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These are the user uploaded subtitles that are being translated: 1 00:00:00,790 --> 00:00:03,410 - [Instructor] Now that we understand the very basic 2 00:00:03,410 --> 00:00:05,160 of using an armature, 3 00:00:05,160 --> 00:00:08,250 let's do a new bouncing ball animation 4 00:00:08,250 --> 00:00:10,910 but with some more advanced mechanic. 5 00:00:10,910 --> 00:00:12,200 For this animation, 6 00:00:12,200 --> 00:00:15,660 we will be exclusively working from a side view. 7 00:00:15,660 --> 00:00:19,150 It's like working on a 2D animation in a way. 8 00:00:19,150 --> 00:00:23,530 So I will create a new action by duplicating our keying set 9 00:00:23,530 --> 00:00:25,510 and I need bouncing ball. 10 00:00:25,510 --> 00:00:29,110 It means that this action will keep the keying set 11 00:00:29,110 --> 00:00:30,340 we have created before 12 00:00:30,340 --> 00:00:33,380 or the keyframe we have inserted before. 13 00:00:33,380 --> 00:00:37,040 And I've enabled the only active keying set option 14 00:00:37,040 --> 00:00:38,260 in the auto keying 15 00:00:38,260 --> 00:00:41,940 and enabled the filter available. 16 00:00:41,940 --> 00:00:45,790 On frame zero, I will position my bouncing ball 17 00:00:45,790 --> 00:00:49,280 at about nine meters on the z-axis, 18 00:00:49,280 --> 00:00:51,660 using the root controller. 19 00:00:51,660 --> 00:00:53,410 This controller will allow us 20 00:00:53,410 --> 00:00:55,180 to move the ball in space, 21 00:00:55,180 --> 00:00:57,200 while the other will be used 22 00:00:57,200 --> 00:01:00,358 for secondary motion like squash and stretch 23 00:01:00,358 --> 00:01:03,520 and rotation or revolution of the ball. 24 00:01:03,520 --> 00:01:05,820 We can plan our animation 25 00:01:05,820 --> 00:01:09,020 by directly drawing on the screen. 26 00:01:09,020 --> 00:01:10,530 I'm holding the D key 27 00:01:10,530 --> 00:01:13,611 while left clicking and dragging on my screen 28 00:01:13,611 --> 00:01:16,430 to use the grease pencil notes. 29 00:01:16,430 --> 00:01:19,260 Here I've made a beautiful drawing 30 00:01:19,260 --> 00:01:21,153 of the path of the ball 31 00:01:21,153 --> 00:01:23,400 that we are going to animate. 32 00:01:23,400 --> 00:01:26,440 The idea is to bring a bit of physics into it 33 00:01:26,440 --> 00:01:28,770 so that it looks more believable 34 00:01:28,770 --> 00:01:32,930 and input a bit of damping until the ball stop. 35 00:01:32,930 --> 00:01:36,360 You can access your annotation in the view panel 36 00:01:36,360 --> 00:01:39,470 under Annotation and click the minus button 37 00:01:39,470 --> 00:01:41,270 if you want to remove it. 38 00:01:41,270 --> 00:01:43,790 As soon as you make a new drawing, 39 00:01:43,790 --> 00:01:46,040 a new annotation will appear. 40 00:01:46,040 --> 00:01:47,540 You can change the color 41 00:01:47,540 --> 00:01:51,520 by clicking the little vignette next to its name. 42 00:01:51,520 --> 00:01:53,160 These annotation are in 3D, 43 00:01:53,160 --> 00:01:55,190 so you can rotate around them 44 00:01:55,190 --> 00:01:58,080 and you can create new annotation layers 45 00:01:58,080 --> 00:02:01,430 or new annotation slot by clicking the plus button. 