All language subtitles for 02-05-Understanding interpolations

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These are the user uploaded subtitles that are being translated: 1 00:00:00,290 --> 00:00:03,220 - Before we start animating our bouncing ball, 2 00:00:03,220 --> 00:00:07,240 one of the most important thing you have to understand 3 00:00:07,240 --> 00:00:10,710 is interpolation, timing and spacing. 4 00:00:10,710 --> 00:00:12,950 Timing and spacing are two 5 00:00:12,950 --> 00:00:16,240 of the 12 principles of animation. 6 00:00:16,240 --> 00:00:20,070 Interpolation is quite new since it's the computer 7 00:00:20,070 --> 00:00:23,310 that is doing the interpolation between two key frame 8 00:00:23,310 --> 00:00:26,810 while in the past, they used to animate everything 9 00:00:26,810 --> 00:00:29,440 by and adding drawings and drawings. 10 00:00:29,440 --> 00:00:31,310 Timing is the pace. 11 00:00:31,310 --> 00:00:34,660 It's the moment when the ball leave the ground, 12 00:00:34,660 --> 00:00:38,240 is up in the sky and then hit back the ground. 13 00:00:38,240 --> 00:00:42,580 It is defined by the key moment of the animation 14 00:00:42,580 --> 00:00:44,200 or in the extreme, 15 00:00:44,200 --> 00:00:48,080 the extreme high position and the extreme low position 16 00:00:48,080 --> 00:00:49,110 in this case. 17 00:00:49,110 --> 00:00:53,860 We have a timing of 12 frame to get to the highest position 18 00:00:53,860 --> 00:00:56,500 and 12 frame to get back on the ground. 19 00:00:56,500 --> 00:01:00,750 Spacing is the different of position of our sphere 20 00:01:00,750 --> 00:01:03,100 from one frame to the other. 21 00:01:03,100 --> 00:01:06,070 We can easily display the spacing 22 00:01:06,070 --> 00:01:09,090 by going into the object option, motion path, 23 00:01:09,090 --> 00:01:14,090 set the frame from zero to 24 and click calculate. 24 00:01:14,110 --> 00:01:16,360 Then there we create a curve 25 00:01:16,360 --> 00:01:18,800 that go through different point 26 00:01:18,800 --> 00:01:23,270 that mark the position of the origin of our sphere 27 00:01:23,270 --> 00:01:24,720 on each key frame. 28 00:01:24,720 --> 00:01:28,980 The distance between those points is our spacing 29 00:01:28,980 --> 00:01:33,980 and this spacing is based on the timing of our animation 30 00:01:34,230 --> 00:01:37,840 and the interpolation between two key frames. 31 00:01:37,840 --> 00:01:42,490 By default, blender interpolation is set to bezier. 32 00:01:42,490 --> 00:01:46,050 What it does is that it creates an acceleration 33 00:01:46,050 --> 00:01:49,560 when the object is moving from a key frame 34 00:01:49,560 --> 00:01:54,220 and a deceleration when it's arriving on the next key frame. 35 00:01:54,220 --> 00:01:59,220 These are known as easing out and easing in meaning that 36 00:01:59,910 --> 00:02:03,440 you are easing out of the key frame leaving it 37 00:02:03,440 --> 00:02:05,220 for an acceleration 38 00:02:05,220 --> 00:02:09,730 and you are easing into the next key frame slowing down 39 00:02:09,730 --> 00:02:12,690 before reaching or hitting its position. 40 00:02:12,690 --> 00:02:16,940 So basically with that we've a very slow motion 41 00:02:16,940 --> 00:02:20,050 and it accelerate along the way. 42 00:02:20,050 --> 00:02:24,090 On frame 12, it will reach its maximum speed. 43 00:02:24,090 --> 00:02:26,890 So the spacing will be the biggest. 44 00:02:26,890 --> 00:02:30,570 And when it will come close to frame 24, 45 00:02:30,570 --> 00:02:32,340 it will slow down. 46 00:02:32,340 --> 00:02:37,250 This is what the bezier interpolation does by default. 47 00:02:37,250 --> 00:02:39,620 You can change the interpolation mode 48 00:02:39,620 --> 00:02:42,560 by selecting all the key frame with A 49 00:02:42,560 --> 00:02:44,280 and pressing the T key. 50 00:02:44,280 --> 00:02:47,420 It will open the interpolation panel 51 00:02:47,420 --> 00:02:51,250 where we can choose which interpolation our key frame 52 00:02:51,250 --> 00:02:52,480 will be using. 