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Hello, everyone.
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Havtza here.
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So now that we've learned a little bit more
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about how we do animation in the last lesson
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we want to put the things
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that we've learned into actual use
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and start and create some really interesting animations
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because up until now
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we've only used simple objects or very simple actions.
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In this lesson, I'm going to teach you
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how I approach my animation
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and how I think when I'm trying
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to connect movements and create interesting and realistic actions.
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For this lesson, I'm going to show
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very simple full body movements with front view,
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nothing too complicated, no foreshortening, nothing like that.
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We're just going to see
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simple connected movements
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and learn how we break them down
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and how we can find the correct timing
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and poses for our animation.
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This applies to both simple actions, complex actions,
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and we will be using
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this same type of thinking
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when going forward into most cinematic animation,
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with more difficult angles.
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I'll be demonstrating with human forms,
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but this type of analytical thinking is good for both
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objects, animals any other creatures and, of course, humans.
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What I'm going to teach you today is actually
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how to analyze the movement
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and how to break complex
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movement down into simple actions
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that are easy to time and plan trajectories for,
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as well as how to connect multiple unrelated trajectories.
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When following the exercises in this lesson,
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please try and match the amount of complex movement
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that you're going to add.
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I'm going to combine around 3 to 4 action
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within each demonstration,
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but you can always do it with one or two actions
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as long as you have just good understanding
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of the entire body movement and some connecting movements
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so you can practice everything.
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I recommend making exercises of between 1 to 3 seconds.
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Of course,
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if you're more experienced,
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you can try and go beyond these number of seconds
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and beyond this number of poses,
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but remember that we're going to be using this exercise
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for the next lesson of adding details and character designs to our animation,
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so you don't want to have something
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that is too complex or too long,
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which would be harder to do in the next lesson.
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With that out of the way, let us begin.
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A lot of the time when people just start to animate,
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they try and rely on their intuitive understanding of movement,
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and a lot of the times
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they will make a lot of versions of the movement until it looks good,
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rather than understanding the reason behind what made it work.
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A lot of the time you will also hear corrections
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such as give it more weight or make it more energetic
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and you wouldn't really know
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how to correct these things
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if you don't already have a lot of experience.
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Most of the time, animators improve
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slowly due to working in the industry
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and gaining a lot of experience in the actual field,
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or with using a lot of reference to improve their craft.
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Now this is important and can give you a lot of steady progress
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and of course, the more you animate,
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the better are going to become.
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But if you don't actually think about what you're doing,
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your focus will be a lot slower
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than if you understand
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the reason behind the movement and actions.
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Using a lot of reference and a lot of practice of a certain type
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without branching out to different areas
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can actually kind of harm you as an animator
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because you will be limited
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by the type of references that you're going to use,
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and you might get too comfortable
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with one style and one subject of animation,
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so you wouldn't be able to tackle
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different things when you get to them.
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This is especially problematic
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if you're doing animation with unrealistic character designs
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which require good understanding of actual physics
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because you wouldn't
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be able to find any reference or any experience
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with something like that
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because it's unrealistic and you might not have done it before.
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So what we actually want to do
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is be able to animate any subject
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without any reference or previous experience with it.
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For this,
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we need to understand the universal rules of movement,
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which is actual physics.
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So the first thing we are going to do
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before we start animating
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is actually understanding the properties
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of what we're going to animate,
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be it a character, an object, an effect, a design, an animal, whatever.
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We kind of talked about it a little bit in the first character design lesson,
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but we need to really understand
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the range of movement and the materials
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and the properties of the character
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that we're going to animate.
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You need to understand
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what are the character's proportions,
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how their joints work,
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how flexible they are,
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because these questions will help you understand
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which poses you can actually create
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while keeping your character in model and the movement realistic.
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Think about how the proportions affect their weight distribution
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because, for example,
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a character that is very tall and top heavy
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will have a harder time to balance
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while shorter and steadier characters
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will have easier time to balance,
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but might not have the same amount of range of movement.
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If they have unconventional body proportions,
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they might have more difficulty moving
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certain limbs or creating certain actions
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because of the overall shape.
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Another thing to consider is what the character is made of.
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I know this might sound like a weird question to ask,
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but in the world of animation,
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some characters are going to be made out of rock or fire or water
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or the other uncommon material.
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So while seeing
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regular characters made out of flesh move in realistic way
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is almost a staple of cartoon,
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if you're creating a character
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which is made out of interesting material,
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you can't find a reference for that,
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you need to understand how it moves by itself.
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By deciding how you're going to style your animation
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and how the character design is going to affect,
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how they can possibly move,
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you can create the rules of your universe
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and understand
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how you can make aesthetically pleasing animation
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and break down the movement.
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Of course,
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you can just choose to ignore all the implication
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of your character design
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and basically not follow a certain rule of physics
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in your animated universe.
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But then you will have to consider
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each case of animation by itself
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and it can be kind of difficult to create aesthetically pleasing animation
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because they are unrelated to reality.
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Now that we thought about the design and the implication of it
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in regards to the animation
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and proportions and range of movement,
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it's time to combine our animation techniques from our last lesson
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and our understanding of the character
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and create actual animation.
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In real life,
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force, mass and acceleration
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are all dependent on each other.
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When a force is acting upon an object,
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it will always create some type of change
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in the state of the object.
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It can be either in the object position,
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its shapes, its temperature or combination of these three.
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The direction from which the force is coming from
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will decide the direction of the change
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which is applied to the object
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and the size of the force decides the amount of change.
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We can visually represent this change
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by doing different types of manipulation
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on the object of animation.
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So this will be visually represented by acceleration,
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mass and the connection between them.
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To simplify,
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a force is shown by how quickly an object of a certain mass
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is going to accelerate
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or show a change in its initial state.
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This might sound kind of confusing,
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but it's actually pretty simple
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and I will explain it with these two scenarios.
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In the first example,
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we have the same force affecting objects with different mass.
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Because the force is the same in both direction and size,
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the only thing that changes how it's visually represented
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is by how it's affecting the object of different masses.
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The bigger the mass, the smaller the amount of acceleration
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that the object is going to have,
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which is expressed by smaller changes in position between frames
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and the smaller overall trajectory
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as well as an increased rate of the ease out animation pattern.
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The smaller object, on the other hand, will move quicker
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and accelerate more slowly
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until it reaches its final resting position.
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In the second example,
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we have different forces
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affecting the object with the same mass.
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Here you can see that
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the object with less force is going to move a lot slower
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and have smaller trajectory as well as decelerate faster
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in comparison to the object
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with the larger amount of force acting upon it.
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The reason that it's important to understand this concept
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when trying to animate complicated movement
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is because you can ultimately divide a complicated object
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into a bunch of independently moving simple masses or objects
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which are connected to a single object
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and by understanding the mass
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of each part of the object or the body,
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you can predict the way that moving certain part of it
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will affect the rest of the body.
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Now that we understand how independent objects
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are connected to mass and force,
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let's see how we look at an object
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which is more complicated
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and is made out of multiple different masses,
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which can move independently of each other.
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So each object has its own center of mass,
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no matter what shape or material it is made of.
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This is the one point
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on which the entire object can be balanced
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and it is dependent on the object's weight distribution.
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Think about the way
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that you balance a spoon on your finger.
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Even though the center of the spoon is in the middle of it,
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its actual point of balance
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is far closer to the bowl part of the spoon,
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where most of the mass of the spoon is.
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Understanding this concept is important
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because when you understand the character's point of balance,
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you can understand how many poses you can make
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and how to connect them
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while keeping your characters movement natural.
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Basically,
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any type of action is just a series
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of balanced and unbalanced motions.
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This balance affects the entire position of your body
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because it will always try and self-correct itself,
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unless, of course, you're making a motion which is too extreme
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and the entire balance of the body collapses.
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When we're trying to create realistic poses and animation,
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what we are actually trying to do
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is find those checks and balances
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that help the characters stay grounded
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and the movement have a feeling of weight to it.
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So when you understand how and when your character is balanced,
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you can basically always know which poses
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you're going to draw in order to create the correct movement.
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So let's see how we're going to find the character balance.
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In general, the object will be balanced
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as long as its center of mass is above the base.
