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Our game is slowly but surely coming together let's spice up the visuals a little bit with
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Some animation
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So a game has been relatively static
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Up until this point
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But since we are in a state of the course where we need to make the game actually looks like a day
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We're going to have to do so
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Animations and this is actually really fun to do so
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Let's jump into it the first thing we're going to animate is
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Player
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So our player is no longer just going to slide around
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Mm player walk now you'll notice that the price they were using
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Don't have
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Frame
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And that's because we're not going to do a frame by frame animation
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We are simply going to apply
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Squash and stretch principal's to animate our care
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So we're going to take
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Static spray
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Like the player isn't like the enemies are
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An
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Just apply random or not random bargain apply scales
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And rotation
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And position
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To bring them to life
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So let's start
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Subtitled by
online-courses.club
We compress knowledge for you!
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The player
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Go ahead and open up your players
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Hit control
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To open up the create no dialogue add an animation player
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And moves
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To the first child
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The scene
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Ok let's create a new animation and we're gonna call this war
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So there's our new animation
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And let's do a couple
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So I'm going to show you something else you can do
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That's really hard
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So at this point we have been clicking the ski icon
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On the right hand side of the property is here
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2
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Animate things and we're still going to do that
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Like we
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I can also use these tools up here there is a record button
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Which world record all of the rotation and scales
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Applying
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And keep random automatic
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Before we do that let's go to our Sprite 2D will select that
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Go down to the transformer
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Add
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Audi Q4
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Position
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Rotation
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And ski
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In the reason that were setting up these tracks vs when you click this keyboard
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It will also by default create a reset track
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Now what a research track is is it shows up here is a new animation
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Is an archery set would you cancel
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Put the drop down here
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The reset animation is a special Kind
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Is the reset animation automatic
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Please when you
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Save Your Scene or exit your
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The reason why reset is good is it will automatically reset
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So I got on my walk animation and
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Insert let's say a random
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Between
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I'm just going you don't have to do this I'm just going to do this
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So I move the player
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What should I save the scene
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In this
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Configuration as in and closing
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When I reopen the seen that players going to be reset back
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The origin why
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Because that is the position as specified in the reset
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Write something
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Position
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Zero zero
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So this means that it becomes impossible to save your animation or save your seen in a mid way
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State and throw your
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Initial setup all out of whack so the reset tractor
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And that's why we are clicking
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Key icon before
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Restart anime
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Apsos reset tracker on
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Created for
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Let's get into the actual animation
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So we've been manually adding animation keys up to this point but if you go ahead and go to the top bar here and click
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Record but
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That will automatically
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Record changes that are made
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To these
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Toggled on Quays hearsay
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By default location and rotation
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Are
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So I can
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We also want to do scale
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So that it will also
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Recorded
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Upper scale
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So the first thing to do is let's
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Horseshit
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And move the scrubber and again shift will change
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The default increments by
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One quarter of whatever your snap value is
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So let's
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Perhaps actually let's go to 0.1 we can zoom in with this
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Borrow over here to the
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Why do soldiers do middle
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I'm gonna point one and let's move the player up
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So let's say
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A couple of
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Maybe 3 or 4 pixels
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All seems good you can see that the key has been automatically placed here in the position
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So we've got four pixels there
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Then let's grab the rotation mode and let's just wrote
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Play a little bit
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You can see your rotation in the corner
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So if I hold the control that will snow
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To 15 degree increments on a rota
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And again the rotation to all is up here in the term
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You can also press
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On the keyboard selector
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Set the player to -15 rotation by whole
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OK then let's say let's go maybe
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3A let's move the spa
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Back down
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The origin and that will be autumn
