:17:25,878
The hair and materials
440
00:17:25,878 --> 00:17:27,613
are going to move to the left.
441
00:17:27,613 --> 00:17:29,581
And when it's coming to a stop,
442
00:17:29,581 --> 00:17:30,916
they're still going to move
443
00:17:30,916 --> 00:17:32,384
in their initial trajectory
444
00:17:32,384 --> 00:17:34,086
because of momentum.
445
00:17:34,686 --> 00:17:35,587
The materials are
446
00:17:35,587 --> 00:17:37,289
also going to accelerate
447
00:17:37,289 --> 00:17:40,192
and deaccelerate according to momentum
448
00:17:40,192 --> 00:17:43,529
and we're taking gravity into account.
449
00:17:43,529 --> 00:17:45,764
So they're always going to accelerate
450
00:17:45,764 --> 00:17:48,267
faster on the way down.
451
00:17:48,267 --> 00:17:50,969
The size of the material and details
452
00:17:50,969 --> 00:17:52,471
is going to affect
453
00:17:52,471 --> 00:17:54,139
the way that we're going to animate them
454
00:17:54,139 --> 00:17:57,109
as well, due to two reasons.
455
00:17:57,109 --> 00:18:00,612
The first is because the overall range of the material
456
00:18:00,612 --> 00:18:02,247
is going to be smaller.
457
00:18:02,247 --> 00:18:03,816
It's not going to have
458
00:18:03,816 --> 00:18:06,452
as much opportunity to curve around
459
00:18:06,452 --> 00:18:07,686
as with materials
460
00:18:07,686 --> 00:18:10,522
which are longer and bigger.
461
00:18:11,023 --> 00:18:12,224
The second is
462
00:18:12,224 --> 00:18:13,859
because there is a much
463
00:18:13,859 --> 00:18:16,095
more pronounced difference in weight
464
00:18:16,095 --> 00:18:18,831
when the material is longer.
465
00:18:18,831 --> 00:18:21,333
As I've mentioned before,
466
00:18:21,333 --> 00:18:23,902
the weight of each material closer
467
00:18:23,902 --> 00:18:26,638
to the originating contact point
468
00:18:26,638 --> 00:18:28,640
is much greater than the weight
469
00:18:28,640 --> 00:18:30,576
at the edges of the material.
470
00:18:30,576 --> 00:18:32,945
So even if the tension point
471
00:18:32,945 --> 00:18:34,346
is following the trajectory
472
00:18:34,346 --> 00:18:35,781
of the character,
473
00:18:35,781 --> 00:18:37,883
it's going to move much quicker
474
00:18:37,883 --> 00:18:40,018
by the edges of the material
475
00:18:40,018 --> 00:18:42,588
than at the beginning of the material.
476
00:18:43,021 --> 00:18:45,390
As you can see with this example,
477
00:18:45,390 --> 00:18:48,494
when the clothing material is bigger,
478
00:18:48,494 --> 00:18:50,562
I have more opportunities
479
00:18:50,562 --> 00:18:52,397
to fold and deform
480
00:18:52,397 --> 00:18:54,399
the overall shape of the cloth.
481
00:18:55,534 --> 00:18:58,670
And because it has more weight to it,
482
00:18:58,670 --> 00:19:00,272
the overall trajectory
483
00:19:00,272 --> 00:19:02,241
when the character is reaching
484
00:19:02,241 --> 00:19:04,376
the edge of the movement
485
00:19:04,376 --> 00:19:07,980
is going to be bigger and more noticeable than before.
486
00:19:07,980 --> 00:19:10,415
Instead of having a small delay
487
00:19:10,415 --> 00:19:12,284
because the material is reaching
488
00:19:12,284 --> 00:19:13,185
the resting point
489
00:19:13,185 --> 00:19:16,822
quite quickly, we have a much further delay
490
00:19:16,822 --> 00:19:18,123
and the overall range
491
00:19:18,123 --> 00:19:19,691
is going to be bigger,
492
00:19:19,691 --> 00:19:21,393
but because it also
493
00:19:21,393 --> 00:19:24,329
has more weight to it, gravity
494
00:19:24,329 --> 00:19:25,931
is going to accelerate it
495
00:19:25,931 --> 00:19:28,100
at a much greater rate.
496
00:19:28,100 --> 00:19:30,936
The range itself is getting shortened,
497
00:19:30,936 --> 00:19:33,772
so when your material is bigger
498
00:19:33,772 --> 00:19:36,275
it's going to, like a single object
499
00:19:36,275 --> 00:19:37,209
as we've done
500
00:19:37,209 --> 00:19:39,077
with the smaller materials,
501
00:19:39,077 --> 00:19:42,848
actually like a bunch of connected parts.
502
00:19:43,515 --> 00:19:45,150
Here, we're going to
503
00:19:45,150 --> 00:19:47,452
animate its center of gravity.
504
00:19:47,452 --> 00:19:49,555
Similarly to what we've done,
505
00:19:49,555 --> 00:19:51,490
we have complex animation.
506
00:19:51,490 --> 00:19:52,491
What you want to do
507
00:19:52,491 --> 00:19:56,061
is treat each part of the movement range
508
00:19:56,061 --> 00:19:57,796
like an independent part
509
00:19:57,796 --> 00:20:00,499
in the overall structure of the material.
510
00:20:00,499 --> 00:20:04,036
Create different trajectories for each part
511
00:20:04,036 --> 00:20:06,939
using the center of mass each part.
512
00:20:06,939 --> 00:20:08,640
Even though the starting range
513
00:20:08,640 --> 00:20:10,309
is going to have a trajectory
514
00:20:10,309 --> 00:20:11,877
which follows very closely,
515
00:20:11,877 --> 00:20:14,046
the trajectory of your character action
516
00:20:14,680 --> 00:20:15,514
the middle and
517
00:20:15,514 --> 00:20:17,349
end ranges of your material
518
00:20:17,349 --> 00:20:19,318
are going to act differently.
519
00:20:19,318 --> 00:20:22,154
And they're going to be affected directly
520
00:20:22,154 --> 00:20:25,490
by the beginning part of the material.
521
00:20:25,490 --> 00:20:28,760
So even if the initial trajectory
522
00:20:28,760 --> 00:20:31,730
of the end part is much bigger
523
00:20:31,730 --> 00:20:33,899
and theoretically would have stretched
524
00:20:33,899 --> 00:20:36,602
a lot further than the character action,
525
00:20:36,602 --> 00:20:38,904
because the beginning part
526
00:20:38,904 --> 00:20:40,706
and the middle part of the movement
527
00:20:40,706 --> 00:20:42,641
range are still going to follow
528
00:20:42,641 --> 00:20:44,142
the character action
529
00:20:44,142 --> 00:20:46,979
and pull the overall material down,
530
00:20:46,979 --> 00:20:48,714
The overall range of it
531
00:20:48,714 --> 00:20:51,750
is going to be shortened as well.