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Now the base is any sort of contact point
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between the object or character and the environment
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Usually it's going to be your legs
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as you're standing on them
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but when you're making a length position
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or when you're using any other object,
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such as a cane or the chair or a branch
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to give you additional contact points,
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you can enlarge your base and change its shape.
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The bigger your base is, the easier it is for the character
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to stay balanced and stationary
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because the longer the center of mass needs to travel
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in order to get unbalanced.
269
00:13:55,935 --> 00:13:58,370
As you can see here in this example,
270
00:13:58,370 --> 00:14:00,606
the higher the center of mass is,
271
00:14:00,606 --> 00:14:03,509
the easier it is to unbalance your character.
272
00:14:04,710 --> 00:14:05,644
The angle
273
00:14:05,644 --> 00:14:09,181
that is required to make the character fall
274
00:14:09,181 --> 00:14:14,253
is a little bit smaller than the shorter character,
275
00:14:14,253 --> 00:14:17,156
especially if they have a good stance,
276
00:14:17,156 --> 00:14:21,527
but even if they are in a more unbalanced position,
277
00:14:21,527 --> 00:14:24,864
it is easier to topple over the taller character.
278
00:14:25,531 --> 00:14:27,733
If your character is disproportionate,
279
00:14:27,733 --> 00:14:31,937
the location of the center of mass is going to change a little bit.
280
00:14:32,171 --> 00:14:34,340
So if they have really thick legs,
281
00:14:34,340 --> 00:14:35,474
for example,
282
00:14:35,474 --> 00:14:37,943
it's going to be lower and it's going to be harder
283
00:14:37,943 --> 00:14:40,045
to topple them over,
284
00:14:40,045 --> 00:14:43,349
or if they have a much more top heavy design,
285
00:14:43,349 --> 00:14:45,951
it's going to be easier to unbalance them
286
00:14:45,951 --> 00:14:50,022
even if they are using a more balanced stance.
287
00:14:50,556 --> 00:14:52,324
It's important to analyze
288
00:14:52,324 --> 00:14:55,227
where is your character's center of mass is
289
00:14:55,227 --> 00:14:56,762
because this gives you
290
00:14:56,762 --> 00:15:02,167
the best understanding on the movement range of the character
291
00:15:02,167 --> 00:15:03,636
before you are required
292
00:15:03,636 --> 00:15:07,072
to make extreme motions and poses.
293
00:15:07,573 --> 00:15:08,707
Otherwise,
294
00:15:08,707 --> 00:15:13,012
you might accidentally create poses or animation
295
00:15:13,012 --> 00:15:14,980
which does not look correct
296
00:15:14,980 --> 00:15:17,049
because the balance is weird.
297
00:15:18,350 --> 00:15:21,754
When your characters are more easy to unbalance,
298
00:15:21,754 --> 00:15:24,890
the range of movement is actually going to be smaller
299
00:15:24,890 --> 00:15:27,693
and the effect of each one of the movements
300
00:15:27,693 --> 00:15:30,062
is going to have on the overall balance
301
00:15:30,062 --> 00:15:32,331
is going to be much more noticeable.
302
00:15:33,565 --> 00:15:37,236
Because the body always strives to stay balanced,
303
00:15:37,236 --> 00:15:40,606
each time your object or character is unbalanced,
304
00:15:40,606 --> 00:15:42,174
you will have movement
305
00:15:42,174 --> 00:15:45,511
and by understanding where the center of mass is,
306
00:15:45,511 --> 00:15:48,714
you know how much movement you're going to have.
307
00:15:57,389 --> 00:15:59,358
In the last two section, we've looked
308
00:15:59,358 --> 00:16:03,062
at how force, mass and acceleration are related
309
00:16:03,062 --> 00:16:06,899
and how the center of mass affects your character movement
310
00:16:06,899 --> 00:16:09,301
by changing its balance point,
311
00:16:09,301 --> 00:16:12,004
which affects its overall range of movement.
312
00:16:12,371 --> 00:16:15,174
Now we will combine these two concepts
313
00:16:15,374 --> 00:16:19,712
to see how the movement of a certain mass in your character,
314
00:16:19,712 --> 00:16:26,719
such as a limb or the entire body will affect the rest of the body.
315
00:16:29,355 --> 00:16:33,492
The thing that connects these two concepts together is momentum.
316
00:16:35,094 --> 00:16:37,930
This is not actually the scientific definition,
317
00:16:37,930 --> 00:16:39,598
but for our purposes,
318
00:16:39,598 --> 00:16:41,367
momentum is the force
319
00:16:41,367 --> 00:16:44,203
which is created by a moving mass.
320
00:16:46,472 --> 00:16:51,043
When one part of the body moves independently of the rest of it,
321
00:16:51,043 --> 00:16:53,278
this creates its own force.
322
00:16:53,479 --> 00:16:54,780
And the bigger the mass,
323
00:16:54,780 --> 00:16:58,751
the more force is required to start and stop the movement.
324
00:17:02,021 --> 00:17:04,123
As I've told you at the beginning,
325
00:17:04,123 --> 00:17:06,992
you need a force to start the movement
326
00:17:06,992 --> 00:17:08,827
which creates acceleration,
327
00:17:08,827 --> 00:17:11,630
and you also need force to stop a movement.
328
00:17:12,131 --> 00:17:15,234
The momentum is not a real force
329
00:17:15,234 --> 00:17:19,104
which is continuously acting upon an object.
330
00:17:20,973 --> 00:17:24,009
It's basically just the residual force
331
00:17:24,009 --> 00:17:27,513
which initially created the movement
332
00:17:27,513 --> 00:17:29,515
and what keeps the movement going
333
00:17:29,515 --> 00:17:32,418
even though there is no active force
334
00:17:32,418 --> 00:17:35,187
which is acting upon the moving object.
335
00:17:38,791 --> 00:17:40,592
As we've seen before,
336
00:17:40,592 --> 00:17:43,862
the bigger the object, the harder it is to make it move.
337
00:17:44,096 --> 00:17:46,865
This is the same for when it stops moving.
338
00:17:46,965 --> 00:17:49,601
So if your object is already moving
339
00:17:49,601 --> 00:17:52,471
and has a large amount of mass to it,
340
00:17:52,471 --> 00:17:56,775
it's going to stop a lot slower than a smaller object.
341
00:17:59,378 --> 00:18:00,379
This makes it
342
00:18:00,379 --> 00:18:03,649
so it has its own independent trajectory
343
00:18:03,649 --> 00:18:06,318
which actually affects the rest of the body.
344
00:18:07,052 --> 00:18:10,889
So when we're trying to animate more complex objects
345
00:18:10,889 --> 00:18:12,958
with more complex movement,
346
00:18:12,958 --> 00:18:16,595
what we're actually doing is basically connecting
347
00:18:16,595 --> 00:18:21,233
different types of momentum in different types of trajectories.
348
00:18:23,001 --> 00:18:27,439
Basically, each moving part of your body creates its own momentum.
349
00:18:27,673 --> 00:18:31,410
This momentum acts like a force on the rest of the body
350
00:18:31,410 --> 00:18:33,612
and creates a chain reaction
351
00:18:33,612 --> 00:18:34,880
which shapes the way
352
00:18:34,880 --> 00:18:36,915
that we're going to pose the characters.
353
00:18:39,451 --> 00:18:44,056
And because mass, acceleration and force are connected,
354
00:18:44,056 --> 00:18:47,192
we're going to see three different scenarios
355
00:18:47,192 --> 00:18:49,795
on how we express this momentum,
356
00:18:49,795 --> 00:18:51,463
how we're going to use it,
357
00:18:51,463 --> 00:18:54,133
and the balance point of the character
358
00:18:54,133 --> 00:18:57,035
to choose the correct poses for our animation
359
00:18:57,035 --> 00:19:00,038
as well as connect them in a realistic manner.
360
00:19:01,073 --> 00:19:05,844
My thought process for animating relies on understanding the forces
361
00:19:05,844 --> 00:19:08,580
which are acting on each part of the body,
362
00:19:08,580 --> 00:19:10,249
how they make it to react,
363
00:19:10,249 --> 00:19:13,152
and how the body tries to balance itself
364
00:19:13,152 --> 00:19:17,789
to find the poses that are most suitable for my timing
365
00:19:17,789 --> 00:19:20,626
and the movement that I'm trying to show.
