All language subtitles for 04-08-02-Mech space switching - secoundary

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These are the user uploaded subtitles that are being translated: 1 00:00:00,870 --> 00:00:01,703 - [Instructor] In this video, 2 00:00:01,703 --> 00:00:03,830 we will continue on using space switching 3 00:00:03,830 --> 00:00:07,120 to finish the animation of our character. 4 00:00:07,120 --> 00:00:09,140 I will slightly speed up the video 5 00:00:09,140 --> 00:00:12,460 since it's going to be very repetitive based 6 00:00:12,460 --> 00:00:14,550 on what we have done just before. 7 00:00:14,550 --> 00:00:16,500 We will start with the antenna. 8 00:00:16,500 --> 00:00:18,960 They can only rotate on one axis 9 00:00:18,960 --> 00:00:20,270 and they can't move. 10 00:00:20,270 --> 00:00:23,850 So we will directly use a tracking constraint. 11 00:00:23,850 --> 00:00:25,640 First, we need to align our empty, 12 00:00:25,640 --> 00:00:27,620 so we add a copy transform. 13 00:00:27,620 --> 00:00:29,810 We source one of the antenna, 14 00:00:29,810 --> 00:00:31,970 apply the visual transform, 15 00:00:31,970 --> 00:00:35,070 get rid of the constraint and then offset the empty 16 00:00:35,070 --> 00:00:36,430 on the y-axis. 17 00:00:36,430 --> 00:00:38,930 Then add to it a child of constraint, 18 00:00:38,930 --> 00:00:41,150 source the rig and source one of the antenna, 19 00:00:41,150 --> 00:00:45,340 click the set inverse and bake the animation. 20 00:00:45,340 --> 00:00:48,230 From there, select the first antenna, 21 00:00:48,230 --> 00:00:52,490 add a locked track constraint, source the empty. 22 00:00:52,490 --> 00:00:54,597 The track axis is positive y 23 00:00:54,597 --> 00:00:58,240 and we want to rotate around the x-axis. 24 00:00:58,240 --> 00:01:02,560 From there, we can get rid of all the undesired channels. 25 00:01:02,560 --> 00:01:04,880 Make the Z location curve cycling 26 00:01:04,880 --> 00:01:07,490 and offset it by a couple of frames. 27 00:01:07,490 --> 00:01:10,980 Then you can play on the influence of the constraint 28 00:01:10,980 --> 00:01:14,450 if you want to reduce the amplitude of the motion. 29 00:01:14,450 --> 00:01:16,810 Remember that offsetting the curve 30 00:01:16,810 --> 00:01:18,738 will change the timing 31 00:01:18,738 --> 00:01:21,930 and changing the influence of the constraint 32 00:01:21,930 --> 00:01:25,440 will change the spacing or the amplitude of the motion. 33 00:01:25,440 --> 00:01:28,260 From there, we can bake the action onto the bone, 34 00:01:28,260 --> 00:01:31,420 get rid of the useless transform channels 35 00:01:31,420 --> 00:01:35,790 and since both antennas were originally aligned, 36 00:01:35,790 --> 00:01:38,863 we can directly constraint the big antenna 37 00:01:38,863 --> 00:01:40,320 with the empty. 38 00:01:40,320 --> 00:01:43,900 Just go back into pose mode on to the armature, 39 00:01:43,900 --> 00:01:46,590 select the antenna, go into the bone constraint, 40 00:01:46,590 --> 00:01:49,020 add a locked track constraint, 41 00:01:49,020 --> 00:01:51,860 source the empty, track with y, 42 00:01:51,860 --> 00:01:55,610 rotate along x and check the animation. 43 00:01:55,610 --> 00:01:58,120 Since this antenna is slightly bigger, 44 00:01:58,120 --> 00:02:00,400 it will have a bit more motion 45 00:02:00,400 --> 00:02:04,420 and I've also decided to offset the empty curve 46 00:02:04,420 --> 00:02:06,210 by one additional frame. 