46 00:02:01,430 --> 00:02:03,630 If you make multiple drawing 47 00:02:03,630 --> 00:02:05,654 on multiple keyframe, 48 00:02:05,654 --> 00:02:09,190 a new drawing will be created on each frame, 49 00:02:09,190 --> 00:02:11,970 allowing you to do awesome animation 50 00:02:11,970 --> 00:02:13,140 with the annotation 51 00:02:13,140 --> 00:02:15,410 or a crappy drawing like this one. 52 00:02:15,410 --> 00:02:16,710 All joke apart, 53 00:02:16,710 --> 00:02:18,930 it's very handy whenever you want 54 00:02:18,930 --> 00:02:21,050 to review your animation 55 00:02:21,050 --> 00:02:23,540 or plan the next move. 56 00:02:23,540 --> 00:02:26,100 Let's start animating our bouncing ball. 57 00:02:26,100 --> 00:02:28,430 I will select all the existing key, 58 00:02:28,430 --> 00:02:31,300 press T and set them to constant 59 00:02:31,300 --> 00:02:34,400 so that we can start our new animation 60 00:02:34,400 --> 00:02:37,350 as we did before by the blocking stage. 61 00:02:37,350 --> 00:02:40,840 We will be animating in pose to pose 62 00:02:40,840 --> 00:02:45,250 by first setting our main keyframe on golden keys. 63 00:02:45,250 --> 00:02:47,330 Then create some in between 64 00:02:47,330 --> 00:02:49,290 and then start polishing. 65 00:02:49,290 --> 00:02:53,800 So I'm currently trying to match the different extreme poses 66 00:02:53,800 --> 00:02:54,950 of the ball. 67 00:02:54,950 --> 00:02:58,160 The different poses when it hit the ground 68 00:02:58,160 --> 00:03:01,910 and the different poses when it is at its highest point 69 00:03:01,910 --> 00:03:02,800 in the air. 70 00:03:02,800 --> 00:03:06,570 Seeing that I don't have a green line between the keys 71 00:03:06,570 --> 00:03:08,500 on my action editor, 72 00:03:08,500 --> 00:03:11,680 I figured there was still busy interpolation. 73 00:03:11,680 --> 00:03:13,520 So I've pressed T 74 00:03:13,520 --> 00:03:16,630 and reset to constant all the keyframe. 75 00:03:16,630 --> 00:03:18,650 As I've erased my annotation, 76 00:03:18,650 --> 00:03:22,570 I have a hard time figuring out the position of my ball. 77 00:03:22,570 --> 00:03:25,030 But there is tools that could help me 78 00:03:25,030 --> 00:03:27,110 and that we have already used. 79 00:03:27,110 --> 00:03:29,050 It's the motion path. 80 00:03:29,050 --> 00:03:32,550 So while I'm trying to figure out the spacing 81 00:03:32,550 --> 00:03:35,550 of the ball from one frame to the other, 82 00:03:35,550 --> 00:03:38,650 it would be easier if I add an ID 83 00:03:38,650 --> 00:03:41,190 of the previous position of the ball. 84 00:03:41,190 --> 00:03:42,770 So instead of fighting 85 00:03:42,770 --> 00:03:45,160 with my animation and my brain, 86 00:03:45,160 --> 00:03:47,640 trying to figure out or remember 87 00:03:47,640 --> 00:03:50,700 where the ball was in the previous frame, 88 00:03:50,700 --> 00:03:54,800 I will simply add up to the armature properties, 89 00:03:54,800 --> 00:03:56,990 not the object properties. 90 00:03:56,990 --> 00:04:01,340 And here I will find exactly the same motion path menu 91 00:04:01,340 --> 00:04:03,290 that we have seen previously 92 00:04:03,290 --> 00:04:07,100 but this time, we are using it at the armature level, 93 00:04:07,100 --> 00:04:10,830 meaning that I'm currently tracking my root ball. 94 00:04:10,830 --> 00:04:13,390 And I can track any of the bounce of the ball 95 00:04:13,390 --> 00:04:16,000 or even multiple bounce at once. 96 00:04:16,000 --> 00:04:18,280 I've previously set a couple 97 00:04:18,280 --> 00:04:22,190 of quick favorite I can access pressing the Q key. 98 00:04:22,190 --> 00:04:24,230 You can create your quick favorite 99 00:04:24,230 --> 00:04:26,510 or assign your own shortcut 100 00:04:26,510 --> 00:04:29,130 to any tool in the window 101 00:04:29,130 --> 00:04:30,710 by right clicking on it. 102 00:04:30,710 --> 00:04:34,170 From there, it's way easier to position the ball 103 00:04:34,170 --> 00:04:36,160 from one key to the other. 