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- [Instructor] In this video,
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we will continue on using space switching
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to finish the animation of our character.
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I will slightly speed up the video
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since it's going to be
very repetitive based
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on what we have done just before.
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We will start with the antenna.
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They can only rotate on one axis
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and they can't move.
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So we will directly use
a tracking constraint.
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First, we need to align our empty,
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so we add a copy transform.
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We source one of the antenna,
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apply the visual transform,
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get rid of the constraint
and then offset the empty
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on the y-axis.
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Then add to it a child of constraint,
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source the rig and source
one of the antenna,
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click the set inverse
and bake the animation.
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From there, select the first antenna,
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add a locked track
constraint, source the empty.
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The track axis is positive y
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and we want to rotate around the x-axis.
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From there, we can get rid of
all the undesired channels.
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Make the Z location curve cycling
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and offset it by a couple of frames.
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Then you can play on the
influence of the constraint
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if you want to reduce the
amplitude of the motion.
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Remember that offsetting the curve
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will change the timing
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and changing the influence
of the constraint
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will change the spacing or
the amplitude of the motion.
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From there, we can bake
the action onto the bone,
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get rid of the useless transform channels
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and since both antennas
were originally aligned,
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we can directly constraint the big antenna
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with the empty.
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Just go back into pose
mode on to the armature,
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select the antenna, go
into the bone constraint,
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add a locked track constraint,
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source the empty, track with y,
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rotate along x and check the animation.
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Since this antenna is slightly bigger,
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it will have a bit more motion
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and I've also decided to
offset the empty curve
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by one additional frame.
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This way, the big antenna will
be slightly delayed compared
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to the motion of the small antenna.
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And we will have a more
interesting motion.
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Then I've baked the action
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and cleaned my curve.
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Now that the antennas are done,
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I will unhide all the controllers,
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select my visibility property bone
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and display the arms
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and we will work on both arms.
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The idea is to input a
slight rotation delay
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on the shoulders of the robot.
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To do so, we will again use aim space
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and a locked track constraint.
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I will first align my empty
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by adding to it a copy
transform constraint.
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To work a little faster,
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I've just copied the name
of the arm controller.
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This way, when I'm adding
the copy transform constraint
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to the empty, I can source the rig
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and then just paste the
name in the bone field.
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As the empty is now aligned
with the arm controller,
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I will apply the visual transform,
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then get rid of its constraint
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and offset it on the x-axis on the side.
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Then as usual, I will add
a child of constraint,
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source the armature, then the arm.r,
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click the set inverse
to reset the position
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and bake the action.
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I will get rid of the useless curve
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and then for the remaining one,
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I will make them cycle,
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pressing Shift + E, click make cyclic.
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Then we will get back to our controller,
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go to the bone constraint
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and we need to add a locked
track constraint pointing
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toward the negative x-axis and
rotating around the y-axis.
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So in the constraint, I
will source the empty,
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choose the track axis minus X
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and choose the locked axis y-axis.
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Now I believe that you
do know the process.
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Whenever I move the empty,
the arm will follow.
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So I can offset the
animation curve of the empty
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and then bake back the motion.
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Don't hesitate to play a bit
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with the animation curve of the empty.
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If you scale it on the y-axis
using the bounding box,
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you will increase the
amplitude of the motion.
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Don't hesitate to experiment again.
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If you fail, you just
need to rebake the motion.
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So as I'm happy with the result,
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I will bake the action onto
the arm right controller,
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get rid of the transform channels
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that are useless and I
will repeat the process
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on the left arm
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and also the connection
between the rocket launcher
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and the left arm.
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So I will leave you there
with a little time lapse
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and we'll go ahead at 7:54.
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(tranquil music)
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Now we can work on the mini gun.
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It has already a track mechanism.
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So we can go ahead with
a simple copy location
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of the empty, source the mini gun target
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and bake the motion.
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As the action is baked on the empty,
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I will select the mini gun controller,
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add a copy location constraint
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and source the empty.
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As we did for the head,
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I'd like to remove a bit
of the bounce we have
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on the Z location axis
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for the mini gun
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because it looked like
it's not very controlled
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by the robot.
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So having a bit of
follow-through motion is okay
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but too much make it looks
like it's very clanky
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and not a very reliable weapon.