53 00:02:52,480 --> 00:02:56,760 There are a lot of different pre-made interpolation 54 00:02:56,760 --> 00:03:00,630 but we only need to focus on very first one. 55 00:03:00,630 --> 00:03:02,170 To be perfectly honest, 56 00:03:02,170 --> 00:03:04,560 I never used all the others, 57 00:03:04,560 --> 00:03:06,870 but they can be very useful 58 00:03:06,870 --> 00:03:09,270 if you want to build fast motion 59 00:03:09,270 --> 00:03:11,740 for motion design, for example. 60 00:03:11,740 --> 00:03:14,740 But in our case, we will be mostly working 61 00:03:14,740 --> 00:03:17,040 using those three during the course. 62 00:03:17,040 --> 00:03:20,430 Let's select the linear interpolation. 63 00:03:20,430 --> 00:03:22,500 As soon as I will select it, 64 00:03:22,500 --> 00:03:24,870 the behavior of the ball will change 65 00:03:24,870 --> 00:03:28,460 and we will get a more robotic movement. 66 00:03:28,460 --> 00:03:30,280 In the motion path tab, 67 00:03:30,280 --> 00:03:32,600 I will click the update path 68 00:03:32,600 --> 00:03:35,400 and now we can see that the spacing 69 00:03:35,400 --> 00:03:39,300 between the different frames is always the same. 70 00:03:39,300 --> 00:03:40,570 The spacing is even. 71 00:03:40,570 --> 00:03:44,810 If we know compare and linear and bezier interpolation, 72 00:03:44,810 --> 00:03:47,290 we can see that the timing is the same. 73 00:03:47,290 --> 00:03:51,390 They reach the lowest and highest point at the same time 74 00:03:51,390 --> 00:03:55,970 but on the bezier, we have a variation of the spacing. 75 00:03:55,970 --> 00:03:59,510 So we have a variation of the speed of the ball 76 00:03:59,510 --> 00:04:02,770 while in linear it's constant. 77 00:04:02,770 --> 00:04:07,770 The linear interpolation is very useful for robotic moves 78 00:04:08,090 --> 00:04:11,010 or for wall cycles for example 79 00:04:11,010 --> 00:04:12,960 when the foot is on the ground. 80 00:04:12,960 --> 00:04:14,370 Back to our motion, 81 00:04:14,370 --> 00:04:15,830 I will select all the key, 82 00:04:15,830 --> 00:04:19,630 press the T shortcut and set it to constant. 83 00:04:19,630 --> 00:04:22,910 I will update the path and now we can see that 84 00:04:22,910 --> 00:04:25,970 the ball is changing position only 85 00:04:25,970 --> 00:04:29,280 when it reaches the next key frame. 86 00:04:29,280 --> 00:04:31,310 So it's considered a constant interpolation 87 00:04:33,256 --> 00:04:35,140 or no interpolation 88 00:04:35,140 --> 00:04:39,613 and it's perfect to focus on the timing of your animation. 89 00:04:39,613 --> 00:04:42,320 This is the kind of interpolation we use 90 00:04:42,320 --> 00:04:44,580 when we are blocking the animation. 91 00:04:44,580 --> 00:04:48,800 In most animation, blocking is the first stage 92 00:04:48,800 --> 00:04:50,710 and it's very important. 93 00:04:50,710 --> 00:04:54,310 And we will start blocking our bouncing ball animation 94 00:04:54,310 --> 00:04:55,930 in the next video. 95 00:04:55,930 --> 00:04:59,100 Stepped interpolation can also be very useful 96 00:04:59,100 --> 00:05:02,350 whenever you want to give the stop motion style 97 00:05:02,350 --> 00:05:04,973 to your animation like on this example. 98 00:05:05,950 --> 00:05:09,660 To summarize, we have seen that interpolation occur 99 00:05:09,660 --> 00:05:11,600 between two key frames, 100 00:05:11,600 --> 00:05:14,430 that we can change the interpolation mode 101 00:05:14,430 --> 00:05:15,950 using the T key, 102 00:05:15,950 --> 00:05:18,735 that the bezier interpolation 103 00:05:18,735 --> 00:05:21,390 allow acceleration and deceleration 104 00:05:21,390 --> 00:05:23,900 or easing in an easing out, 105 00:05:23,900 --> 00:05:27,810 that the linear interpolation has a constant speed 106 00:05:27,810 --> 00:05:30,790 while the constant interpolation 107 00:05:30,790 --> 00:05:32,970 doesn't show any interpolation 108 00:05:32,970 --> 00:05:35,813 and is good to check out your timing. 8407

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