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so now we can start creating our animation
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the 1st thing that we need to do
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is we need to create some extra
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platforms because it kinda needs to be
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yeah
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sort of a stair right so I'm gonna use an air modifier
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I'm gonna go around the y axis
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you can choose one
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but if you don't want them so like
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close together you can put a little bit further away
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but don't do it too far
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so point 0 1 further away would work great
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then the z axis I like to do at point zero Z
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and you can see that now we have a little uh
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yes step to fall down on
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and I like to recount higher so let's do around 12
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and here you can see that we have
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lots of stairs
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1st we need to add a bath so this
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sphere can actually brow up on something
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so I'm gonna hide the platform for right now
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and I'm going to add a girth bath
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this path as you can see
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goes the wrong way around
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so I'm gonna rotate it
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around the Z axis for 90 degrees
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and then click on enter
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then I'm gonna scale it by five
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and click on enter again
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now what we have is we have a nice path
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it is 20m you can see in the X axis
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but let's apply the scale
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so go through a apply scale
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we're gonna select our sphere
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click on
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object constraint properties
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at object constraint and let's do follow path
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we're gonna do a target
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and that's gonna be this new nerve's path
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so now when we animate this path
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so if you select the path
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click here and go to path animation
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you can see that you can change the affiliation time
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the thing is
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I wanted to start here instead of on this point
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so you can easily change this by just going into
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edit mode once you are inside your nerves path
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select one of the segments
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click on segments and then do switch direction
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you can
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see that it automatically switches the direction
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and our sphere starts here
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so essentially what is going to happen
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this sphere is going to roll from right to the left
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right and
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what you want to do
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here is you want to look at the evaluation time
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at zero it is at the start of your fath
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and at 100 it'll be at the end of your path
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if you go any further
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you'll be able to see that it doesn't really matter
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right because at 100 it is already at the end
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so
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what you want to do now is you want to start thinking
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about how long you want this animation to take
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I'm going to do 150 frames
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and what I'm gonna do is I'm gonna add some extra
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keyframes to actually animate this
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so at frame 1 I want affiliation time to be zero
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so right click on it and insert keyframe
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then add frame 150
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I want this to be 100
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and then right click and then insert keyframe
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so right now you will be
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able to see that from frame one
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it starts to roll
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or at least move around the path
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and then at a frame hundred 50 it reached the end
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but our sphere is not rolling yet
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what is the problem
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well we need to make sure we add some drivers
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I've talked about this before
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but let's just do it again
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let's look for the rotation which we need
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and we are going to need the y axis in this case
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so right click insert keyframe
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now I'm going to drag this up
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get another section down here
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and this is going to be our drivers
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now you can select your sphere
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oh
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make sure you don't do keyframes actually
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so the little keyframes do drivers add drivers
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that was my mistake
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so why univertation
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then just drag this out and we're gonna go to drivers
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and what we want to do here is we want to
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start to add our expression
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our expression is going to be -2
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times
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the length of your path or curve
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in this two case it was 20
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right so 20 sometimes 20
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divided by
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the diameter
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of this sphere which is two so hand two
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times
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the evil time
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divided by Evo max which in this case is 100
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so then we can close our bracket
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we can
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allow execution
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and what you can see here
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is that we have -2 times the length of your path
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divided by the diameter of your sphere
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times the evil time
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divided by 100 which essentially is just the evil max
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but if you look here we can see that our evil max
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so the evaluation time
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the maximum evaluation time is 100
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so that is the only thing you need to know
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then evil time
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we need to get some extra
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variables in here cause otherwise it doesn't work
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so here we're going to single property
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we're going to change this to our curve
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and here we can select this NERP's bath
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now we want to change this text so evil time
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ask the same one here so evil
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time
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so now what should happen
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it should a roll when we start to rotate
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and you can see that it works perfectly
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so that is literally the only thing you need to do
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man
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you can see yet works good
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so whatever we have done here it works great
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so you can see that you can change this
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expression to whatever
