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These are the user uploaded subtitles that are being translated: 1 00:00:00,540 --> 00:00:01,373 - [Instructor] In this video, 2 00:00:01,373 --> 00:00:03,030 we will work on the first shot. 3 00:00:03,030 --> 00:00:05,620 I've already added a camera rig 4 00:00:05,620 --> 00:00:08,100 and I've already created a keying set 5 00:00:08,100 --> 00:00:09,950 for the different controllers 6 00:00:09,950 --> 00:00:13,050 but also the camera properties you can access, 7 00:00:13,050 --> 00:00:14,600 pressing the N key. 8 00:00:14,600 --> 00:00:18,450 I have keyed the focal length and the focus distance. 9 00:00:18,450 --> 00:00:20,470 I will now move my mouse cursor 10 00:00:20,470 --> 00:00:22,830 onto the 3D view we have on the right 11 00:00:22,830 --> 00:00:24,290 with the camera view. 12 00:00:24,290 --> 00:00:27,760 Press Z and switch to rendered view mode. 13 00:00:27,760 --> 00:00:30,100 I'm using the Eevee render engine 14 00:00:30,100 --> 00:00:32,771 and the scene is pretty light. 15 00:00:32,771 --> 00:00:37,060 Is it should render properly on almost every graphic cards. 16 00:00:37,060 --> 00:00:39,800 Let's now have a look to the organization 17 00:00:39,800 --> 00:00:40,750 of the scene. 18 00:00:40,750 --> 00:00:44,890 All the assets are organized into the scene collection 19 00:00:44,890 --> 00:00:47,140 and there are sub-collections. 20 00:00:47,140 --> 00:00:51,890 All the collections tagged in green includes all the assets 21 00:00:51,890 --> 00:00:53,460 for the environment 22 00:00:53,460 --> 00:00:55,580 so that you can deactivate them 23 00:00:55,580 --> 00:00:59,460 whenever your computer is slowing down, for example. 24 00:00:59,460 --> 00:01:02,580 The set collection includes all the lights, 25 00:01:02,580 --> 00:01:05,070 the lights effect and the camera. 26 00:01:05,070 --> 00:01:07,110 The particle emit collection 27 00:01:07,110 --> 00:01:09,571 includes all the particle emitters 28 00:01:09,571 --> 00:01:12,090 that generates the falling leaves 29 00:01:12,090 --> 00:01:14,190 but also the birds flying 30 00:01:14,190 --> 00:01:17,100 that we can see in the beginning of the teaser. 31 00:01:17,100 --> 00:01:19,560 I won't show you how to create all those assets 32 00:01:19,560 --> 00:01:22,420 because this is not the purpose of this course. 33 00:01:22,420 --> 00:01:26,670 All the bushes and trees are currently instanced. 34 00:01:26,670 --> 00:01:29,660 As when we link an asset from another scene, 35 00:01:29,660 --> 00:01:32,430 you can instance an asset into the scene. 36 00:01:32,430 --> 00:01:33,263 So you can see, 37 00:01:33,263 --> 00:01:37,330 those are empty object instancing a collection. 38 00:01:37,330 --> 00:01:41,580 Those collect are under the asset main collection. 39 00:01:41,580 --> 00:01:44,370 So if you want to modify the tree model, 40 00:01:44,370 --> 00:01:47,130 you have to do it in those assets 41 00:01:47,130 --> 00:01:49,420 but I advise you not to do it. 42 00:01:49,420 --> 00:01:52,070 But if, for example, I scale down one 43 00:01:52,070 --> 00:01:55,570 of the trees, you can see that now the trees are very small 44 00:01:55,570 --> 00:01:57,140 in my main scene. 45 00:01:57,140 --> 00:02:01,010 So you can easily duplicate and change the orientation 46 00:02:01,010 --> 00:02:03,700 or scale of the objects that are available 47 00:02:03,700 --> 00:02:06,530 in the scene to create your own environment 48 00:02:06,530 --> 00:02:08,233 or tweak this one if you will. 49 00:02:09,850 --> 00:02:11,960 Let's now import our character. 50 00:02:11,960 --> 00:02:14,940 I will make sure I have my main scene selected. 51 00:02:14,940 --> 00:02:19,940 Go to File, Link, insert for the squirrel finished file. 52 00:02:20,150 --> 00:02:22,150 I will go into the collection 53 00:02:22,150 --> 00:02:25,290 and link our squirrel collection. 54 00:02:25,290 --> 00:02:27,330 I can move it on the y-axis 55 00:02:27,330 --> 00:02:29,050 so that we can see it. 56 00:02:29,050 --> 00:02:30,590 From there in the outliner, 57 00:02:30,590 --> 00:02:34,110 I will expand the squirrel library, 58 00:02:34,110 --> 00:02:36,120 search for the collection, right click. 59 00:02:36,120 --> 00:02:39,830 ID Data, Add Library Override Hierarchy. 60 00:02:39,830 --> 00:02:41,970 It has created a new collection, 61 00:02:41,970 --> 00:02:46,170 including our rig and our character centered 62 00:02:46,170 --> 00:02:47,310 in our scene. 