532
00:20:52,684 --> 00:20:55,053
There's also a unique situation
533
00:20:55,053 --> 00:20:57,155
that occurs whenever your character,
534
00:20:57,155 --> 00:21:00,759
the action is actually a lot quicker
535
00:21:00,759 --> 00:21:01,660
than what
536
00:21:01,660 --> 00:21:03,895
the character design details
537
00:21:03,895 --> 00:21:05,230
can handle,
538
00:21:05,230 --> 00:21:06,898
which creates extreme
539
00:21:06,898 --> 00:21:09,901
delay between the character details
540
00:21:09,901 --> 00:21:12,271
and your character action.
541
00:21:13,138 --> 00:21:14,673
In these cases,
542
00:21:14,673 --> 00:21:16,141
the character details
543
00:21:16,141 --> 00:21:17,876
are going to be stretched
544
00:21:17,876 --> 00:21:19,244
and reach the edges
545
00:21:19,244 --> 00:21:20,912
of the range of movement.
546
00:21:20,912 --> 00:21:23,181
This is again the straight line
547
00:21:23,181 --> 00:21:25,350
between the contact point
548
00:21:25,350 --> 00:21:28,320
and the entire length of your material,
549
00:21:28,320 --> 00:21:30,522
without any folds in it.
550
00:21:31,123 --> 00:21:33,225
When this situation occurs,
551
00:21:33,225 --> 00:21:36,662
we're basically creating a wave pattern
552
00:21:36,662 --> 00:21:38,530
which moves along the material
553
00:21:38,530 --> 00:21:39,831
very quickly.
554
00:21:40,198 --> 00:21:41,400
And when the character
555
00:21:41,400 --> 00:21:43,502
is moving very quickly,
556
00:21:43,502 --> 00:21:45,337
it's going to lift up
557
00:21:45,337 --> 00:21:48,473
from the initial position it was in,
558
00:21:48,473 --> 00:21:52,010
and then be subject to air resistance.
559
00:21:53,211 --> 00:21:55,981
We can see here with this example
560
00:21:55,981 --> 00:21:57,215
that the character
561
00:21:57,215 --> 00:21:59,318
is spinning very quickly.
562
00:21:59,885 --> 00:22:02,387
Now the spin itself creates
563
00:22:02,387 --> 00:22:05,057
constant falls in the same direction,
564
00:22:05,057 --> 00:22:07,626
but because the hair is separated
565
00:22:07,626 --> 00:22:09,795
into multiple smaller parts,
566
00:22:09,795 --> 00:22:11,229
each one of them is going to
567
00:22:11,229 --> 00:22:13,565
be affected differently.
568
00:22:13,565 --> 00:22:16,368
So when the movement starts,
569
00:22:16,368 --> 00:22:19,004
the drag effect is still pretty simple.
570
00:22:19,004 --> 00:22:21,473
The hair is going to shift
571
00:22:21,473 --> 00:22:23,742
to the opposite direction of the spin,
572
00:22:24,409 --> 00:22:26,978
but when the spin is very forceful,
573
00:22:26,978 --> 00:22:29,514
it's going to straighten it as well
574
00:22:29,514 --> 00:22:31,283
and lift the hair up in two
575
00:22:31,283 --> 00:22:32,951
different directions.
576
00:22:33,485 --> 00:22:35,487
We want to show it by curving
577
00:22:35,487 --> 00:22:37,289
each part of the hair
578
00:22:37,289 --> 00:22:39,224
in the opposite direction,
579
00:22:39,224 --> 00:22:41,993
but still falling the spin.
580
00:22:41,993 --> 00:22:43,261
You can see here
581
00:22:43,261 --> 00:22:46,231
that by extending the hair to the sides
582
00:22:46,231 --> 00:22:48,867
will also actually increasing
583
00:22:48,867 --> 00:22:51,503
the volume of the head, kind of.
584
00:22:52,170 --> 00:22:57,042
And then as soon as the spin ends and subsides,
585
00:22:57,042 --> 00:22:58,210
the hair immediately
586
00:22:58,210 --> 00:23:00,045
starts falling down again.
587
00:23:00,045 --> 00:23:03,315
At which point we're going to use a wave pattern
588
00:23:03,315 --> 00:23:06,718
to show the overall movement of the hair.
589
00:23:07,119 --> 00:23:09,287
Each part is going to continue
590
00:23:09,287 --> 00:23:10,689
the trajectory of the spin
591
00:23:10,689 --> 00:23:12,324
because of momentum.
592
00:23:12,324 --> 00:23:13,425
And when it reaches
593
00:23:13,425 --> 00:23:16,395
the edge of the movement range,
594
00:23:16,395 --> 00:23:20,565
it's going to go back, which again
595
00:23:20,565 --> 00:23:23,168
creates the wave
596
00:23:23,168 --> 00:23:25,837
Because of hair resistance and inherent
597
00:23:25,837 --> 00:23:27,272
tension of the hair
598
00:23:27,272 --> 00:23:28,974
is going to go back and forth
599
00:23:28,974 --> 00:23:31,743
until it reaches its final rest.
600
00:23:32,277 --> 00:23:34,980
If you want to show variations,
601
00:23:34,980 --> 00:23:37,883
with the character hair or with the force
602
00:23:37,883 --> 00:23:39,851
which is created by the character,
603
00:23:39,851 --> 00:23:41,153
the action
604
00:23:41,153 --> 00:23:42,954
you need to make changes
605
00:23:42,954 --> 00:23:47,859
to the amount of lift that your hair is going to have doing the spin
606
00:23:47,859 --> 00:23:53,632
and the size of the angle of the hair in relation to the head spin.
607
00:23:54,332 --> 00:23:56,401
A very important thing to remember
608
00:23:56,401 --> 00:23:57,402
is that you need
609
00:23:57,402 --> 00:23:59,671
make sure that each part of your hair
610
00:23:59,671 --> 00:24:02,741
is originating from the same spot.
611
00:24:02,741 --> 00:24:05,177
So when the head is spinning
612
00:24:05,177 --> 00:24:07,245
and showing different angles,
613
00:24:07,245 --> 00:24:09,781
you need to make sure that the hairline
614
00:24:09,781 --> 00:24:11,783
and the overall length of each
615
00:24:11,783 --> 00:24:14,586
hair growth is staying consistent
616
00:24:14,586 --> 00:24:17,322
throughout every single frame.