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Recorded as well
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And let's change the rotation by pressing the on the keyboard holding control
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Going
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Forward
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15 degrees
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From the standard rotate
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What's your dad's looking
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Ok so this is looking great I think I might reverse these rotations that are so I'm going to go back to .1
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And I'm going to change this
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15 and 1 and
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The other direction
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So we're getting there animations are a very iterative process you kind of have to play with it until
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It looks
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That's great
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For now and
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Let's
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I think the rotation is something that we've got to work
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I'm here so
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Appoint for a min reset the rotation
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What's the
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Ok so that's looking decent let's change our Direction
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.5
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Like so
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Let's change loop
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Two on
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With by clicking the
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Let's play
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It's starting to look ok
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Still some work today
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Before we go any further I'm going to change
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These interpolation modes of change them all to queue
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And the reason that I do that personally is because I think
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Create a more natural animation
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As opposed to
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It looks a little bit let her body
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A little bit more
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You can always see a difference by just switching every
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Any cubic
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What's modified a scale a little bit now so
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Let's start with the land for sale in wheel and we actually want to stretch the player
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To be squashed a little bit so I'm going to
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Go to my Sprite 2D
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And I'm just going to change the scale
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I'm going to unclear
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Those links are the link automatically links the scale together so if I press 2 in
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In one of those
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X or y
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Put 2 as the value for the other one
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We don't want that so I'm going to
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Unlink please by clicking the link icon right there and we want to play A Taste
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In the axe
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A bit and religious order change the
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2
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And then how about doing .7 or so in the way
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Now that's going to look ridiculous in the editor
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Time it looks like dad scale did
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Take so I'm going to go ahead
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And do that again
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So
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2
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An
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7
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Ok so it looks like it's not recording the scale when we manually input it so I'm just going to insert
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Key there instead an action
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So now
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We've got something looking pretty good here
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And we want the player to stay
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Back to
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One at the end which is already happening so we can play it
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The problem is that the player is squashing too early
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And we can fix that we're actually going to make the player Strat
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Before going up into the air so 8.1
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Let's create a new key for the scale
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And lights on click the link icon again
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With this key selector
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And
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We're going to basically
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The opposites against A2 in the Y
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In 0.7 in the air
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And then we can scrub
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So we can see now that we've got a little bit more
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Ridiculous animation that's a little bit too much so I'm going to
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Click back on this scale key
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And change the Y to 1.5 again disabling the link here
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Perfect
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Now this is looking a little bit weird and the reason is because
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Cruise or not
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Correct
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I'm going to select this key here and I'm gonna change
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Easing
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We can click and drag on this
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To change
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How quickly
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It transitions to the
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Next key
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So if I were to set the evening like this that means that it would
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Stay
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Linger around the this key
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And then quickly round up to the value of the key on the right
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Make sure what the opposite to happen we wanted to
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Quickly
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Transition
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The key on
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Actually I don't think it's correct I think we want to do the opposite so I wanted to to drag that using Curve down
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With this
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Selected solicitor
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Alright
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So we got something good happening here
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I mean let's try to play without using Curve
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This
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Keyframe as well
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So let's
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Make this one linger a little bit to buy Dragon the easing Curve down
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And look at that so that's looking pretty ridiculous now it might look a little bit odd in the editor
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But we can do as I'm going to check AutoPlay on load right here so toggle this
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Action on
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And see how it looks in the engine cause I can look very different
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Comparing two in the air
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Alright so that is actually looking much better in the game I think the stretchers are a little bit too much so
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I'm going to say
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This
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Scale
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Key
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Turn down the Wi-Fi stretching to 1
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2
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Such a little bit less apparent
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And then I'm going to do the same
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Subtitled by
online-courses.club
We compress knowledge for you!