47 00:02:06,210 --> 00:02:10,530 This way, the big antenna will be slightly delayed compared 48 00:02:10,530 --> 00:02:13,040 to the motion of the small antenna. 49 00:02:13,040 --> 00:02:16,010 And we will have a more interesting motion. 50 00:02:16,010 --> 00:02:17,960 Then I've baked the action 51 00:02:17,960 --> 00:02:19,670 and cleaned my curve. 52 00:02:19,670 --> 00:02:22,230 Now that the antennas are done, 53 00:02:22,230 --> 00:02:24,720 I will unhide all the controllers, 54 00:02:24,720 --> 00:02:27,860 select my visibility property bone 55 00:02:27,860 --> 00:02:29,390 and display the arms 56 00:02:29,390 --> 00:02:31,930 and we will work on both arms. 57 00:02:31,930 --> 00:02:34,960 The idea is to input a slight rotation delay 58 00:02:34,960 --> 00:02:37,320 on the shoulders of the robot. 59 00:02:37,320 --> 00:02:40,600 To do so, we will again use aim space 60 00:02:40,600 --> 00:02:43,290 and a locked track constraint. 61 00:02:43,290 --> 00:02:46,230 I will first align my empty 62 00:02:46,230 --> 00:02:50,070 by adding to it a copy transform constraint. 63 00:02:50,070 --> 00:02:51,800 To work a little faster, 64 00:02:51,800 --> 00:02:55,700 I've just copied the name of the arm controller. 65 00:02:55,700 --> 00:02:59,200 This way, when I'm adding the copy transform constraint 66 00:02:59,200 --> 00:03:01,730 to the empty, I can source the rig 67 00:03:01,730 --> 00:03:05,650 and then just paste the name in the bone field. 68 00:03:05,650 --> 00:03:08,830 As the empty is now aligned with the arm controller, 69 00:03:08,830 --> 00:03:11,480 I will apply the visual transform, 70 00:03:11,480 --> 00:03:14,090 then get rid of its constraint 71 00:03:14,090 --> 00:03:18,070 and offset it on the x-axis on the side. 72 00:03:18,070 --> 00:03:22,510 Then as usual, I will add a child of constraint, 73 00:03:22,510 --> 00:03:26,190 source the armature, then the arm.r, 74 00:03:26,190 --> 00:03:30,060 click the set inverse to reset the position 75 00:03:30,060 --> 00:03:31,810 and bake the action. 76 00:03:31,810 --> 00:03:34,120 I will get rid of the useless curve 77 00:03:34,120 --> 00:03:35,930 and then for the remaining one, 78 00:03:35,930 --> 00:03:37,480 I will make them cycle, 79 00:03:37,480 --> 00:03:41,260 pressing Shift + E, click make cyclic. 80 00:03:41,260 --> 00:03:44,430 Then we will get back to our controller, 81 00:03:44,430 --> 00:03:46,900 go to the bone constraint 82 00:03:46,900 --> 00:03:51,380 and we need to add a locked track constraint pointing 83 00:03:51,380 --> 00:03:56,380 toward the negative x-axis and rotating around the y-axis. 84 00:03:57,320 --> 00:04:00,010 So in the constraint, I will source the empty, 85 00:04:00,010 --> 00:04:02,310 choose the track axis minus X 86 00:04:02,310 --> 00:04:06,020 and choose the locked axis y-axis. 87 00:04:06,020 --> 00:04:08,720 Now I believe that you do know the process. 88 00:04:08,720 --> 00:04:12,700 Whenever I move the empty, the arm will follow. 89 00:04:12,700 --> 00:04:17,060 So I can offset the animation curve of the empty 90 00:04:17,060 --> 00:04:19,810 and then bake back the motion. 91 00:04:19,810 --> 00:04:21,450 Don't hesitate to play a bit 92 00:04:21,450 --> 00:04:24,270 with the animation curve of the empty. 93 00:04:24,270 --> 00:04:28,040 If you scale it on the y-axis using the bounding box, 94 00:04:28,040 --> 00:04:30,930 you will increase the amplitude of the motion. 95 00:04:30,930 --> 00:04:33,480 Don't hesitate to experiment again. 96 00:04:33,480 --> 00:04:36,453 If you fail, you just need to rebake the motion. 