104 00:04:36,160 --> 00:04:39,650 I'm creating a new keyframe every five frame. 105 00:04:39,650 --> 00:04:41,510 This is pretty arbitrary. 106 00:04:41,510 --> 00:04:44,560 You could use every 10 frame or whatever. 107 00:04:44,560 --> 00:04:47,200 I'm used to use every five frame. 108 00:04:47,200 --> 00:04:50,330 And when all my golden keys will be done, 109 00:04:50,330 --> 00:04:54,070 I will then go into a slight timing path 110 00:04:54,070 --> 00:04:57,350 where I will move all those keyframe left to right 111 00:04:57,350 --> 00:05:00,470 to revise the timing of the animation. 112 00:05:00,470 --> 00:05:02,970 Here I'm writing the ultimate pose 113 00:05:02,970 --> 00:05:05,590 and then I will play my animation 114 00:05:05,590 --> 00:05:07,543 or scrub through the timeline 115 00:05:07,543 --> 00:05:09,680 to fill the motion. 116 00:05:09,680 --> 00:05:11,220 See if the up and down 117 00:05:11,220 --> 00:05:15,010 and forward motion feels natural. 118 00:05:15,010 --> 00:05:17,330 And this is something you have to train about. 119 00:05:17,330 --> 00:05:20,670 You have to train your eye about this. 120 00:05:20,670 --> 00:05:22,683 And this require experience. 121 00:05:22,683 --> 00:05:25,210 And you will get experience only 122 00:05:25,210 --> 00:05:28,530 by animating, not watching videos. 123 00:05:28,530 --> 00:05:31,720 So even if you are a more advanced animator, 124 00:05:31,720 --> 00:05:34,423 I advise you to do this exercise. 125 00:05:34,423 --> 00:05:38,180 And if you are a beginner, embrace failure. 126 00:05:38,180 --> 00:05:40,500 Failing is an important step 127 00:05:40,500 --> 00:05:41,990 in the learning path. 128 00:05:41,990 --> 00:05:44,510 The sooner you accept failure, 129 00:05:44,510 --> 00:05:46,420 the faster you will learn. 130 00:05:46,420 --> 00:05:48,100 And being a good artist 131 00:05:48,100 --> 00:05:50,570 is not really about your success 132 00:05:50,570 --> 00:05:53,570 but the way you bounce back after a failure 133 00:05:53,570 --> 00:05:56,060 and the way you learn from it. 134 00:05:56,060 --> 00:05:59,690 All right, let's stop our philosophical discussion here 135 00:05:59,690 --> 00:06:02,110 and let's go with animation. 136 00:06:02,110 --> 00:06:03,730 In my action editor, 137 00:06:03,730 --> 00:06:06,420 I'm moving all the keyframe of the ball 138 00:06:06,420 --> 00:06:07,650 on the timeline. 139 00:06:07,650 --> 00:06:09,310 The smaller the bounce, 140 00:06:09,310 --> 00:06:13,520 the fewer the frame I will have between two keyframes. 141 00:06:13,520 --> 00:06:18,200 And then I'm moving the latest pose pretty further away 142 00:06:18,200 --> 00:06:21,730 because the ball will be slowing down before it stops. 143 00:06:21,730 --> 00:06:24,110 So it will take some time to get there. 144 00:06:24,110 --> 00:06:26,250 To quickly manipulate the key, 145 00:06:26,250 --> 00:06:29,230 you can box select them as we have seen before 146 00:06:29,230 --> 00:06:30,876 or click the summary 147 00:06:30,876 --> 00:06:33,410 so that you will get all the keyframe underneath. 