63 00:02:47,310 --> 00:02:49,650 So we can now select the source 64 00:02:49,650 --> 00:02:51,040 and get rid of it. 65 00:02:51,040 --> 00:02:54,520 I can now select the armature of my character 66 00:02:54,520 --> 00:02:58,040 and place it wherever I want in the set. 67 00:02:58,040 --> 00:02:59,380 From there, let's check 68 00:02:59,380 --> 00:03:02,390 if we have all our animation available. 69 00:03:02,390 --> 00:03:04,450 Select the character armature. 70 00:03:04,450 --> 00:03:07,670 I advise you to use the outliner to select it 71 00:03:07,670 --> 00:03:09,490 because on complex scenes, 72 00:03:09,490 --> 00:03:11,540 selection can be a bit messy. 73 00:03:11,540 --> 00:03:14,300 From there, in the 3D view, press Control + Tab 74 00:03:14,300 --> 00:03:15,550 to switch to pose mode 75 00:03:15,550 --> 00:03:17,530 and in the action editor, 76 00:03:17,530 --> 00:03:21,370 have a look at the different linked animation. 77 00:03:21,370 --> 00:03:23,100 Logging set can be useful, 78 00:03:23,100 --> 00:03:24,540 so I will duplicate it, 79 00:03:24,540 --> 00:03:27,320 so now I have a new copy of the keying set. 80 00:03:27,320 --> 00:03:29,070 I remember I have named 81 00:03:29,070 --> 00:03:33,120 my final run cycle animation Runcycle. 82 00:03:33,120 --> 00:03:36,370 So as I find it, I will duplicate it 83 00:03:36,370 --> 00:03:39,500 and since I'm missing the idle animation 84 00:03:39,500 --> 00:03:42,510 we have created in the previous videos, 85 00:03:42,510 --> 00:03:44,173 I will go to File, 86 00:03:45,050 --> 00:03:48,350 choose Link, but you can append the animation, 87 00:03:48,350 --> 00:03:50,320 browse into my Blender file 88 00:03:50,320 --> 00:03:52,440 and go to the Action folder 89 00:03:52,440 --> 00:03:54,200 and choose the idle. 90 00:03:54,200 --> 00:03:57,150 If you have append it, it will be added 91 00:03:57,150 --> 00:03:59,520 as a new animation. 92 00:03:59,520 --> 00:04:02,800 If you have linked it, just browse in your library, 93 00:04:02,800 --> 00:04:05,150 select it and click on the icon 94 00:04:05,150 --> 00:04:06,920 to make it a new action. 95 00:04:06,920 --> 00:04:08,080 To create this shot, 96 00:04:08,080 --> 00:04:10,890 we will combine the run cycle and the idle 97 00:04:10,890 --> 00:04:15,252 and we will layer some root motion using the NLA editor. 98 00:04:15,252 --> 00:04:18,620 We can now switch back to object mode 99 00:04:18,620 --> 00:04:22,250 and we will position our character more or less 100 00:04:22,250 --> 00:04:26,410 where he has to land where he jump out of the bush. 101 00:04:26,410 --> 00:04:27,980 Don't worry, we will be able 102 00:04:27,980 --> 00:04:31,080 to fine tweak its position later on. 103 00:04:31,080 --> 00:04:33,510 Since we have a pretty noisy ground, 104 00:04:33,510 --> 00:04:35,760 you don't really care if your character 105 00:04:35,760 --> 00:04:37,740 is perfectly contacting the ground. 106 00:04:37,740 --> 00:04:39,070 Just raise him a bit 107 00:04:39,070 --> 00:04:42,570 so that we can distinguish its feet. 108 00:04:42,570 --> 00:04:45,520 To make my life easier, since I will be mainly working 109 00:04:45,520 --> 00:04:47,760 on the character, I will make sure 110 00:04:47,760 --> 00:04:51,760 that I will make all the other collection unselectable 111 00:04:51,760 --> 00:04:53,620 by clicking this icon. 112 00:04:53,620 --> 00:04:55,640 If it's not available for you, 113 00:04:55,640 --> 00:04:58,410 just go in the filter and activate it. 114 00:04:58,410 --> 00:05:01,480 Now I will go back in pose mode on my character. 115 00:05:01,480 --> 00:05:05,090 I will load its keying animation, 116 00:05:05,090 --> 00:05:10,090 duplicate it and rename it to create a locomotion action. 117 00:05:10,540 --> 00:05:14,290 This is the action we will layer on top of our run cycle 118 00:05:14,290 --> 00:05:17,490 and idle to move our character in space. 119 00:05:17,490 --> 00:05:20,380 Now we can open the NLA editor 120 00:05:20,380 --> 00:05:23,380 where we will combine those different actions. 121 00:05:23,380 --> 00:05:27,260 I will enable the show only selected option 122 00:05:27,260 --> 00:05:29,990 and I will get rid of all those NLA tracks 123 00:05:30,920 --> 00:05:32,240 that are not used. 124 00:05:32,240 --> 00:05:36,100 We have a first NLA track that is available called run, 125 00:05:36,100 --> 00:05:38,770 so as seen in the NLA video, 126 00:05:38,770 --> 00:05:41,210 if I close my action, 127 00:05:41,210 --> 00:05:43,840 then the NLA track will be rigged. 128 00:05:43,840 --> 00:05:46,420 And we can see one cycle of the run cycle. 