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These are the user uploaded subtitles that are being translated: 1 00:00:01,984 --> 00:00:04,810 So we took a look at editing the curves in the Curve Editor. 2 00:00:04,810 --> 00:00:09,067 Now let's take a look at how we can perform some modifications to those curves. 3 00:00:09,067 --> 00:00:11,983 Well, how is modifying different from editing? 4 00:00:11,984 --> 00:00:15,773 Let's take a look first by adjusting the slope of a curve. 5 00:00:15,773 --> 00:00:19,109 To adjust the slope of a curve, select a keyframe, 6 00:00:19,109 --> 00:00:23,984 and a red tangent handle will appear on both sides of the key. 7 00:00:23,984 --> 00:00:26,084 So if I just click on this, 8 00:00:26,084 --> 00:00:29,984 you'll see these red tangent handles appear with extra dots on either end. 9 00:00:29,984 --> 00:00:34,872 Now just drag the edge of the red tangent handle and 10 00:00:34,872 --> 00:00:37,983 see how the curve follows the handle. 11 00:00:37,984 --> 00:00:41,841 This is what we mean by modifying the curve. 12 00:00:41,841 --> 00:00:46,984 You can also go in here and double-click on these numbers and 13 00:00:46,984 --> 00:00:49,925 change them if you want to put in specific values. 14 00:00:49,925 --> 00:00:51,984 Now let's talk about interpolating the curve. 15 00:00:51,984 --> 00:00:55,160 Interpolation refers to the specific method or algorithm the 16 00:00:55,160 --> 00:00:59,074 computer's using to determine how the curve is going to change 17 00:00:59,074 --> 00:01:01,984 direction on the keyframe that you've given it. 18 00:01:01,984 --> 00:01:04,925 By default, the Curve Editor is presenting a smooth interpolation, 19 00:01:04,925 --> 00:01:09,384 meaning it's using an algorithm to find the smoothest way to interpret the 20 00:01:09,384 --> 00:01:12,984 motion between the two keyframes you've defined for it. 21 00:01:12,984 --> 00:01:16,983 So if we see that we've given the computer a keyframe here, 22 00:01:16,983 --> 00:01:18,317 and a keyframe here, 23 00:01:18,317 --> 00:01:22,784 what it's doing is it's moving the animation from that keyframe to 24 00:01:22,784 --> 00:01:26,384 this keyframe in as smooth a way as possible, 25 00:01:26,384 --> 00:01:30,269 and it'll make sense a little more when we look at the 26 00:01:30,269 --> 00:01:31,984 different interpolation methods in a second. 27 00:01:31,984 --> 00:01:35,095 If I select this keyframe and right-click, 28 00:01:35,095 --> 00:01:36,872 and go to Interpolation, 29 00:01:36,872 --> 00:01:41,562 I have a list of different interpolation methods that I can pick, 30 00:01:41,562 --> 00:01:43,141 and if I pick Constant, 31 00:01:43,141 --> 00:01:46,513 you'll see that the keyframe changes from a Smooth interpolation 32 00:01:46,513 --> 00:01:49,689 method to a Constant interpolation method. 33 00:01:49,689 --> 00:01:56,183 So, what it's doing is it's defining a stepped key in our animation here. 34 00:01:56,183 --> 00:02:00,083 It's saying that the value that we're receiving on this key should be 35 00:02:00,083 --> 00:02:03,544 held until we get a value again at the next key. 36 00:02:03,544 --> 00:02:06,424 So this value will be constant until the key 37 00:02:06,424 --> 00:02:08,984 changes on this frame to a new value. 38 00:02:08,984 --> 00:02:11,555 So if we play this animation, 39 00:02:11,555 --> 00:02:15,841 you'll notice here in the Viewer that the earth is 40 00:02:15,841 --> 00:02:17,983 moving along a smoothed curve. 41 00:02:17,984 --> 00:02:22,533 This is a smoothed curve, and as we reach this Constant interpolation method, 42 00:02:22,533 --> 00:02:28,359 what it's going to do is it's going to hold and then it's 43 00:02:28,359 --> 00:02:33,984 going to jump as soon as it receives new data. 44 00:02:33,984 --> 00:02:35,347 Boom, it jumped. 45 00:02:35,347 --> 00:02:38,984 So that's what a Constant interpolation method is. 46 00:02:38,984 --> 00:02:42,984 The next interpolation method is a Linear interpolation method. 47 00:02:42,984 --> 00:02:46,114 So if we go in here and we switch this to Linear, 48 00:02:46,114 --> 00:02:48,723 what Linear does is it produces a sharp change at 49 00:02:48,723 --> 00:02:52,912 keyframes and straight lines between them. 50 00:02:52,912 --> 00:02:58,412 So, if we play this animation back, 51 00:02:58,412 --> 00:03:02,211 (Animation playing) you'll see how sharp that keyframe is, 52 00:03:02,211 --> 00:03:06,983 and we can move these tangent handles to soften that and get back to a 53 00:03:06,984 --> 00:03:10,539 more smoothed animation to smooth your animation out. 54 00:03:10,539 --> 00:03:14,984 And if we play this back, it's a little smoother, 55 00:03:14,984 --> 00:03:19,773 but you use the Linear method if you want a sharp point in 56 00:03:19,773 --> 00:03:21,984 your animation or a quick changeover. 