All language subtitles for 02-11-Curve modifiers

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English Download
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,920 --> 00:00:03,460 - In this video, we will have an overview 2 00:00:03,460 --> 00:00:05,260 of all the curve modified. 3 00:00:05,260 --> 00:00:09,390 In the graph-editor, whenever I select a curve, I can access 4 00:00:09,390 --> 00:00:13,930 the modifier in the end panel or properties panel. 5 00:00:13,930 --> 00:00:17,750 Why do we have already set a cycle modifier 6 00:00:17,750 --> 00:00:19,270 in the preview video? 7 00:00:19,270 --> 00:00:21,200 What you may haven't noticed 8 00:00:21,200 --> 00:00:26,090 is that we already using modifiers prior to this. 9 00:00:26,090 --> 00:00:30,050 As soon as we have used the extrapolation mode 10 00:00:30,050 --> 00:00:34,900 whenever we press the shift + E and make our curve cyclic, 11 00:00:34,900 --> 00:00:38,620 basically, we were adding a cycle modifier. 12 00:00:38,620 --> 00:00:42,024 Any modifier influence can be activated 13 00:00:42,024 --> 00:00:45,060 or deactivated by clicking the checkbox. 14 00:00:45,060 --> 00:00:47,830 The circle modifier repeat the animation 15 00:00:47,830 --> 00:00:50,930 from the first key to the last key. 16 00:00:50,930 --> 00:00:54,650 We can change the modifier behavior before the first key 17 00:00:54,650 --> 00:00:56,920 and after the first key, by default 18 00:00:56,920 --> 00:00:59,570 it's repeating the animation as it is. 19 00:00:59,570 --> 00:01:04,570 We can get rid of the cycle or use the cycle we've offset. 20 00:01:04,770 --> 00:01:06,180 If I use it right now, 21 00:01:06,180 --> 00:01:10,310 nothing will happen because it uses the position 22 00:01:10,310 --> 00:01:13,840 of the last key frame as the new starting point. 23 00:01:13,840 --> 00:01:15,140 But since my first 24 00:01:15,140 --> 00:01:18,470 and last key frame are same, it doesn't change. 25 00:01:18,470 --> 00:01:22,500 But as soon as I offset the value of the last key frame, 26 00:01:22,500 --> 00:01:26,170 you can see that I get some kind of ladder motion. 27 00:01:26,170 --> 00:01:29,910 The repeat mirror option will do what it says. 28 00:01:29,910 --> 00:01:31,660 It will repeat the curve 29 00:01:31,660 --> 00:01:36,470 but each time it will a mirror it based on the last frame. 30 00:01:36,470 --> 00:01:39,710 Changing the value will just set the number 31 00:01:39,710 --> 00:01:44,300 of repetition after or before your current animation. 32 00:01:44,300 --> 00:01:48,390 A value of zero will make the cycle repeat infinitely. 33 00:01:48,390 --> 00:01:52,540 The restrict frame range and use-influence properties 34 00:01:52,540 --> 00:01:56,140 are very useful but they are not the most abuse 35 00:01:56,140 --> 00:01:58,810 on the cycle modifier, so we will have a look 36 00:01:58,810 --> 00:02:00,390 to it later on. 37 00:02:00,390 --> 00:02:02,680 Let's have a look to the next modifier. 38 00:02:02,680 --> 00:02:05,150 I will get rid of the cycle modifier, 39 00:02:05,150 --> 00:02:07,460 and I add a built-in function. 40 00:02:07,460 --> 00:02:10,230 My animation curve as totally changed. 41 00:02:10,230 --> 00:02:13,490 And we now have a (indistinct) curve 42 00:02:13,490 --> 00:02:15,800 because the default function is seen. 43 00:02:15,800 --> 00:02:18,270 The first multiplayer will allow us 44 00:02:18,270 --> 00:02:21,270 to modify the frequency of the curve. 45 00:02:21,270 --> 00:02:25,353 While the amplitude will allow us to increase the value 46 00:02:25,353 --> 00:02:26,800 of the curve. 47 00:02:26,800 --> 00:02:31,800 The first offset will offset the curve on the X axis 48 00:02:31,840 --> 00:02:36,800 while the value offset will offset the curve on the Y axis. 49 00:02:36,800 --> 00:02:39,280 The restricted frame range option 50 00:02:39,280 --> 00:02:43,330 is a supercool additional tool as it is named, 51 00:02:43,330 --> 00:02:46,600 it will allow us to limit or restrict 52 00:02:46,600 --> 00:02:50,170 the influence of the modifier on the frame range. 53 00:02:50,170 --> 00:02:53,900 So we can set this frame range by tweaking the end value 54 00:02:53,900 --> 00:02:55,400 and the start value. 