366
00:19:24,062 --> 00:19:25,531
In this example,
367
00:19:25,531 --> 00:19:28,467
I'm going to show you how to express mass
368
00:19:28,467 --> 00:19:31,837
using momentum and balance with the body.
369
00:19:32,070 --> 00:19:33,572
So in this example,
370
00:19:33,572 --> 00:19:36,408
we can see that the hand has its own mass
371
00:19:36,408 --> 00:19:38,977
with the way that it's accelerating,
372
00:19:38,977 --> 00:19:41,513
but the movement doesn't look very realistic
373
00:19:41,513 --> 00:19:44,349
because it's not affecting the rest of the body.
374
00:19:44,550 --> 00:19:46,084
The momentum is missing.
375
00:19:47,019 --> 00:19:51,957
Now, the more mass a certain body part has, the more momentum it's going to have
376
00:19:51,957 --> 00:19:55,260
and the more it's going to affect the rest of the body.
377
00:19:58,230 --> 00:19:59,631
To create balance,
378
00:19:59,631 --> 00:20:03,302
the body is going to move to the opposite direction
379
00:20:03,302 --> 00:20:05,804
of that of the hand
380
00:20:05,804 --> 00:20:11,143
to try and shift the center of gravity onto the base,
381
00:20:11,143 --> 00:20:15,881
on both side of the connection points, which is the leg.
382
00:20:17,015 --> 00:20:20,819
Now, because the hand is quite big,
383
00:20:20,819 --> 00:20:22,754
it has a lot of momentum
384
00:20:22,754 --> 00:20:27,759
so the force which is required to stop it will be bigger as well.
385
00:20:28,126 --> 00:20:30,829
So the overall range is going to be bigger
386
00:20:30,829 --> 00:20:33,498
because it's going to take more time to stop it.
387
00:20:33,899 --> 00:20:36,368
And we're going to be using more frames
388
00:20:36,368 --> 00:20:41,039
to show the delay in the the deceleration
389
00:20:41,039 --> 00:20:44,409
and the re-acceleration of the object,
390
00:20:44,409 --> 00:20:46,778
because it has more mass to it.
391
00:20:47,879 --> 00:20:48,513
Basically,
392
00:20:48,513 --> 00:20:52,084
we're going to be using the delay technique
393
00:20:52,084 --> 00:20:54,286
that we've seen in the last lesson
394
00:20:54,286 --> 00:20:58,624
to emphasize the weight of the hand.
395
00:21:04,963 --> 00:21:10,369
I also added a secondary movement of the other hand raising up
396
00:21:10,369 --> 00:21:12,371
because we want to show
397
00:21:12,371 --> 00:21:15,340
how the body is trying to balance itself
398
00:21:15,340 --> 00:21:19,711
by extending the mass of the other hand to the other direction
399
00:21:19,711 --> 00:21:22,281
and shifting the center of mass
400
00:21:22,281 --> 00:21:25,751
more to the opposing side of the moving hand.
401
00:21:31,223 --> 00:21:33,792
Finally, when the hand comes down,
402
00:21:33,792 --> 00:21:36,194
we want to show its mass
403
00:21:36,194 --> 00:21:40,232
by making the initial movement slow
404
00:21:40,232 --> 00:21:45,937
because it requires a large amount of force to accelerate
405
00:21:45,937 --> 00:21:49,574
and we're going to make the acceleration itself
406
00:21:49,574 --> 00:21:51,810
a lot quicker and uneven
407
00:21:51,810 --> 00:21:54,780
because the character doesn't have enough strength
408
00:21:54,780 --> 00:21:57,516
to resist the acceleration of the large
409
00:21:57,516 --> 00:21:59,618
mass of the hand on the way down.
410
00:22:00,252 --> 00:22:04,990
By moving the center of mass quickly over the base,
411
00:22:04,990 --> 00:22:09,528
we create more balance and see the character straighten again.
412
00:22:15,934 --> 00:22:17,102
Like the example,
413
00:22:17,102 --> 00:22:19,538
let's see how we're going to use momentum
414
00:22:19,538 --> 00:22:22,174
to show force as opposed to mass,
415
00:22:22,174 --> 00:22:23,775
like the first example.
416
00:22:24,109 --> 00:22:27,012
Here we have two variations of a punch.
417
00:22:32,351 --> 00:22:35,387
The one on the left doesn't look very strong,
418
00:22:35,387 --> 00:22:37,489
even though we use the acceleration
419
00:22:37,489 --> 00:22:39,925
and overshoot to give it extra energy.
420
00:22:40,492 --> 00:22:43,862
Again, this is because it doesn't have momentum
421
00:22:43,862 --> 00:22:46,031
which affects the rest of the body.
422
00:22:50,302 --> 00:22:50,902
Before,
423
00:22:50,902 --> 00:22:54,272
when a large force is applied to a small object,
424
00:22:54,272 --> 00:22:57,008
it accelerates quickly and move fast.
425
00:22:57,709 --> 00:22:58,577
To show this,
426
00:22:58,577 --> 00:23:03,648
we simply make the punch change position and accelerate more quickly,
427
00:23:03,648 --> 00:23:06,218
meaning that the spacing between each frame
428
00:23:06,218 --> 00:23:10,055
is going to be bigger than on the punch on the left.
429
00:23:19,097 --> 00:23:22,467
To compensate for this larger range,
430
00:23:22,467 --> 00:23:26,238
we're going to shift the pose of the entire body
431
00:23:26,238 --> 00:23:28,607
to make it seem more realistic
432
00:23:28,607 --> 00:23:32,778
and actually give the larger range to the character.
433
00:23:33,178 --> 00:23:36,915
Now the hand movement creates its own momentum
434
00:23:36,915 --> 00:23:39,351
and even though the mass of the hand
435
00:23:39,351 --> 00:23:42,053
is small in comparison to the body,
436
00:23:42,053 --> 00:23:45,123
the amount of force behind it is big
437
00:23:45,123 --> 00:23:49,594
so we want to still show a large momentum
438
00:23:49,594 --> 00:23:51,897
and we will be showing this momentum
439
00:23:51,897 --> 00:23:54,833
by the effect it has on the rest of the body.
440
00:24:02,073 --> 00:24:04,242
Because we're trying to increase the range
441
00:24:04,242 --> 00:24:06,778
and because there is a large force
442
00:24:06,778 --> 00:24:08,880
which is affecting the body,
443
00:24:08,880 --> 00:24:14,786
the center of mass is going to move more to the side direction as the punch.
444
00:24:20,826 --> 00:24:23,762
It will always try and balance itself.
445
00:24:24,362 --> 00:24:26,431
So when the momentum
446
00:24:26,431 --> 00:24:30,902
makes the center of gravity follow the punch and unbalance,
447
00:24:30,902 --> 00:24:33,638
you will have to change the pose
448
00:24:33,638 --> 00:24:36,074
in a way that shift the center of mass
449
00:24:36,074 --> 00:24:37,843
back to the other direction.
450
00:24:38,143 --> 00:24:41,947
This can be done by extending the limbs to the other direction
451
00:24:41,947 --> 00:24:45,750
to get more mass over to the base,
452
00:24:45,750 --> 00:24:48,320
by actually increasing the base
453
00:24:48,320 --> 00:24:52,491
or even by changing the location of the supporting leg
454
00:24:52,491 --> 00:24:57,662
and just changing the overall position of the character altogether.
455
00:24:58,096 --> 00:25:00,999
If you're really trying to sell the idea of force
456
00:25:00,999 --> 00:25:03,134
behind the punch or movement,
457
00:25:03,134 --> 00:25:06,705
you can just to break the balance completely
458
00:25:06,705 --> 00:25:11,676
and make extreme movement and unbalance your character
459
00:25:11,676 --> 00:25:17,749
before making it shift to another position, stage or even make it fall.
460
00:25:19,050 --> 00:25:22,921
In this example, I still want to keep my character balanced.
461
00:25:23,188 --> 00:25:26,191
So by making it extend the leg,
462
00:25:26,191 --> 00:25:29,060
we both make the base bigger
463
00:25:29,060 --> 00:25:31,263
and move some of the body's mass
464
00:25:31,263 --> 00:25:33,532
to the opposite direction of the punch,
465
00:25:33,532 --> 00:25:35,166
which keeps the center of mass
466
00:25:35,166 --> 00:25:38,503
over the supporting leg and keeping the character balanced.