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size this fear is
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to whatever length this curve is
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or whatever your evaluation time will be in this part
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so very cool
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and now we can start to look at our platforms again
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because at the frame one we have
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our spare here
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so let's go to click on three
148
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and we want to move these stairs
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so I'm gonna move them all a little bit down
150
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but we still want to be able to see this fair
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on the beginning of this stair so I'm gonna click here
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so what you can see here is
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it is on one of these platforms
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it is not like intersecting anything
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so it's not like inside here
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and it is touching the bottom
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so that is all that you need to know
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and that is always good
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so I just moved the platforms itself I don't move the
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the sphere or the bath yet
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so very cool now we can select our path
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and we can look at
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where we want to create some of these keyframes
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because what we want to do is we want to
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start to animate this
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right so we want to start rolling our sphere
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and then around here it should start to fall down
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it doesn't do that so we need to do that manually
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so around frame 40 we can always changes by the way
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well let's do around frame 40
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I'm going to add a location keyframe in my nerve's path
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then around frame let's do 45
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gonna click on G Z
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and move this down so it touches this
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yeah bottom of the
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platform again
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so you only move down your nerves path
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then click on I and location
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so now we can start to look at
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what our animation looks like
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so it rolls and it falls down and it rolls
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I think it goes a little bit too quick
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if I'm totally honest
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you can barely see that it really falls down
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and there's of course
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not really a little bouncy thing happening
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but we'll add that later
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so how can we make this rolling less quick
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it's very easy
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if you just grab this keyframe in our nerve's path
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which is the evaluation time keyframe
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right we put it at 100
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if we just move this to the right
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you will be able to see that now
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it only ends up here at
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from 150 in 250 it will be
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of course in the end
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because then the evaluation time is 100
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because we throw along this
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you will be able to see that now it rolls way slower
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so it is your job to see kind of how far you
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or how fast you want this to roll
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maybe I will do 200
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and now you'll see that it rolls slower
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and of course it falls a bit too early down
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but we only have to move these ski frames
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so
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I like the way that it's rolling now
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now I'm gonna move these ski frames just so it fits
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so um
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around here probably it needs to start falling down
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let's look
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maybe a bit earlier
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it is okay if it goes a little bit through this um
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through this platform
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because we're gonna look at it from here
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so you will not really see if it kinda
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clips it as you can see here
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you will not be really be able to see that
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so that is not the worst that can happen
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the thing is though like it falls down which is cool
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but it does not really have a bouncy feeling
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so how do we do that
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also very very easy
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we actually need to select this keyframe
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the keyframe before it falls down
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so the right now it is at 50
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and then what you do is you select a ski frame
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go to interpolation and change it to
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bounce
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and you can see that this curve here now has a bouncy
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graph to it
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so now if we play it you can see that it bounces
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toying
235
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this bounce goes a bit too quick
236
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so you can just move this keyframe
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like the last keyframe
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further away
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and this will make the bounce longer as you can see
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so doing doing doing
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which looks way cooler in my honest opinion
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very cool so we can do the exact same
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in these other stairs
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right so now it fell down one stair
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and we can do the same
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and this one
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so at round frame 80 we can give it another location
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and then around frame
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how long is this 52 till 4064
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so it's around 12 further
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whatever I location something like that
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and what you can do here
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of course have to move it down 1st right
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so Jesus
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I location and then as well as before
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the 1st frame will be a bouncy frame
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and then you can see that if you play this
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it bounces and bounces again
259
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so we can do this one more time essentially
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so around the frame
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we will say hundred and 10
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I location at a frame
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122
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G that
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let's make sure it is nice on it
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I location select the 1st 1st
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and then be shake curve and then do bounce
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so let's look how it all looks
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and if you need to change anything
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so wrote that joints bounces and bounces perfect
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that's the only thing that we need
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and we'll just make this animation that say
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larikahana at 30 frames
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instead of 150
275
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and that's it
276
00:11:52,333 --> 00:11:53,499
that's what we need to do
277
00:11:53,500 --> 00:11:54,500
and in the next part
278
00:11:54,500 --> 00:11:56,933
I will show you guys how we put the camera
279
00:11:57,100 --> 00:11:58,866
and I'll see you guys there
19902
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