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In the
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Landing
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Kia
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The third scale
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He rather uncheck the link option
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And then
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1.5 in the air
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Should be good
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Annan in this first scale key right here I'm going to make it
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Also
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Transition a little bit Slowly by dragon
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He's down
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So what you should be able to see if you had control you can see
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Slow motion more
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I think that's looking really good
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And What I Might Do Is
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I'm going to try to put another
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Scale
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Year 8.4
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And change it to
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One for both of ys
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And then I'm going to maybe
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Easing back to
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Linear
281
00:10:46,399 --> 00:10:46,911
4th
282
00:10:47,423 --> 00:10:48,447
Keyframe here
283
00:10:49,727 --> 00:10:54,847
And then for the first keyframe is first scale keyframe I'm actually going to change that using to something less
284
00:10:56,639 --> 00:11:01,247
So that's like an alarm or sadolin a lot nicer so let's Run the game now and
285
00:11:01,759 --> 00:11:05,343
Ok so it's looking a little bit awkward in game because we do still need them
286
00:11:05,599 --> 00:11:06,879
Some changes to it
287
00:11:07,135 --> 00:11:08,671
But I think that's looking
288
00:11:08,927 --> 00:11:13,535
Good now I know we're doing a lot of whiplash here I kind of changing a lot of things at once
289
00:11:13,791 --> 00:11:15,583
Basically what you need to do is just
290
00:11:15,839 --> 00:11:16,863
Try to convey
291
00:11:17,119 --> 00:11:17,631
The
292
00:11:17,887 --> 00:11:19,167
The sense of walking
293
00:11:19,679 --> 00:11:21,983
Using squash in the stretching in accordance
294
00:11:22,751 --> 00:11:24,031
Jump and land
295
00:11:24,287 --> 00:11:25,311
I'm trying to make it look
296
00:11:25,567 --> 00:11:26,079
Feel good
297
00:11:26,335 --> 00:11:28,895
And I think this rotation needs to change again
298
00:11:29,151 --> 00:11:30,943
I'm going to change this rotation key
299
00:11:31,199 --> 00:11:33,759
This is a very iterative process I didn't like
300
00:11:34,015 --> 00:11:34,527
I did
301
00:11:34,783 --> 00:11:35,551
Replant
302
00:11:35,807 --> 00:11:38,111
This out I'm trying to
303
00:11:38,367 --> 00:11:39,135
We create a game
304
00:11:39,391 --> 00:11:40,671
So you are can see
305
00:11:40,927 --> 00:11:42,207
How It Ends
306
00:11:42,463 --> 00:11:42,975
Usually
307
00:11:43,743 --> 00:11:46,047
I'm gonna change so I reverse the direction of
308
00:11:46,303 --> 00:11:47,071
Is keyframe
309
00:11:47,327 --> 00:11:49,375
Here these rotation keyframes
310
00:11:49,631 --> 00:11:51,167
The first one or the second one
311
00:11:51,679 --> 00:11:52,447
First one is 0
312
00:11:52,703 --> 00:11:53,471
Second one is
313
00:11:53,983 --> 00:11:54,495
15
314
00:11:54,751 --> 00:11:55,263
And
315
00:11:55,519 --> 00:11:56,031
The 3rd
316
00:11:56,287 --> 00:11:56,799
When is 50
317
00:11:57,311 --> 00:11:59,615
And I'm going to move this 15 degrees
