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- Before we start animating
our bouncing ball,
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one of the most important
thing you have to understand
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is interpolation, timing and spacing.
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Timing and spacing are two
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of the 12 principles of animation.
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Interpolation is quite new
since it's the computer
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that is doing the interpolation
between two key frame
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while in the past, they
used to animate everything
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by and adding drawings and drawings.
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Timing is the pace.
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It's the moment when the
ball leave the ground,
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is up in the sky and
then hit back the ground.
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It is defined by the key
moment of the animation
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or in the extreme,
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the extreme high position
and the extreme low position
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in this case.
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We have a timing of 12 frame
to get to the highest position
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and 12 frame to get back on the ground.
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Spacing is the different
of position of our sphere
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from one frame to the other.
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We can easily display the spacing
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by going into the object
option, motion path,
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set the frame from zero
to 24 and click calculate.
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Then there we create a curve
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that go through different point
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that mark the position of
the origin of our sphere
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on each key frame.
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The distance between those
points is our spacing
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and this spacing is based on
the timing of our animation
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and the interpolation
between two key frames.
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By default, blender
interpolation is set to bezier.
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What it does is that it
creates an acceleration
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when the object is moving from a key frame
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and a deceleration when it's
arriving on the next key frame.
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These are known as easing out
and easing in meaning that
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you are easing out of
the key frame leaving it
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for an acceleration
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and you are easing into the
next key frame slowing down
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before reaching or hitting its position.
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So basically with that
we've a very slow motion
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and it accelerate along the way.
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On frame 12, it will
reach its maximum speed.
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So the spacing will be the biggest.
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And when it will come close to frame 24,
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it will slow down.
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This is what the bezier
interpolation does by default.
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You can change the interpolation mode
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by selecting all the key frame with A
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and pressing the T key.
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It will open the interpolation panel
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where we can choose which
interpolation our key frame
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will be using.
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There are a lot of different
pre-made interpolation
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but we only need to
focus on very first one.
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To be perfectly honest,
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I never used all the others,
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but they can be very useful
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if you want to build fast motion
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for motion design, for example.
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But in our case, we will be mostly working
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using those three during the course.
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Let's select the linear interpolation.
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As soon as I will select it,
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the behavior of the ball will change
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and we will get a more robotic movement.
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In the motion path tab,
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I will click the update path
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and now we can see that the spacing
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between the different
frames is always the same.
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The spacing is even.
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If we know compare and linear
and bezier interpolation,
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we can see that the timing is the same.
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They reach the lowest and
highest point at the same time
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but on the bezier, we have
a variation of the spacing.
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So we have a variation
of the speed of the ball
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while in linear it's constant.
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The linear interpolation is
very useful for robotic moves
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or for wall cycles for example
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when the foot is on the ground.
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Back to our motion,
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I will select all the key,
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press the T shortcut
and set it to constant.
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I will update the path
and now we can see that
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the ball is changing position only
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when it reaches the next key frame.
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So it's considered a
constant interpolation
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or no interpolation
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and it's perfect to focus on
the timing of your animation.
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This is the kind of interpolation we use
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when we are blocking the animation.
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In most animation,
blocking is the first stage
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and it's very important.
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And we will start blocking
our bouncing ball animation
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in the next video.
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Stepped interpolation
can also be very useful
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whenever you want to give
the stop motion style
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to your animation like on this example.
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To summarize, we have seen
that interpolation occur
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between two key frames,
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that we can change the interpolation mode
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using the T key,
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that the bezier interpolation
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allow acceleration and deceleration
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or easing in an easing out,
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that the linear interpolation
has a constant speed
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while the constant interpolation
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doesn't show any interpolation
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and is good to check out your timing.
8407
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