148 00:06:33,410 --> 00:06:36,220 You can watch my timing on the timeline 149 00:06:36,220 --> 00:06:37,360 but don't feel wrong 150 00:06:37,360 --> 00:06:39,810 if your timing is not the same as mine 151 00:06:39,810 --> 00:06:43,000 because it depend on the height of your bounce. 152 00:06:43,000 --> 00:06:45,690 And we will certainly revise the timing 153 00:06:45,690 --> 00:06:47,240 during the animation. 154 00:06:47,240 --> 00:06:50,690 But try to make it feel as natural as possible 155 00:06:50,690 --> 00:06:52,787 as soon as possible. 156 00:06:52,787 --> 00:06:57,060 We will now start detailing this blocking path, 157 00:06:57,060 --> 00:07:00,062 meaning that we will add a few more keyframe 158 00:07:00,062 --> 00:07:03,150 and input a bit of squash and stretch, 159 00:07:03,150 --> 00:07:07,000 using the upper and lower green controllers. 160 00:07:07,000 --> 00:07:09,790 I will start by adding those stretching 161 00:07:09,790 --> 00:07:11,760 and squashing information 162 00:07:11,760 --> 00:07:14,560 on top of the existing keyframes. 163 00:07:14,560 --> 00:07:16,560 As explained in the previous chapter, 164 00:07:16,560 --> 00:07:18,910 when the ball is contacting the ground, 165 00:07:18,910 --> 00:07:21,380 it reaches it at full speed. 166 00:07:21,380 --> 00:07:23,670 So it is full stretched. 167 00:07:23,670 --> 00:07:26,050 And since the first pose is the one 168 00:07:26,050 --> 00:07:28,820 where our ball has the maximum speed, 169 00:07:28,820 --> 00:07:32,520 it is the pose where it will be the most stretched. 170 00:07:32,520 --> 00:07:34,610 You can use the stretching controller 171 00:07:34,610 --> 00:07:38,520 to orient the ball toward its previous frame. 172 00:07:38,520 --> 00:07:41,610 Just translate it a little backward. 173 00:07:41,610 --> 00:07:43,750 This controller only allow you 174 00:07:43,750 --> 00:07:47,070 to move it using its location, not its rotation. 175 00:07:47,070 --> 00:07:49,600 The ball will automatically stretch 176 00:07:49,600 --> 00:07:51,780 toward the green controllers. 177 00:07:51,780 --> 00:07:55,150 I will then scrub through the next frame 178 00:07:55,150 --> 00:07:58,020 and with my green controller still selected, 179 00:07:58,020 --> 00:08:00,160 I will press Alt + G 180 00:08:00,160 --> 00:08:02,980 to cancel any location transformed on it. 181 00:08:02,980 --> 00:08:05,540 I will take the lower squash controller 182 00:08:05,540 --> 00:08:08,690 and I will push it up just a little touch 183 00:08:08,690 --> 00:08:10,000 to make the ball squash 184 00:08:10,000 --> 00:08:12,250 when it slow down in the air. 185 00:08:12,250 --> 00:08:14,480 I can see that I have a little interpolation 186 00:08:14,480 --> 00:08:15,660 between my keyframe, 187 00:08:15,660 --> 00:08:17,530 so I will select them all, press T 188 00:08:17,530 --> 00:08:19,640 and reset them to constant. 189 00:08:19,640 --> 00:08:21,470 This happen sometime when you try 190 00:08:21,470 --> 00:08:23,600 to add the constant interpolation 191 00:08:23,600 --> 00:08:25,330 on a single keyframe. 192 00:08:25,330 --> 00:08:26,930 So I will go ahead 193 00:08:26,930 --> 00:08:28,820 and input a bit of stretching 194 00:08:28,820 --> 00:08:31,880 and orientation to the ball on each frame 195 00:08:31,880 --> 00:08:33,500 and as I go along, 196 00:08:33,500 --> 00:08:36,040 I will reduce the stretching strength 197 00:08:36,040 --> 00:08:38,400 on each consecutive bounce 198 00:08:38,400 --> 00:08:40,790 because the ball is losing energy. 