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so now we can start creating our animation
the 1st thing that we need to do
is we need to create some extra
platforms because it kinda needs to be
yeah
sort of a stair right so I'm gonna use an air modifier
I'm gonna go around the y axis
you can choose one
but if you don't want them so like
close together you can put a little bit further away
but don't do it too far
so point 0 1 further away would work great
then the z axis I like to do at point zero Z
and you can see that now we have a little uh
yes step to fall down on
and I like to recount higher so let's do around 12
and here you can see that we have
lots of stairs
1st we need to add a bath so this
sphere can actually brow up on something
so I'm gonna hide the platform for right now
and I'm going to add a girth bath
this path as you can see
goes the wrong way around
so I'm gonna rotate it
around the Z axis for 90 degrees
and then click on enter
then I'm gonna scale it by five
and click on enter again
now what we have is we have a nice path
it is 20m you can see in the X axis
but let's apply the scale
so go through a apply scale
we're gonna select our sphere
click on
object constraint properties
at object constraint and let's do follow path
we're gonna do a target
and that's gonna be this new nerve's path
so now when we animate this path
so if you select the path
click here and go to path animation
you can see that you can change the affiliation time
the thing is
I wanted to start here instead of on this point
so you can easily change this by just going into
edit mode once you are inside your nerves path
select one of the segments
click on segments and then do switch direction
you can
see that it automatically switches the direction
and our sphere starts here
so essentially what is going to happen
this sphere is going to roll from right to the left
right and
what you want to do
here is you want to look at the evaluation time
at zero it is at the start of your fath
and at 100 it'll be at the end of your path
if you go any further
you'll be able to see that it doesn't really matter
right because at 100 it is already at the end
so
what you want to do now is you want to start thinking
about how long you want this animation to take
I'm going to do 150 frames
and what I'm gonna do is I'm gonna add some extra
keyframes to actually animate this
so at frame 1 I want affiliation time to be zero
so right click on it and insert keyframe
then add frame 150
I want this to be 100
and then right click and then insert keyframe
so right now you will be
able to see that from frame one
it starts to roll
or at least move around the path
and then at a frame hundred 50 it reached the end
but our sphere is not rolling yet
what is the problem
well we need to make sure we add some drivers
I've talked about this before
but let's just do it again
let's look for the rotation which we need
and we are going to need the y axis in this case
so right click insert keyframe
now I'm going to drag this up
get another section down here
and this is going to be our drivers
now you can select your sphere
oh
make sure you don't do keyframes actually
so the little keyframes do drivers add drivers
that was my mistake
so why univertation
then just drag this out and we're gonna go to drivers
and what we want to do here is we want to
start to add our expression
our expression is going to be -2
times
the length of your path or curve
in this two case it was 20
right so 20 sometimes 20
divided by
the diameter
of this sphere which is two so hand two
times
the evil time
divided by Evo max which in this case is 100
so then we can close our bracket
we can
allow execution
and what you can see here
is that we have -2 times the length of your path
divided by the diameter of your sphere
times the evil time
divided by 100 which essentially is just the evil max
but if you look here we can see that our evil max
so the evaluation time
the maximum evaluation time is 100
so that is the only thing you need to know
then evil time
we need to get some extra
variables in here cause otherwise it doesn't work
so here we're going to single property
we're going to change this to our curve
and here we can select this NERP's bath
now we want to change this text so evil time
ask the same one here so evil
time
so now what should happen
it should a roll when we start to rotate
and you can see that it works perfectly
so that is literally the only thing you need to do
man
you can see yet works good
so whatever we have done here it works great
so you can see that you can change this
expression to whatever
size this fear is
to whatever length this curve is
or whatever your evaluation time will be in this part
so very cool
and now we can start to look at our platforms again
because at the frame one we have
our spare here
so let's go to click on three
and we want to move these stairs
so I'm gonna move them all a little bit down
but we still want to be able to see this fair
on the beginning of this stair so I'm gonna click here
so what you can see here is
it is on one of these platforms
it is not like intersecting anything
so it's not like inside here
and it is touching the bottom
so that is all that you need to know
and that is always good
so I just moved the platforms itself I don't move the
the sphere or the bath yet
so very cool now we can select our path
and we can look at
where we want to create some of these keyframes
because what we want to do is we want to
start to animate this
right so we want to start rolling our sphere
and then around here it should start to fall down
it doesn't do that so we need to do that manually
so around frame 40 we can always changes by the way
well let's do around frame 40
I'm going to add a location keyframe in my nerve's path
then around frame let's do 45
gonna click on G Z
and move this down so it touches this
yeah bottom of the
platform again
so you only move down your nerves path
then click on I and location
so now we can start to look at
what our animation looks like
so it rolls and it falls down and it rolls
I think it goes a little bit too quick
if I'm totally honest
you can barely see that it really falls down
and there's of course
not really a little bouncy thing happening
but we'll add that later
so how can we make this rolling less quick
it's very easy
if you just grab this keyframe in our nerve's path
which is the evaluation time keyframe
right we put it at 100
if we just move this to the right
you will be able to see that now
it only ends up here at
from 150 in 250 it will be
of course in the end
because then the evaluation time is 100
because we throw along this
you will be able to see that now it rolls way slower
so it is your job to see kind of how far you
or how fast you want this to roll
maybe I will do 200
and now you'll see that it rolls slower
and of course it falls a bit too early down
but we only have to move these ski frames
so
I like the way that it's rolling now
now I'm gonna move these ski frames just so it fits
so um
around here probably it needs to start falling down
let's look
maybe a bit earlier
it is okay if it goes a little bit through this um
through this platform
because we're gonna look at it from here
so you will not really see if it kinda
clips it as you can see here
you will not be really be able to see that
so that is not the worst that can happen
the thing is though like it falls down which is cool
but it does not really have a bouncy feeling
so how do we do that
also very very easy
we actually need to select this keyframe
the keyframe before it falls down
so the right now it is at 50
and then what you do is you select a ski frame
go to interpolation and change it to
bounce
and you can see that this curve here now has a bouncy
graph to it
so now if we play it you can see that it bounces
toying
this bounce goes a bit too quick
so you can just move this keyframe
like the last keyframe
further away
and this will make the bounce longer as you can see
so doing doing doing
which looks way cooler in my honest opinion
very cool so we can do the exact same
in these other stairs
right so now it fell down one stair
and we can do the same
and this one
so at round frame 80 we can give it another location
and then around frame
how long is this 52 till 4064
so it's around 12 further
whatever I location something like that
and what you can do here
of course have to move it down 1st right
so Jesus
I location and then as well as before
the 1st frame will be a bouncy frame
and then you can see that if you play this
it bounces and bounces again
so we can do this one more time essentially
so around the frame
we will say hundred and 10
I location at a frame
122
G that
let's make sure it is nice on it
I location select the 1st 1st
and then be shake curve and then do bounce
so let's look how it all looks
and if you need to change anything
so wrote that joints bounces and bounces perfect
that's the only thing that we need
and we'll just make this animation that say
larikahana at 30 frames
instead of 150
and that's it
that's what we need to do
and in the next part
I will show you guys how we put the camera
and I'll see you guys there
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