97 00:04:36,453 --> 00:04:38,910 So as I'm happy with the result, 98 00:04:38,910 --> 00:04:43,800 I will bake the action onto the arm right controller, 99 00:04:43,800 --> 00:04:46,110 get rid of the transform channels 100 00:04:46,110 --> 00:04:49,380 that are useless and I will repeat the process 101 00:04:49,380 --> 00:04:51,650 on the left arm 102 00:04:51,650 --> 00:04:55,490 and also the connection between the rocket launcher 103 00:04:55,490 --> 00:04:57,230 and the left arm. 104 00:04:57,230 --> 00:05:00,470 So I will leave you there with a little time lapse 105 00:05:00,470 --> 00:05:03,093 and we'll go ahead at 7:54. 106 00:05:05,111 --> 00:05:07,861 (tranquil music) 107 00:07:55,780 --> 00:07:57,740 Now we can work on the mini gun. 108 00:07:57,740 --> 00:08:00,510 It has already a track mechanism. 109 00:08:00,510 --> 00:08:03,970 So we can go ahead with a simple copy location 110 00:08:03,970 --> 00:08:07,240 of the empty, source the mini gun target 111 00:08:07,240 --> 00:08:08,670 and bake the motion. 112 00:08:08,670 --> 00:08:10,870 As the action is baked on the empty, 113 00:08:10,870 --> 00:08:13,440 I will select the mini gun controller, 114 00:08:13,440 --> 00:08:15,640 add a copy location constraint 115 00:08:15,640 --> 00:08:17,230 and source the empty. 116 00:08:17,230 --> 00:08:18,607 As we did for the head, 117 00:08:18,607 --> 00:08:22,020 I'd like to remove a bit of the bounce we have 118 00:08:22,020 --> 00:08:24,410 on the Z location axis 119 00:08:24,410 --> 00:08:25,970 for the mini gun 120 00:08:25,970 --> 00:08:29,255 because it looked like it's not very controlled 121 00:08:29,255 --> 00:08:30,930 by the robot. 122 00:08:30,930 --> 00:08:34,700 So having a bit of follow-through motion is okay 123 00:08:34,700 --> 00:08:38,460 but too much make it looks like it's very clanky 124 00:08:38,460 --> 00:08:40,990 and not a very reliable weapon. 125 00:08:40,990 --> 00:08:45,520 So what I'm doing, I'm first smoothing the Z location curve 126 00:08:45,520 --> 00:08:46,840 of the empty. 127 00:08:46,840 --> 00:08:49,140 Getting rid of the bumps. 128 00:08:49,140 --> 00:08:54,140 And since we have two up and down motion over the 72 frame, 129 00:08:54,670 --> 00:08:57,160 I can work on half of this curve 130 00:08:57,160 --> 00:09:00,200 and then remove the second half. 131 00:09:00,200 --> 00:09:02,680 The cyclic modifier will take care 132 00:09:02,680 --> 00:09:06,020 of repeating the curve seamlessly. 133 00:09:06,020 --> 00:09:07,850 So what you need to understand 134 00:09:07,850 --> 00:09:10,800 is the time you will save using this method 135 00:09:10,800 --> 00:09:12,930 for this kind of motion. 136 00:09:12,930 --> 00:09:15,950 We will use space switching later in the course 137 00:09:15,950 --> 00:09:18,540 to smooth some animation 138 00:09:18,540 --> 00:09:20,960 but for this kind of robotic motion, 139 00:09:20,960 --> 00:09:22,850 that's so handy. 140 00:09:22,850 --> 00:09:26,330 I will repeat the process on the X location curve 141 00:09:26,330 --> 00:09:30,410 to kind of remove a bit of the noise we have in the motion. 142 00:09:30,410 --> 00:09:34,320 So this time, I will have to work on the whole curve 143 00:09:34,320 --> 00:09:36,870 because the left to left motion uses 144 00:09:36,870 --> 00:09:41,870 the 72 frame of the whole cycle to be performed. 145 00:09:42,110 --> 00:09:43,690 The idea is just to get rid 146 00:09:43,690 --> 00:09:46,420 of the few glitches we have on the curve. 