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- [Instructor] In this video,
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we will work on the first shot.
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I've already added a camera rig
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and I've already created a keying set
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for the different controllers
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but also the camera
properties you can access,
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pressing the N key.
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I have keyed the focal length
and the focus distance.
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I will now move my mouse cursor
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onto the 3D view we have on the right
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with the camera view.
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Press Z and switch to rendered view mode.
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I'm using the Eevee render engine
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and the scene is pretty light.
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Is it should render properly
on almost every graphic cards.
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Let's now have a look to the organization
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of the scene.
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All the assets are organized
into the scene collection
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and there are sub-collections.
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All the collections tagged in
green includes all the assets
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for the environment
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so that you can deactivate them
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whenever your computer is
slowing down, for example.
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The set collection
includes all the lights,
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the lights effect and the camera.
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The particle emit collection
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includes all the particle emitters
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that generates the falling leaves
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but also the birds flying
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that we can see in the
beginning of the teaser.
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I won't show you how to
create all those assets
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because this is not the
purpose of this course.
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All the bushes and trees
are currently instanced.
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As when we link an asset
from another scene,
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you can instance an asset into the scene.
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So you can see,
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those are empty object
instancing a collection.
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Those collect are under
the asset main collection.
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So if you want to modify the tree model,
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you have to do it in those assets
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but I advise you not to do it.
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But if, for example, I scale down one
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of the trees, you can see that
now the trees are very small
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in my main scene.
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So you can easily duplicate
and change the orientation
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or scale of the objects that are available
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in the scene to create
your own environment
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or tweak this one if you will.
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Let's now import our character.
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I will make sure I have
my main scene selected.
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Go to File, Link, insert for
the squirrel finished file.
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I will go into the collection
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and link our squirrel collection.
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I can move it on the y-axis
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so that we can see it.
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From there in the outliner,
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I will expand the squirrel library,
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search for the collection, right click.
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ID Data, Add Library Override Hierarchy.
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It has created a new collection,
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including our rig and
our character centered
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in our scene.
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So we can now select the source
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and get rid of it.
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I can now select the
armature of my character
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and place it wherever I want in the set.
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From there, let's check
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if we have all our animation available.
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Select the character armature.
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I advise you to use the
outliner to select it
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because on complex scenes,
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selection can be a bit messy.
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From there, in the 3D
view, press Control + Tab
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to switch to pose mode
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and in the action editor,
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have a look at the
different linked animation.
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Logging set can be useful,
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so I will duplicate it,
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so now I have a new
copy of the keying set.
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I remember I have named
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my final run cycle animation Runcycle.
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So as I find it, I will duplicate it
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and since I'm missing the idle animation
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we have created in the previous videos,
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I will go to File,
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choose Link, but you can
append the animation,
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browse into my Blender file
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and go to the Action folder
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and choose the idle.
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If you have append it, it will be added
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as a new animation.
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If you have linked it, just
browse in your library,
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select it and click on the icon
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to make it a new action.
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To create this shot,
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we will combine the run cycle and the idle
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and we will layer some root
motion using the NLA editor.
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We can now switch back to object mode
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and we will position our
character more or less
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where he has to land where
he jump out of the bush.
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Don't worry, we will be able
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to fine tweak its position later on.
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Since we have a pretty noisy ground,
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you don't really care if your character
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is perfectly contacting the ground.
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Just raise him a bit
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so that we can distinguish its feet.
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To make my life easier, since
I will be mainly working
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on the character, I will make sure
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that I will make all the
other collection unselectable
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by clicking this icon.
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If it's not available for you,
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just go in the filter and activate it.
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Now I will go back in
pose mode on my character.
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I will load its keying animation,
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duplicate it and rename it to
create a locomotion action.
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This is the action we will
layer on top of our run cycle
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and idle to move our character in space.
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Now we can open the NLA editor
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where we will combine
those different actions.
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I will enable the show
only selected option
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and I will get rid of all those NLA tracks
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that are not used.
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We have a first NLA track
that is available called run,
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so as seen in the NLA video,
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if I close my action,
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then the NLA track will be rigged.
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And we can see one cycle of the run cycle.
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I can press Shift + A
and add an idle action
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so that our character
will make one run cycle,
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then jump into the idle
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and then I can add a more run cycle action
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after the idle or you can
duplicate the current one.