55 00:02:55,400 --> 00:02:59,370 The in and out value allow us to input easing, 56 00:02:59,370 --> 00:03:03,980 meaning that we can increase or decrease the influence 57 00:03:03,980 --> 00:03:06,310 of the modifier at the beginning 58 00:03:06,310 --> 00:03:09,050 and the end of the frame range. 59 00:03:09,050 --> 00:03:12,930 This way we can totally modify the behavior of the ball 60 00:03:12,930 --> 00:03:16,420 with a non-destructive workflow because I'm not 61 00:03:16,420 --> 00:03:19,230 currently working on any of the key frame, 62 00:03:19,230 --> 00:03:22,070 but only on the modifiers of that I can add 63 00:03:22,070 --> 00:03:24,610 or remove. By default The modifier 64 00:03:24,610 --> 00:03:27,730 is replacing our current animation 65 00:03:27,730 --> 00:03:30,530 but enabling the additive option 66 00:03:30,530 --> 00:03:35,530 will add the modifier behavior on top of our animation. 67 00:03:35,970 --> 00:03:39,930 So setting the amplitude of the modifier to zero is 68 00:03:39,930 --> 00:03:43,430 like removing it when it's in additive mode. 69 00:03:43,430 --> 00:03:46,620 And as soon as I increased its amplitude, 70 00:03:46,620 --> 00:03:49,240 you can see Oh, it's affecting the curve. 71 00:03:49,240 --> 00:03:51,380 While it works for the specific case, 72 00:03:51,380 --> 00:03:53,410 this is not the best way to play 73 00:03:53,410 --> 00:03:55,670 with the influence of the modifier. 74 00:03:55,670 --> 00:03:59,480 Fortunately, we have an influence factor that will increase 75 00:03:59,480 --> 00:04:02,900 or decrease the influence of the modifier on our curve. 76 00:04:02,900 --> 00:04:06,520 The dropdown menu upon the additive would enable us 77 00:04:06,520 --> 00:04:08,750 to change the type of functions. 78 00:04:08,750 --> 00:04:12,170 So if you remember your trigonometry classes 79 00:04:12,170 --> 00:04:13,540 you might recognize 80 00:04:13,540 --> 00:04:15,590 the tangent causing an (indistinct) curve 81 00:04:16,510 --> 00:04:20,530 This square root is a simple exponential function. 82 00:04:20,530 --> 00:04:25,080 So you can use it to make your ball rise like a balloon, 83 00:04:25,080 --> 00:04:26,950 with a constant easing, 84 00:04:26,950 --> 00:04:31,730 the natural logarithm does look like the square root 85 00:04:31,730 --> 00:04:35,130 but it has a slight offset and it ease more. 86 00:04:35,130 --> 00:04:39,760 Finally, the normalized scene looks like the scene function 87 00:04:39,760 --> 00:04:42,090 but it does ease very rapidly. 88 00:04:42,090 --> 00:04:43,600 So you can change this 89 00:04:43,600 --> 00:04:47,580 by moving the phase offset and the phase multiplier. 90 00:04:47,580 --> 00:04:50,840 So it can be hard to find a specific shoes 91 00:04:50,840 --> 00:04:52,570 for those modifiers, 92 00:04:52,570 --> 00:04:54,690 but you have to experiment with it. 93 00:04:54,690 --> 00:04:57,100 And when you do motion design, for example 94 00:04:57,100 --> 00:05:01,240 they are very useful. When adding the envelope modifier, 95 00:05:01,240 --> 00:05:04,140 We will see a couple of dotted lines appearing 96 00:05:04,140 --> 00:05:08,240 in our graph-editor lying with minus one and one value. 97 00:05:08,240 --> 00:05:12,630 These are scaling values or reference values, if you will. 98 00:05:12,630 --> 00:05:15,700 I will just a couple of points at the beginning 99 00:05:15,700 --> 00:05:19,380 and the end of my curve. Those control points will allow me 100 00:05:19,380 --> 00:05:22,330 to change the overall shape of my curve, 101 00:05:22,330 --> 00:05:24,300 also known as envelope. 102 00:05:24,300 --> 00:05:26,500 Those control points are defined 103 00:05:26,500 --> 00:05:28,890 by a minimum and maximum value 104 00:05:28,890 --> 00:05:32,940 that appears as little white dot on the graph-editor, 105 00:05:32,940 --> 00:05:36,460 they represent the current scale of the modifier. 