147 00:09:46,420 --> 00:09:49,400 What is so powerful about aim space 148 00:09:49,400 --> 00:09:50,640 and this technique 149 00:09:50,640 --> 00:09:53,640 is that even if the root of the mini gun, 150 00:09:53,640 --> 00:09:57,580 the point where it is attached is very shaky 151 00:09:57,580 --> 00:10:01,120 because we add a lot of noise and secondary motion, 152 00:10:01,120 --> 00:10:04,040 if we have a smooth motion of the target, 153 00:10:04,040 --> 00:10:09,030 then the tip of the gun will have a very smooth motion 154 00:10:09,030 --> 00:10:13,710 and so you can create very complex animation with ease 155 00:10:13,710 --> 00:10:16,360 while that will be almost impossible 156 00:10:16,360 --> 00:10:19,620 to counter animate in a classic fashion. 157 00:10:19,620 --> 00:10:22,540 For the rocket launcher cap motion, 158 00:10:22,540 --> 00:10:26,620 I will simply use a locked track constraint. 159 00:10:26,620 --> 00:10:28,810 It's gonna be the usual process, 160 00:10:28,810 --> 00:10:30,920 so I will repeat it for you. 161 00:10:30,920 --> 00:10:34,080 First, we need to add a copy transform to the empty, 162 00:10:34,080 --> 00:10:35,940 apply the visual transform, 163 00:10:35,940 --> 00:10:37,460 get rid of the constraint, 164 00:10:37,460 --> 00:10:40,950 offset it, in this case, on the y-axis, 165 00:10:40,950 --> 00:10:43,310 add a child of constraint. 166 00:10:43,310 --> 00:10:45,290 As a target, choose the armature 167 00:10:45,290 --> 00:10:48,370 and the cap controller, set inverse 168 00:10:48,370 --> 00:10:50,260 and then bake the action. 169 00:10:50,260 --> 00:10:52,000 Get rid of the useless curve. 170 00:10:52,000 --> 00:10:54,050 Again, you don't need to do it. 171 00:10:54,050 --> 00:10:57,480 I prefer to do it for demonstration purpose. 172 00:10:57,480 --> 00:10:59,430 Then onto the controller, 173 00:10:59,430 --> 00:11:01,800 add a locked track constraint. 174 00:11:01,800 --> 00:11:04,030 From there, I get back onto the empty 175 00:11:04,030 --> 00:11:06,320 and make the Z curve cycling. 176 00:11:06,320 --> 00:11:09,680 Offset it in time and see happened. 177 00:11:09,680 --> 00:11:11,520 The only little difference here 178 00:11:11,520 --> 00:11:15,620 is that our controller has already a constraint 179 00:11:15,620 --> 00:11:17,190 that belong to the rig. 180 00:11:17,190 --> 00:11:20,190 So this time when I will bake the action, 181 00:11:20,190 --> 00:11:23,210 I will uncheck the clear constraint box. 182 00:11:23,210 --> 00:11:25,330 It will bake the action as usual 183 00:11:25,330 --> 00:11:27,240 but now I can manually get rid 184 00:11:27,240 --> 00:11:30,350 of the locked track constraint 185 00:11:30,350 --> 00:11:33,620 without losing the original constraint 186 00:11:33,620 --> 00:11:36,600 that has been put there by your lovely rigger. 187 00:11:36,600 --> 00:11:40,350 The last step is to work on our artillery piece, 188 00:11:40,350 --> 00:11:42,430 so using the visibility bone, 189 00:11:42,430 --> 00:11:46,220 I will enable the visibility of the artillery. 190 00:11:46,220 --> 00:11:48,720 It can move up and down and rotate a bit. 191 00:11:48,720 --> 00:11:51,630 So what we will do is that we will first use 192 00:11:51,630 --> 00:11:53,860 our copy location constraint 193 00:11:53,860 --> 00:11:57,680 to create the up and down follow-through motion 194 00:11:57,680 --> 00:12:01,200 and then a tracking constraint to get the rotation. 195 00:12:01,200 --> 00:12:02,810 With my empty selected, 196 00:12:02,810 --> 00:12:05,440 I've added a copy location constraint. 