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I will duplicate it three times
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so that our character
will make three cycle.
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Or you can simply change the strip length.
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Since there is a cycle
modifier on the curve,
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the character will repeat the run cycle.
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But this might not work
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since we have linked the animation.
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And it might create conflict,
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so the NLA editor won't
allow you to do so.
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But we will see that later
as it's a bit complex
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and we don't need to dive into this topic.
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Now I will select the first NLA track
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and press Shift + A and add
our locomotion animation to it.
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The strip is almost empty
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because the action is only
one frame for the time being,
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so let's open it in the action editor.
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The idea is to key our first move.
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If you remember well, our run cycle
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was performed within 12 frames
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and our character was moving by 0.7 meter
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in the negative direction.
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My root bone selected in post mode.
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I will type in -0.7 meter
in the y location channel
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and insert a keyframe.
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Remember to enable the
autokeying in the timeline
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and the keying set to available only.
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I can add a keyframe by simply pressing I
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in my action editor.
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Then I will select my
root keys and press V
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to switch them to vector.
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Since I already have a track
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with the locomotion action onto it,
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I can close the locomotion
action in the action editor
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and my character is still moving,
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reading the locomotion track.
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If I disable it, the character
will read the next track
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with the idle in the run.
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To combine them, we need to
change the strip blending mode.
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And this is where it's a bit tricky.
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At the time I'm recording this video,
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I've tested it on Blender 2.91 and 92
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and we can't edit the strip behavior used
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by a linked data,
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which is a bit weird
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since we can modify the action
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but we can't modify the
way the action are used
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with the NLA editor.
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To fix this, and I believe
this is a temporary fix,
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and the behavior will change
with newer Blender versions,
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we need to make our rig fully local,
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breaking the link between the
scene and the original file.
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Simply left click on the
override icon near the name
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of your object.
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From there, the strip option are available
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and we can change them,
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making this run cycle action, for example,
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longer and repeating over time.
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Or more important in our case,
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selecting the locomotion action
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and switching its
blending mode to combine.
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This way we get both the locomotion action
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and the running cycle
action combined together.
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And since we are using Alt + forward,
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our character keep the last position
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of the root bone we have keyed,
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exactly as shown in the NLA editor video.
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So now that we are able to
move our character in space,
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let's position hin properly based
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on the camera position.
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I will also clean up a bit my file
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by renaming the locomotion
track, locomotion.
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From there, select the
armature of the character
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and make sure that you are in object mode.
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The goal is not to animate
the position of our character
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but just properly frame
where he'll be standing
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while performing his idle animation.
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So by moving the armature
object in object mode,
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I'm kind of setting where
the animation starts
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and the idea here is to do it in top view
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and double check in my
camera view how it looks.
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The character goes through the bush
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and kind of land in the
middle of the screen.
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So it looks great to me
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but you are free to move
the bush a little bit
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and then we will edit the camera position.
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So now I'd like to make my character move
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once he's escaping.
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So we need to edit our locomotion action
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and we can press the Tab key
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to enter tweak mode and
automatically access our action
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in the action editor.
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We can duplicate frame 12 and move it
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on frame 104.
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This way, the root of our
character doesn't move.
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Now for the next 12 frames,
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I'd like to move my
character by 0.7 meters.
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So I will input a value of
-1.4 meter on my y-axis.
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And Blender should
automatically write the key.
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But it doesn't and when I try to force it,
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pressing the I key,
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I get an error message.
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Blender tells me that this action
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is used in the NLA editor
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but the NLA editor has no
influence to using this action.
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But when I check the NLA strip
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and I check the action influence,
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it's set to one but what's happening here
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is that our locomotion strip
on the locomotion track
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is too short.
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So it has no influence
beyond the frame 12.
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Hence Blender doesn't allow
to insert the keyframe.
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To fix this problem,
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we can ask Blender to
automatically update the length
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of the strip.
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We just need to go to
the action clip option
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and enable synchronize length.
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Now if I change the value of the y-axis
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of the root bone,
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Blender will automatically
insert a keyframe as usual.
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I will select the newly created key,
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press the V key
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and switch its handle type to vector.
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So that we have now fixed this problem
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and we can move our character in space,
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I like to give some
variation to the animation.
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Instead of making our character moving
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in a straight line, I
like him to rotate a bit
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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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