199 00:08:40,790 --> 00:08:45,100 Each time, I slightly translate the upper green controller 200 00:08:45,100 --> 00:08:47,090 toward the previous frame 201 00:08:47,090 --> 00:08:48,810 and when it's up in the air, 202 00:08:48,810 --> 00:08:52,060 I'm slightly moving the lower controller up. 203 00:08:52,060 --> 00:08:54,790 I have forgotten to insert a keyframe 204 00:08:54,790 --> 00:08:56,560 on each channels. 205 00:08:56,560 --> 00:08:59,080 So in the action editor, 206 00:08:59,080 --> 00:09:00,680 I will go on each keyframe, 207 00:09:00,680 --> 00:09:03,815 press I and choose all channels. 208 00:09:03,815 --> 00:09:06,650 I can now add some breakdowns 209 00:09:06,650 --> 00:09:09,243 or in between to my animation. 210 00:09:09,243 --> 00:09:12,780 This will really help me reading the animation 211 00:09:12,780 --> 00:09:14,400 in the blocking stage. 212 00:09:14,400 --> 00:09:16,640 So what we are going to do now 213 00:09:16,640 --> 00:09:21,380 is add the squash just after landing of the ball. 214 00:09:21,380 --> 00:09:24,070 Be very cautious with the squash and stretch 215 00:09:24,070 --> 00:09:27,510 because it translate the softness of the ball. 216 00:09:27,510 --> 00:09:28,960 If you're going to extreme, 217 00:09:28,960 --> 00:09:32,000 your ball will look like a water balloon. 218 00:09:32,000 --> 00:09:34,600 As impact occur on frame eight, 219 00:09:34,600 --> 00:09:38,190 on frame nine, I will slightly squash the ball. 220 00:09:38,190 --> 00:09:42,580 Then on frame 10, before the ball is leaving the ground, 221 00:09:42,580 --> 00:09:46,950 I will stretch it a bit toward the next position. 222 00:09:46,950 --> 00:09:50,270 To do so, again select the upper controller 223 00:09:50,270 --> 00:09:54,420 and press G to move it towards the frame 13. 224 00:09:54,420 --> 00:09:57,310 See how after the bounce I'm stretching 225 00:09:57,310 --> 00:09:59,570 the ball less than before? 226 00:09:59,570 --> 00:10:01,810 Because as it touch the ground, 227 00:10:01,810 --> 00:10:02,990 it's losing energy, 228 00:10:02,990 --> 00:10:05,130 so I can't make it stretch 229 00:10:05,130 --> 00:10:08,330 as much as when it was going to touch the ground. 230 00:10:08,330 --> 00:10:11,140 Again, I did a little mistake along the way. 231 00:10:11,140 --> 00:10:12,960 If you check frame 18, 232 00:10:12,960 --> 00:10:14,950 we can see that our bouncing ball 233 00:10:14,950 --> 00:10:16,900 is not touching the ground 234 00:10:16,900 --> 00:10:19,400 and I'm offsetting its root controller 235 00:10:19,400 --> 00:10:20,730 to fix the problem 236 00:10:20,730 --> 00:10:25,110 but the issue doesn't come from the root controller position 237 00:10:25,110 --> 00:10:28,560 but from the second squash and stretch controller. 238 00:10:28,560 --> 00:10:29,880 The lower one. 239 00:10:29,880 --> 00:10:31,840 When I inserted the keyframe 240 00:10:31,840 --> 00:10:34,700 on all the controller previously, 241 00:10:34,700 --> 00:10:38,072 I've forgotten to reset its position 242 00:10:38,072 --> 00:10:40,880 when the ball was touching the ground. 243 00:10:40,880 --> 00:10:43,045 So currently, this controller 244 00:10:43,045 --> 00:10:46,280 is still in its squash position 245 00:10:46,280 --> 00:10:51,100 as when the ball is in the air position on frame 22 and 13. 