197 00:12:05,440 --> 00:12:08,170 I've sourced the armature, 198 00:12:08,170 --> 00:12:11,530 then sourced the artillery pivot controller 199 00:12:11,530 --> 00:12:13,150 and baked the action. 200 00:12:13,150 --> 00:12:15,580 We can then reverse the constraint, 201 00:12:15,580 --> 00:12:18,260 meaning that I will select the controller, 202 00:12:18,260 --> 00:12:20,420 add a copy location constraint 203 00:12:20,420 --> 00:12:21,940 and source the empty. 204 00:12:21,940 --> 00:12:24,550 Now I feel like I've repeated this enough 205 00:12:24,550 --> 00:12:27,010 but I will go ahead either way. 206 00:12:27,010 --> 00:12:30,449 I will slightly offset the Z location curve 207 00:12:30,449 --> 00:12:33,558 just after I've made it cycling. 208 00:12:33,558 --> 00:12:35,050 I like the result, 209 00:12:35,050 --> 00:12:39,350 so I will bake this action onto the controller. 210 00:12:39,350 --> 00:12:41,567 So I need to select my armature, 211 00:12:41,567 --> 00:12:44,630 select the controller, click bake action 212 00:12:44,630 --> 00:12:47,100 and this time, I can get rid of the constraint 213 00:12:47,100 --> 00:12:50,520 by checking the clear constraint option. 214 00:12:50,520 --> 00:12:52,710 Let's now work in aim space. 215 00:12:52,710 --> 00:12:55,920 So I will select back the empty, 216 00:12:55,920 --> 00:12:58,770 add to it a copy transform constraint 217 00:12:58,770 --> 00:13:03,770 to align it with the controller of the artillery piece. 218 00:13:04,030 --> 00:13:08,350 Then as usual, I will apply the visual transform, 219 00:13:08,350 --> 00:13:10,410 get rid of the constraint 220 00:13:10,410 --> 00:13:13,620 and offset it on the y-axis. 221 00:13:13,620 --> 00:13:16,160 Then we need to add a child of constraint, 222 00:13:16,160 --> 00:13:20,620 source the armature, source the artillery pivot controller, 223 00:13:20,620 --> 00:13:23,290 click the set inverse to rest the position 224 00:13:23,290 --> 00:13:25,530 and bake the action. 225 00:13:25,530 --> 00:13:29,050 Then I need to use a locked track constraint 226 00:13:29,050 --> 00:13:30,380 onto the artillery 227 00:13:30,380 --> 00:13:34,660 since it can only rotate around its x-axis 228 00:13:34,660 --> 00:13:38,000 and the forward axis will be -y 229 00:13:38,000 --> 00:13:40,720 and the rotation axis will be x. 230 00:13:40,720 --> 00:13:43,540 From there, I will repeat the process I did 231 00:13:43,540 --> 00:13:45,130 on the mini gun. 232 00:13:45,130 --> 00:13:49,870 I want to show that this piece of artillery is very heavy. 233 00:13:49,870 --> 00:13:52,400 So I don't want too much glitches 234 00:13:52,400 --> 00:13:55,800 and too much bounces onto its animation. 235 00:13:55,800 --> 00:13:58,440 Since we are using the up and down motion, 236 00:13:58,440 --> 00:14:01,590 we can work on half of the curve 237 00:14:01,590 --> 00:14:04,300 and then what I will do is that I will remove 238 00:14:04,300 --> 00:14:08,420 as much keys as needed to smooth the curve 239 00:14:08,420 --> 00:14:12,030 and get a very smooth motion of the tip 240 00:14:12,030 --> 00:14:14,400 of the artillery cannon. 241 00:14:14,400 --> 00:14:18,120 Again and again don't hesitate to remove keys. 242 00:14:18,120 --> 00:14:19,850 Don't hesitate to fail 243 00:14:19,850 --> 00:14:22,430 because you can just rebake the action 244 00:14:22,430 --> 00:14:24,250 and start over again. 