467
00:25:39,738 --> 00:25:44,676
Here, the body's actually at the very edge of its balance range,
468
00:25:44,676 --> 00:25:48,113
so as long as we keep its proportions correctly,
469
00:25:48,113 --> 00:25:50,615
we know where the movement and the poses
470
00:25:50,615 --> 00:25:53,051
has to stop for the maximum effect.
471
00:25:53,618 --> 00:25:55,921
If we go above this range,
472
00:25:55,921 --> 00:25:58,857
the character will become unstable and fall.
473
00:25:59,190 --> 00:26:01,359
If we go below this range,
474
00:26:01,359 --> 00:26:03,261
it wouldn't seem like the character
475
00:26:03,261 --> 00:26:05,931
is putting all the force behind the punch.
476
00:26:07,766 --> 00:26:08,800
So basically
477
00:26:08,800 --> 00:26:11,570
when you're trying to create complex animation
478
00:26:11,570 --> 00:26:14,439
and figure out which poses you need to make,
479
00:26:14,439 --> 00:26:19,711
we just need to think about how and when your character is balanced
480
00:26:19,711 --> 00:26:22,314
and how to break this balance.
481
00:26:22,314 --> 00:26:26,084
or get to the very edge of the movement range,
482
00:26:26,084 --> 00:26:29,187
to show the maximum amount of force behind the movement.
483
00:26:30,121 --> 00:26:33,692
This is true for any type of actions that you're trying to animate
484
00:26:33,692 --> 00:26:35,527
with any types of object.
485
00:26:35,727 --> 00:26:39,331
So it's a good idea to try and figure out
486
00:26:39,331 --> 00:26:43,735
the forces working behind each movement
487
00:26:43,735 --> 00:26:45,370
that you're trying to draw
488
00:26:45,370 --> 00:26:48,340
before actually thinking and planning it.
489
00:26:48,807 --> 00:26:50,809
Even if you just write it as a note,
490
00:26:50,809 --> 00:26:54,412
you don't need to actually calculated or anything.
491
00:27:04,255 --> 00:27:06,091
For a third example,
492
00:27:06,091 --> 00:27:10,595
let's see what happens when the body is affected by an external force.
493
00:27:11,029 --> 00:27:12,330
Up until now,
494
00:27:12,330 --> 00:27:16,334
the character itself was the one instigating the movement,
495
00:27:16,334 --> 00:27:18,870
so they have control over it
496
00:27:18,870 --> 00:27:20,305
but a lot of the time,
497
00:27:20,305 --> 00:27:23,274
you will see external forces affecting characters.
498
00:27:23,708 --> 00:27:25,710
You can see that in fighting,
499
00:27:25,710 --> 00:27:27,646
you can see that with terrain,
500
00:27:27,646 --> 00:27:29,948
or you can see that with additional weight
501
00:27:29,948 --> 00:27:32,717
or specialized item and clothing.
502
00:27:33,585 --> 00:27:37,222
You can also show external forces using momentum.
503
00:27:38,056 --> 00:27:41,726
In these cases, similarly to internal forces,
504
00:27:41,726 --> 00:27:44,029
you need to recognize the direction
505
00:27:44,029 --> 00:27:47,132
each force exerts on each part of the body.
506
00:27:47,932 --> 00:27:49,768
This is where understanding
507
00:27:49,768 --> 00:27:54,239
how the momentum creates some kind of chain reaction in the body
508
00:27:54,239 --> 00:27:55,907
becomes really important.
509
00:27:56,941 --> 00:27:58,943
Because the amount of momentum,
510
00:27:58,943 --> 00:28:02,080
each body part exerts on the rest of the body
511
00:28:02,080 --> 00:28:06,017
is going to affect the amount and direction of the movement
512
00:28:06,017 --> 00:28:07,452
of the rest of the body.
513
00:28:08,687 --> 00:28:09,721
Because this time,
514
00:28:09,721 --> 00:28:14,292
we don't actually have the body balancing in itself,
515
00:28:14,292 --> 00:28:17,662
or a base that we can compel the center of mass to.
516
00:28:18,329 --> 00:28:22,734
In this case, a force which is too big for the body to counter
517
00:28:22,734 --> 00:28:24,502
is acting on the hand.
518
00:28:24,869 --> 00:28:29,274
I'll be showing this by using quick acceleration of the hand
519
00:28:29,274 --> 00:28:33,011
and by making it travel a large distance on the screen.
520
00:28:34,045 --> 00:28:37,682
Now the hand applies force to the rest of the body
521
00:28:37,682 --> 00:28:39,851
because, well, it is connected,
522
00:28:39,851 --> 00:28:43,788
so the rest of the body is going to follow the trajectory of the hand.
523
00:28:44,022 --> 00:28:47,459
But because the hand's mass is smaller,
524
00:28:47,459 --> 00:28:49,594
it's going to accelerate much faster
525
00:28:49,594 --> 00:28:50,862
than the rest of the body,
526
00:28:50,862 --> 00:28:52,764
which has larger mass.
527
00:28:53,131 --> 00:28:56,367
Meaning that there is going to be a delay
528
00:28:56,367 --> 00:28:58,670
between the hand and the body
529
00:28:58,670 --> 00:29:02,674
because one is going to accelerate for a longer distance
530
00:29:02,674 --> 00:29:04,876
and much quicker than the rest of it.
531
00:29:05,844 --> 00:29:09,180
We're going to express this by changing the angle
532
00:29:09,180 --> 00:29:11,583
that the body creates,
533
00:29:11,583 --> 00:29:13,151
because the main body
534
00:29:13,151 --> 00:29:15,520
is going to travel a shorter distance
535
00:29:15,520 --> 00:29:20,458
due to it having a smaller mass and having a smaller force acting on it.
536
00:29:22,227 --> 00:29:26,231
The character is going to come to rest once again
537
00:29:26,231 --> 00:29:30,702
and when the center of mass reaches the point above the base.
538
00:29:31,202 --> 00:29:34,339
In this case, the character is too unbalanced
539
00:29:34,339 --> 00:29:36,908
so it's going to reach a complete fall.
540
00:29:38,343 --> 00:29:38,777
Here,
541
00:29:38,777 --> 00:29:41,780
I'm going to use secondary action
542
00:29:41,780 --> 00:29:43,681
and the due to momentum,
543
00:29:43,681 --> 00:29:44,849
the second hand,
544
00:29:44,849 --> 00:29:47,685
which is still not at the resting position
545
00:29:47,685 --> 00:29:50,321
when the rest of the body hits the floor
546
00:29:50,321 --> 00:29:52,957
is going to continue its trajectory
547
00:29:52,957 --> 00:29:55,226
because of its own momentum
548
00:29:55,226 --> 00:29:59,697
until it's going to hit the floor as well, which creates a delay.
549
00:30:01,800 --> 00:30:04,435
The important thing to remember about momentum
550
00:30:04,435 --> 00:30:07,472
is that it's not something that comes directly
551
00:30:07,472 --> 00:30:10,809
from the muscle or a propelling force
552
00:30:10,809 --> 00:30:13,111
but this is something that occurs
553
00:30:13,111 --> 00:30:16,080
because your object is already in motion.
554
00:30:16,648 --> 00:30:19,717
Momentum alone will not start the movement,
555
00:30:19,717 --> 00:30:23,087
but it will try to continue an existing one.
556
00:30:23,521 --> 00:30:24,923
So basically,
557
00:30:24,923 --> 00:30:29,194
a momentum will keep each object moving in its own trajectory
558
00:30:29,194 --> 00:30:31,696
unless there is a larger force
559
00:30:31,696 --> 00:30:35,667
which is acting on the force,
560
00:30:35,667 --> 00:30:40,171
which is acting on the object and changing its trajectory.
561
00:30:41,239 --> 00:30:44,776
This will come into play when you try and stop an action.
562
00:30:45,143 --> 00:30:48,346
And why we usually show momentum in animation
563
00:30:48,346 --> 00:30:51,015
for the way it affects other object,
564
00:30:51,015 --> 00:30:55,587
for delay in timing and making larger projectories
565
00:30:55,587 --> 00:30:58,790
on the details which are following the main action.