106 00:05:36,460 --> 00:05:38,880 So, if I tweak the maximum value, 107 00:05:38,880 --> 00:05:42,540 I will see my curve scaling up and down, 108 00:05:42,540 --> 00:05:45,010 and we can clearly see the max point 109 00:05:45,010 --> 00:05:47,810 of the envelope modifier moving here. 110 00:05:47,810 --> 00:05:50,930 So it might look a bit abstract right now, 111 00:05:50,930 --> 00:05:55,330 so what I will do is that I will make the bonding box 112 00:05:55,330 --> 00:06:00,330 in a way of my envelop modifier as big as the curve. 113 00:06:00,500 --> 00:06:03,790 To do so I will set the minimum value to zero 114 00:06:03,790 --> 00:06:06,234 like the minimum value of my key frame 115 00:06:06,234 --> 00:06:10,360 and the maximum value around eight, like my key frame. 116 00:06:10,360 --> 00:06:12,970 I will add a couple of control points 117 00:06:12,970 --> 00:06:17,490 and I will give them the same value, zero and 8.4. 118 00:06:17,490 --> 00:06:19,486 Now you can think of your curve 119 00:06:19,486 --> 00:06:22,400 as being bound by your lattice modifier 120 00:06:22,400 --> 00:06:25,240 or being transformed as in Photoshop, 121 00:06:25,240 --> 00:06:27,400 we've an even transform. 122 00:06:27,400 --> 00:06:30,270 And by moving the value of the control point, 123 00:06:30,270 --> 00:06:33,730 it's like moving the corners of the bonding box. 124 00:06:33,730 --> 00:06:34,563 And as into a lattice 125 00:06:34,563 --> 00:06:37,500 we can add more than two control point. 126 00:06:37,500 --> 00:06:38,929 I can add a control point 127 00:06:38,929 --> 00:06:42,910 in the middle set its default value as the other. 128 00:06:42,910 --> 00:06:44,010 And when I move it, 129 00:06:44,010 --> 00:06:48,340 it will break the curve and deform it from its position. 130 00:06:48,340 --> 00:06:52,210 Very powerful modifier to modify the amplitude 131 00:06:52,210 --> 00:06:56,210 of the motion. The noise modifier is one of my favorite. 132 00:06:56,210 --> 00:06:58,890 And guess what? It noise to your curve. 133 00:06:58,890 --> 00:07:01,210 It's perfect to create camera shake 134 00:07:01,210 --> 00:07:03,280 Or if you are a shaky character 135 00:07:03,280 --> 00:07:07,140 you can use the noise modifier instead of Nkit. 136 00:07:07,140 --> 00:07:10,070 The scale will change the frequency of the noise, 137 00:07:10,070 --> 00:07:14,070 the phase we kind of change its shape or it seeds. 138 00:07:14,070 --> 00:07:17,080 The strength is the amplitude of the noise, 139 00:07:17,080 --> 00:07:20,450 the depth value is the smoothness of the noise. 140 00:07:20,450 --> 00:07:23,090 To see it properly, I will increase the scale 141 00:07:23,090 --> 00:07:24,060 and the strength. 142 00:07:24,060 --> 00:07:25,880 As I reduce the depth value, 143 00:07:25,880 --> 00:07:28,010 you can see the curves smoothing. 144 00:07:28,010 --> 00:07:30,930 The offset, allows you to offset the noise 145 00:07:30,930 --> 00:07:33,991 on the X axis or in time, if you prefer. 146 00:07:33,991 --> 00:07:38,420 So, using the noise modifier and the restrict frame range, 147 00:07:38,420 --> 00:07:41,050 I can create a slight shaking 148 00:07:41,050 --> 00:07:43,280 of the ball whenever it lands. 149 00:07:43,280 --> 00:07:48,100 The limits modifier works a bit as a limit constraint. 150 00:07:48,100 --> 00:07:52,370 Setting a minimum Y value and maximum Y value, 151 00:07:52,370 --> 00:07:54,600 will clump the value of the curve. 152 00:07:54,600 --> 00:07:58,480 Any value beneath the minimum value will be ignored, 153 00:07:58,480 --> 00:08:02,200 any value upon the maximum value will be ignored. 154 00:08:02,200 --> 00:08:04,040 It's like creating a roof 155 00:08:04,040 --> 00:08:08,260 and the ground that will bond your curve while the minimum X 156 00:08:08,260 --> 00:08:13,260 and maximum X value will currently ignore any values 157 00:08:13,310 --> 00:08:18,310 that is before the set frame or after the maximum set frame. 158 00:08:19,430 --> 00:08:22,810 So, what if I set the X maximum value to 10, 159 00:08:22,810 --> 00:08:27,170 any key frame value after the frame 10 will be ignored. 160 00:08:27,170 --> 00:08:29,530 This can be very useful if, for example, 161 00:08:29,530 --> 00:08:32,490 you don't want the ball to go under the ground. 