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So what I'm doing, I'm first
smoothing the Z location curve
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of the empty.
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Getting rid of the bumps.
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And since we have two up and
down motion over the 72 frame,
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I can work on half of this curve
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and then remove the second half.
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The cyclic modifier will take care
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of repeating the curve seamlessly.
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So what you need to understand
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is the time you will
save using this method
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for this kind of motion.
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We will use space switching
later in the course
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to smooth some animation
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but for this kind of robotic motion,
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that's so handy.
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I will repeat the process
on the X location curve
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to kind of remove a bit of the
noise we have in the motion.
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So this time, I will have
to work on the whole curve
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because the left to left motion uses
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the 72 frame of the whole
cycle to be performed.
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The idea is just to get rid
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of the few glitches we have on the curve.
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What is so powerful about aim space
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and this technique
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is that even if the root of the mini gun,
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the point where it is
attached is very shaky
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because we add a lot of
noise and secondary motion,
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if we have a smooth motion of the target,
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then the tip of the gun will
have a very smooth motion
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and so you can create very
complex animation with ease
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while that will be almost impossible
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to counter animate in a classic fashion.
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For the rocket launcher cap motion,
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I will simply use a
locked track constraint.
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It's gonna be the usual process,
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so I will repeat it for you.
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First, we need to add a
copy transform to the empty,
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apply the visual transform,
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get rid of the constraint,
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offset it, in this case, on the y-axis,
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add a child of constraint.
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As a target, choose the armature
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and the cap controller, set inverse
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and then bake the action.
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Get rid of the useless curve.
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Again, you don't need to do it.
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I prefer to do it for
demonstration purpose.
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Then onto the controller,
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add a locked track constraint.
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From there, I get back onto the empty
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and make the Z curve cycling.
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Offset it in time and see happened.
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The only little difference here
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is that our controller
has already a constraint
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that belong to the rig.
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So this time when I will bake the action,
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I will uncheck the clear constraint box.
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It will bake the action as usual
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but now I can manually get rid
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of the locked track constraint
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without losing the original constraint
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that has been put there
by your lovely rigger.
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The last step is to work
on our artillery piece,
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so using the visibility bone,
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I will enable the
visibility of the artillery.
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It can move up and down and rotate a bit.
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So what we will do is
that we will first use
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our copy location constraint
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to create the up and down
follow-through motion
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and then a tracking constraint
to get the rotation.
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With my empty selected,
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I've added a copy location constraint.
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I've sourced the armature,
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then sourced the
artillery pivot controller
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and baked the action.
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We can then reverse the constraint,
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meaning that I will select the controller,
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add a copy location constraint
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and source the empty.
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Now I feel like I've repeated this enough
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but I will go ahead either way.
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I will slightly offset
the Z location curve
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just after I've made it cycling.
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I like the result,
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so I will bake this action
onto the controller.
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So I need to select my armature,
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select the controller, click bake action
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and this time, I can get
rid of the constraint
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by checking the clear constraint option.
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Let's now work in aim space.
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So I will select back the empty,
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add to it a copy transform constraint
217
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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,
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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
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onto the artillery
227
00:13:30,380 --> 00:13:34,660
since it can only rotate around its x-axis
228
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and the forward axis will be -y
229
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and the rotation axis will be x.
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From there, I will
repeat the process I did
231
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on the mini gun.
232
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I want to show that this piece
of artillery is very heavy.
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So I don't want too much glitches
234
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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.
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Don't hesitate to fail
243
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because you can just rebake the action
244
00:14:22,430 --> 00:14:24,250
and start over again.
245
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That's very fast.
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It's a very iterative process
247
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until you get to the results you want
248
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and that's a very easy process.
249
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So in a way, that's very creative.
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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
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And while it can be very subtle,
257
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all those little variation
258
00:14:58,540 --> 00:15:00,543
in the motion of your character
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00:15:00,543 --> 00:15:03,610
will make this robot believable.
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00:15:03,610 --> 00:15:06,090
And while it's a piece of machinery,
261
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it's also a way to put
life into this character.
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What makes it alive
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00:15:12,640 --> 00:15:16,570
is that this robot is
communicating something.
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Weight, strength, power,
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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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