617
00:24:17,923 --> 00:24:19,357
This type of movement
618
00:24:19,357 --> 00:24:21,426
is not actually unique
619
00:24:21,426 --> 00:24:23,462
to have all the spinning movement.
620
00:24:24,029 --> 00:24:26,932
You can use this concept of a lifting
621
00:24:26,932 --> 00:24:29,201
and changing the momentum
622
00:24:29,201 --> 00:24:32,404
and the wave patterns of your materials
623
00:24:32,404 --> 00:24:33,772
for each action
624
00:24:33,772 --> 00:24:35,941
which is too quick for your character
625
00:24:35,941 --> 00:24:38,844
design details to follow immediately.
626
00:24:39,811 --> 00:24:42,881
It can be doing fall, doing actions
627
00:24:42,881 --> 00:24:45,851
or doing quick changes in direction,
628
00:24:46,451 --> 00:24:48,687
but the most important thing to remember
629
00:24:48,687 --> 00:24:50,455
is that your character details
630
00:24:50,455 --> 00:24:51,957
do need to complete
631
00:24:51,957 --> 00:24:53,892
their entire trajectory.
632
00:24:53,892 --> 00:24:56,361
So even if one part of your character
633
00:24:56,394 --> 00:24:57,829
detail is closely
634
00:24:57,829 --> 00:24:59,965
following your character action,
635
00:25:00,765 --> 00:25:02,467
the edges of your material
636
00:25:02,467 --> 00:25:04,002
are still going to complete
637
00:25:04,002 --> 00:25:05,604
their initial trajectory.
638
00:25:05,604 --> 00:25:06,605
This is going to create
639
00:25:06,605 --> 00:25:08,540
quite a lot of deformation,
640
00:25:08,540 --> 00:25:09,841
so you need to make sure
641
00:25:09,841 --> 00:25:11,843
that you leave enough time
642
00:25:11,843 --> 00:25:13,411
for the materials
643
00:25:13,411 --> 00:25:14,913
and character design details
644
00:25:14,913 --> 00:25:16,481
to catch up to the character,
645
00:25:16,481 --> 00:25:19,618
even when they outperform in quick actions.
646
00:25:19,618 --> 00:25:22,654
Otherwise, you might risk scenarios
647
00:25:22,654 --> 00:25:24,389
where the character details
648
00:25:24,389 --> 00:25:25,891
don't have enough time
649
00:25:25,891 --> 00:25:27,058
to shift angles
650
00:25:27,058 --> 00:25:29,895
and drag behind the character action,
651
00:25:29,895 --> 00:25:31,830
which going to make it look like the
652
00:25:31,830 --> 00:25:33,932
details are stuck in place.
653
00:25:35,166 --> 00:25:36,902
Here you can use the same trick
654
00:25:36,902 --> 00:25:38,737
that we've done before
655
00:25:38,737 --> 00:25:39,971
and just divide
656
00:25:39,971 --> 00:25:42,307
the overall character design details
657
00:25:42,307 --> 00:25:44,676
into different independent parts,
658
00:25:44,676 --> 00:25:49,080
according to the range from the contact point.
659
00:25:49,080 --> 00:25:51,349
And if you have multiple contact points,
660
00:25:51,349 --> 00:25:52,784
you just need to make sure
661
00:25:52,784 --> 00:25:54,553
that you connect them with the line,
662
00:25:54,553 --> 00:25:56,454
as we've done before.
663
00:25:57,556 --> 00:25:59,791
Now that we understand how we can use
664
00:25:59,791 --> 00:26:02,527
material properties using tension,
665
00:26:02,527 --> 00:26:04,696
let's see how we apply this concept
666
00:26:04,696 --> 00:26:07,032
into actual animation.
667
00:26:07,032 --> 00:26:09,167
First, let's see the examples
668
00:26:09,167 --> 00:26:11,002
when animating objects
669
00:26:11,002 --> 00:26:12,871
in a natural state,
670
00:26:12,871 --> 00:26:14,639
meaning that the action
671
00:26:14,639 --> 00:26:18,143
and the movement of detail and materials
672
00:26:18,143 --> 00:26:21,580
is not created by the character movement,
673
00:26:21,580 --> 00:26:24,749
by just by being in the environment.
674
00:26:24,749 --> 00:26:26,051
This is what we're going to see
675
00:26:26,051 --> 00:26:28,086
with wind or water,
676
00:26:28,086 --> 00:26:29,854
and we will need to adjust it
677
00:26:29,854 --> 00:26:31,056
accordingly, as we
678
00:26:31,056 --> 00:26:32,190
are going to see right now.
679
00:26:33,625 --> 00:26:35,160
First, what we need to do
680
00:26:35,160 --> 00:26:37,195
is to find the tension point
681
00:26:37,195 --> 00:26:39,264
which created the movement.
682
00:26:39,264 --> 00:26:41,800
This is where your materials
683
00:26:41,800 --> 00:26:44,402
are attached to a single point
684
00:26:44,402 --> 00:26:45,704
be it on the character,
685
00:26:45,704 --> 00:26:48,106
if the character itself is not moving,
686
00:26:48,106 --> 00:26:50,542
or as part of the environment.
687
00:26:51,476 --> 00:26:52,911
This is the easy part
688
00:26:52,911 --> 00:26:54,312
because this is basically
689
00:26:54,312 --> 00:26:56,114
what you can actually see.
690
00:26:56,114 --> 00:26:57,983
This is a very constant point
691
00:26:57,983 --> 00:26:59,818
that you can always refer to.
692
00:26:59,818 --> 00:27:01,620
But your second tension points,
693
00:27:01,620 --> 00:27:02,787
which actually creates
694
00:27:02,787 --> 00:27:03,655
the movement,
695
00:27:03,655 --> 00:27:05,790
is a little bit more tricky to figure out
696
00:27:05,790 --> 00:27:08,493
because it will always be moving.
697
00:27:09,394 --> 00:27:11,863
The first tension point is going to save
698
00:27:11,863 --> 00:27:13,531
as your anchor and reference
699
00:27:13,531 --> 00:27:14,899
for the range of movement
700
00:27:14,899 --> 00:27:16,134
of the entire object
701
00:27:16,134 --> 00:27:18,069
that you'll try to animate.
702
00:27:20,305 --> 00:27:21,806
You just see
703
00:27:21,806 --> 00:27:23,541
what is the length of your
704
00:27:23,541 --> 00:27:25,310
object of animation
705
00:27:25,310 --> 00:27:26,945
and make a half circle
706
00:27:26,945 --> 00:27:29,648
surrounding the tension point
707
00:27:29,648 --> 00:27:32,150
which shows you the entire range.
