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- Animation curves is one
of the beginners' nightmare.
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But I want them to
become your best friends.
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To display the animation
curve of our ball,
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let's go into the graph editor.
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Right now, our curve looks a bit boxy,
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not really curved, and this is because
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we are still in constant interpolation.
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But it will help us reading them.
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The curve are just a
graphical representation
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of the value over time.
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The yellow controller point accurately
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the different key frame
we have inserted before.
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If I select the yellow
point on the blue curve
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at frame 7, it has a value of 4.
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such as the Z location of our ball.
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And if I now display all
the object transform channel
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in the graph editor,
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we can see that the Z
location is highlighted.
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So the control point I've
selected in the graph editor
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is the key frame value of
the Z location of our ball.
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If I double click on
one of these channels,
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it will select all the control
point of the current curve.
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You can hide and unhide curve
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as you would do with any
object in the 3D view.
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If I press Shift + H,
I will hide everything
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but the selected curve.
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Or you can click on the little eye icon
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to choose whether you want
to see or not the curve.
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With G, I can move the curve.
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I can press G+Y to constrained
the movement on the Y axis
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or G+X to constrained on the X axis.
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Before we start reading those curve,
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let's get rid of any of
the curve we don't need.
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Since our ball is not rotating,
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we can get rid of all
the Euler rotation curve
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by pressing X.
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And we can also get rid
of the X and Y locations
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since our ball is just moving up and down.
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This is a good practice to get
rid of any unwanted channel
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to keep your graph editor clean.
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We can find the Z corresponding value
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onto the control point of the curve,
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but also in the transform
channel of the object.
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Pressing the N key will
open the F-curve panel.
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This is a little (inexact) here
to check the position value
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and interpolation mode
of the key frame channel.
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Let's now select all
the key frames, press T,
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and switch to Bayesian interpolation.
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If we now play the animation,
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we get way smoother motion of the ball.
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When you switch from step
mode to Bayesian mode
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or curve mode, we call
this the splining stage.
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If we have a quick look to our curve now,
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we can see that the Z location curve
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is getting higher value when
the ball is getting higher.
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I will unhide the scale channel
by clicking the eye icon.
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I will select the first
controller point of those curve
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and press the dot key on
the Num pad to zoom on it.
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You can easily identify
the Z scale channel,
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which is in blue, allow
us to control the height
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of the ball.
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And the X and Y that are
one on top of the other
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that allow us to control
the width of the ball.
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Let's check a couple of
example to betterly understand
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the behavior of the curves.
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In this example,
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the curve is controlling
the rotation of the arrow
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from a value of -90 degree to +90 degree.
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The curve is rising rapidly
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before easing into the frame number 24.
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And when we scrub through the animation,
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we can see that we have big
spacing in the beginning
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of the animation, and it
gets lower in the end.
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You seeing the motion
we will have a preview
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on the spacing of this animation.
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And now, we can obviously
see the difference of spacing
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during the animation.
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And the more vertical the curve
is, the larger the spacing.
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The more horizontal it gets,
the smaller the spacing is.
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In other word, the more
vertical the curve,
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the faster the animation.
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The more horizontal, the slower.
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In the next example, let's
consider the X location curve
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of the ball being the time.
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It goes forward in a linear fashion
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Now, if I activate the Z location curve,
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and I frame it properly, look
at all the Z location curve
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and the motion path we on
in the 3D view port align
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or are comparable.
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Again, when the curve is vertical,
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the sphere will rise rapidly.
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And as the curve gets more horizontal,
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the sphere rise slower.
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So if I now give an S shape to my curve,
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the ball will move
slowly in the beginning,
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then in the middle of the animation,
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it will accelerate as the
curve get more vertical,
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and in the end, it will slow down.
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We are creating an easing
out from the frame zero
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into an easing in the frame 24.
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And since we still have the linear motion
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of the sphere on its X axis,
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we can see that the Z
curve really looks like
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the motion path of the sphere.
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Since my sphere is
moving on the X location
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in a linear fashion, any
modification I will add
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to the Z curve will show in the 3D view
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as in the graph editor by
updating the motion path.
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You can use the few example
available in the file
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to play with the curve and
recalculate the motion path
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and check out the spacing.
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Back to the rotation example,
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I've modeled the curve so that
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I have a fast acceleration
in the beginning,
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then a plateau, and then
an ease out and ease in.
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And it absolutely reflect
on the motion path.
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The pretty vertical shape of the curve
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on the first two frame
generate a big spacing.
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The plateau shape or
flat shape of the curve
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indicate that the value
is not changing over time,
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so the arrow will stop,
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while the final S shape of the curve
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show an acceleration then a deceleration
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into the final frame.
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To summarize, we have
seen that a curve is just
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a representation of the
evolution of a value over time.
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The more vertical the curve shape,
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the faster the value change.
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And it translates in bigger spacing.
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The more horizontal the
curve, the slower the change.
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Motion wise, it translate
in smaller spacing.
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A flat curve indicates that there is
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absolutely no change in the value
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and so no motion.
10741
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