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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 00:00:06,339 --> 00:00:07,440 Hello, everyone. 3 00:00:07,440 --> 00:00:08,808 Havtza here. 4 00:00:08,808 --> 00:00:13,013 Up until now, we focused on the basics of animation 5 00:00:13,013 --> 00:00:16,416 and how we plan and draw our main action. 6 00:00:17,250 --> 00:00:18,852 But we've only done that 7 00:00:18,852 --> 00:00:20,286 with basic shapes 8 00:00:20,286 --> 00:00:22,989 and very basic materials. 9 00:00:24,024 --> 00:00:25,392 Now we want to add 10 00:00:25,392 --> 00:00:27,660 some details to our animation, 11 00:00:27,660 --> 00:00:30,096 because usually a character design 12 00:00:30,096 --> 00:00:33,033 will have small additional objects 13 00:00:33,033 --> 00:00:35,035 which are stuck to it, 14 00:00:35,035 --> 00:00:37,670 such as clothing and hair 15 00:00:37,670 --> 00:00:39,906 and might even have some additional 16 00:00:39,906 --> 00:00:41,274 special characteristics 17 00:00:41,274 --> 00:00:43,710 depending on what it's made out of, 18 00:00:43,710 --> 00:00:47,180 for example, if your character has a clothing 19 00:00:47,180 --> 00:00:49,549 made out of stretchy materials 20 00:00:49,549 --> 00:00:51,151 or something like armor 21 00:00:51,151 --> 00:00:52,952 which is very rigid, 22 00:00:52,952 --> 00:00:54,254 they're going to be moving 23 00:00:54,254 --> 00:00:58,258 in a different way than to regular clothing, 24 00:00:58,258 --> 00:00:59,793 oh, then a character 25 00:00:59,793 --> 00:01:02,729 without any details whatsoever. 26 00:01:02,729 --> 00:01:04,864 We spoke about this subject 27 00:01:04,864 --> 00:01:07,867 in the second character design video, 28 00:01:07,867 --> 00:01:10,737 but the way that we are going to animate 29 00:01:10,737 --> 00:01:13,606 each different part of your character design 30 00:01:13,606 --> 00:01:14,908 is going to be different 31 00:01:14,908 --> 00:01:17,310 depending on what it is made out of 32 00:01:17,310 --> 00:01:21,314 and its shape and cut of clothing. 33 00:01:22,248 --> 00:01:23,283 And if we're trying 34 00:01:23,283 --> 00:01:25,351 to animate additional props, 35 00:01:25,351 --> 00:01:27,654 which are not even alive, 36 00:01:27,654 --> 00:01:29,389 we need to consider 37 00:01:29,389 --> 00:01:30,356 what they are 38 00:01:30,356 --> 00:01:32,192 in order to animate them 39 00:01:32,192 --> 00:01:34,060 correctly as well. 40 00:01:35,128 --> 00:01:37,063 First, and same as with 41 00:01:37,063 --> 00:01:38,932 any other animation subject 42 00:01:38,932 --> 00:01:40,967 that we've done until now, 43 00:01:40,967 --> 00:01:42,235 you need to understand 44 00:01:42,235 --> 00:01:45,839 the characteristics of the object you're animating. 45 00:01:45,839 --> 00:01:46,806 You need to understand 46 00:01:46,806 --> 00:01:48,675 what materials they're made of, 47 00:01:48,675 --> 00:01:50,443 how durable they are, 48 00:01:50,443 --> 00:01:52,946 if they have any inherent traits 49 00:01:52,946 --> 00:01:55,381 such as elasticity, stickiness 50 00:01:55,381 --> 00:01:57,517 or internal friction, 51 00:01:57,517 --> 00:01:59,252 which affects the textures 52 00:01:59,252 --> 00:02:01,488 and how they can move. 53 00:02:01,955 --> 00:02:05,725 And this will help you predict and plan 54 00:02:05,725 --> 00:02:07,260 how these objects 55 00:02:07,260 --> 00:02:08,361 are going to interact 56 00:02:08,361 --> 00:02:10,130 with the environment, 57 00:02:10,130 --> 00:02:13,967 which helps you know how to draw them correctly, 58 00:02:13,967 --> 00:02:17,270 for each pose and how to use timing 59 00:02:17,270 --> 00:02:19,739 to show the characteristics. 