129 00:05:46,420 --> 00:05:50,510 I can press Shift + A and add an idle action 130 00:05:50,510 --> 00:05:54,000 so that our character will make one run cycle, 131 00:05:54,000 --> 00:05:56,440 then jump into the idle 132 00:05:56,440 --> 00:06:00,010 and then I can add a more run cycle action 133 00:06:00,010 --> 00:06:03,710 after the idle or you can duplicate the current one. 134 00:06:03,710 --> 00:06:06,030 I will duplicate it three times 135 00:06:06,030 --> 00:06:09,930 so that our character will make three cycle. 136 00:06:09,930 --> 00:06:13,420 Or you can simply change the strip length. 137 00:06:13,420 --> 00:06:16,980 Since there is a cycle modifier on the curve, 138 00:06:16,980 --> 00:06:19,700 the character will repeat the run cycle. 139 00:06:19,700 --> 00:06:21,770 But this might not work 140 00:06:21,770 --> 00:06:24,320 since we have linked the animation. 141 00:06:24,320 --> 00:06:26,410 And it might create conflict, 142 00:06:26,410 --> 00:06:29,580 so the NLA editor won't allow you to do so. 143 00:06:29,580 --> 00:06:32,870 But we will see that later as it's a bit complex 144 00:06:32,870 --> 00:06:35,840 and we don't need to dive into this topic. 145 00:06:35,840 --> 00:06:38,610 Now I will select the first NLA track 146 00:06:38,610 --> 00:06:43,610 and press Shift + A and add our locomotion animation to it. 147 00:06:44,210 --> 00:06:45,880 The strip is almost empty 148 00:06:45,880 --> 00:06:48,850 because the action is only one frame for the time being, 149 00:06:48,850 --> 00:06:51,643 so let's open it in the action editor. 150 00:06:52,500 --> 00:06:55,770 The idea is to key our first move. 151 00:06:55,770 --> 00:06:58,600 If you remember well, our run cycle 152 00:06:58,600 --> 00:07:01,870 was performed within 12 frames 153 00:07:01,870 --> 00:07:05,070 and our character was moving by 0.7 meter 154 00:07:05,070 --> 00:07:07,870 in the negative direction. 155 00:07:07,870 --> 00:07:10,200 My root bone selected in post mode. 156 00:07:10,200 --> 00:07:15,200 I will type in -0.7 meter in the y location channel 157 00:07:15,360 --> 00:07:17,290 and insert a keyframe. 158 00:07:17,290 --> 00:07:20,710 Remember to enable the autokeying in the timeline 159 00:07:20,710 --> 00:07:24,050 and the keying set to available only. 160 00:07:24,050 --> 00:07:27,360 I can add a keyframe by simply pressing I 161 00:07:27,360 --> 00:07:28,910 in my action editor. 162 00:07:28,910 --> 00:07:32,680 Then I will select my root keys and press V 163 00:07:32,680 --> 00:07:34,490 to switch them to vector. 164 00:07:34,490 --> 00:07:36,530 Since I already have a track 165 00:07:36,530 --> 00:07:38,920 with the locomotion action onto it, 166 00:07:38,920 --> 00:07:43,080 I can close the locomotion action in the action editor 167 00:07:43,080 --> 00:07:45,210 and my character is still moving, 168 00:07:45,210 --> 00:07:47,890 reading the locomotion track. 169 00:07:47,890 --> 00:07:51,710 If I disable it, the character will read the next track 170 00:07:51,710 --> 00:07:53,490 with the idle in the run. 171 00:07:53,490 --> 00:07:57,700 To combine them, we need to change the strip blending mode. 172 00:07:57,700 --> 00:07:59,550 And this is where it's a bit tricky. 173 00:07:59,550 --> 00:08:01,825 At the time I'm recording this video, 174 00:08:01,825 --> 00:08:06,825 I've tested it on Blender 2.91 and 92 175 00:08:07,010 --> 00:08:10,730 and we can't edit the strip behavior used 176 00:08:10,730 --> 00:08:12,283 by a linked data, 177 00:08:13,220 --> 00:08:14,540 which is a bit weird 178 00:08:14,540 --> 00:08:17,180 since we can modify the action 179 00:08:17,180 --> 00:08:20,270 but we can't modify the way the action are used 180 00:08:20,270 --> 00:08:22,000 with the NLA editor. 181 00:08:22,000 --> 00:08:26,290 To fix this, and I believe this is a temporary fix, 182 00:08:26,290 --> 00:08:30,450 and the behavior will change with newer Blender versions, 183 00:08:30,450 --> 00:08:33,580 we need to make our rig fully local, 184 00:08:33,580 --> 00:08:37,700 breaking the link between the scene and the original file. 185 00:08:37,700 --> 00:08:41,620 Simply left click on the override icon near the name 186 00:08:41,620 --> 00:08:42,800 of your object. 187 00:08:42,800 --> 00:08:45,700 From there, the strip option are available 188 00:08:45,700 --> 00:08:47,140 and we can change them, 189 00:08:47,140 --> 00:08:50,150 making this run cycle action, for example, 190 00:08:50,150 --> 00:08:52,330 longer and repeating over time. 191 00:08:52,330 --> 00:08:54,560 Or more important in our case, 192 00:08:54,560 --> 00:08:57,570 selecting the locomotion action 193 00:08:57,570 --> 00:09:01,080 and switching its blending mode to combine. 194 00:09:01,080 --> 00:09:04,887 This way we get both the locomotion action 195 00:09:04,887 --> 00:09:08,380 and the running cycle action combined together. 