57 00:03:21,984 --> 00:03:29,206 We can exaggerate that a little more by dragging these tangent handles down, 58 00:03:29,206 --> 00:03:31,983 and by replaying our animation, 59 00:03:31,984 --> 00:03:34,336 and you can even see the visualization showing us how 60 00:03:34,336 --> 00:03:35,984 sharp that bounce is going to be. 61 00:03:35,984 --> 00:03:38,984 Now we can revert that back to a Smooth interpolation method, 62 00:03:38,984 --> 00:03:42,510 which is the next one down on the list by just checking Smooth, 63 00:03:42,510 --> 00:03:45,141 and that's going to bring us back to that Smooth 64 00:03:45,141 --> 00:03:46,984 curve that we had at the beginning, 65 00:03:46,984 --> 00:03:51,883 and I'm kind of going to gloss over this because we've seen how Smooth 66 00:03:51,883 --> 00:03:54,784 works and you should be pretty familiar with it. 67 00:03:54,784 --> 00:03:57,984 The next point interpolation that we're going to look at is Catmull-Rom. 68 00:03:57,984 --> 00:04:04,233 So, if I take one of these points and I drag it way up here, 69 00:04:04,233 --> 00:04:09,299 what Catmull-Rom does is it's going to take the weighted average of the two 70 00:04:09,299 --> 00:04:12,984 points: the point to the left and the point to the right of it. 71 00:04:12,984 --> 00:04:17,183 So if we take a look at these points and we look at their tangents, 72 00:04:17,183 --> 00:04:20,302 and then we go to this point, if I right- click, 73 00:04:20,302 --> 00:04:21,256 do a Catmull-Rom, 74 00:04:21,256 --> 00:04:25,711 what it's going to do is it's just going to smooth out all of 75 00:04:25,711 --> 00:04:29,484 these curves to work together in an algorithm that just 76 00:04:29,484 --> 00:04:31,984 provides a smoother kind of smooth. 77 00:04:31,984 --> 00:04:36,884 If we go back here and we right-click and we pick the Cubic interpolation, 78 00:04:36,884 --> 00:04:41,555 you'll see that what the Cubic interpolation does is it sets the 79 00:04:41,555 --> 00:04:44,984 slope so that the second derivative is continuous. 80 00:04:44,984 --> 00:04:47,211 Now just to put that in English, 81 00:04:47,211 --> 00:04:50,074 the second derivative measures how the rate of change 82 00:04:50,074 --> 00:04:51,983 of a quantity is itself changing. 83 00:04:51,984 --> 00:04:55,698 So this is basically just another type of smoothing that you can use 84 00:04:55,698 --> 00:04:57,983 that takes into consideration the points around it. 85 00:04:57,984 --> 00:04:59,878 The next interpolation method is Horizontal, 86 00:04:59,878 --> 00:05:01,457 which is an easy one, 87 00:05:01,457 --> 00:05:06,352 that's just going to set all of the tangents to a horizontal slope. 88 00:05:06,352 --> 00:05:11,089 So the last interpolation method I'll talk about is the 89 00:05:11,089 --> 00:05:12,983 Break Tangent interpolation method. 90 00:05:12,984 --> 00:05:16,983 So if I select one of these points here and we have this dotted 91 00:05:16,983 --> 00:05:19,299 line signifying that this is a Unified tangent, 92 00:05:19,299 --> 00:05:23,405 I'll just move this and you'll see that the whole tangent moves together, 93 00:05:23,405 --> 00:05:26,036 but if I select the keyframe, right-click, 94 00:05:26,036 --> 00:05:34,984 and say break, what it's going to do is it's going to break this tangent in two. 95 00:05:34,984 --> 00:05:39,383 And then you can move both sides independently of each other, 96 00:05:39,383 --> 00:05:42,983 just to get the exact curve that you want. 97 00:05:42,984 --> 00:05:46,984 Now, once they go back into a straight line, they'll snap back together. 98 00:05:46,984 --> 00:05:48,457 So if they're broken, 99 00:05:48,457 --> 00:05:53,983 and I move these in such a way where they become a straight line again, 100 00:05:53,984 --> 00:05:56,983 you'll notice that they snap back into revolving around each other. 101 00:05:56,984 --> 00:06:00,983 So those are the different ways that you can modify parts of a curve. 102 00:06:00,984 --> 00:06:01,925 In the next clip, 103 00:06:01,925 --> 00:06:04,984 we'll be taking a look at repeating or reversing parts of the curve. 104 00:06:04,984 --> 00:06:06,368 We can also negate a curve, 105 00:06:06,368 --> 00:06:09,137 which means that we can take part of the curve and just 106 00:06:09,137 --> 00:06:10,983 flip it around to be its negative self. 107 00:06:10,984 --> 00:06:21,984 So there are some pretty fun ways of manipulating the curves 108 00:06:21,984 --> 00:06:31,984 that we'll take a look at in the next clip. 9793

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