60 00:02:19,739 --> 00:02:22,275 Because you're trying to animate something 61 00:02:22,275 --> 00:02:23,943 which is not alive 62 00:02:23,943 --> 00:02:27,113 or something that has specific 63 00:02:27,113 --> 00:02:29,616 properties to it, 64 00:02:29,616 --> 00:02:30,950 you need to understand 65 00:02:30,950 --> 00:02:33,386 how to show these properties. 66 00:02:33,386 --> 00:02:35,121 This can be done by either 67 00:02:35,121 --> 00:02:37,590 deforming the object itself 68 00:02:37,590 --> 00:02:39,993 in a way that help us understand 69 00:02:39,993 --> 00:02:41,995 what material it is made out of, 70 00:02:42,529 --> 00:02:46,199 or if the object itself is too rigid 71 00:02:46,199 --> 00:02:47,433 and have properties 72 00:02:47,433 --> 00:02:49,536 which prevent it from changing 73 00:02:49,536 --> 00:02:51,304 it's that look 74 00:02:51,938 --> 00:02:56,042 you need to show how it affects the environment. 75 00:02:56,042 --> 00:02:58,211 You can also play around with the ratio 76 00:02:58,211 --> 00:02:59,712 of how much it affects 77 00:02:59,712 --> 00:03:01,080 the environment as opposed 78 00:03:01,080 --> 00:03:02,282 to how much the environment 79 00:03:02,282 --> 00:03:03,850 affects the object, 80 00:03:03,850 --> 00:03:06,119 To show the characteristics 81 00:03:06,119 --> 00:03:08,054 of the object better. 82 00:03:08,521 --> 00:03:11,224 For example, here we have three balls, 83 00:03:11,224 --> 00:03:13,359 with different inherent traits, 84 00:03:13,359 --> 00:03:15,862 you can see the change in the movement 85 00:03:15,862 --> 00:03:19,465 and how I'm going to plan the animation. 86 00:03:19,465 --> 00:03:22,168 The elastic ball will greatly deform 87 00:03:22,168 --> 00:03:24,037 when it impacts the ground 88 00:03:24,037 --> 00:03:26,372 and it will have a big amount 89 00:03:26,372 --> 00:03:29,642 of acceleration on its way up. 90 00:03:29,642 --> 00:03:31,144 So we're going to use 91 00:03:31,144 --> 00:03:33,980 a lot of smear frames as well as give it 92 00:03:33,980 --> 00:03:35,481 quick timing. 93 00:03:36,349 --> 00:03:38,818 The second ball is somewhere 94 00:03:38,818 --> 00:03:41,654 in between rigid and elastic, 95 00:03:41,654 --> 00:03:43,990 so it transfers some of the force 96 00:03:43,990 --> 00:03:45,525 of the impact into the ground 97 00:03:45,525 --> 00:03:47,860 each time it reaches it, 98 00:03:47,860 --> 00:03:51,030 making it deform only slightly 99 00:03:51,030 --> 00:03:53,666 and have a much lower end 100 00:03:53,666 --> 00:03:57,136 point on its trajectory on the way up. 101 00:03:57,136 --> 00:03:59,672 So here I'm not deforming the ball 102 00:03:59,672 --> 00:04:01,174 quite as much 103 00:04:01,174 --> 00:04:04,110 and I'm using much quicker timing 104 00:04:04,110 --> 00:04:07,146 because the overall trajectory is smaller 105 00:04:07,146 --> 00:04:08,815 than the elastic ball. 106 00:04:10,016 --> 00:04:13,586 The last ball is both heavy and durable, 107 00:04:13,586 --> 00:04:15,955 and thus we will show its characteristics, 108 00:04:15,955 --> 00:04:18,458 by the way it affects the environment 109 00:04:18,458 --> 00:04:21,995 because it by itself cannot be changed 110 00:04:21,995 --> 00:04:25,531 if we want to show that it is very heavy. 111 00:04:26,032 --> 00:04:28,735 Here, I will not even bother 112 00:04:28,735 --> 00:04:31,004 giving it an upward trajectory. 113 00:04:31,004 --> 00:04:34,073 We want to sell the impact of the 114 00:04:34,073 --> 00:04:36,709 ball with the ground as much as we can 115 00:04:36,709 --> 00:04:38,578 by just shattering the ground 116 00:04:38,578 --> 00:04:41,881 and letting the ball stick where it is. 117 00:04:42,382 --> 00:04:46,719 When we understand the characteristics inherent to the object, 118 00:04:46,719 --> 00:04:48,855 we can start and incorporate them 119 00:04:48,855 --> 00:04:51,658 into the way that we animated. 