196 00:09:08,380 --> 00:09:10,530 And since we are using Alt + forward, 197 00:09:10,530 --> 00:09:13,380 our character keep the last position 198 00:09:13,380 --> 00:09:15,170 of the root bone we have keyed, 199 00:09:15,170 --> 00:09:19,410 exactly as shown in the NLA editor video. 200 00:09:19,410 --> 00:09:23,140 So now that we are able to move our character in space, 201 00:09:23,140 --> 00:09:25,430 let's position hin properly based 202 00:09:25,430 --> 00:09:27,360 on the camera position. 203 00:09:27,360 --> 00:09:30,030 I will also clean up a bit my file 204 00:09:30,030 --> 00:09:33,400 by renaming the locomotion track, locomotion. 205 00:09:33,400 --> 00:09:36,730 From there, select the armature of the character 206 00:09:36,730 --> 00:09:39,450 and make sure that you are in object mode. 207 00:09:39,450 --> 00:09:43,007 The goal is not to animate the position of our character 208 00:09:43,007 --> 00:09:46,530 but just properly frame where he'll be standing 209 00:09:46,530 --> 00:09:49,540 while performing his idle animation. 210 00:09:49,540 --> 00:09:53,220 So by moving the armature object in object mode, 211 00:09:53,220 --> 00:09:56,890 I'm kind of setting where the animation starts 212 00:09:56,890 --> 00:10:00,090 and the idea here is to do it in top view 213 00:10:00,090 --> 00:10:03,940 and double check in my camera view how it looks. 214 00:10:03,940 --> 00:10:06,480 The character goes through the bush 215 00:10:06,480 --> 00:10:09,920 and kind of land in the middle of the screen. 216 00:10:09,920 --> 00:10:11,420 So it looks great to me 217 00:10:11,420 --> 00:10:13,970 but you are free to move the bush a little bit 218 00:10:13,970 --> 00:10:16,890 and then we will edit the camera position. 219 00:10:16,890 --> 00:10:19,773 So now I'd like to make my character move 220 00:10:19,773 --> 00:10:21,320 once he's escaping. 221 00:10:21,320 --> 00:10:23,967 So we need to edit our locomotion action 222 00:10:23,967 --> 00:10:26,180 and we can press the Tab key 223 00:10:26,180 --> 00:10:31,180 to enter tweak mode and automatically access our action 224 00:10:31,190 --> 00:10:32,580 in the action editor. 225 00:10:32,580 --> 00:10:35,880 We can duplicate frame 12 and move it 226 00:10:35,880 --> 00:10:37,860 on frame 104. 227 00:10:37,860 --> 00:10:41,100 This way, the root of our character doesn't move. 228 00:10:41,100 --> 00:10:43,500 Now for the next 12 frames, 229 00:10:43,500 --> 00:10:47,780 I'd like to move my character by 0.7 meters. 230 00:10:47,780 --> 00:10:52,780 So I will input a value of -1.4 meter on my y-axis. 231 00:10:54,200 --> 00:10:57,230 And Blender should automatically write the key. 232 00:10:57,230 --> 00:11:00,150 But it doesn't and when I try to force it, 233 00:11:00,150 --> 00:11:01,860 pressing the I key, 234 00:11:01,860 --> 00:11:03,640 I get an error message. 235 00:11:03,640 --> 00:11:05,830 Blender tells me that this action 236 00:11:05,830 --> 00:11:07,730 is used in the NLA editor 237 00:11:07,730 --> 00:11:11,730 but the NLA editor has no influence to using this action. 238 00:11:11,730 --> 00:11:14,030 But when I check the NLA strip 239 00:11:14,030 --> 00:11:15,870 and I check the action influence, 240 00:11:15,870 --> 00:11:18,500 it's set to one but what's happening here 241 00:11:18,500 --> 00:11:22,470 is that our locomotion strip on the locomotion track 242 00:11:22,470 --> 00:11:23,940 is too short. 243 00:11:23,940 --> 00:11:27,610 So it has no influence beyond the frame 12. 244 00:11:27,610 --> 00:11:31,480 Hence Blender doesn't allow to insert the keyframe. 245 00:11:31,480 --> 00:11:32,760 To fix this problem, 246 00:11:32,760 --> 00:11:36,610 we can ask Blender to automatically update the length 247 00:11:36,610 --> 00:11:37,840 of the strip. 248 00:11:37,840 --> 00:11:41,150 We just need to go to the action clip option 249 00:11:41,150 --> 00:11:43,820 and enable synchronize length. 250 00:11:43,820 --> 00:11:46,650 Now if I change the value of the y-axis 251 00:11:46,650 --> 00:11:47,520 of the root bone, 252 00:11:47,520 --> 00:11:51,470 Blender will automatically insert a keyframe as usual. 253 00:11:51,470 --> 00:11:54,000 I will select the newly created key, 254 00:11:54,000 --> 00:11:55,310 press the V key 255 00:11:55,310 --> 00:11:57,810 and switch its handle type to vector. 256 00:11:57,810 --> 00:12:00,000 So that we have now fixed this problem 257 00:12:00,000 --> 00:12:02,730 and we can move our character in space, 258 00:12:02,730 --> 00:12:06,030 I like to give some variation to the animation. 