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So we took a look at editing the curves in the Curve Editor.
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Now let's take a look at how we can perform some modifications to those curves.
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Well, how is modifying different from editing?
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Let's take a look first by adjusting the slope of a curve.
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To adjust the slope of a curve, select a keyframe,
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and a red tangent handle will appear on both sides of the key.
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So if I just click on this,
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you'll see these red tangent handles appear with extra dots on either end.
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Now just drag the edge of the red tangent handle and
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see how the curve follows the handle.
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This is what we mean by modifying the curve.
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You can also go in here and double-click on these numbers and
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change them if you want to put in specific values.
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Now let's talk about interpolating the curve.
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Interpolation refers to the specific method or algorithm the
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computer's using to determine how the curve is going to change
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direction on the keyframe that you've given it.
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By default, the Curve Editor is presenting a smooth interpolation,
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meaning it's using an algorithm to find the smoothest way to interpret the
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motion between the two keyframes you've defined for it.
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So if we see that we've given the computer a keyframe here,
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and a keyframe here,
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what it's doing is it's moving the animation from that keyframe to
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this keyframe in as smooth a way as possible,
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and it'll make sense a little more when we look at the
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different interpolation methods in a second.
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If I select this keyframe and right-click,
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and go to Interpolation,
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I have a list of different interpolation methods that I can pick,
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and if I pick Constant,
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you'll see that the keyframe changes from a Smooth interpolation
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method to a Constant interpolation method.
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So, what it's doing is it's defining a stepped key in our animation here.
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It's saying that the value that we're receiving on this key should be
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held until we get a value again at the next key.
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So this value will be constant until the key
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changes on this frame to a new value.
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So if we play this animation,
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you'll notice here in the Viewer that the earth is
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moving along a smoothed curve.
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This is a smoothed curve, and as we reach this Constant interpolation method,
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what it's going to do is it's going to hold and then it's
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going to jump as soon as it receives new data.
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Boom, it jumped.
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So that's what a Constant interpolation method is.
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The next interpolation method is a Linear interpolation method.
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So if we go in here and we switch this to Linear,
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what Linear does is it produces a sharp change at
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keyframes and straight lines between them.
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So, if we play this animation back,
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(Animation playing) you'll see how sharp that keyframe is,
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and we can move these tangent handles to soften that and get back to a
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more smoothed animation to smooth your animation out.
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And if we play this back, it's a little smoother,
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but you use the Linear method if you want a sharp point in
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your animation or a quick changeover.
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We can exaggerate that a little more by dragging these tangent handles down,
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and by replaying our animation,
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and you can even see the visualization showing us how
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sharp that bounce is going to be.
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Now we can revert that back to a Smooth interpolation method,
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which is the next one down on the list by just checking Smooth,
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and that's going to bring us back to that Smooth
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curve that we had at the beginning,
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and I'm kind of going to gloss over this because we've seen how Smooth
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works and you should be pretty familiar with it.
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The next point interpolation that we're going to look at is Catmull-Rom.
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So, if I take one of these points and I drag it way up here,
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what Catmull-Rom does is it's going to take the weighted average of the two
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points: the point to the left and the point to the right of it.
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So if we take a look at these points and we look at their tangents,
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and then we go to this point, if I right- click,
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do a Catmull-Rom,
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what it's going to do is it's just going to smooth out all of
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these curves to work together in an algorithm that just
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provides a smoother kind of smooth.
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If we go back here and we right-click and we pick the Cubic interpolation,
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you'll see that what the Cubic interpolation does is it sets the
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slope so that the second derivative is continuous.
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Now just to put that in English,
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the second derivative measures how the rate of change
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of a quantity is itself changing.
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So this is basically just another type of smoothing that you can use
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that takes into consideration the points around it.
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The next interpolation method is Horizontal,
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which is an easy one,
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that's just going to set all of the tangents to a horizontal slope.
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So the last interpolation method I'll talk about is the
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Break Tangent interpolation method.
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So if I select one of these points here and we have this dotted
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line signifying that this is a Unified tangent,
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I'll just move this and you'll see that the whole tangent moves together,
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but if I select the keyframe, right-click,
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and say break, what it's going to do is it's going to break this tangent in two.
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And then you can move both sides independently of each other,
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just to get the exact curve that you want.
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Now, once they go back into a straight line, they'll snap back together.
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So if they're broken,
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and I move these in such a way where they become a straight line again,
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you'll notice that they snap back into revolving around each other.
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So those are the different ways that you can modify parts of a curve.
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In the next clip,
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we'll be taking a look at repeating or reversing parts of the curve.
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We can also negate a curve,
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which means that we can take part of the curve and just
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flip it around to be its negative self.
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So there are some pretty fun ways of manipulating the curves
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that we'll take a look at in the next clip.
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