246 00:10:51,100 --> 00:10:54,340 And this is why the blocking stage is so important 247 00:10:54,340 --> 00:10:57,603 because if I was already splining my animation, 248 00:10:57,603 --> 00:11:00,840 I would have a hard time to stop this 249 00:11:00,840 --> 00:11:04,300 and I will be fighting this deformation with my curves. 250 00:11:04,300 --> 00:11:07,040 So with the lower green controller selected, 251 00:11:07,040 --> 00:11:09,180 I will go over all the keyframe 252 00:11:09,180 --> 00:11:10,710 and press Alt + G 253 00:11:10,710 --> 00:11:12,754 and you can see the ball getting back 254 00:11:12,754 --> 00:11:15,250 into its original shape. 255 00:11:15,250 --> 00:11:17,960 And now I can fix the root position 256 00:11:17,960 --> 00:11:19,270 on each of those frames. 257 00:11:19,270 --> 00:11:22,260 Now, to make my action editor a bit cleaner 258 00:11:22,260 --> 00:11:25,610 and more readable, I will collapse all the panel 259 00:11:25,610 --> 00:11:28,150 because I don't need to see all the channels 260 00:11:28,150 --> 00:11:30,766 and starting with the root bounce controller, 261 00:11:30,766 --> 00:11:33,640 I will duplicate the frame 18 262 00:11:33,640 --> 00:11:35,280 and move it on frame 20 263 00:11:35,280 --> 00:11:37,890 and get rid of frame 19. 264 00:11:37,890 --> 00:11:40,620 Since the ball position doesn't change 265 00:11:40,620 --> 00:11:42,210 between those two frames, 266 00:11:42,210 --> 00:11:45,210 I don't need to have a keyframe in between. 267 00:11:45,210 --> 00:11:48,584 And duplicating frame 18 on frame 20 268 00:11:48,584 --> 00:11:51,400 will ensure I have consistency 269 00:11:51,400 --> 00:11:55,440 into my animation or at least onto the position 270 00:11:55,440 --> 00:11:58,050 of my ball when it's on the ground. 271 00:11:58,050 --> 00:12:02,120 I will also duplicate frame 26 on frame 27 272 00:12:02,120 --> 00:12:04,300 because the ball is still on the ground 273 00:12:04,300 --> 00:12:05,490 on this frame. 274 00:12:05,490 --> 00:12:07,730 Then I'm checking each frame 275 00:12:07,730 --> 00:12:11,080 and I see that I need to revise a bit the squashing 276 00:12:11,080 --> 00:12:12,780 with the lower controller 277 00:12:12,780 --> 00:12:16,030 because it's still very strong on frame 29. 278 00:12:16,030 --> 00:12:18,540 So I press Alt + G to cancel it 279 00:12:18,540 --> 00:12:21,400 and then press G and Alt + Shift 280 00:12:21,400 --> 00:12:24,940 to move it on the z-axis very subtly. 281 00:12:24,940 --> 00:12:28,550 From there, I will play my animation several time 282 00:12:28,550 --> 00:12:30,410 to fill the timing. 283 00:12:30,410 --> 00:12:33,020 So I can see that on the first bounce, 284 00:12:33,020 --> 00:12:34,970 there is something a bit off. 285 00:12:34,970 --> 00:12:38,610 Having the first upper position on frame 13 286 00:12:38,610 --> 00:12:40,780 is a bit too soon 287 00:12:40,780 --> 00:12:43,250 and we configure this in the timeline, 288 00:12:43,250 --> 00:12:45,770 the upper pose is on frame 13 289 00:12:45,770 --> 00:12:48,700 and the contact pose on frame 18. 290 00:12:48,700 --> 00:12:53,010 So I only have three frame to get up in the air 291 00:12:53,010 --> 00:12:54,760 and five to fall down. 292 00:12:54,760 --> 00:12:57,900 So I will offset all the keyframe from frame 13 293 00:12:57,900 --> 00:12:59,270 by one frame 294 00:12:59,270 --> 00:13:04,130 and then I will move all the keyframe from frame 18 or 19 295 00:13:04,130 --> 00:13:05,830 by one frame back 296 00:13:05,830 --> 00:13:08,240 so that I get an even spacing 297 00:13:08,240 --> 00:13:11,160 between the upper pose and the lower pose. 298 00:13:11,160 --> 00:13:15,060 The first bounce uses eight frame to complete. 