566
00:30:59,791 --> 00:31:04,195
By following the thought process of where the force is,
567
00:31:04,195 --> 00:31:06,664
how much momentum it's going to create,
568
00:31:06,664 --> 00:31:10,401
and how this affects the trajectory of the rest of the body
569
00:31:10,401 --> 00:31:13,037
or the details of the character design,
570
00:31:13,037 --> 00:31:16,908
we can predict how we're going to plan the action
571
00:31:16,908 --> 00:31:19,177
and which poses we're going to draw
572
00:31:19,177 --> 00:31:21,212
to make it look more natural.
573
00:31:23,648 --> 00:31:25,683
Now that we have a better idea
574
00:31:25,683 --> 00:31:30,154
on how momentum and force are going to affect the action
575
00:31:30,154 --> 00:31:34,259
that we're animating, both the timing, spacing,
576
00:31:34,259 --> 00:31:37,195
and the amount of frames that it's going to take
577
00:31:37,195 --> 00:31:38,229
and what poses
578
00:31:38,229 --> 00:31:41,966
we're going to make in order to keep our character balanced
579
00:31:41,966 --> 00:31:44,469
and show the force behind the movement,
580
00:31:44,469 --> 00:31:49,274
we want to actually try and connecting multiple different actions together.
581
00:31:49,741 --> 00:31:51,042
In this exercise,
582
00:31:51,042 --> 00:31:54,512
I'm going to show you my thought process
583
00:31:54,512 --> 00:31:57,815
when animating multiple actions together.
584
00:31:58,783 --> 00:32:04,022
Basically what I'm going to do is connect multiple different poses
585
00:32:04,022 --> 00:32:08,393
in a way that makes sense and keeps a certain flow and energy.
586
00:32:08,927 --> 00:32:11,396
I'm going to show you around four poses,
587
00:32:11,396 --> 00:32:14,232
but you can do either one or two
588
00:32:14,232 --> 00:32:16,768
or play around with both full body
589
00:32:16,768 --> 00:32:21,039
or certain parts of the body moving independently.
590
00:32:23,508 --> 00:32:26,311
The point of this exercise is to learn
591
00:32:26,311 --> 00:32:30,815
how to analyze forces acting on different parts of the body
592
00:32:30,815 --> 00:32:34,118
and how we're going to use the animation techniques
593
00:32:34,118 --> 00:32:36,321
that we've learned in the last lesson
594
00:32:36,321 --> 00:32:39,691
to connect between multiple different actions.
595
00:32:40,591 --> 00:32:42,293
So to remind you,
596
00:32:42,293 --> 00:32:47,131
we show speed by changing the distance between each frame,
597
00:32:47,131 --> 00:32:50,601
and we'll create an acceleration and the deceleration
598
00:32:50,601 --> 00:32:54,205
which show that force and mass
599
00:32:54,205 --> 00:32:58,943
by changing the actual size of the spacing between each frame.
600
00:32:59,777 --> 00:33:01,279
To help visualize speed,
601
00:33:01,279 --> 00:33:05,817
we are going to use smear frames and the idea of squashing stretch.
602
00:33:06,784 --> 00:33:08,619
And to show impact,
603
00:33:08,619 --> 00:33:13,191
we're going to use over shoot and impact frames
604
00:33:13,191 --> 00:33:18,429
as well as emphasize certain actions using delay in timing.
605
00:33:20,231 --> 00:33:23,468
When you're choosing your action for this exercise,
606
00:33:23,468 --> 00:33:27,138
make sure that you're trying both full body actions
607
00:33:27,138 --> 00:33:29,774
and the individual body part actions
608
00:33:29,774 --> 00:33:31,576
to get the best experience
609
00:33:31,576 --> 00:33:35,346
and see how you get full body effects in both of them.
610
00:33:46,124 --> 00:33:48,359
For the first 15 poses,
611
00:33:48,359 --> 00:33:51,529
the entire body is going to change position,
612
00:33:51,529 --> 00:33:53,431
meaning that by necessity,
613
00:33:53,431 --> 00:33:56,067
the arms which are connected to the body
614
00:33:56,067 --> 00:33:58,770
are going to be changing position as well.
615
00:33:59,303 --> 00:34:02,874
But I'm going to also move the arm independently
616
00:34:02,874 --> 00:34:04,642
from the main body movement,
617
00:34:04,642 --> 00:34:06,511
so it's a secondary action.
618
00:34:07,445 --> 00:34:10,081
This movement of the arm makes it
619
00:34:10,081 --> 00:34:12,917
so that they have their own momentum,
620
00:34:12,917 --> 00:34:17,121
but it doesn't have enough mass or force behind the movement
621
00:34:17,121 --> 00:34:21,592
to make a significant change in the position of the center of mass.
622
00:34:22,226 --> 00:34:25,730
Especially, since we're making the base bigger
623
00:34:25,730 --> 00:34:29,000
and lowering the center of mass with the new pose.
624
00:34:30,368 --> 00:34:33,304
We're still going to be using over shoots
625
00:34:33,304 --> 00:34:37,775
in both the squatting position and in the range of the hand
626
00:34:37,775 --> 00:34:40,044
to show the energy of the movement.
627
00:34:40,445 --> 00:34:42,180
Without using the overshoot,
628
00:34:42,180 --> 00:34:46,951
it would seem like the character is slowly easing itself down
629
00:34:46,951 --> 00:34:51,089
instead of crouching down with a large amount of energy.
630
00:34:52,123 --> 00:34:54,959
The second shift in position, on the other hand,
631
00:34:54,959 --> 00:34:57,295
does have a lot of force behind it.
632
00:34:57,595 --> 00:35:02,133
So although the mass of the arm is smaller than the rest of the body,
633
00:35:02,133 --> 00:35:05,103
the center of mass does change its position
634
00:35:05,103 --> 00:35:07,038
to accommodate for the movement.
635
00:35:07,371 --> 00:35:11,042
The momentum of the hand is going to make the rest of the body
636
00:35:11,042 --> 00:35:13,277
follow the hand's trajectory,
637
00:35:13,277 --> 00:35:16,247
and the body will try and balance itself.
638
00:35:16,581 --> 00:35:21,953
So it's going to overshoot to show the force behind the movement,
639
00:35:21,953 --> 00:35:23,788
but then it's going to go back
640
00:35:23,788 --> 00:35:25,523
to show the balance of the body.
641
00:35:26,457 --> 00:35:27,992
Next, we have a shift
642
00:35:27,992 --> 00:35:31,729
in the amount of contact points and the size of the base.
643
00:35:32,296 --> 00:35:35,900
We want the character to completely change the position
644
00:35:35,900 --> 00:35:38,336
of the center of mass,
645
00:35:38,336 --> 00:35:43,441
to go above the new contact point and the smaller base.
646
00:35:43,641 --> 00:35:46,744
So first, we're going to show a new force
647
00:35:46,744 --> 00:35:49,213
which is coming from the character's legs
648
00:35:49,213 --> 00:35:52,350
and pushing it over to the position.
649
00:35:53,251 --> 00:35:55,920
But this new force can only work on the character
650
00:35:55,920 --> 00:35:57,522
for a single moment
651
00:35:57,522 --> 00:35:59,757
because then it raises its leg
652
00:35:59,757 --> 00:36:01,926
and it's no longer in contact with the ground,
653
00:36:01,926 --> 00:36:03,561
so there's nothing to push.
654
00:36:04,095 --> 00:36:06,030
What actually helps the character
655
00:36:06,030 --> 00:36:08,633
to complete the new changing position
656
00:36:08,633 --> 00:36:12,570
is the momentum that this initial kick creates,
657
00:36:12,570 --> 00:36:15,239
as well as the additional momentum
658
00:36:15,239 --> 00:36:19,110
which is created by shifting the arms of the character
659
00:36:19,110 --> 00:36:20,578
to the other direction
660
00:36:20,578 --> 00:36:25,550
and closer to the center of gravity above the new base point.
661
00:36:26,617 --> 00:36:29,921
This shift in both mass and force
662
00:36:29,921 --> 00:36:33,391
help the character reach a new position more naturally.
663
00:36:33,791 --> 00:36:38,162
This also helps us understand where we need to position each limb
664
00:36:38,162 --> 00:36:40,665
at each point along the trajectory.
