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- In this video, we will have an overview
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of all the curve modified.
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In the graph-editor, whenever
I select a curve, I can access
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the modifier in the end
panel or properties panel.
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Why do we have already
set a cycle modifier
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in the preview video?
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What you may haven't noticed
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is that we already using
modifiers prior to this.
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As soon as we have used
the extrapolation mode
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whenever we press the shift +
E and make our curve cyclic,
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basically, we were
adding a cycle modifier.
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Any modifier influence can be activated
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or deactivated by clicking the checkbox.
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The circle modifier repeat the animation
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from the first key to the last key.
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We can change the modifier
behavior before the first key
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and after the first key, by default
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it's repeating the animation as it is.
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We can get rid of the cycle
or use the cycle we've offset.
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If I use it right now,
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nothing will happen because
it uses the position
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of the last key frame as
the new starting point.
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But since my first
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and last key frame are
same, it doesn't change.
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But as soon as I offset the
value of the last key frame,
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you can see that I get
some kind of ladder motion.
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The repeat mirror option
will do what it says.
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It will repeat the curve
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but each time it will a mirror
it based on the last frame.
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Changing the value will
just set the number
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of repetition after or before
your current animation.
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A value of zero will make
the cycle repeat infinitely.
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The restrict frame range
and use-influence properties
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are very useful but they
are not the most abuse
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on the cycle modifier,
so we will have a look
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to it later on.
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Let's have a look to the next modifier.
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I will get rid of the cycle modifier,
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and I add a built-in function.
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My animation curve as totally changed.
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And we now have a (indistinct) curve
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because the default function is seen.
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The first multiplayer will allow us
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to modify the frequency of the curve.
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While the amplitude will
allow us to increase the value
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of the curve.
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The first offset will offset
the curve on the X axis
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while the value offset will
offset the curve on the Y axis.
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The restricted frame range option
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is a supercool additional
tool as it is named,
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it will allow us to limit or restrict
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the influence of the
modifier on the frame range.
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So we can set this frame range
by tweaking the end value
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and the start value.
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The in and out value
allow us to input easing,
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meaning that we can increase
or decrease the influence
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of the modifier at the beginning
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and the end of the frame range.
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This way we can totally modify
the behavior of the ball
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with a non-destructive
workflow because I'm not
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currently working on any of the key frame,
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but only on the modifiers
of that I can add
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or remove. By default The modifier
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is replacing our current animation
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but enabling the additive option
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will add the modifier behavior
on top of our animation.
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So setting the amplitude
of the modifier to zero is
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like removing it when
it's in additive mode.
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And as soon as I increased its amplitude,
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you can see Oh, it's affecting the curve.
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While it works for the specific case,
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this is not the best way to play
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with the influence of the modifier.
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Fortunately, we have an influence
factor that will increase
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or decrease the influence of
the modifier on our curve.
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The dropdown menu upon the
additive would enable us
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to change the type of functions.
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So if you remember your
trigonometry classes
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you might recognize
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the tangent causing an (indistinct) curve
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This square root is a
simple exponential function.
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So you can use it to make
your ball rise like a balloon,
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with a constant easing,
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the natural logarithm does
look like the square root
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but it has a slight
offset and it ease more.
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Finally, the normalized scene
looks like the scene function
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but it does ease very rapidly.
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So you can change this
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by moving the phase offset
and the phase multiplier.
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So it can be hard to find a specific shoes
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for those modifiers,
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but you have to experiment with it.
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And when you do motion design, for example
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they are very useful. When
adding the envelope modifier,
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We will see a couple of
dotted lines appearing
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in our graph-editor lying
with minus one and one value.
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These are scaling values or
reference values, if you will.
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I will just a couple of
points at the beginning
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and the end of my curve. Those
control points will allow me
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to change the overall shape of my curve,
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also known as envelope.
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Those control points are defined
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by a minimum and maximum value
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that appears as little white
dot on the graph-editor,
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they represent the current
scale of the modifier.
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So, if I tweak the maximum value,
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I will see my curve scaling up and down,
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and we can clearly see the max point
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of the envelope modifier moving here.