259 00:12:06,030 --> 00:12:08,500 Instead of making our character moving 260 00:12:08,500 --> 00:12:11,900 in a straight line, I like him to rotate a bit 261 00:12:11,900 --> 00:12:13,460 on the second jump. 262 00:12:13,460 --> 00:12:15,110 So I will go into top view 263 00:12:15,110 --> 00:12:17,850 and I will disable the bush collection 264 00:12:17,850 --> 00:12:20,990 so that we have a better overview of our character. 265 00:12:20,990 --> 00:12:22,660 I will rotate it a bit 266 00:12:22,660 --> 00:12:27,180 and offset it a bit on the side, only using the root bone 267 00:12:27,180 --> 00:12:30,440 and being on frame 160. 268 00:12:30,440 --> 00:12:34,124 Then I will move the playhead 12 frames later 269 00:12:34,124 --> 00:12:36,860 on frame 128 270 00:12:36,860 --> 00:12:40,650 where our character will land for the next time 271 00:12:40,650 --> 00:12:42,880 and I will offset its position. 272 00:12:42,880 --> 00:12:45,340 It doesn't have to be super accurate. 273 00:12:45,340 --> 00:12:49,530 I'm just trying to offset my character by 0.7 meter 274 00:12:49,530 --> 00:12:51,100 in the same direction. 275 00:12:51,100 --> 00:12:54,330 Since our character is jumping out of the frame, 276 00:12:54,330 --> 00:12:58,348 it doesn't matter if it's not perfectly accurate. 277 00:12:58,348 --> 00:13:01,040 The motion might look a bit robotic from the top view 278 00:13:01,040 --> 00:13:03,670 but from the side view or the camera view, 279 00:13:03,670 --> 00:13:05,380 it does look pretty cool. 280 00:13:05,380 --> 00:13:07,870 That's another thing we haven't tackled yet 281 00:13:07,870 --> 00:13:11,550 is that you generally animate to camera view, 282 00:13:11,550 --> 00:13:14,540 meaning that it doesn't matter how it looks 283 00:13:14,540 --> 00:13:16,450 from other angles. 284 00:13:16,450 --> 00:13:18,800 The thing is that it has to look straight 285 00:13:18,800 --> 00:13:22,090 from what will be outputted in the movie. 286 00:13:22,090 --> 00:13:25,170 So now if you want, you can add some extra motion 287 00:13:25,170 --> 00:13:26,340 to your character. 288 00:13:26,340 --> 00:13:28,900 To keep things simple for this animation, 289 00:13:28,900 --> 00:13:31,260 we will only add a bit of rotation 290 00:13:31,260 --> 00:13:33,090 in the main torso controller. 291 00:13:33,090 --> 00:13:37,710 Add a keyframe on all channels on frame 104. 292 00:13:37,710 --> 00:13:39,990 From there, I will try to have a better angle 293 00:13:39,990 --> 00:13:44,140 on my character and select the main root torso controller. 294 00:13:44,140 --> 00:13:46,540 We will go on frame 109, 295 00:13:46,540 --> 00:13:49,067 more or less in the middle of the jump 296 00:13:49,067 --> 00:13:53,070 and the idea is to slightly twist our character 297 00:13:53,070 --> 00:13:56,120 toward the direction he's jumping to. 298 00:13:56,120 --> 00:14:00,454 So the idea is to slightly rotate the main controller 299 00:14:00,454 --> 00:14:02,410 on the local y-axis. 300 00:14:02,410 --> 00:14:06,410 So I will switch the pivot point to local, 301 00:14:06,410 --> 00:14:10,370 press R and then Y to constraint on the local y 302 00:14:10,370 --> 00:14:12,618 and slightly lean our character. 303 00:14:12,618 --> 00:14:15,420 Then on the frame where he's landing, 304 00:14:15,420 --> 00:14:19,160 I will press Alt + R to cancel the rotation. 305 00:14:19,160 --> 00:14:21,510 This will just add a little twist 306 00:14:21,510 --> 00:14:24,760 to the character body while he's changing rotation, 307 00:14:24,760 --> 00:14:27,200 making it look more natural. 308 00:14:27,200 --> 00:14:28,530 What I want to show you there 309 00:14:28,530 --> 00:14:31,010 is that you can fine tweak your animation 310 00:14:31,010 --> 00:14:33,020 at will using this method. 311 00:14:33,020 --> 00:14:36,270 If you want, you can lay a bit of head rotation 312 00:14:36,270 --> 00:14:37,840 or tail rotation 313 00:14:37,840 --> 00:14:39,800 and this is a very good method 314 00:14:39,800 --> 00:14:42,140 to get high-quality results 315 00:14:42,140 --> 00:14:45,670 without spending too much time on the animation. 316 00:14:45,670 --> 00:14:48,250 So it's a perfect method for beginners 317 00:14:48,250 --> 00:14:51,620 or if you are tight on the time budget. 318 00:14:51,620 --> 00:14:55,550 Now is the perfect time to work on our camera animation. 319 00:14:55,550 --> 00:14:58,407 If you press Tab or select another action strip, 320 00:14:58,407 --> 00:15:02,400 Blender will automatically exit the tweak mode. 321 00:15:02,400 --> 00:15:05,380 And the length of our locomotion strip 322 00:15:05,380 --> 00:15:09,680 has been updated thanks to the synchronize length option. 