665
00:36:41,399 --> 00:36:45,069
Remember that the force is acting on the character
666
00:36:45,069 --> 00:36:48,539
only at the bottom part of the trajectory
667
00:36:48,539 --> 00:36:52,710
so it's going to use an ease out animation pattern.
668
00:36:53,010 --> 00:36:56,314
We're going to have large changes in pose
669
00:36:56,314 --> 00:36:58,349
at the beginning of the movement
670
00:36:58,349 --> 00:37:00,751
and then as the character reaches to a stop,
671
00:37:00,751 --> 00:37:04,555
we're going to have a small amount of changes in each body part.
672
00:37:05,823 --> 00:37:06,891
Lastly,
673
00:37:06,891 --> 00:37:10,695
we're going to see how the character is keeping balance
674
00:37:10,695 --> 00:37:13,998
after making a very abrupt and big movement.
675
00:37:14,465 --> 00:37:17,868
Here, I made the character balance after spinning
676
00:37:17,868 --> 00:37:22,273
by making it extended limbs in opposite directions
677
00:37:22,273 --> 00:37:27,111
to counterbalance the momentum of the body movement.
678
00:37:28,112 --> 00:37:31,983
Here, the goal is basically to create a new momentum
679
00:37:31,983 --> 00:37:35,786
by using the trajectory of the limbs,
680
00:37:35,786 --> 00:37:38,756
which is opposite to the direction of the spin.
681
00:37:39,724 --> 00:37:41,726
We extend both limbs
682
00:37:41,726 --> 00:37:45,396
because we want to keep the balance of the mass of the body.
683
00:38:02,013 --> 00:38:03,514
In this demonstration,
684
00:38:03,514 --> 00:38:07,151
I decided to let the character keep its balance.
685
00:38:07,652 --> 00:38:12,623
But if I would have changed any type of conditions
686
00:38:12,623 --> 00:38:15,660
within the movement or the character design
687
00:38:15,660 --> 00:38:18,796
would have resulted in a completely different action.
688
00:38:19,363 --> 00:38:23,000
Each increase in the force of each action
689
00:38:23,000 --> 00:38:25,269
or the mass of the limbs
690
00:38:25,269 --> 00:38:27,171
would have created a momentum
691
00:38:27,171 --> 00:38:30,141
which is too strong for the character to balance,
692
00:38:30,141 --> 00:38:33,911
which would have made it fall or stumble in its action.
693
00:38:34,512 --> 00:38:39,116
If not enough force was added to each movement,
694
00:38:39,116 --> 00:38:41,719
the character might not have enough momentum
695
00:38:41,719 --> 00:38:45,456
to complete the trajectory when shifting between poses.
696
00:38:45,990 --> 00:38:47,692
Its change would have given us
697
00:38:47,692 --> 00:38:50,461
a completely different outcome for the movement
698
00:38:50,461 --> 00:38:54,398
so you need to understand the concept of momentum,
699
00:38:54,398 --> 00:38:58,069
mass, acceleration and balance
700
00:38:58,069 --> 00:39:01,706
to choose the correct poses, timing and spacing.
701
00:39:26,931 --> 00:39:30,000
Up until now, we've talked about animation
702
00:39:30,000 --> 00:39:32,069
in a pretty straightforward manner.
703
00:39:32,403 --> 00:39:34,438
Basically, you just see
704
00:39:34,438 --> 00:39:37,742
what forces are acting on each part of your character,
705
00:39:37,742 --> 00:39:38,642
analyze them,
706
00:39:38,642 --> 00:39:41,712
and then decide your trajectories according to them.
707
00:39:42,413 --> 00:39:44,148
But we haven't talked
708
00:39:44,148 --> 00:39:46,684
about how to make your entire animation
709
00:39:46,684 --> 00:39:48,686
more appealing and good looking.
710
00:39:49,286 --> 00:39:50,721
But we haven't talked about
711
00:39:50,721 --> 00:39:53,023
how to make it more realistic,
712
00:39:53,023 --> 00:39:53,958
more appealing,
713
00:39:53,958 --> 00:39:57,461
and make it stand out in comparison to other animations.
714
00:39:58,129 --> 00:39:58,963
For this,
715
00:39:58,963 --> 00:40:02,366
there are two important things that we need to think about
716
00:40:02,366 --> 00:40:05,870
whenever we're trying to animate any type of movement
717
00:40:05,870 --> 00:40:08,272
beyond the regular understanding
718
00:40:08,272 --> 00:40:10,708
of which trajectory we're going to make
719
00:40:10,708 --> 00:40:12,943
and what poses will make it look good.
720
00:40:13,644 --> 00:40:17,214
The secret to doing this is using your timing correctly.
721
00:40:18,048 --> 00:40:19,350
By using it correctly,
722
00:40:19,350 --> 00:40:23,454
I don't mean to understand the timing of each individual movement
723
00:40:23,454 --> 00:40:25,523
in your entire sequence,
724
00:40:25,523 --> 00:40:27,625
but actually how to time
725
00:40:27,625 --> 00:40:30,928
every single movement in comparison to each other.
726
00:40:31,495 --> 00:40:33,964
Most of the time when people animate,
727
00:40:33,964 --> 00:40:37,401
they either make each movement separately from each other,
728
00:40:37,401 --> 00:40:39,970
one after the other, like a chain,
729
00:40:39,970 --> 00:40:42,273
usually with each new movement
730
00:40:42,273 --> 00:40:46,043
lasting the same amount of time as the one before it,
731
00:40:46,043 --> 00:40:49,680
or they try and make multiple motions together,
732
00:40:49,680 --> 00:40:51,515
but they don't actually affect
733
00:40:51,515 --> 00:40:54,118
or relate to each other all that much.
734
00:40:54,385 --> 00:40:55,753
And a lot of the time,
735
00:40:55,753 --> 00:40:58,155
the body will move as one mass
736
00:40:58,155 --> 00:41:01,959
so there wouldn't be a delay between each part of the body
737
00:41:01,959 --> 00:41:04,929
aside from what you will see from regular momentum.
738
00:41:05,796 --> 00:41:09,934
But good looking and realistic animation is actually created,
739
00:41:09,934 --> 00:41:15,406
by creating a good pacing between each individual movement
740
00:41:15,406 --> 00:41:20,244
as well as creating different beats for each length of each action.
741
00:41:21,045 --> 00:41:22,213
By this, I mean,
742
00:41:22,213 --> 00:41:26,984
that whenever you're trying to animate a sequence of movements,
743
00:41:26,984 --> 00:41:28,352
you need to make sure
744
00:41:28,352 --> 00:41:33,991
that each part has a slightly different timing and overall length
745
00:41:33,991 --> 00:41:37,394
to create a more realistic and nice looking pacing.
746
00:41:38,095 --> 00:41:40,564
Another important thing to consider
747
00:41:40,564 --> 00:41:47,238
is that the actual movement of the body or mass is going to take time.
748
00:41:47,505 --> 00:41:51,075
You need to make sure that each movement that you're making
749
00:41:51,075 --> 00:41:54,445
has enough time to start and stop naturally,
750
00:41:54,445 --> 00:41:56,213
as well as give some delay
751
00:41:56,213 --> 00:41:58,716
for the audience to perceive the movement.
752
00:42:00,217 --> 00:42:03,120
This relates to the principle of anticipations
753
00:42:03,120 --> 00:42:05,723
that we've talked about in a previous lesson.
754
00:42:06,223 --> 00:42:08,826
Basically, you want to give enough time
755
00:42:08,826 --> 00:42:11,762
for wind up and wind down of every movement
756
00:42:11,762 --> 00:42:13,030
that you'll try to make.
757
00:42:13,297 --> 00:42:14,431
You want to make sure
758
00:42:14,431 --> 00:42:16,267
that the action trajectory
759
00:42:16,267 --> 00:42:19,136
is always completed between movement
760
00:42:19,136 --> 00:42:21,939
and that you have enough time to perceive it.
761
00:42:22,840 --> 00:42:24,909
By completing the trajectory,
762
00:42:24,909 --> 00:42:29,246
you'll usually going to shift the character's center of mass as well,
763
00:42:29,246 --> 00:42:33,517
especially if the movements are quite big or quite sudden.