120 00:04:51,658 --> 00:04:52,692 For example, 121 00:04:52,692 --> 00:04:54,827 your object can be quite solid, 122 00:04:54,827 --> 00:04:59,299 but fragile if it hits from certain stress point, 123 00:04:59,299 --> 00:05:03,436 building upon these characteristics, you can intentionally design 124 00:05:03,436 --> 00:05:08,074 the movement of your object to showcase them. 125 00:05:08,074 --> 00:05:12,445 So you actually want to create something 126 00:05:12,445 --> 00:05:13,646 that shadows the 127 00:05:13,646 --> 00:05:16,115 object of your animation. 128 00:05:16,949 --> 00:05:18,918 Make sure to keep in mind the 129 00:05:18,918 --> 00:05:21,020 correct volume of your object 130 00:05:21,020 --> 00:05:23,189 when you are animating it 131 00:05:23,189 --> 00:05:26,893 and the force in acting upon it throughout the movement 132 00:05:26,893 --> 00:05:28,761 which make it change its 133 00:05:28,761 --> 00:05:30,363 shape and position. 134 00:05:31,064 --> 00:05:32,031 You need to make sure 135 00:05:32,031 --> 00:05:35,001 that you're not accidentally increasing 136 00:05:35,001 --> 00:05:38,004 or decreasing the volume of your object, 137 00:05:38,004 --> 00:05:40,973 or that it suddenly changes shapes 138 00:05:40,973 --> 00:05:43,176 without any causes. 139 00:05:43,176 --> 00:05:44,644 Basically, you need to make sure 140 00:05:44,644 --> 00:05:47,313 that you keep your object on model, 141 00:05:47,313 --> 00:05:50,016 even if it's not an actual character 142 00:05:50,016 --> 00:05:53,052 or part of the character's design. 143 00:05:53,686 --> 00:05:55,521 When animating objects, 144 00:05:55,521 --> 00:05:56,522 they're usually not 145 00:05:56,522 --> 00:05:58,124 going to be the main focus 146 00:05:58,124 --> 00:06:00,393 on your overall scene. 147 00:06:00,393 --> 00:06:03,596 This is going to be the actual characters in it, 148 00:06:03,596 --> 00:06:05,198 and the objects are going 149 00:06:05,198 --> 00:06:08,201 to be just flavoring to the character 150 00:06:08,201 --> 00:06:10,970 design or to the background design. 151 00:06:10,970 --> 00:06:12,605 So they wouldn't be drawn 152 00:06:12,605 --> 00:06:16,509 with the same amount of focus and detail 153 00:06:16,509 --> 00:06:19,212 as the actual characters. 154 00:06:19,212 --> 00:06:22,382 This means that you have to be very smart 155 00:06:22,382 --> 00:06:24,183 and very effective 156 00:06:24,183 --> 00:06:25,651 in the way that you show 157 00:06:25,651 --> 00:06:27,453 the character characteristics 158 00:06:27,453 --> 00:06:29,555 with the animation itself. 159 00:06:29,555 --> 00:06:33,526 Basically, you need to exaggerate the animation 160 00:06:33,526 --> 00:06:36,162 to show the properties of the objects 161 00:06:36,162 --> 00:06:38,631 and the materials that it is made out of. 162 00:06:39,031 --> 00:06:39,932 That being said, 163 00:06:39,932 --> 00:06:43,102 you don't want to make the movement too exaggerated 164 00:06:43,102 --> 00:06:44,937 because this might distract 165 00:06:44,937 --> 00:06:46,706 from the main focus of the scene, 166 00:06:46,706 --> 00:06:48,641 which is the character action. 167 00:06:48,641 --> 00:06:50,877 Or it might even clash with the overall 168 00:06:50,877 --> 00:06:53,045 animation style in the scene, 169 00:06:53,045 --> 00:06:55,415 which can be quite jarring. 170 00:06:55,982 --> 00:06:58,017 Also, you need to make sure 171 00:06:58,017 --> 00:07:00,186 that your exaggerated movement 172 00:07:00,186 --> 00:07:01,854 is making sense 173 00:07:01,854 --> 00:07:03,890 in the context of the scene, 174 00:07:03,890 --> 00:07:07,026 because the eye is naturally drawn to movement. 