708
00:27:32,150 --> 00:27:33,351
You need to make sure that
709
00:27:33,351 --> 00:27:34,219
whatever you do,
710
00:27:34,219 --> 00:27:36,554
you don't go over this range
711
00:27:36,554 --> 00:27:40,125
because this is just breaking the model of your detail.
712
00:27:41,226 --> 00:27:42,394
As you can see, the
713
00:27:42,394 --> 00:27:44,929
closer you are to the contact point,
714
00:27:44,929 --> 00:27:46,297
the smaller the distance
715
00:27:46,297 --> 00:27:48,099
your material will need to cover
716
00:27:48,099 --> 00:27:51,369
when it's moving in that part of the range.
717
00:27:51,369 --> 00:27:54,806
Well, the further away from the contact point the material is,
718
00:27:54,806 --> 00:27:57,042
the bigger the distance you need to cover.
719
00:27:57,042 --> 00:27:59,310
Basically, the speed of the material
720
00:27:59,944 --> 00:28:03,248
is changing along the length of it,
721
00:28:03,248 --> 00:28:05,550
which means that each movement along
722
00:28:05,550 --> 00:28:08,453
the material is basically accelerating.
723
00:28:08,453 --> 00:28:11,222
An acceleration is equal force.
724
00:28:11,222 --> 00:28:14,859
The second force, which is traveling along the material,
725
00:28:14,859 --> 00:28:16,828
is the second tension point.
726
00:28:18,063 --> 00:28:19,564
You can kind of imagine
727
00:28:19,564 --> 00:28:21,066
that your tension point
728
00:28:21,066 --> 00:28:23,368
is holding the material in a similar way
729
00:28:23,368 --> 00:28:25,937
to that single anchor point,
730
00:28:25,937 --> 00:28:27,839
which is what's creating wave,
731
00:28:27,839 --> 00:28:30,141
which is moving along the material.
732
00:28:31,476 --> 00:28:34,179
The tension point is slowly going to move
733
00:28:34,179 --> 00:28:35,814
along the material
734
00:28:35,814 --> 00:28:39,350
from the originating contact point
735
00:28:39,350 --> 00:28:41,519
until it reaches the end of it,
736
00:28:41,519 --> 00:28:43,955
while slowly accelerating along the way.
737
00:28:44,823 --> 00:28:46,558
This means that
738
00:28:46,558 --> 00:28:48,560
any type of movement
739
00:28:48,560 --> 00:28:50,295
that you're going to animate closer
740
00:28:50,295 --> 00:28:51,730
to the original contact
741
00:28:51,730 --> 00:28:54,132
point is going to be much smaller
742
00:28:54,132 --> 00:28:55,100
than the movement
743
00:28:55,100 --> 00:28:56,134
that you're going to have
744
00:28:56,134 --> 00:28:58,269
at the edge of your material.
745
00:28:58,269 --> 00:29:00,905
This is true for any type of force
746
00:29:00,905 --> 00:29:02,707
that is affecting the material,
747
00:29:02,707 --> 00:29:04,809
be it wind or gravity
748
00:29:04,809 --> 00:29:07,579
or even the actions of the character.
749
00:29:07,579 --> 00:29:10,749
Any action that you're going to make on
750
00:29:10,749 --> 00:29:13,351
the material is going to be much bigger
751
00:29:13,351 --> 00:29:14,786
by the edges of it
752
00:29:14,786 --> 00:29:15,954
than at the beginning,
753
00:29:15,954 --> 00:29:19,057
because it has either its own weight
754
00:29:19,057 --> 00:29:22,227
or just a bigger range of movement altogether,
755
00:29:22,560 --> 00:29:25,330
which makes it so it can cover a much
756
00:29:25,330 --> 00:29:27,799
further distance, much quicker
757
00:29:27,799 --> 00:29:30,068
because it has less weight.
758
00:29:30,068 --> 00:29:31,202
When there is a force
759
00:29:31,202 --> 00:29:34,205
that is constantly acting on your object,
760
00:29:34,205 --> 00:29:36,608
such as wind, gravity
761
00:29:36,608 --> 00:29:38,710
or floating in water,
762
00:29:39,377 --> 00:29:40,812
you're object is going to
763
00:29:40,812 --> 00:29:43,381
move in predictable loops,
764
00:29:43,381 --> 00:29:45,550
basically just by moving
765
00:29:45,550 --> 00:29:47,519
the object creates
766
00:29:47,519 --> 00:29:49,587
more tension within itself.
767
00:29:50,221 --> 00:29:52,891
So it can constantly generate
768
00:29:52,891 --> 00:29:54,692
new tension points,
769
00:29:54,692 --> 00:29:56,027
which will create
770
00:29:56,027 --> 00:29:58,596
sort of like a wave pattern
771
00:29:58,596 --> 00:30:00,165
which you can animate
772
00:30:00,165 --> 00:30:02,267
as a loop to save time.
773
00:30:03,001 --> 00:30:04,202
The amount of tension
774
00:30:04,202 --> 00:30:07,172
which is held within the material depends
775
00:30:07,172 --> 00:30:09,140
on the inherent properties
776
00:30:09,140 --> 00:30:10,408
and the amount of time
777
00:30:10,408 --> 00:30:11,743
that the tension points
778
00:30:11,743 --> 00:30:12,777
takes to travel along.
779
00:30:12,777 --> 00:30:15,146
The material depends on the force
780
00:30:15,146 --> 00:30:18,283
which is creating the tension in the first place.
781
00:30:18,283 --> 00:30:20,251
The bigger the force, the faster
782
00:30:20,251 --> 00:30:22,420
it's going to travel along the material
783
00:30:22,420 --> 00:30:25,690
and the bigger the tension within the material is,
784
00:30:25,690 --> 00:30:27,659
the wider the deformation
785
00:30:27,659 --> 00:30:29,027
that we're going to animate
786
00:30:29,027 --> 00:30:30,695
within the material,
787
00:30:30,695 --> 00:30:33,631
same as we've seen in the last section.
