Getting Started in 3D Animation | Lesson 02- The Basics | HOW 2 ANIMATE

Getting Started in 3D Animation | Lesson 02- The Basics | HOW 2 ANIMATE


Hey, welcome to lesson 2 in this beginners course in lesson 1 we did a very simple bouncing ball that start from the top and Just bounce down and this one we’re gonna have the ball move across in the lovely arcs So we’re gonna do that step by step Let me show you to do this you go ahead and download this ball is the ball version 2 This has got another control edit here that allows rotation Ok, so we’re going to add some rotation as it goes along the cool thing about this is if we was to rotate this one and Then try and do squash and stretch it would Be bouncing off in the wrong direction so what this allows you to do this controller is You’re able to rotate the ball but still maintain It squash and stretch It so basically what I’ve done is set driven key the basically rotates the texture around as opposed to the ball geometry So this gets started what we’re going to do. First of all is going to our side view. So we’re gonna go up two panels orthographic and side it’s going to allow us just to key more easily and So we’re gonna start off with our main controller. And of course, we’re gonna start with our key frames Now we’re gonna try something slightly different for this one. What I’d like you to do is start thinking in terms of drawings Ok, so whenever you set a key that is a drawing that you’ve decided upon When you set another key then the computer will try and fill in all those other drawings in between so for this one It’s again see the habit of it. I would like us to try and use stepped keys for the first part of this and This will be a very useful technique to use and it’ll get you used to more advanced animations later on Ok, so we’re going to start up here with the ball. I’m gonna set key on our first frame Ok, we’re going to set our tangent so right click on the timeline and go to steped Let’s move along to about 13 and bring the ball down And bring it along So you see now as we scrub along it’s only displaying our keyframes just the drawings that we want to see okay, so let’s go ahead and Set another keyframe, so the ball is going to bounce off the ground it’s gonna come up Okay, so Again, we’re just gonna set this to stepped and just scrub along See how it feels Maybe once you’re happy just move along the timeline and keep setting keyframes. So We want a What we want is the ball to start high and gradually get smaller since what we did in our last animation Okay, so those keep moving along Okay, so here’s the keyframes I’ve set They see very rough at the moment. It’s just good trying to get an idea. Just feeling out the animation Okay, so once we happy with this let’s set this to spline Actually that set it to all time Okay, and give it a play and we’ll be in a similar situation As what we had for the last bouncing ball. Okay looks terrible, but we’re gonna go in and start fixing This stuff up using the graph editor again. Okay, so The same process is what we did with the other one So you see here we’ve got Football coming down and gradually again smaller. I think this bounce here should be a little bit more So I’m just looking for this gradient going down Okay, alright, so we’re gonna do slightly different method this time Last video we used weighted tangents this this video. I’d like us to try it slightly different technique So we’re gonna use is keyframes We’re actually in between this would be So what we’re going to do is if you go up to this button here click it If you then select something on the curve and middle mouse button You’re able to add more keys Okay, so you were able to control this arc using keyframes instead so we’re gonna have Two keys Either side of this arc I’m gonna push up now the advantage of doing it this way overweight attenders is a slight bit more control because you’re able to Control the arc a bit nicer on either side Put peas on either side of these And just favor the top, okay Okay, let’s give that up play Not too bad let’s Check in with this The ball coming down and then slowing into the land this isn’t good. So we’re gonna set kiss or linea for all the bottom parts here Okay, and also, you know break tangents down the bottom but cheers this button here so break the tangents and this allows you to Manually control each side of this curve here It’s know what we’re looking for is a nice smooth Curve, okay. So coming all the way down. We want this to be As smooth as possible So just go through and shape as best you can All of these arcs, okay, let’s give this a planer Okay, so one major problem with this is In blocking out I’ve managed to mess up the the Forward motion of the ball, okay. So this direction here so we’re going to do is we’re going to just Delete all those middle keys. Okay, they’re just not doing anything for us and we’re gonna set this one to linear And we’re going to leave this one on flat. And the reason for this is They’ve always gonna start fast coming along and then it’s going to slow into this last part Okay, so I’m just gonna bring that up ever so slightly as well, okay, so if we play this now So looking this now there’s one quite major problem And that’s the ball just kind of stops dead at the end. And this is this just feels really unnatural things Just don’t come to a stop unless they soar, you know There’s a wall here that would kind of make sense, even though it would bounce off. So what we need to do is add a little bit of overshoot okay, so the ball is going to Come to a gradual roll okay, and we’re going to also add rotation at the end of this so I’m gonna do is Set another key at the end here Okay, and we’re just going to just extend this animation Like so so see towards the end. It’s just gonna come to a gradual stop the more you stretch this out So it’ll be so let’s just Move that along, okay And you see here we get a nice slow stop Okay. So what we’re gonna do now is add some rotation in so we’re gonna select our rotation control I’m gonna bring up a rotate tool. Yeah okay, and we’re going to Put some rotation on. Okay, so I’m going to go all the way to the end this and just Guess how many rotations I think it’s going to be needed So I would imagine it’s somewhere In the region of that, so it’s just the case of trial and error Okay, so that’s almost spawn. How about that? Okay, let’s have a look at the graph. I don’t know and just make sure that’s doing what we want. Okay? So it starts off kind of flat, so I’m just going to bring that down slightly Okay, and this is good this is perfect we want it to flatten out at the end it comes to a stop here Okay, let’s give that play Okay, not too bad if we wanted we could always do a slight rollback in this direction and then rotate it But you know sup to you So I’d like to speak now about arcs in animation So if we play this you’ll see there’s a natural arc that happens in every single bounce Robots are better visualize this if we go up to visualize create editable motion trail So you see here as we scrub along. This is following the main controller. I’m just drawing a line between the keyframes here So you see these natural arcs happening. This is important to learn especially early on because arcs happen in nature all the time and We’re used to seeing it So nothing ever moves in a straight line Everything’s got a natural arc to it So it’s important to build this into our animations as well to keep them feeling alive and natural So we’re gonna go in and add squash and stretch to this The first thing I want you to do is to delete everything you did on This rotate okay because we’re going to deal with rotation Using the main controller and then we’re going to put the rotation back in afterwards You’ll see what I mean in a minute. So We’re gonna follow this line of action all the way down Like so so we’re gonna grab the main controller And we’re going to rotate to follow this kind of action and the reason we do that is because when we start to stretch We want to make sure this ball is in line see so it’s going to follow down And as it hits the floor Rotate it back so it’s flat again So you get that kind of thing going on, okay just gonna it’s a stretch here Okay, and remember once you hit the apex and ball returns to normal I Rotate it back to normal as well So for the time being it’s going to be like a jumping ball because it saw itself correct in itself after we’re going to put The rotation back on the texture it all makes sense Okay, so as the ball comes down I’m going to rotate follow the line of action again As it hits the floor straighten back up and then follow it off in this direction Okay, and then we add squash and stretch Ok, so now we’ve done that What we’re going to do is we’re going to start going in and correcting these rotations, ok, so we’re gonna grab our rotation controller And this is just a case of going through and eyeballing it Reach section you want to make sure that it feels like the correct amount of rotation coming through Okay weights the end key at the end and just right side So here’s the final result of putting the squash and stretch in I hope you enjoyed this tutorial and if you want a further challenge, then try animate in a heavy ball, you know Like a cannonball and you could also try animate a superlight ball, you know almost like a balloon And the next lesson we’ll be looking at secondary action and follow-through. So I’m going to be animating Pendulums a bit of grass and a tail and don’t forget to Like and subscribe and all that good stuff Thanks for watching and I’ll see you guys in the next one

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