764
00:42:34,218 --> 00:42:38,389
This means that you want to shift the entire body
765
00:42:38,389 --> 00:42:40,391
into different direction,
766
00:42:40,391 --> 00:42:43,928
adding the additional movements that created by that.
767
00:42:44,428 --> 00:42:45,195
Ideally,
768
00:42:45,195 --> 00:42:47,565
you want to have a slightly different
769
00:42:47,565 --> 00:42:51,602
pacing and timing for each body part of your character
770
00:42:51,602 --> 00:42:55,072
whenever it is making big movements like that
771
00:42:55,072 --> 00:42:56,373
and have enough time
772
00:42:56,373 --> 00:42:59,410
for each part to complete its own trajectory.
773
00:43:00,511 --> 00:43:03,814
You will also want to have some variation
774
00:43:03,814 --> 00:43:05,883
with the entire movement.
775
00:43:06,383 --> 00:43:08,218
So for example,
776
00:43:08,218 --> 00:43:13,290
if you're making your character stand up or down or spin,
777
00:43:13,290 --> 00:43:14,692
you want to make sure
778
00:43:14,692 --> 00:43:18,896
that each part that follows the initial action
779
00:43:18,896 --> 00:43:22,666
has a slight delay and slightly different timing
780
00:43:22,666 --> 00:43:24,602
to create more appealing movement.
781
00:43:25,736 --> 00:43:27,104
So basically,
782
00:43:27,104 --> 00:43:31,909
the formula for creating nice looking movement and pacing
783
00:43:31,909 --> 00:43:37,047
is to break down your initial actions into main body action
784
00:43:37,047 --> 00:43:42,252
and slightly different secondary actions that result from it,
785
00:43:42,252 --> 00:43:44,254
and then create some changes
786
00:43:44,254 --> 00:43:48,058
with the timing of each action of each body part.
787
00:43:48,993 --> 00:43:51,395
Finally, you want to give enough time
788
00:43:51,395 --> 00:43:53,564
for each action to be complete,
789
00:43:53,564 --> 00:43:57,768
as well as make sure that the entire body weight shifts accordingly.
790
00:43:59,403 --> 00:44:01,472
When your action is only starting,
791
00:44:01,472 --> 00:44:05,342
you want to give enough space and a little bit of a wind up
792
00:44:05,342 --> 00:44:08,312
before you actually perform the main action
793
00:44:08,312 --> 00:44:11,248
so your character may go backwards
794
00:44:11,248 --> 00:44:13,651
to enlarge the overall trajectory.
795
00:44:14,051 --> 00:44:16,420
This also requires some delay
796
00:44:16,420 --> 00:44:20,457
and some additional pacing of different body parts.
797
00:44:21,191 --> 00:44:24,194
You might even want to add some secondary movements
798
00:44:24,194 --> 00:44:25,863
of other body parts
799
00:44:25,863 --> 00:44:28,966
that don't participate in the main action
800
00:44:28,966 --> 00:44:32,703
in the middle of performing other part of the main action.
801
00:44:33,237 --> 00:44:36,373
This will help you to have more detail
802
00:44:36,373 --> 00:44:40,344
and more natural pacing to the overall animation.
803
00:44:42,413 --> 00:44:44,214
I can't stress this enough,
804
00:44:44,214 --> 00:44:46,817
but the secret to good looking action
805
00:44:46,817 --> 00:44:50,788
is having contrast between your fast and slow actions.
806
00:44:51,288 --> 00:44:54,458
You want to have enough variation in your pacing
807
00:44:54,458 --> 00:44:57,895
to create something that looks interesting and natural
808
00:44:57,895 --> 00:44:59,930
with the weight shifts of your character,
809
00:45:00,931 --> 00:45:03,033
both with the main body action
810
00:45:03,033 --> 00:45:05,736
and the secondary actions that result from it.
811
00:45:06,637 --> 00:45:12,776
And if you feel that your animation is looking kind of bland or unnatural,
812
00:45:12,776 --> 00:45:14,244
try spicing it up
813
00:45:14,244 --> 00:45:18,115
by creating variations with these ideas in mind.
814
00:45:19,216 --> 00:45:21,385
Up until now, we focused on
815
00:45:21,385 --> 00:45:26,223
how the forces affect the actions and trajectories and poses
816
00:45:26,223 --> 00:45:27,624
that we are going to choose.
817
00:45:27,991 --> 00:45:31,695
But another thing that we need to consider is the timing.
818
00:45:32,162 --> 00:45:34,631
The timing is actually extremely important
819
00:45:34,631 --> 00:45:38,102
because it both gives you the limit
820
00:45:38,102 --> 00:45:41,505
on how many frames you're going to draw,
821
00:45:41,505 --> 00:45:47,611
which will be done by either the actual length of the scene
822
00:45:47,611 --> 00:45:50,214
or by your own workload.
823
00:45:50,914 --> 00:45:55,285
And it also going to give you the pacing of your action,
824
00:45:55,285 --> 00:45:58,589
which tends to emphasize certain parts of it.
825
00:45:58,589 --> 00:46:03,093
Even if your overall timing is determined in advance
826
00:46:03,093 --> 00:46:04,928
by the length of the scene,
827
00:46:04,928 --> 00:46:08,332
you can still play around with the actual speed
828
00:46:08,332 --> 00:46:10,834
and emphasis of the movement
829
00:46:10,834 --> 00:46:15,239
by changing the timing and actions of your character.
830
00:46:15,739 --> 00:46:18,442
We kind of saw that in the last lesson
831
00:46:18,442 --> 00:46:24,214
with the way that each role in the animation pattern section
832
00:46:24,214 --> 00:46:27,951
looks like it's moved in a different time than the rest of them,
833
00:46:27,951 --> 00:46:30,721
even though the amount of frames was the same.
834
00:46:32,389 --> 00:46:33,891
The general rule of thumb
835
00:46:33,891 --> 00:46:38,729
was to make a small amount of frames for quick movements
836
00:46:38,729 --> 00:46:42,099
and a large amount of frames for slower movements.
837
00:46:42,633 --> 00:46:44,535
This is also very useful
838
00:46:44,535 --> 00:46:46,870
when you're trying to connect different movements
839
00:46:46,870 --> 00:46:49,206
and show different momentums
840
00:46:49,206 --> 00:46:51,341
because you can basically break
841
00:46:51,341 --> 00:46:56,847
any type of movement into smaller sub movements,
842
00:46:56,847 --> 00:46:59,283
each one of them with their own ease
843
00:46:59,283 --> 00:47:00,717
and ease out pattern.
844
00:47:02,553 --> 00:47:06,256
In order to create nice looking and natural movements,
845
00:47:06,256 --> 00:47:09,259
what you need to do is basically realize
846
00:47:09,259 --> 00:47:12,062
where your character is stopping
847
00:47:12,062 --> 00:47:14,231
and for how long they're stopping.
848
00:47:14,998 --> 00:47:17,134
Once you know where they're stopping,
849
00:47:17,134 --> 00:47:19,603
you can just add additional frames
850
00:47:19,603 --> 00:47:23,340
to show the connection movement between each stop.
851
00:47:23,774 --> 00:47:27,277
And by controlling the speed of the movement
852
00:47:27,277 --> 00:47:31,748
and how much distance you have between each pose,
853
00:47:31,748 --> 00:47:33,450
you can understand
854
00:47:33,450 --> 00:47:37,054
how to time your entire animation correctly.
855
00:47:38,222 --> 00:47:40,123
Here, you can see the difference
856
00:47:40,123 --> 00:47:43,560
between the larger movement in the action,
857
00:47:43,560 --> 00:47:46,797
which has more energy and impact to them
858
00:47:46,797 --> 00:47:48,699
and the smaller actions.
859
00:47:49,533 --> 00:47:55,606
I just let the character have more time in the key poses
860
00:47:55,606 --> 00:48:00,444
to show the emphasis of the impact and the range of the movement.
861
00:48:01,478 --> 00:48:03,347
While for smaller movements,
862
00:48:03,347 --> 00:48:07,551
I let the character change position rather quickly
863
00:48:07,551 --> 00:48:11,555
and not let them delay on the connecting poses.