323 00:15:09,680 --> 00:15:11,810 From there, I can press Control + Tab 324 00:15:11,810 --> 00:15:13,750 to get out of pose mode 325 00:15:13,750 --> 00:15:15,930 on our squirrel armature. 326 00:15:15,930 --> 00:15:19,690 Make sure that I make my collection selectable 327 00:15:19,690 --> 00:15:21,740 and I will select the camera rig 328 00:15:21,740 --> 00:15:22,990 and press Control + Tab. 329 00:15:22,990 --> 00:15:27,280 The dolly rig action should already be assigned 330 00:15:27,280 --> 00:15:28,750 to this armature. 331 00:15:28,750 --> 00:15:30,300 The first thing to do 332 00:15:30,300 --> 00:15:32,950 is to frame our main shot. 333 00:15:32,950 --> 00:15:35,180 I think it's easier to keyframe first 334 00:15:35,180 --> 00:15:39,100 where you want to go than where you come from. 335 00:15:39,100 --> 00:15:40,450 So I will go on a frame 336 00:15:40,450 --> 00:15:42,108 where I can see my character 337 00:15:42,108 --> 00:15:46,100 and I will lower the aim controller of the camera 338 00:15:46,100 --> 00:15:48,670 to better listen to the character. 339 00:15:48,670 --> 00:15:52,200 Then I will increase the focal length of the camera 340 00:15:52,200 --> 00:15:55,760 so that we are a bit more zoomed onto the main subject 341 00:15:55,760 --> 00:15:57,260 of our animation. 342 00:15:57,260 --> 00:15:59,330 This is going to be my default pose, 343 00:15:59,330 --> 00:16:02,410 so I will move the keyframe on frame zero. 344 00:16:02,410 --> 00:16:04,700 I will then select all those keyframe 345 00:16:04,700 --> 00:16:06,530 and move them away in time. 346 00:16:06,530 --> 00:16:08,860 It doesn't matter where I put them. 347 00:16:08,860 --> 00:16:12,120 So let's now create our first framing 348 00:16:12,120 --> 00:16:15,280 by moving the aim controller of the camera 349 00:16:15,280 --> 00:16:16,910 towards the sky. 350 00:16:16,910 --> 00:16:20,553 I will also slightly move up the camera controller. 351 00:16:20,553 --> 00:16:23,050 It will just add a bit more texture 352 00:16:23,050 --> 00:16:24,960 to the camera animation. 353 00:16:24,960 --> 00:16:27,300 Just imagine you have the camera on your shoulder 354 00:16:27,300 --> 00:16:29,710 and you're raising and looking at the sky 355 00:16:29,710 --> 00:16:30,710 at the same time. 356 00:16:30,710 --> 00:16:33,800 So there is a bit of translation and rotation. 357 00:16:33,800 --> 00:16:36,150 For the time being, this shot is pretty blurry, 358 00:16:36,150 --> 00:16:38,760 so I will search for the focal distance 359 00:16:38,760 --> 00:16:40,450 and I will increase it's value 360 00:16:40,450 --> 00:16:43,710 until I get a sharper result. 361 00:16:43,710 --> 00:16:46,970 So now we have our camera going back to the ground. 362 00:16:46,970 --> 00:16:49,530 It will stop here for a few frames, 363 00:16:49,530 --> 00:16:53,210 then have a look to the bush where our character is hidden 364 00:16:53,210 --> 00:16:55,260 and then follow the character. 365 00:16:55,260 --> 00:16:58,320 So we can select the keys on frame 60 366 00:16:58,320 --> 00:17:01,663 and duplicate them on frame 78 or 80. 367 00:17:02,590 --> 00:17:05,023 So there, I will go on frame 94 or 95 368 00:17:05,023 --> 00:17:07,550 and I will move my end controller 369 00:17:07,550 --> 00:17:09,610 toward the main bush. 370 00:17:09,610 --> 00:17:12,290 Then I will go into the action editor, 371 00:17:12,290 --> 00:17:16,290 press I and insert a keyframe on every controllers. 372 00:17:16,290 --> 00:17:19,000 The base animation of our camera 373 00:17:19,000 --> 00:17:21,510 is now what we need to do 374 00:17:21,510 --> 00:17:26,030 is to synchronize the movement of our squirrel character 375 00:17:26,030 --> 00:17:28,620 with the current set we have created. 376 00:17:28,620 --> 00:17:30,700 And with the NLA editor, 377 00:17:30,700 --> 00:17:32,180 it's gonna be very easy. 378 00:17:32,180 --> 00:17:33,480 Let's press Control + tab 379 00:17:33,480 --> 00:17:38,083 to get out of pose mode, select our squirrel character rig 380 00:17:39,080 --> 00:17:41,350 and in the NLA editor, 381 00:17:41,350 --> 00:17:44,400 I just need to select all the strips, 382 00:17:44,400 --> 00:17:48,480 press G to offset them onto frame 100. 383 00:17:48,480 --> 00:17:51,430 If we uncheck the show only selected option, 384 00:17:51,430 --> 00:17:54,820 we can see also our camera action. 