788
00:30:34,199 --> 00:30:35,900
Basically, when you're trying
789
00:30:35,900 --> 00:30:37,669
to animate cloth
790
00:30:37,669 --> 00:30:39,571
or hair or any other movement
791
00:30:39,571 --> 00:30:41,906
which is very free
792
00:30:41,906 --> 00:30:44,642
and moves in a wave-like pattern
793
00:30:44,642 --> 00:30:46,411
you need to consider that,
794
00:30:46,411 --> 00:30:47,745
you need to make sure
795
00:30:47,745 --> 00:30:49,714
that the overall shape of it
796
00:30:49,714 --> 00:30:51,382
is animated correctly,
797
00:30:51,382 --> 00:30:54,285
and also that any small detail in it,
798
00:30:54,285 --> 00:30:55,887
because this is where you can see
799
00:30:55,887 --> 00:30:57,522
the tension and the force
800
00:30:57,522 --> 00:31:01,059
behind the movement most clearly,
801
00:31:01,059 --> 00:31:03,127
as opposed to just the smaller details
802
00:31:03,127 --> 00:31:05,730
which are only helping it.
803
00:31:05,730 --> 00:31:07,298
Basically, you need to make sure
804
00:31:07,298 --> 00:31:09,133
that you're not breaking
805
00:31:09,133 --> 00:31:10,435
the overall wave pattern
806
00:31:10,435 --> 00:31:13,504
whenever you try to animate hair or cloth.
807
00:31:14,305 --> 00:31:15,640
Especially if you're trying
808
00:31:15,640 --> 00:31:17,842
to create realistic animation
809
00:31:17,842 --> 00:31:19,143
because this is where you're
810
00:31:19,143 --> 00:31:20,678
going to make sure
811
00:31:20,678 --> 00:31:23,648
that you're taking the properties of your object,
812
00:31:23,648 --> 00:31:26,184
such as its weight and elasticity
813
00:31:26,184 --> 00:31:28,519
into account when animating it
814
00:31:28,519 --> 00:31:31,356
and creating a coherent shape to it.
815
00:31:31,890 --> 00:31:33,091
What I mean by that
816
00:31:33,091 --> 00:31:35,426
is that you need to make variation
817
00:31:35,426 --> 00:31:36,961
within your animation
818
00:31:36,961 --> 00:31:40,498
and not just to have one slowly moving
819
00:31:40,498 --> 00:31:42,901
tension point along the line.
820
00:31:42,901 --> 00:31:44,135
The tension point itself
821
00:31:44,135 --> 00:31:46,804
is going to move in curves
822
00:31:47,372 --> 00:31:49,707
or accelerate or decelerate
823
00:31:49,707 --> 00:31:51,342
in accordance to the forces
824
00:31:51,342 --> 00:31:53,244
that are working on the material.
825
00:31:53,244 --> 00:31:54,779
In the same way that we've done
826
00:31:54,779 --> 00:31:56,814
with any other object up until now.
827
00:31:57,382 --> 00:31:58,349
A lot of the time
828
00:31:58,349 --> 00:31:59,183
you will see
829
00:31:59,183 --> 00:32:02,153
people trying to animate hair or cloth
830
00:32:02,153 --> 00:32:04,355
just by having one tension point
831
00:32:04,355 --> 00:32:07,558
which is traveling with even intervals
832
00:32:07,558 --> 00:32:08,359
and in constant
833
00:32:08,359 --> 00:32:10,828
speed along the materials.
834
00:32:10,828 --> 00:32:12,664
This is usually creating
835
00:32:12,664 --> 00:32:14,399
very pretty animation,
836
00:32:14,399 --> 00:32:16,200
but it's not very realistic
837
00:32:16,200 --> 00:32:17,368
and a lot of the time
838
00:32:17,368 --> 00:32:19,137
it would not fit the movement that
839
00:32:19,137 --> 00:32:20,605
you're trying to create.
840
00:32:21,673 --> 00:32:24,342
So let's say that you want to create variations
841
00:32:24,342 --> 00:32:26,644
in your speed of movement
842
00:32:26,644 --> 00:32:29,447
or the overall force and the direction
843
00:32:29,447 --> 00:32:31,549
of the object being animated.
844
00:32:32,083 --> 00:32:35,720
For this, you basically just create a straight line.
845
00:32:35,720 --> 00:32:37,755
This will be your reference
846
00:32:37,755 --> 00:32:40,191
and guide for the entire movement.
847
00:32:40,191 --> 00:32:42,160
From this point, what you're going to do
848
00:32:42,160 --> 00:32:44,329
is actually create some curves
849
00:32:44,362 --> 00:32:46,164
with acceleration
850
00:32:46,164 --> 00:32:48,132
and the different spacing,
851
00:32:48,132 --> 00:32:50,101
which are going to be the trajectory
852
00:32:50,101 --> 00:32:52,904
of the force that you're trying to animate.
853
00:32:52,904 --> 00:32:54,605
Remember to take into account
854
00:32:54,605 --> 00:32:56,307
both the actual force
855
00:32:56,307 --> 00:32:58,443
which is acting on your object
856
00:32:58,443 --> 00:33:00,011
and the actual characteristics
857
00:33:00,011 --> 00:33:01,079
of the object itself
858
00:33:01,079 --> 00:33:03,381
and how they're going to affect
859
00:33:03,381 --> 00:33:05,216
that trajectory.
860
00:33:05,216 --> 00:33:09,287
At this point, you're basically just trying to animate a ball in a trajectory
861
00:33:09,287 --> 00:33:10,888
which looks good.
862
00:33:10,888 --> 00:33:14,125
From here, you're going to animate the line
863
00:33:14,125 --> 00:33:15,493
and curve it along
864
00:33:15,493 --> 00:33:16,861
the trajectory of the ball
865
00:33:16,861 --> 00:33:18,696
that we animated before
866
00:33:18,696 --> 00:33:21,366
with the ball being the tension point
867
00:33:21,833 --> 00:33:23,768
and you need to take into consideration
868
00:33:23,768 --> 00:33:25,370
that when the tension point
869
00:33:25,370 --> 00:33:27,538
is close to the contact point,
870
00:33:27,538 --> 00:33:28,806
your material is not
871
00:33:28,806 --> 00:33:30,775
going to be very deformed,
872
00:33:30,775 --> 00:33:32,210
but by the edges
873
00:33:32,210 --> 00:33:34,645
it is going to be very deformed.
874
00:33:34,645 --> 00:33:36,748
But when you're animating
875
00:33:36,748 --> 00:33:38,349
that tension points
876
00:33:38,349 --> 00:33:40,485
closer to the contact point,
877
00:33:40,485 --> 00:33:41,853
the ends of the materials
878
00:33:41,853 --> 00:33:43,521
that you're trying to animate
879
00:33:43,521 --> 00:33:44,489
are going to be
880
00:33:44,489 --> 00:33:46,891
at the edge of the movement range
881
00:33:46,891 --> 00:33:48,626
because we're holding
882
00:33:48,626 --> 00:33:51,329
the rest of the material closer
883
00:33:51,329 --> 00:33:52,764
to its middle range.