245 00:14:24,250 --> 00:14:25,870 That's very fast. 246 00:14:25,870 --> 00:14:28,490 It's a very iterative process 247 00:14:28,490 --> 00:14:31,480 until you get to the results you want 248 00:14:31,480 --> 00:14:33,410 and that's a very easy process. 249 00:14:33,410 --> 00:14:36,210 So in a way, that's very creative. 250 00:14:36,210 --> 00:14:38,910 What is super interesting about this piece 251 00:14:38,910 --> 00:14:41,680 is again the root or the pace 252 00:14:41,680 --> 00:14:44,360 of the artillery is shaking a lot 253 00:14:44,360 --> 00:14:46,850 while the tip of the artillery 254 00:14:46,850 --> 00:14:49,854 will be moving in a smoother fashion. 255 00:14:49,854 --> 00:14:54,350 This bring a lot of texture to your animation. 256 00:14:54,350 --> 00:14:56,600 And while it can be very subtle, 257 00:14:56,600 --> 00:14:58,540 all those little variation 258 00:14:58,540 --> 00:15:00,543 in the motion of your character 259 00:15:00,543 --> 00:15:03,610 will make this robot believable. 260 00:15:03,610 --> 00:15:06,090 And while it's a piece of machinery, 261 00:15:06,090 --> 00:15:10,680 it's also a way to put life into this character. 262 00:15:10,680 --> 00:15:12,640 What makes it alive 263 00:15:12,640 --> 00:15:16,570 is that this robot is communicating something. 264 00:15:16,570 --> 00:15:19,560 Weight, strength, power, 265 00:15:19,560 --> 00:15:23,200 that's some kind of dreadful character we have here. 266 00:15:23,200 --> 00:15:26,220 So as we are almost done with this animation, 267 00:15:26,220 --> 00:15:29,380 take the time to watch it entirely. 268 00:15:29,380 --> 00:15:33,470 I feel like the head motion is a bit too strong. 269 00:15:33,470 --> 00:15:38,005 So what I can do now is simply take the head controller 270 00:15:38,005 --> 00:15:42,406 and reduce the amplitude of the curve I want. 271 00:15:42,406 --> 00:15:45,860 In this case, I feel like the up and down motion 272 00:15:45,860 --> 00:15:46,960 is a bit too strong. 273 00:15:46,960 --> 00:15:50,145 So I will head up to the Z location curve 274 00:15:50,145 --> 00:15:53,070 and I can see that my 2D cursor 275 00:15:53,070 --> 00:15:56,380 is currently aligned with the value zero, 276 00:15:56,380 --> 00:15:58,620 which means no motion. 277 00:15:58,620 --> 00:16:01,960 So I can switch to the 2D cursor pivot 278 00:16:01,960 --> 00:16:06,030 and scale the curve down on the y-axis 279 00:16:06,030 --> 00:16:08,380 and it will reduce the amplitude 280 00:16:08,380 --> 00:16:11,330 of the up and down motion of the head. 281 00:16:11,330 --> 00:16:13,780 And since we've baked all the motion 282 00:16:13,780 --> 00:16:17,220 of all the other parts in their local space 283 00:16:17,220 --> 00:16:21,020 and they are kind of attached one to the other, 284 00:16:21,020 --> 00:16:24,550 whenever we modify one piece in this way, 285 00:16:24,550 --> 00:16:26,020 the other follow. 286 00:16:26,020 --> 00:16:30,302 So if I want, I can select the cap of the rocket launcher 287 00:16:30,302 --> 00:16:34,160 and increase the amplitude of the rotation 288 00:16:34,160 --> 00:16:36,150 and get more motion. 289 00:16:36,150 --> 00:16:38,570 I can also offset the whole curve 290 00:16:38,570 --> 00:16:43,570 on the y-axis and change the whole orientation of the cap. 291 00:16:43,710 --> 00:16:46,980 And here we are, in a very short time, 292 00:16:46,980 --> 00:16:50,613 we were able to animate this full character 293 00:16:50,613 --> 00:16:55,363 with a lot of variety, texture and interesting motions. 22423

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