385 00:17:54,820 --> 00:17:56,750 And if we play our animation, 386 00:17:56,750 --> 00:17:58,880 we can see our camera getting low 387 00:17:58,880 --> 00:18:01,920 and our character jumping out of the bush. 388 00:18:01,920 --> 00:18:05,490 So now let's select back our camera rig 389 00:18:05,490 --> 00:18:06,690 and press Control + Tab 390 00:18:06,690 --> 00:18:08,600 to get back into pose mode. 391 00:18:08,600 --> 00:18:11,400 I will move the last keys for our camera 392 00:18:11,400 --> 00:18:14,110 whenever the camera is framing the bush 393 00:18:15,230 --> 00:18:19,090 by two keys so that I have a slightly smoother motion 394 00:18:19,090 --> 00:18:21,780 and then I will duplicate those keys 395 00:18:21,780 --> 00:18:24,183 and move them on frame 109. 396 00:18:25,230 --> 00:18:27,490 This is the moment our camera will start 397 00:18:27,490 --> 00:18:30,330 to rotate to follow the character. 398 00:18:30,330 --> 00:18:33,070 So I make sure there is a slight delay 399 00:18:33,070 --> 00:18:36,640 between the time our character jump out of the bush 400 00:18:36,640 --> 00:18:40,130 and the time our camera is starting to rotate. 401 00:18:40,130 --> 00:18:41,800 It will look more natural. 402 00:18:41,800 --> 00:18:44,830 Do not make your camera anticipate the motion 403 00:18:44,830 --> 00:18:46,030 of your character. 404 00:18:46,030 --> 00:18:48,310 That will look fake or CG. 405 00:18:48,310 --> 00:18:51,790 Now we can duplicate our keys from frame 60, 406 00:18:51,790 --> 00:18:55,320 which are the frames that are focused on the character 407 00:18:55,320 --> 00:18:57,603 and move them around frame 125. 408 00:18:58,600 --> 00:19:00,770 From there, we need to increase the length 409 00:19:00,770 --> 00:19:02,080 of our animation. 410 00:19:02,080 --> 00:19:06,820 So I will set the end on frame 250. 411 00:19:06,820 --> 00:19:10,820 To do so, position the playhead on frame 250 412 00:19:10,820 --> 00:19:12,160 and press Control + End. 413 00:19:12,160 --> 00:19:17,044 Now I can duplicate the keys from frame 125 414 00:19:17,044 --> 00:19:19,750 to the frame 203. 415 00:19:19,750 --> 00:19:22,940 This is when our character is preparing to flee. 416 00:19:22,940 --> 00:19:26,560 And since I want a bit of delay for the camera reaction, 417 00:19:26,560 --> 00:19:30,970 I will duplicate or offset those keys on 209. 418 00:19:30,970 --> 00:19:34,509 Now I can move on frame 227 419 00:19:34,509 --> 00:19:37,970 and offset the aim controller 420 00:19:37,970 --> 00:19:39,230 toward the bush on the right 421 00:19:39,230 --> 00:19:42,120 where our character is disappearing. 422 00:19:42,120 --> 00:19:43,900 Now if we check the animation, 423 00:19:43,900 --> 00:19:46,100 we can see that our camera is trying 424 00:19:46,100 --> 00:19:49,230 to follow the character but we have a bit of delay, 425 00:19:49,230 --> 00:19:51,550 which looks pretty natural. 426 00:19:51,550 --> 00:19:54,570 Now the final touch on the camera animation 427 00:19:54,570 --> 00:19:57,290 to make it look less robotic 428 00:19:57,290 --> 00:19:59,710 is to add a very slight overshoot 429 00:19:59,710 --> 00:20:01,660 through the graph editor. 430 00:20:01,660 --> 00:20:04,270 I'm not really good at animating cameras 431 00:20:04,270 --> 00:20:05,700 but what I can tell you 432 00:20:05,700 --> 00:20:08,640 is that try to keep your camera motion 433 00:20:08,640 --> 00:20:10,800 as simple as possible. 434 00:20:10,800 --> 00:20:12,050 With that being said, 435 00:20:12,050 --> 00:20:14,280 just switch to the graph editor 436 00:20:14,280 --> 00:20:16,737 and with the aim controller selected, 437 00:20:16,737 --> 00:20:20,010 I will expose all the different channels 438 00:20:20,010 --> 00:20:22,330 and hide the rotation channels 439 00:20:22,330 --> 00:20:24,110 since they are not used. 440 00:20:24,110 --> 00:20:25,460 And now what I will do, 441 00:20:25,460 --> 00:20:29,560 whenever a curve hit a keyframe before a hold, 442 00:20:29,560 --> 00:20:31,880 where the camera is not moving anymore, 443 00:20:31,880 --> 00:20:34,586 I will slightly rotate the handles. 444 00:20:34,586 --> 00:20:37,970 That will create a very subtle overshoot 445 00:20:37,970 --> 00:20:40,030 that will make our camera motion 446 00:20:40,030 --> 00:20:43,400 way more believable and interesting. 447 00:20:43,400 --> 00:20:46,050 From there, we will just add the final touch 448 00:20:46,050 --> 00:20:48,970 to our animation, making the bush move 449 00:20:48,970 --> 00:20:51,330 and adding some particles. 450 00:20:51,330 --> 00:20:53,750 So I will make myself a bit of room 451 00:20:53,750 --> 00:20:55,310 in the different editor. 452 00:20:55,310 --> 00:20:57,060 Get back to pose mode 453 00:20:57,060 --> 00:21:00,800 and select the bush our character is jumping from. 454 00:21:00,800 --> 00:21:03,300 I will position the playhead more or less 455 00:21:03,300 --> 00:21:06,640 just before the camera is rotating toward the bush. 456 00:21:06,640 --> 00:21:08,470 And with the bush selected, 457 00:21:08,470 --> 00:21:11,980 I will insert a keyframe on its rotations. 