884
00:33:53,698 --> 00:33:56,100
And when the tension point is traveling
885
00:33:56,100 --> 00:33:57,668
closer to the material,
886
00:33:57,668 --> 00:34:00,038
it's naturally going to rise up.
887
00:34:00,538 --> 00:34:02,206
When the tension point is
888
00:34:02,206 --> 00:34:04,308
reaching the end of the material,
889
00:34:04,308 --> 00:34:05,610
it's still going to move
890
00:34:05,610 --> 00:34:06,844
at the same trajectory
891
00:34:06,844 --> 00:34:08,579
because of momentum.
892
00:34:08,579 --> 00:34:11,716
But once the momentum is completely gone,
893
00:34:11,716 --> 00:34:15,486
it's going start accelerating in the opposite direction.
894
00:34:15,486 --> 00:34:17,088
So the curve of the material
895
00:34:17,088 --> 00:34:18,056
is going to flip
896
00:34:18,056 --> 00:34:20,591
to the other direction on its way back.
897
00:34:21,059 --> 00:34:24,328
This is true for any type of flexible materials
898
00:34:24,328 --> 00:34:26,197
that you're trying to animate
899
00:34:26,197 --> 00:34:28,599
all is a one time action.
900
00:34:28,599 --> 00:34:31,169
Keep in mind that slower movement of tension
901
00:34:31,169 --> 00:34:33,571
points is to create milder slopes,
902
00:34:33,971 --> 00:34:36,707
while quicker movement of tension points
903
00:34:36,707 --> 00:34:39,043
is going to result in a deformation
904
00:34:39,043 --> 00:34:41,813
of the entire object.
905
00:34:42,880 --> 00:34:45,149
When you have more than one contact point,
906
00:34:45,149 --> 00:34:47,118
or when you have multiple forces
907
00:34:47,118 --> 00:34:49,087
acting on your object,
908
00:34:49,087 --> 00:34:50,855
your material is going to have
909
00:34:50,855 --> 00:34:53,191
multiple clashing wave patterns
910
00:34:53,191 --> 00:34:55,159
which affect each other.
911
00:34:55,159 --> 00:34:57,261
When we have multiple contact points
912
00:34:57,261 --> 00:34:59,764
affecting the object at the same time,
913
00:34:59,764 --> 00:35:01,966
each one of them is going to create
914
00:35:01,966 --> 00:35:04,302
a wave pattern independent of the other.
915
00:35:04,836 --> 00:35:07,138
But because they are still connected
916
00:35:07,138 --> 00:35:08,706
to the same material,
917
00:35:08,706 --> 00:35:11,109
it's actually going to create
918
00:35:11,109 --> 00:35:13,010
wave pattern along a plane
919
00:35:13,010 --> 00:35:15,379
and not just a single line.
920
00:35:15,913 --> 00:35:17,949
We basically need to connect
921
00:35:17,949 --> 00:35:20,651
the two tension points together
922
00:35:20,651 --> 00:35:22,053
with a straight line.
923
00:35:22,053 --> 00:35:25,723
You will see this a lot in flags and in clothing
924
00:35:25,723 --> 00:35:27,859
with each have multiple contact points
925
00:35:27,859 --> 00:35:30,962
and are connected together through the scene.
926
00:35:31,429 --> 00:35:35,233
Here, what you're going to do is basically add additional lines
927
00:35:35,233 --> 00:35:37,034
connecting between each
928
00:35:37,034 --> 00:35:39,337
wave in the pattern.
929
00:35:40,138 --> 00:35:41,172
You want to make sure
930
00:35:41,172 --> 00:35:43,207
that both of them move in a way
931
00:35:43,207 --> 00:35:44,909
that makes sense
932
00:35:44,909 --> 00:35:47,044
and not completely destroy
933
00:35:47,044 --> 00:35:49,380
the overall shape of the material.
934
00:35:49,847 --> 00:35:51,115
By this, I mean that
935
00:35:51,115 --> 00:35:52,083
if you see that
936
00:35:52,083 --> 00:35:54,652
your wave patterns are affecting
937
00:35:54,652 --> 00:35:55,887
the entire
938
00:35:55,887 --> 00:35:58,289
the wave pattern of your material,
939
00:35:58,289 --> 00:36:00,024
you need to reposition them
940
00:36:00,024 --> 00:36:01,259
in a way that shows
941
00:36:01,259 --> 00:36:04,128
the material movement clearly.
942
00:36:08,666 --> 00:36:10,902
If you're trying to work with something
943
00:36:10,902 --> 00:36:12,036
which is a little bit
944
00:36:12,036 --> 00:36:12,937
more complex,
945
00:36:12,937 --> 00:36:15,239
such as hair, which is composed
946
00:36:15,239 --> 00:36:16,774
of many individual strands
947
00:36:16,774 --> 00:36:19,177
which can move in independent direction
948
00:36:19,177 --> 00:36:20,311
instead of cloth,
949
00:36:20,311 --> 00:36:22,747
which can only move in one direction.
950
00:36:22,747 --> 00:36:23,848
We need to consider
951
00:36:23,848 --> 00:36:26,350
each part of the hair individually
952
00:36:26,350 --> 00:36:28,419
because it would not be affected
953
00:36:28,419 --> 00:36:30,121
by multiple tension points
954
00:36:30,121 --> 00:36:31,255
because each one of them
955
00:36:31,255 --> 00:36:33,391
is connected to a different one.
956
00:36:33,391 --> 00:36:34,926
We have more freedom
957
00:36:34,926 --> 00:36:36,994
in the overall shape of the hair
958
00:36:36,994 --> 00:36:39,030
but we still don't want to make it
959
00:36:39,030 --> 00:36:40,831
move in an individual wave
960
00:36:40,831 --> 00:36:43,568
in many different directions
961
00:36:43,568 --> 00:36:45,970
because this just doesn't show us
962
00:36:45,970 --> 00:36:48,739
where the force is coming from.
963
00:36:49,106 --> 00:36:51,475
If we have a change in the direction
964
00:36:51,475 --> 00:36:53,578
of the force or with the strength
965
00:36:54,011 --> 00:36:58,182
We need to show the overall shape of the hair moving together
966
00:36:58,182 --> 00:36:59,850
because even though each part of
967
00:36:59,850 --> 00:37:01,619
it can move individually,
968
00:37:01,619 --> 00:37:02,286
they're still going
969
00:37:02,286 --> 00:37:04,021
to be affected by the same force,
970
00:37:04,021 --> 00:37:05,923
so there's no reason for it
971
00:37:05,923 --> 00:37:07,959
to move in different direction.
