All language subtitles for 02-07-Animation-curves

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These are the user uploaded subtitles that are being translated: 1 00:00:00,390 --> 00:00:04,280 - Animation curves is one of the beginners' nightmare. 2 00:00:04,280 --> 00:00:07,200 But I want them to become your best friends. 3 00:00:07,200 --> 00:00:10,420 To display the animation curve of our ball, 4 00:00:10,420 --> 00:00:12,880 let's go into the graph editor. 5 00:00:12,880 --> 00:00:16,050 Right now, our curve looks a bit boxy, 6 00:00:16,050 --> 00:00:18,410 not really curved, and this is because 7 00:00:18,410 --> 00:00:21,140 we are still in constant interpolation. 8 00:00:21,140 --> 00:00:23,800 But it will help us reading them. 9 00:00:23,800 --> 00:00:26,825 The curve are just a graphical representation 10 00:00:26,825 --> 00:00:29,670 of the value over time. 11 00:00:29,670 --> 00:00:32,670 The yellow controller point accurately 12 00:00:32,670 --> 00:00:36,190 the different key frame we have inserted before. 13 00:00:36,190 --> 00:00:39,070 If I select the yellow point on the blue curve 14 00:00:39,070 --> 00:00:42,240 at frame 7, it has a value of 4. 15 00:00:42,240 --> 00:00:45,347 such as the Z location of our ball. 16 00:00:45,347 --> 00:00:49,000 And if I now display all the object transform channel 17 00:00:49,000 --> 00:00:50,170 in the graph editor, 18 00:00:50,170 --> 00:00:53,110 we can see that the Z location is highlighted. 19 00:00:53,110 --> 00:00:57,590 So the control point I've selected in the graph editor 20 00:00:57,590 --> 00:01:01,300 is the key frame value of the Z location of our ball. 21 00:01:01,300 --> 00:01:04,030 If I double click on one of these channels, 22 00:01:04,030 --> 00:01:08,140 it will select all the control point of the current curve. 23 00:01:08,140 --> 00:01:10,470 You can hide and unhide curve 24 00:01:10,470 --> 00:01:13,500 as you would do with any object in the 3D view. 25 00:01:13,500 --> 00:01:16,550 If I press Shift + H, I will hide everything 26 00:01:16,550 --> 00:01:17,880 but the selected curve. 27 00:01:17,880 --> 00:01:20,240 Or you can click on the little eye icon 28 00:01:20,240 --> 00:01:22,830 to choose whether you want to see or not the curve. 29 00:01:22,830 --> 00:01:24,820 With G, I can move the curve. 30 00:01:24,820 --> 00:01:29,550 I can press G+Y to constrained the movement on the Y axis 31 00:01:29,550 --> 00:01:32,740 or G+X to constrained on the X axis. 32 00:01:32,740 --> 00:01:35,200 Before we start reading those curve, 33 00:01:35,200 --> 00:01:38,250 let's get rid of any of the curve we don't need. 34 00:01:38,250 --> 00:01:39,940 Since our ball is not rotating, 35 00:01:39,940 --> 00:01:43,150 we can get rid of all the Euler rotation curve 36 00:01:43,150 --> 00:01:44,250 by pressing X. 37 00:01:44,250 --> 00:01:48,040 And we can also get rid of the X and Y locations 38 00:01:48,040 --> 00:01:50,920 since our ball is just moving up and down. 39 00:01:50,920 --> 00:01:54,660 This is a good practice to get rid of any unwanted channel 40 00:01:54,660 --> 00:01:57,370 to keep your graph editor clean. 41 00:01:57,370 --> 00:02:00,840 We can find the Z corresponding value 42 00:02:00,840 --> 00:02:03,460 onto the control point of the curve, 43 00:02:03,460 --> 00:02:06,950 but also in the transform channel of the object. 44 00:02:06,950 --> 00:02:10,580 Pressing the N key will open the F-curve panel. 