458 00:21:11,980 --> 00:21:14,530 From there, I can switch to the action editor. 459 00:21:14,530 --> 00:21:17,830 We don't need to use the graph editor for this. 460 00:21:17,830 --> 00:21:19,610 And to make the bush shake, 461 00:21:19,610 --> 00:21:22,080 I will go just two frame later, 462 00:21:22,080 --> 00:21:24,960 slightly rotate it on the left. 463 00:21:24,960 --> 00:21:27,200 Go two or three frame later, 464 00:21:27,200 --> 00:21:29,468 slightly rotate it on the right. 465 00:21:29,468 --> 00:21:32,750 Repeat it two or three time 466 00:21:32,750 --> 00:21:36,460 and finished with its original keyframe 467 00:21:36,460 --> 00:21:40,560 by simply duplicating the first keyframe we have set. 468 00:21:40,560 --> 00:21:42,390 I will then offset those keys, 469 00:21:42,390 --> 00:21:45,930 create a hold by duplicating the last key 470 00:21:45,930 --> 00:21:49,420 and move it whenever the character is jumping out 471 00:21:49,420 --> 00:21:50,253 of the bush. 472 00:21:50,253 --> 00:21:52,210 And I will repeat the process, 473 00:21:52,210 --> 00:21:53,800 making a slight shake 474 00:21:53,800 --> 00:21:56,320 whenever he's getting through the bush. 475 00:21:56,320 --> 00:21:58,950 From there, I will just offset the first group 476 00:21:58,950 --> 00:22:02,030 of keys just before the camera is rotating 477 00:22:02,030 --> 00:22:03,300 toward the bush. 478 00:22:03,300 --> 00:22:05,780 The bush shakes, the camera turn. 479 00:22:05,780 --> 00:22:08,730 Now we need to adjust the particles. 480 00:22:08,730 --> 00:22:12,290 In object mode, go into the particle collection, 481 00:22:12,290 --> 00:22:14,470 select the bush emitter. 482 00:22:14,470 --> 00:22:17,050 Our character is jumping out of the bush 483 00:22:17,050 --> 00:22:19,290 on frame 104. 484 00:22:19,290 --> 00:22:23,310 Knowing that, let's go into the properties editor, 485 00:22:23,310 --> 00:22:25,940 select the particles property 486 00:22:25,940 --> 00:22:28,120 and under the Emission tab, 487 00:22:28,120 --> 00:22:31,323 change the start and end value to 102, 488 00:22:32,270 --> 00:22:35,630 two frames prior our character is jumping out 489 00:22:35,630 --> 00:22:36,810 of the bush. 490 00:22:36,810 --> 00:22:41,100 It's basically a simply plane emitting leaves particles. 491 00:22:41,100 --> 00:22:44,530 So you can adjust its position if you want 492 00:22:44,530 --> 00:22:47,060 and I've just shown you how to modify 493 00:22:47,060 --> 00:22:49,520 when it emits the particles. 494 00:22:49,520 --> 00:22:50,570 I won't go further 495 00:22:50,570 --> 00:22:53,210 because this is not a course about particles 496 00:22:53,210 --> 00:22:57,420 and particle system could require a full course. 497 00:22:57,420 --> 00:22:59,530 When you're happy with your particles, 498 00:22:59,530 --> 00:23:03,180 if you want to make sure that they will render properly, 499 00:23:03,180 --> 00:23:05,320 go to the Cache tab, 500 00:23:05,320 --> 00:23:08,120 check the Disk Cache option, 501 00:23:08,120 --> 00:23:10,320 and whether click the Bake button 502 00:23:10,320 --> 00:23:14,490 or Bake All Dynamics, it will bake all the particle system 503 00:23:14,490 --> 00:23:15,323 in the scene. 504 00:23:15,323 --> 00:23:17,800 If you need to tweak the particle setting, 505 00:23:17,800 --> 00:23:19,440 just delete the bake 506 00:23:19,440 --> 00:23:22,850 and bake again after you have tweaked your settings. 507 00:23:22,850 --> 00:23:26,060 If you want to adjust the birds in the sky, 508 00:23:26,060 --> 00:23:27,708 it's the same system. 509 00:23:27,708 --> 00:23:29,560 Just unzoom a bit 510 00:23:29,560 --> 00:23:31,770 and you will find a particle emitter 511 00:23:31,770 --> 00:23:34,100 for the birds or you can select it directly 512 00:23:34,100 --> 00:23:35,920 into the collections. 513 00:23:35,920 --> 00:23:39,590 Then you can offset the start and end values, 514 00:23:39,590 --> 00:23:41,360 even before frame zero 515 00:23:41,360 --> 00:23:44,270 so that those birds will be emitted 516 00:23:44,270 --> 00:23:46,350 before the animation start 517 00:23:46,350 --> 00:23:49,350 and they will be in frame on frame zero. 518 00:23:49,350 --> 00:23:53,630 So for this current shot, a value of -64 and 0 519 00:23:53,630 --> 00:23:55,530 is currently good. 520 00:23:55,530 --> 00:23:56,610 And when you're done, 521 00:23:56,610 --> 00:23:59,143 don't forget to bake the dynamics. 39792

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