972
00:37:07,959 --> 00:37:09,860
But because we want to show
973
00:37:09,860 --> 00:37:11,963
that it is hair, not cloth,
974
00:37:11,963 --> 00:37:12,763
it's a good idea
975
00:37:12,763 --> 00:37:15,366
to have some opposing wave patterns
976
00:37:15,366 --> 00:37:16,567
which are still moving
977
00:37:16,567 --> 00:37:18,135
in the same direction.
978
00:37:18,135 --> 00:37:20,071
So as you can see here,
979
00:37:20,071 --> 00:37:21,339
when they want to switch
980
00:37:21,339 --> 00:37:23,140
the direction of the force, I'm
981
00:37:23,140 --> 00:37:24,809
making some part of the hair
982
00:37:24,809 --> 00:37:26,677
move from top
983
00:37:26,677 --> 00:37:28,546
and some of it from the bottom
984
00:37:28,546 --> 00:37:31,249
to give it a more rounded and 3D look.
985
00:37:31,249 --> 00:37:32,783
But they'll still going to move
986
00:37:32,783 --> 00:37:34,919
to the same direction.
987
00:37:36,120 --> 00:37:38,155
And the overall shape of the hair
988
00:37:38,155 --> 00:37:41,459
is still moving in a very coherent wave.
989
00:37:41,459 --> 00:37:43,761
If your material is heavy or
990
00:37:43,761 --> 00:37:47,632
by making the initial force are very weak,
991
00:37:47,632 --> 00:37:51,135
you factor in gravity is a source of tension,
992
00:37:51,135 --> 00:37:52,203
which is going to limit
993
00:37:52,203 --> 00:37:53,371
both the direction
994
00:37:53,371 --> 00:37:54,639
and the range of movement
995
00:37:54,639 --> 00:37:56,073
of your material.
996
00:37:56,073 --> 00:37:57,642
As you can see here,
997
00:37:57,642 --> 00:38:00,344
by introducing gravity into the equation,
998
00:38:00,344 --> 00:38:02,813
we have wider wave patterns
999
00:38:02,813 --> 00:38:04,415
or we have materials
1000
00:38:04,415 --> 00:38:06,684
which almost don't move,
1001
00:38:06,684 --> 00:38:09,587
and the entire movement is conveyed
1002
00:38:09,587 --> 00:38:12,957
by the overall shape of the material
1003
00:38:12,957 --> 00:38:14,525
and not by the individual
1004
00:38:14,525 --> 00:38:16,294
waves, which created.
1005
00:38:21,198 --> 00:38:22,700
Another example of
1006
00:38:22,700 --> 00:38:24,402
forces that are going to affect
1007
00:38:24,402 --> 00:38:27,571
your character details is air resistance
1008
00:38:27,571 --> 00:38:29,206
or any other resistance
1009
00:38:29,206 --> 00:38:30,641
depending on the environment
1010
00:38:30,641 --> 00:38:31,809
of your character.
1011
00:38:31,809 --> 00:38:32,543
You can see that
1012
00:38:32,543 --> 00:38:35,146
with water and space, as well.
1013
00:38:36,013 --> 00:38:37,682
In these examples,
1014
00:38:37,682 --> 00:38:40,251
the characters of movement
1015
00:38:40,251 --> 00:38:41,819
and the environment
1016
00:38:41,819 --> 00:38:44,855
are going to clash with each other
1017
00:38:44,855 --> 00:38:46,857
and change the trajectory
1018
00:38:46,857 --> 00:38:49,260
of your material as it moves along.
1019
00:38:49,794 --> 00:38:50,928
Here you can see that
1020
00:38:50,928 --> 00:38:53,831
the cloth is hanging from the ball
1021
00:38:53,831 --> 00:38:55,599
and when the ball is moving,
1022
00:38:55,599 --> 00:38:59,437
the cloth is going to move with it
1023
00:38:59,437 --> 00:39:00,771
due to momentum.
1024
00:39:00,771 --> 00:39:03,074
Same as we've seen in the last lesson
1025
00:39:03,074 --> 00:39:06,844
and the character being affected by outside forces.
1026
00:39:06,844 --> 00:39:07,678
Here though,
1027
00:39:07,678 --> 00:39:09,447
because we're trying to animate
1028
00:39:09,447 --> 00:39:11,015
the movement realistically,
1029
00:39:11,015 --> 00:39:13,551
we're going to take a look into
1030
00:39:13,551 --> 00:39:16,087
what its resistance actually is.
1031
00:39:17,955 --> 00:39:21,692
Basically, a resistance is an opposing force
1032
00:39:21,692 --> 00:39:24,628
which is going to act on your object
1033
00:39:24,628 --> 00:39:27,031
depending on the object speed.
1034
00:39:27,031 --> 00:39:28,699
Basically, the faster
1035
00:39:28,699 --> 00:39:30,201
the object is traveling,
1036
00:39:30,201 --> 00:39:33,137
the more air resistance is going to
1037
00:39:33,137 --> 00:39:34,772
act on your object
1038
00:39:34,772 --> 00:39:37,475
and push it to the other direction.
1039
00:39:38,142 --> 00:39:40,144
So as you can see here,
1040
00:39:40,144 --> 00:39:42,580
when the ball is moving quickly,
1041
00:39:42,580 --> 00:39:45,716
the air resistance is affecting the cloth
1042
00:39:45,716 --> 00:39:51,689
quite a lot and it's making it so that the cloth is rising a lot higher
1043
00:39:51,689 --> 00:39:53,691
to the ball trajectory.
1044
00:39:54,492 --> 00:39:59,163
But as the ball slows down the cloth immediately starts to fall
1045
00:39:59,163 --> 00:40:03,033
because the force acting on it is not as big
1046
00:40:03,033 --> 00:40:05,269
as when the ball was moving faster.
1047
00:40:05,669 --> 00:40:07,471
Now air resistance doesn't
1048
00:40:07,471 --> 00:40:08,873
have enough strength
1049
00:40:08,873 --> 00:40:11,075
to continuously hold the cloth
1050
00:40:11,075 --> 00:40:13,177
at its maximum range.
1051
00:40:13,177 --> 00:40:15,513
Now the cloth is going to start falling,
1052
00:40:15,513 --> 00:40:17,615
but due to the residual momentum
1053
00:40:17,615 --> 00:40:21,252
in it, it's still going to hold to its previous trajectory
1054
00:40:21,252 --> 00:40:23,988
and actually overshoot the ball
1055
00:40:23,988 --> 00:40:25,956
when it comes to a complete stop.