175 00:07:07,026 --> 00:07:09,729 So you don't want to make something 176 00:07:09,729 --> 00:07:12,565 which suddenly appears into your scene 177 00:07:12,565 --> 00:07:14,200 out of context 178 00:07:14,200 --> 00:07:18,104 and basically refocuses the viewer attention 179 00:07:18,104 --> 00:07:19,972 on the small background detail 180 00:07:19,972 --> 00:07:20,907 instead of what 181 00:07:20,907 --> 00:07:22,809 is really important in the scene. 182 00:07:22,809 --> 00:07:24,510 Just because it is moving 183 00:07:24,510 --> 00:07:26,879 while the rest of the scene is static. 184 00:07:27,747 --> 00:07:29,649 When you're adding your details 185 00:07:29,649 --> 00:07:30,750 to your character 186 00:07:30,750 --> 00:07:32,418 or to your background, 187 00:07:32,418 --> 00:07:33,553 you need to make sure 188 00:07:33,553 --> 00:07:34,954 that they actually match 189 00:07:34,954 --> 00:07:37,857 the timing of the overall scene. 190 00:07:37,857 --> 00:07:39,792 For character design details, 191 00:07:39,792 --> 00:07:41,594 it's actually a lot easier 192 00:07:41,594 --> 00:07:44,163 because the action is going to be related 193 00:07:44,163 --> 00:07:46,532 to the character's action 194 00:07:46,532 --> 00:07:48,968 and by either using the momentum 195 00:07:48,968 --> 00:07:50,102 of the movement 196 00:07:50,102 --> 00:07:54,607 to complete the overall feeling 197 00:07:54,607 --> 00:07:57,276 of the action that the character performs 198 00:07:57,276 --> 00:07:59,212 by giving additional momentum 199 00:07:59,212 --> 00:08:00,880 to the details, 200 00:08:00,880 --> 00:08:05,017 or by showing how the environment affects the character 201 00:08:05,017 --> 00:08:08,454 using the clothing, such as with wind or water, 202 00:08:09,322 --> 00:08:13,559 which changes the animation of the hair and clothing. 203 00:08:14,627 --> 00:08:15,795 But if you're 204 00:08:15,795 --> 00:08:19,031 having something like a background animation 205 00:08:19,031 --> 00:08:22,368 or any other special effects animation, 206 00:08:22,802 --> 00:08:26,372 it means that you refocus the viewer's 207 00:08:26,372 --> 00:08:28,875 attention on this part. 208 00:08:28,875 --> 00:08:31,310 Or if you're making something 209 00:08:31,310 --> 00:08:32,678 that is very subtle, 210 00:08:32,678 --> 00:08:34,113 you might risk the audience 211 00:08:34,113 --> 00:08:35,515 not seeing it at all 212 00:08:35,515 --> 00:08:37,550 and it being unnecessary. 213 00:08:39,585 --> 00:08:41,821 So you really need to make sure 214 00:08:41,821 --> 00:08:43,556 that your timing 215 00:08:43,556 --> 00:08:46,492 and your object are being told 216 00:08:46,492 --> 00:08:48,094 and animated 217 00:08:48,094 --> 00:08:49,362 in the best way 218 00:08:49,362 --> 00:08:52,899 that is possible to support the scene 219 00:08:52,899 --> 00:08:55,501 and not just create something 220 00:08:55,501 --> 00:08:57,103 for the sake of creating it, 221 00:08:57,103 --> 00:08:59,906 when adding effects and objects animation. 222 00:09:01,140 --> 00:09:02,675 Here, you can see that 223 00:09:02,675 --> 00:09:06,712 just by giving simple shapes 224 00:09:06,712 --> 00:09:08,047 certain characteristics 225 00:09:08,047 --> 00:09:09,582 when I animate them, 226 00:09:09,582 --> 00:09:11,317 I can convey something 227 00:09:11,317 --> 00:09:14,320 which is quite easy to understand. 228 00:09:14,320 --> 00:09:16,155 You have a very rigid cube 229 00:09:16,155 --> 00:09:19,425 which is breaking upon impact with the ground. 