45 00:02:10,580 --> 00:02:14,490 This is a little (inexact) here to check the position value 46 00:02:14,490 --> 00:02:17,820 and interpolation mode of the key frame channel. 47 00:02:17,820 --> 00:02:21,180 Let's now select all the key frames, press T, 48 00:02:21,180 --> 00:02:23,730 and switch to Bayesian interpolation. 49 00:02:23,730 --> 00:02:25,460 If we now play the animation, 50 00:02:25,460 --> 00:02:28,120 we get way smoother motion of the ball. 51 00:02:28,120 --> 00:02:31,190 When you switch from step mode to Bayesian mode 52 00:02:31,190 --> 00:02:34,960 or curve mode, we call this the splining stage. 53 00:02:34,960 --> 00:02:37,170 If we have a quick look to our curve now, 54 00:02:37,170 --> 00:02:39,640 we can see that the Z location curve 55 00:02:39,640 --> 00:02:43,310 is getting higher value when the ball is getting higher. 56 00:02:43,310 --> 00:02:47,520 I will unhide the scale channel by clicking the eye icon. 57 00:02:47,520 --> 00:02:50,740 I will select the first controller point of those curve 58 00:02:50,740 --> 00:02:55,150 and press the dot key on the Num pad to zoom on it. 59 00:02:55,150 --> 00:02:58,510 You can easily identify the Z scale channel, 60 00:02:58,510 --> 00:03:01,490 which is in blue, allow us to control the height 61 00:03:01,490 --> 00:03:02,530 of the ball. 62 00:03:02,530 --> 00:03:05,780 And the X and Y that are one on top of the other 63 00:03:05,780 --> 00:03:08,670 that allow us to control the width of the ball. 64 00:03:08,670 --> 00:03:11,670 Let's check a couple of example to betterly understand 65 00:03:11,670 --> 00:03:13,310 the behavior of the curves. 66 00:03:13,310 --> 00:03:14,640 In this example, 67 00:03:14,640 --> 00:03:18,210 the curve is controlling the rotation of the arrow 68 00:03:18,210 --> 00:03:22,170 from a value of -90 degree to +90 degree. 69 00:03:22,170 --> 00:03:24,630 The curve is rising rapidly 70 00:03:24,630 --> 00:03:27,809 before easing into the frame number 24. 71 00:03:27,809 --> 00:03:30,280 And when we scrub through the animation, 72 00:03:30,280 --> 00:03:33,240 we can see that we have big spacing in the beginning 73 00:03:33,240 --> 00:03:37,040 of the animation, and it gets lower in the end. 74 00:03:37,040 --> 00:03:40,220 You seeing the motion we will have a preview 75 00:03:40,220 --> 00:03:42,770 on the spacing of this animation. 76 00:03:42,770 --> 00:03:46,610 And now, we can obviously see the difference of spacing 77 00:03:46,610 --> 00:03:47,860 during the animation. 78 00:03:47,860 --> 00:03:52,190 And the more vertical the curve is, the larger the spacing. 79 00:03:52,190 --> 00:03:56,280 The more horizontal it gets, the smaller the spacing is. 80 00:03:56,280 --> 00:03:59,110 In other word, the more vertical the curve, 81 00:03:59,110 --> 00:04:00,930 the faster the animation. 82 00:04:00,930 --> 00:04:03,320 The more horizontal, the slower. 83 00:04:03,320 --> 00:04:07,260 In the next example, let's consider the X location curve 84 00:04:07,260 --> 00:04:09,720 of the ball being the time. 85 00:04:09,720 --> 00:04:12,820 It goes forward in a linear fashion 86 00:04:12,820 --> 00:04:16,520 Now, if I activate the Z location curve, 87 00:04:16,520 --> 00:04:21,468 and I frame it properly, look at all the Z location curve 88 00:04:21,468 --> 00:04:25,970 and the motion path we on in the 3D view port align 89 00:04:25,970 --> 00:04:27,750 or are comparable. 