299 00:13:15,060 --> 00:13:17,490 So I guess we can use six frame 300 00:13:17,490 --> 00:13:19,610 to complete the second bounce. 301 00:13:19,610 --> 00:13:22,160 So frame 20 will be the contact post. 302 00:13:22,160 --> 00:13:23,980 23, the upper pose, 303 00:13:23,980 --> 00:13:25,656 26, the next contact. 304 00:13:25,656 --> 00:13:30,470 And the final bounce could use one frame less. 305 00:13:30,470 --> 00:13:33,740 So our bouncing ball timing is quite logical. 306 00:13:33,740 --> 00:13:35,650 I start with an eight-frame bounce, 307 00:13:35,650 --> 00:13:37,350 then a six-frame bounce 308 00:13:37,350 --> 00:13:40,540 and finally, a four-frame bounce. 309 00:13:40,540 --> 00:13:43,610 It's totally fine if your timing is different. 310 00:13:43,610 --> 00:13:48,610 The important thing is to get this logical pattern 311 00:13:48,820 --> 00:13:51,640 between the first bounce and the last bounce 312 00:13:51,640 --> 00:13:53,790 with a decreasing number of frame 313 00:13:53,790 --> 00:13:55,470 between each bounce. 314 00:13:55,470 --> 00:13:57,850 This logical approach of motion 315 00:13:57,850 --> 00:14:02,340 will help us solve some animation problem later on. 316 00:14:02,340 --> 00:14:04,030 It's not a rule of thumb though 317 00:14:04,030 --> 00:14:08,190 because animation is also a matter of randomness. 318 00:14:08,190 --> 00:14:13,070 Our ball could be bouncing on an uneven ground, for example, 319 00:14:13,070 --> 00:14:16,700 so it will make the timing a bit off at some point. 320 00:14:16,700 --> 00:14:18,250 But in your learning path, 321 00:14:18,250 --> 00:14:21,920 it's important to understand the logic of motion. 322 00:14:21,920 --> 00:14:23,460 In this specific case, 323 00:14:23,460 --> 00:14:26,020 the fact that the ball is losing energy 324 00:14:26,020 --> 00:14:28,280 on each bounce so the timing 325 00:14:28,280 --> 00:14:31,430 between each contact pose will be shorter, 326 00:14:31,430 --> 00:14:34,140 in the next video, we will polish the animation 327 00:14:34,140 --> 00:14:35,570 using the graph editor. 328 00:14:35,570 --> 00:14:37,260 To summarize, we have seen 329 00:14:37,260 --> 00:14:40,620 that we can use the grease pencil annotation 330 00:14:40,620 --> 00:14:42,880 to plan our animation. 331 00:14:42,880 --> 00:14:46,610 Using the motion path display is important 332 00:14:46,610 --> 00:14:48,840 even at the blocking stage 333 00:14:48,840 --> 00:14:52,760 as it really help us figuring out the motion of the ball. 334 00:14:52,760 --> 00:14:56,470 We have to be careful when using squash and stretch 335 00:14:56,470 --> 00:14:59,500 because it does communicate the softness 336 00:14:59,500 --> 00:15:02,010 or the material of our ball. 337 00:15:02,010 --> 00:15:05,900 So ask yourself what kind of ball am I animating? 338 00:15:05,900 --> 00:15:08,670 We can tackle our animation timing 339 00:15:08,670 --> 00:15:10,800 with a logical approach. 340 00:15:10,800 --> 00:15:13,080 Our bouncing ball will lose energy 341 00:15:13,080 --> 00:15:17,363 on each bounce so there will be smaller and smaller until. 25658

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