230 00:09:19,425 --> 00:09:21,761 You have a very elastic ball 231 00:09:21,761 --> 00:09:24,764 and you have a falling sack of grain. 232 00:09:24,764 --> 00:09:26,198 Now the animation on each 233 00:09:26,198 --> 00:09:28,801 one of them is quite simple. 234 00:09:28,801 --> 00:09:29,702 As you can see, 235 00:09:29,702 --> 00:09:31,170 I don't take a lot of time 236 00:09:31,170 --> 00:09:34,140 to animate each part of the movement. 237 00:09:34,140 --> 00:09:37,009 But when I make a version 238 00:09:37,009 --> 00:09:38,311 which is incorrect 239 00:09:38,311 --> 00:09:41,581 or where the movement is still exaggerated, 240 00:09:41,581 --> 00:09:43,215 you can definitely tell 241 00:09:43,215 --> 00:09:46,953 that it is moving incorrectly 242 00:09:46,953 --> 00:09:49,255 and it's quite distracting. 243 00:09:51,657 --> 00:09:52,892 So when you're trying 244 00:09:52,892 --> 00:09:54,493 to animate your objects, 245 00:09:54,493 --> 00:09:57,363 make as many adjustment as necessary 246 00:09:57,363 --> 00:09:58,631 to make sure that they fit 247 00:09:58,631 --> 00:09:59,432 with your scene 248 00:09:59,432 --> 00:10:01,200 and the style of animation 249 00:10:01,200 --> 00:10:03,636 and not just look good individually. 250 00:10:05,204 --> 00:10:08,107 Of course, when creating actions 251 00:10:08,107 --> 00:10:11,277 we'll be using all the concepts 252 00:10:11,277 --> 00:10:12,111 and techniques 253 00:10:12,111 --> 00:10:14,714 that we've learned up until now. 254 00:10:15,781 --> 00:10:18,317 Because we're animating single objects 255 00:10:18,317 --> 00:10:21,520 which are made out of 256 00:10:21,520 --> 00:10:24,090 very rigid material at this point. 257 00:10:24,090 --> 00:10:25,458 We're going to animate them 258 00:10:25,458 --> 00:10:28,461 the same way that we animated any other object, 259 00:10:28,461 --> 00:10:30,997 with a solid center of mass, 260 00:10:30,997 --> 00:10:33,733 which is more affected by the main action 261 00:10:33,733 --> 00:10:36,869 and not the environment around it. 262 00:10:37,603 --> 00:10:38,537 We're going to use 263 00:10:38,537 --> 00:10:41,374 the ease in and ease out animation patterns 264 00:10:42,008 --> 00:10:44,810 as well as the squashing stretch, 265 00:10:44,810 --> 00:10:47,446 delay and overshoot concept 266 00:10:47,446 --> 00:10:50,483 which help us visualize and 267 00:10:50,483 --> 00:10:52,885 clearly show the animation of the object 268 00:10:52,885 --> 00:10:54,820 that we're trying to make. 269 00:10:55,354 --> 00:10:56,956 I'm going to show you 270 00:10:56,956 --> 00:10:58,991 how we're using deformation 271 00:10:58,991 --> 00:11:02,094 to show different types of materials, 272 00:11:02,094 --> 00:11:03,963 with this example here. 273 00:11:05,665 --> 00:11:06,899 I'll be showing you 274 00:11:06,899 --> 00:11:09,201 examples of three different materials 275 00:11:09,201 --> 00:11:10,603 with different amount of 276 00:11:10,603 --> 00:11:12,505 elasticity in them, 277 00:11:13,039 --> 00:11:15,608 and to demonstrate that I will be animating 278 00:11:15,608 --> 00:11:17,710 three different versions of a ball 279 00:11:17,710 --> 00:11:18,878 on a string. 280 00:11:19,178 --> 00:11:20,546 Here, the materials 281 00:11:20,546 --> 00:11:22,348 that we're trying to animate 282 00:11:22,348 --> 00:11:25,184 is not the ball, but actually the string. 283 00:11:25,418 --> 00:11:26,018 And the way 284 00:11:26,018 --> 00:11:27,653 that we're going to showcase 285 00:11:27,653 --> 00:11:30,690 the material properties 286 00:11:30,690 --> 00:11:32,324 is by seeing 287 00:11:32,324 --> 00:11:34,960 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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