1056
00:40:26,957 --> 00:40:31,061
Now, because of momentum and tension in the cloth,
1057
00:40:31,061 --> 00:40:32,830
it's going to continuously move
1058
00:40:32,830 --> 00:40:34,231
back and forth
1059
00:40:34,231 --> 00:40:36,000
when it's coming to a stop
1060
00:40:36,000 --> 00:40:40,004
until finally it's going to settle down completely.
1061
00:40:40,838 --> 00:40:42,206
Here, what we're going to do
1062
00:40:42,206 --> 00:40:45,576
is basically create a small curve pattern
1063
00:40:45,576 --> 00:40:48,312
which is slowly becoming smaller and smaller
1064
00:40:48,312 --> 00:40:50,781
similarly to the way that we did wave
1065
00:40:50,781 --> 00:40:52,583
the bouncing ball.
1066
00:40:54,051 --> 00:40:56,387
Whenever you're creating a movement
1067
00:40:56,387 --> 00:40:58,856
which is affected by the environment,
1068
00:40:58,856 --> 00:41:00,391
you need to take into account
1069
00:41:00,391 --> 00:41:03,961
all the forces acting on your character details,
1070
00:41:03,961 --> 00:41:06,297
as well as the force that the characters
1071
00:41:06,297 --> 00:41:08,699
themselves create when they're moving.
1072
00:41:08,699 --> 00:41:09,967
And by understanding
1073
00:41:09,967 --> 00:41:10,935
these concepts,
1074
00:41:10,935 --> 00:41:12,169
you're going to create
1075
00:41:12,169 --> 00:41:13,771
the most realistic animation
1076
00:41:13,771 --> 00:41:15,239
that you can have.
1077
00:41:16,207 --> 00:41:18,042
The exercise in this lesson,
1078
00:41:18,042 --> 00:41:21,111
if you haven't been following along, is to choose
1079
00:41:21,111 --> 00:41:23,180
one of the previous exercises
1080
00:41:23,180 --> 00:41:24,248
that we've made
1081
00:41:24,248 --> 00:41:27,384
and add additional details on to them.
1082
00:41:28,385 --> 00:41:29,453
For the details
1083
00:41:29,453 --> 00:41:31,889
on the exercise in Lesson 10,
1084
00:41:31,889 --> 00:41:33,324
you have a free choice
1085
00:41:33,324 --> 00:41:35,759
of material and design,
1086
00:41:35,759 --> 00:41:38,729
but for the exercise in Lesson 11,
1087
00:41:39,363 --> 00:41:41,632
it's best if you use the actual character
1088
00:41:41,632 --> 00:41:43,834
designs from our previous lessons.
1089
00:41:44,502 --> 00:41:46,637
Make sure that you get the proportions
1090
00:41:46,637 --> 00:41:48,739
and sizes correctly
1091
00:41:48,739 --> 00:41:51,742
and that you keep your volumes.
1092
00:41:51,742 --> 00:41:54,612
This exercise might be especially difficult
1093
00:41:54,612 --> 00:41:56,514
depending on the movement that you choose
1094
00:41:56,514 --> 00:41:58,682
to make with your character
1095
00:41:58,682 --> 00:42:00,451
If you see that you are struggling,
1096
00:42:00,451 --> 00:42:02,486
you can either change your character
1097
00:42:02,486 --> 00:42:05,789
motion or simplify your character design
1098
00:42:05,789 --> 00:42:06,657
to make something
1099
00:42:06,657 --> 00:42:08,726
that is more manageable.
1100
00:42:08,726 --> 00:42:10,761
The important thing is to make sure
1101
00:42:10,761 --> 00:42:12,496
that you convey the materials
1102
00:42:12,496 --> 00:42:14,798
of your character outfit correctly
1103
00:42:15,399 --> 00:42:18,903
and that you can keep your details consistent.
1104
00:42:19,570 --> 00:42:22,306
And again, same as any other exercise,
1105
00:42:22,306 --> 00:42:23,641
try and keep your sketch
1106
00:42:23,641 --> 00:42:25,109
as clean as possible
1107
00:42:25,109 --> 00:42:27,344
and avoid digital in effect.
1108
00:42:28,279 --> 00:42:32,650
For extra difficulty, make an additional character design
1109
00:42:32,650 --> 00:42:34,785
and try an animated as well
1110
00:42:34,785 --> 00:42:36,954
to experiment with different materials
1111
00:42:37,588 --> 00:42:39,323
and clothing cuts.
1112
00:42:39,957 --> 00:42:42,092
Make sure that you're still conveying
1113
00:42:42,092 --> 00:42:44,228
the correct motion and movement
1114
00:42:44,228 --> 00:42:46,897
with the new materials and cuts.
1115
00:42:47,965 --> 00:42:48,766
To recap,
1116
00:42:48,766 --> 00:42:49,733
in this lesson
1117
00:42:49,733 --> 00:42:55,139
we've learned about inherent characteristics of your materials and objects
1118
00:42:55,139 --> 00:42:56,240
and how they affect
1119
00:42:56,240 --> 00:42:58,809
the way that we're going to animate them.
1120
00:42:58,809 --> 00:43:01,045
We also learned about tension
1121
00:43:01,045 --> 00:43:03,147
and the way that it's going to affect
1122
00:43:03,147 --> 00:43:04,381
how much deformation
1123
00:43:04,381 --> 00:43:06,250
we're going to add to our materials
1124
00:43:06,250 --> 00:43:08,252
to show its characteristics,
1125
00:43:08,252 --> 00:43:10,888
as well as how to recognize
1126
00:43:10,888 --> 00:43:13,157
and use wave patterns
1127
00:43:13,157 --> 00:43:16,827
to show the movement of both clothing and hair
1128
00:43:16,827 --> 00:43:19,029
due to environmental actions,
1129
00:43:19,029 --> 00:43:20,998
or your character actions
1130
00:43:20,998 --> 00:43:25,169
using the drag principle and tension points.
1131
00:43:25,769 --> 00:43:30,307
Next lesson, we're going to talk about effects in animation
1132
00:43:30,307 --> 00:43:31,742
and how we're going to using
1133
00:43:31,742 --> 00:43:33,043
similar wave patterns
1134
00:43:33,043 --> 00:43:35,045
and material characteristics
1135
00:43:35,045 --> 00:43:37,815
when we try to animate effects animation,
1136
00:43:37,815 --> 00:43:40,718
which does not have a coherent shape.
1137
00:43:40,718 --> 00:43:41,719
Thank you for watching.
1138
00:43:41,719 --> 00:43:44,088
And see you next time. Bye
79232
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