90 00:04:27,750 --> 00:04:30,371 Again, when the curve is vertical, 91 00:04:30,371 --> 00:04:32,620 the sphere will rise rapidly. 92 00:04:32,620 --> 00:04:36,370 And as the curve gets more horizontal, 93 00:04:36,370 --> 00:04:38,520 the sphere rise slower. 94 00:04:38,520 --> 00:04:41,610 So if I now give an S shape to my curve, 95 00:04:41,610 --> 00:04:44,810 the ball will move slowly in the beginning, 96 00:04:44,810 --> 00:04:46,810 then in the middle of the animation, 97 00:04:46,810 --> 00:04:50,470 it will accelerate as the curve get more vertical, 98 00:04:50,470 --> 00:04:53,020 and in the end, it will slow down. 99 00:04:53,020 --> 00:04:57,160 We are creating an easing out from the frame zero 100 00:04:57,160 --> 00:05:01,000 into an easing in the frame 24. 101 00:05:01,000 --> 00:05:04,090 And since we still have the linear motion 102 00:05:04,090 --> 00:05:06,660 of the sphere on its X axis, 103 00:05:06,660 --> 00:05:10,240 we can see that the Z curve really looks like 104 00:05:10,240 --> 00:05:12,290 the motion path of the sphere. 105 00:05:12,290 --> 00:05:15,680 Since my sphere is moving on the X location 106 00:05:15,680 --> 00:05:19,407 in a linear fashion, any modification I will add 107 00:05:19,407 --> 00:05:22,610 to the Z curve will show in the 3D view 108 00:05:22,610 --> 00:05:26,373 as in the graph editor by updating the motion path. 109 00:05:27,610 --> 00:05:31,430 You can use the few example available in the file 110 00:05:31,430 --> 00:05:34,850 to play with the curve and recalculate the motion path 111 00:05:34,850 --> 00:05:37,093 and check out the spacing. 112 00:05:38,200 --> 00:05:40,410 Back to the rotation example, 113 00:05:40,410 --> 00:05:42,300 I've modeled the curve so that 114 00:05:42,300 --> 00:05:45,250 I have a fast acceleration in the beginning, 115 00:05:45,250 --> 00:05:49,490 then a plateau, and then an ease out and ease in. 116 00:05:49,490 --> 00:05:53,390 And it absolutely reflect on the motion path. 117 00:05:53,390 --> 00:05:56,070 The pretty vertical shape of the curve 118 00:05:56,070 --> 00:05:59,800 on the first two frame generate a big spacing. 119 00:05:59,800 --> 00:06:02,670 The plateau shape or flat shape of the curve 120 00:06:02,670 --> 00:06:06,120 indicate that the value is not changing over time, 121 00:06:06,120 --> 00:06:07,760 so the arrow will stop, 122 00:06:07,760 --> 00:06:10,680 while the final S shape of the curve 123 00:06:10,680 --> 00:06:13,740 show an acceleration then a deceleration 124 00:06:13,740 --> 00:06:15,120 into the final frame. 125 00:06:15,120 --> 00:06:18,340 To summarize, we have seen that a curve is just 126 00:06:18,340 --> 00:06:22,240 a representation of the evolution of a value over time. 127 00:06:22,240 --> 00:06:24,640 The more vertical the curve shape, 128 00:06:24,640 --> 00:06:27,010 the faster the value change. 129 00:06:27,010 --> 00:06:30,050 And it translates in bigger spacing. 130 00:06:30,050 --> 00:06:33,960 The more horizontal the curve, the slower the change. 131 00:06:33,960 --> 00:06:37,970 Motion wise, it translate in smaller spacing. 132 00:06:37,970 --> 00:06:40,400 A flat curve indicates that there is 133 00:06:40,400 --> 00:06:43,410 absolutely no change in the value 134 00:06:43,410 --> 00:06:45,153 and so no motion. 10741

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