864
00:48:13,357 --> 00:48:16,693
Of course, on each small part of the movement,
865
00:48:16,693 --> 00:48:20,797
I'm going to use the ease in and ease out animation concepts
866
00:48:20,797 --> 00:48:23,400
as well as try and check the balance
867
00:48:23,400 --> 00:48:25,669
and forces working on the character
868
00:48:25,669 --> 00:48:28,472
and add secondary movement as necessary.
869
00:48:30,407 --> 00:48:31,608
For this process,
870
00:48:31,608 --> 00:48:33,043
I actually find that
871
00:48:33,043 --> 00:48:38,115
using the pose-to-pose method of animation is a lot more useful
872
00:48:38,115 --> 00:48:42,753
because you know which movements and poses are important
873
00:48:42,753 --> 00:48:46,423
and just add the additional frames to create better timing
874
00:48:46,423 --> 00:48:48,859
and pacing to the overall animation.
875
00:48:50,327 --> 00:48:53,430
If you've been following along with your exercise,
876
00:48:53,430 --> 00:48:57,701
see where you choose to pause and move your character
877
00:48:57,701 --> 00:48:59,970
and how you chose to balance it
878
00:48:59,970 --> 00:49:03,840
or make it fall and get out of balance.
879
00:49:05,309 --> 00:49:08,378
See if there are any places in the movement
880
00:49:08,378 --> 00:49:09,980
where you can emphasize
881
00:49:09,980 --> 00:49:14,051
and give it more impact by adding additional frames
882
00:49:14,051 --> 00:49:18,388
to create sort of delays, which lets us anticipate the action.
883
00:49:19,990 --> 00:49:22,826
If you do have places like these,
884
00:49:22,826 --> 00:49:25,362
see if you need to add additional frames
885
00:49:25,362 --> 00:49:30,834
or if you can actually space your character poses a little bit differently
886
00:49:30,834 --> 00:49:32,436
to create the same effect
887
00:49:32,436 --> 00:49:34,938
while keeping the same number of things,
888
00:49:34,938 --> 00:49:35,973
remember that
889
00:49:35,973 --> 00:49:39,609
as animators, especially independent animators,
890
00:49:39,609 --> 00:49:42,412
our goal is to draw the least amount of frames
891
00:49:42,412 --> 00:49:46,249
that we can make to have the right effect of the action
892
00:49:46,249 --> 00:49:48,085
that we're aiming for,
893
00:49:48,085 --> 00:49:50,420
because each new frames that we are going to make
894
00:49:50,420 --> 00:49:54,324
is going to be additional time and work on the production.
895
00:49:54,691 --> 00:49:55,892
Also,
896
00:49:55,892 --> 00:49:59,329
instead of adding and subtracting frames,
897
00:49:59,329 --> 00:50:00,664
see if there are places
898
00:50:00,664 --> 00:50:02,599
where you can create a delay
899
00:50:02,599 --> 00:50:05,635
simply by making your animation
900
00:50:05,635 --> 00:50:08,872
on 2s or 3s instead of 1s.
901
00:50:09,873 --> 00:50:13,343
I myself actually go the opposite way
902
00:50:13,343 --> 00:50:15,445
and draw everything on 3s
903
00:50:15,445 --> 00:50:20,350
and then see if I can increase the speed of certain parts of the action
904
00:50:20,350 --> 00:50:22,753
by making it on 2s and 1s.
905
00:50:23,320 --> 00:50:24,221
This makes it
906
00:50:24,221 --> 00:50:26,823
so that they have the most efficient animation
907
00:50:26,823 --> 00:50:28,291
that I can make
908
00:50:28,291 --> 00:50:31,028
because I start with the low frame rate
909
00:50:31,028 --> 00:50:34,731
and then go on the higher frame rate when necessary.
910
00:50:36,800 --> 00:50:38,702
The exercise in this lesson,
911
00:50:38,702 --> 00:50:41,004
if you haven't been following along,
912
00:50:41,004 --> 00:50:44,808
is to create your own version of the examples
913
00:50:44,808 --> 00:50:46,877
that I've given throughout this video.
914
00:50:47,677 --> 00:50:51,948
I recommend making a sequence of three movements,
915
00:50:51,948 --> 00:50:55,118
but you can also make one or two actions
916
00:50:55,118 --> 00:50:57,054
if you're new to animation
917
00:50:57,054 --> 00:50:59,723
as long as they involve the entire body.
918
00:51:00,557 --> 00:51:03,360
When choosing the actions for your sequence,
919
00:51:03,360 --> 00:51:07,597
make sure that you have one shift in your center of mass,
920
00:51:07,597 --> 00:51:09,132
one shift of a limb
921
00:51:09,132 --> 00:51:12,602
which creates movement in the center of mass,
922
00:51:12,602 --> 00:51:15,305
and one change in your balance
923
00:51:15,305 --> 00:51:17,707
and base size of your character.
924
00:51:18,675 --> 00:51:20,410
This will help you understand
925
00:51:20,410 --> 00:51:23,046
how to create different movements
926
00:51:23,046 --> 00:51:25,148
and connect them using momentum.
927
00:51:25,615 --> 00:51:30,720
You can try and work with internal or external forces as you see fit,
928
00:51:30,720 --> 00:51:33,190
and you can create different variations
929
00:51:33,190 --> 00:51:36,460
where your character keeps or loses its balance.
930
00:51:37,160 --> 00:51:40,630
The more experience with these types of animations,
931
00:51:40,630 --> 00:51:42,899
the better you will standing on the forces
932
00:51:42,899 --> 00:51:45,602
working on your character are going to be,
933
00:51:45,602 --> 00:51:48,805
so the easier it's going to be to animate later on.
934
00:51:49,673 --> 00:51:54,611
Make sure that you keep your character's proportions and volumes correct
935
00:51:54,611 --> 00:51:56,480
and that you take into account
936
00:51:56,480 --> 00:52:00,383
the different masses of your character design when animating.
937
00:52:00,917 --> 00:52:02,586
Again, you want to make sure
938
00:52:02,586 --> 00:52:05,922
that you're not having any jittering effects
939
00:52:05,922 --> 00:52:08,191
so you need to have a clear path
940
00:52:08,191 --> 00:52:10,927
and see that no parts of your character
941
00:52:10,927 --> 00:52:14,131
is accidentally going backwards in the trajectory
942
00:52:14,131 --> 00:52:15,866
which will create the effect.
943
00:52:16,500 --> 00:52:18,034
This is especially important
944
00:52:18,034 --> 00:52:19,569
if you have slow movements
945
00:52:19,569 --> 00:52:22,906
which requires very small spacing between frames.
946
00:52:23,940 --> 00:52:24,841
And lastly,
947
00:52:24,841 --> 00:52:27,344
for the best exercise quality,
948
00:52:27,344 --> 00:52:29,813
try and create your characters
949
00:52:29,813 --> 00:52:33,116
while keeping your sketch to the minimum number of lines.
950
00:52:34,918 --> 00:52:35,886
To recap,
951
00:52:35,886 --> 00:52:36,987
in today's lesson,
952
00:52:36,987 --> 00:52:40,857
we've learned the concept of mass, force and momentum,
953
00:52:40,857 --> 00:52:44,861
how to analyze your movements according to them,
954
00:52:44,861 --> 00:52:48,131
and how to show the full acceleration,
955
00:52:48,131 --> 00:52:50,500
and shifting with your character balance
956
00:52:50,500 --> 00:52:53,937
to create the correct poses for our animation
957
00:52:53,937 --> 00:52:59,442
as well as playing around with our timing and spacing of the poses
958
00:52:59,442 --> 00:53:03,647
to create more interesting and varied actions in our animation.
959
00:53:05,115 --> 00:53:06,116
Next lesson,
960
00:53:06,116 --> 00:53:08,852
we're going to learn about animating objects
961
00:53:08,852 --> 00:53:12,189
and showing their characteristics and details
962
00:53:12,189 --> 00:53:14,491
using different animation techniques
963
00:53:14,491 --> 00:53:18,895
as well as how to apply these objects and techniques
964
00:53:18,895 --> 00:53:22,432
to the details that we're going to add to the character design.
965
00:53:23,033 --> 00:53:25,001
Thank you for watching and see you next time.
966
00:53:25,268 --> 00:53:26,102
Bye.
77997
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