162 00:08:32,490 --> 00:08:35,783 The next modifier is the stepped modifier, 163 00:08:35,783 --> 00:08:39,110 it's a very cool and intuitive modifier. 164 00:08:39,110 --> 00:08:42,310 The step size allow you to change the length 165 00:08:42,310 --> 00:08:45,250 in frame of the step in your animation. 166 00:08:45,250 --> 00:08:49,410 So, basically, this modifier is converting your curve 167 00:08:49,410 --> 00:08:52,190 as if we were blocking our animation 168 00:08:52,190 --> 00:08:53,917 with constant interpolation 169 00:08:53,917 --> 00:08:57,260 and it gives a fantastic stop motion style 170 00:08:57,260 --> 00:08:58,670 to your animation. 171 00:08:58,670 --> 00:09:01,100 So you can change the step size value, 172 00:09:01,100 --> 00:09:03,086 you can offset it in time. 173 00:09:03,086 --> 00:09:04,970 And this modifier comes 174 00:09:04,970 --> 00:09:08,573 with a built-in starting frame and ending frame. 175 00:09:08,573 --> 00:09:11,260 It's a bit like the frame restrict range 176 00:09:11,260 --> 00:09:15,380 but you can consider it as an additional restriction layer. 177 00:09:15,380 --> 00:09:16,570 On the full character, 178 00:09:16,570 --> 00:09:20,160 we will need to add this modifier on every single curve. 179 00:09:20,160 --> 00:09:24,850 What we can do instead is add the modifier on the NLA strip. 180 00:09:24,850 --> 00:09:29,090 Don't worry. We'll talk about the NLA editor later on, 181 00:09:29,090 --> 00:09:31,430 but just consider that we're applying the modifier 182 00:09:31,430 --> 00:09:35,210 to the wall animation instead of applying it 183 00:09:35,210 --> 00:09:36,570 to a simple curve. 184 00:09:36,570 --> 00:09:38,600 If we have a loop to this quick animation, 185 00:09:38,600 --> 00:09:39,980 I've made with one 186 00:09:39,980 --> 00:09:43,080 of my students, the step modify your really 187 00:09:43,080 --> 00:09:46,440 brings the stop motion feelings to the animation. 188 00:09:46,440 --> 00:09:51,210 As explained before those modifier act as object modifiers. 189 00:09:51,210 --> 00:09:53,350 It means that they can be layered, 190 00:09:53,350 --> 00:09:56,530 you can add multiple curve modifiers to 191 00:09:56,530 --> 00:09:59,460 get different results and the order 192 00:09:59,460 --> 00:10:02,970 in which you stack those modifier is important. 193 00:10:02,970 --> 00:10:07,650 If I add the limit modifier before the noise modifier, 194 00:10:07,650 --> 00:10:10,461 the noise will be applied after the limit 195 00:10:10,461 --> 00:10:13,280 and so I won't see any difference. 196 00:10:13,280 --> 00:10:15,710 I won't see the limits applied. 197 00:10:15,710 --> 00:10:19,813 At the time I'm recording this video on blender 2.91, 198 00:10:20,910 --> 00:10:23,930 I haven't find any way to move the position 199 00:10:23,930 --> 00:10:25,680 of those curve modifier. 200 00:10:25,680 --> 00:10:28,210 Hopefully this will be updated whenever 201 00:10:28,210 --> 00:10:30,910 you will be able to watch this video. 202 00:10:30,910 --> 00:10:33,800 We can copy a modifier by clicking 203 00:10:33,800 --> 00:10:37,920 on the little folder icon with the arrow getting inside. 204 00:10:37,920 --> 00:10:42,180 To paste the modifier on another curve just select two curve 205 00:10:42,180 --> 00:10:44,370 and click the second icon 206 00:10:44,370 --> 00:10:47,870 with the folder shape and the arrow, getting out. 207 00:10:47,870 --> 00:10:50,000 If you have multiple modifiers, 208 00:10:50,000 --> 00:10:53,660 they will be all copy and pasted onto the curve. 209 00:10:53,660 --> 00:10:55,200 To summarize, we have seen 210 00:10:55,200 --> 00:10:59,319 that we can use modifier to modify our curve 211 00:10:59,319 --> 00:11:04,000 behavior procedurally and in a non-destructive manner. 212 00:11:04,000 --> 00:11:06,380 Modifier can be stacked one 213 00:11:06,380 --> 00:11:10,200 on each other to get more advanced result. 214 00:11:10,200 --> 00:11:12,040 Modifiers can be copied 215 00:11:12,040 --> 00:11:15,000 and pasted from one curve to the other. 216 00:11:15,000 --> 00:11:16,660 We can add the modifiers 217 00:11:16,660 --> 00:11:20,417 on the whole action for the NLA editor. 17635

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.