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So it might look a bit abstract right now,
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so what I will do is that
I will make the bonding box
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in a way of my envelop
modifier as big as the curve.
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To do so I will set the
minimum value to zero
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like the minimum value of my key frame
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and the maximum value around
eight, like my key frame.
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I will add a couple of control points
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and I will give them the
same value, zero and 8.4.
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Now you can think of your curve
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as being bound by your lattice modifier
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or being transformed as in Photoshop,
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we've an even transform.
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And by moving the value
of the control point,
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it's like moving the
corners of the bonding box.
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And as into a lattice
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we can add more than two control point.
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I can add a control point
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in the middle set its
default value as the other.
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And when I move it,
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it will break the curve and
deform it from its position.
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Very powerful modifier
to modify the amplitude
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of the motion. The noise
modifier is one of my favorite.
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And guess what? It noise to your curve.
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It's perfect to create camera shake
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Or if you are a shaky character
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you can use the noise
modifier instead of Nkit.
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The scale will change the
frequency of the noise,
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the phase we kind of change
its shape or it seeds.
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The strength is the
amplitude of the noise,
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the depth value is the
smoothness of the noise.
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To see it properly, I
will increase the scale
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and the strength.
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As I reduce the depth value,
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you can see the curves smoothing.
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The offset, allows you to offset the noise
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on the X axis or in time, if you prefer.
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So, using the noise modifier
and the restrict frame range,
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I can create a slight shaking
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of the ball whenever it lands.
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The limits modifier works a
bit as a limit constraint.
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Setting a minimum Y value
and maximum Y value,
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will clump the value of the curve.
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Any value beneath the minimum
value will be ignored,
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any value upon the maximum
value will be ignored.
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It's like creating a roof
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and the ground that will bond
your curve while the minimum X
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and maximum X value will
currently ignore any values
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that is before the set frame
or after the maximum set frame.
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So, what if I set the
X maximum value to 10,
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any key frame value after
the frame 10 will be ignored.
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This can be very useful if, for example,
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you don't want the ball
to go under the ground.
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The next modifier is the stepped modifier,
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it's a very cool and intuitive modifier.
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The step size allow you
to change the length
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in frame of the step in your animation.
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So, basically, this modifier
is converting your curve
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as if we were blocking our animation
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with constant interpolation
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and it gives a fantastic stop motion style
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to your animation.
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So you can change the step size value,
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you can offset it in time.
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And this modifier comes
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with a built-in starting
frame and ending frame.
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It's a bit like the frame restrict range
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but you can consider it as an
additional restriction layer.
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On the full character,
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we will need to add this
modifier on every single curve.
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What we can do instead is add
the modifier on the NLA strip.
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Don't worry. We'll talk about
the NLA editor later on,
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but just consider that
we're applying the modifier
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to the wall animation
instead of applying it
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to a simple curve.
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If we have a loop to this quick animation,
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I've made with one
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of my students, the
step modify your really
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brings the stop motion
feelings to the animation.
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As explained before those
modifier act as object modifiers.
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It means that they can be layered,
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you can add multiple curve modifiers to
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get different results and the order
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in which you stack those
modifier is important.
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If I add the limit modifier
before the noise modifier,
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the noise will be applied after the limit
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and so I won't see any difference.
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I won't see the limits applied.
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At the time I'm recording
this video on blender 2.91,
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I haven't find any way
to move the position
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of those curve modifier.
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Hopefully this will be updated whenever
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you will be able to watch this video.
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We can copy a modifier by clicking
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on the little folder icon
with the arrow getting inside.
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To paste the modifier on another
curve just select two curve
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and click the second icon
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with the folder shape and
the arrow, getting out.
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If you have multiple modifiers,
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they will be all copy and
pasted onto the curve.
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To summarize, we have seen
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that we can use modifier
to modify our curve
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behavior procedurally and
in a non-destructive manner.
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Modifier can be stacked one
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on each other to get more advanced result.
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Modifiers can be copied
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and pasted from one curve to the other.
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We can add the modifiers
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on the whole action for the NLA editor.
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