318
00:12:00,127 --> 00:12:00,895
Over the point
319
00:12:01,663 --> 00:12:03,455
So what happens is that the player
320
00:12:03,711 --> 00:12:04,735
Rotates
321
00:12:04,991 --> 00:12:06,527
Jump so that little and noises
322
00:12:07,039 --> 00:12:09,855
So I can hold control and scrub to be very
323
00:12:10,111 --> 00:12:10,879
Granola bars
324
00:12:11,135 --> 00:12:12,159
So the player jumps
325
00:12:12,671 --> 00:12:14,207
Rotates around
326
00:12:14,463 --> 00:12:15,487
Then comes back
327
00:12:15,743 --> 00:12:16,255
Down
328
00:12:16,511 --> 00:12:17,023
To the ground
329
00:12:18,047 --> 00:12:19,327
Reset a little bit
330
00:12:19,583 --> 00:12:20,863
And then jumps back up
331
00:12:22,399 --> 00:12:24,703
I'm going to run it one more time in Seattle
332
00:12:26,239 --> 00:12:28,287
Alright I think that's looking really good
333
00:12:28,543 --> 00:12:31,615
So the animation is in place for the walk
334
00:12:32,127 --> 00:12:35,199
And it's looking pretty decent and I encourage you to play with
335
00:12:35,455 --> 00:12:36,991
To get it looking how you want it to
336
00:12:37,503 --> 00:12:40,319
Be exact you don't have to match the exact keyframes
337
00:12:40,575 --> 00:12:42,879
But just follow the principles that I've done
338
00:12:43,135 --> 00:12:46,719
Apply some rotation and scale of the public places that you can get something
339
00:12:46,975 --> 00:12:47,487
Looking really nice
340
00:12:47,743 --> 00:12:51,327
But there's a couple more things we need to do so we don't want us to autoplay
341
00:12:51,583 --> 00:12:54,655
So I'm going to uncheck autoplay on load
342
00:12:54,911 --> 00:12:56,703
And I'm going to go ahead and open up
343
00:12:57,983 --> 00:12:58,751
Script for the
344
00:13:00,031 --> 00:13:02,335
And let's go ahead and grab a minute
345
00:13:02,591 --> 00:13:05,407
Toggle this animation panel by clicking the animation
346
00:13:05,663 --> 00:13:07,455
Button in the borough of towbar here
347
00:13:07,711 --> 00:13:10,015
And then I'm going to scroll to the top of my players
348
00:13:10,271 --> 00:13:11,551
And I'm going to
349
00:13:12,319 --> 00:13:14,879
Grab a reference to that anime
350
00:13:15,135 --> 00:13:15,647
Open player
351
00:13:15,903 --> 00:13:18,463
By doing on ready via animation player
352
00:13:19,231 --> 00:13:19,743
Animation
353
00:13:20,511 --> 00:13:21,279
Just like so
354
00:13:22,559 --> 00:13:27,935
And what we want to do is we want to update the information depending on the movement
355
00:13:28,447 --> 00:13:30,239
So I'm going to
356
00:13:30,495 --> 00:13:32,031
Below the moving slide
357
00:13:32,287 --> 00:13:33,311
I'm going to see
358
00:13:33,823 --> 00:13:34,335
If
359
00:13:34,591 --> 00:13:35,615
Movement vector
360
00:13:36,895 --> 00:13:38,687
X is not equal to zero
361
00:13:38,943 --> 00:13:39,711
And
362
00:13:40,223 --> 00:13:40,735
Moves
363
00:13:41,247 --> 00:13:42,015
Vector
364
00:13:42,271 --> 00:13:42,783
Why
365
00:13:43,295 --> 00:13:44,831
Is not equal to zero actually this
366
00:13:45,087 --> 00:13:45,599
Dior
367
00:13:45,855 --> 00:13:46,623
Something to change
368
00:13:46,879 --> 00:13:47,391
To or
369
00:13:47,647 --> 00:13:51,231
So basically if we have any movement input and all
370
00:13:51,487 --> 00:13:54,047
I'm going to say animationplayer
371
00:13:54,559 --> 00:13:55,071
Play
372
00:13:55,327 --> 00:13:58,911
And we're going to play the walk animation we should automatically
373
00:13:59,167 --> 00:14:00,191
Suggested for you
374
00:14:00,703 --> 00:14:01,727
And then else
375
00:14:02,495 --> 00:14:04,287
Let's do animation player
376
00:14:04,543 --> 00:14:05,567
Play
377
00:14:05,823 --> 00:14:06,591
What does play Reece
378
00:14:08,127 --> 00:14:11,711
So if we go and play the game now you should only be seeing
379
00:14:12,223 --> 00:14:12,735
When
380
00:14:13,247 --> 00:14:14,015
You're well
381
00:14:15,551 --> 00:14:19,391
One of the thing that looks awkward is that the player is always facing to the right
382
00:14:19,647 --> 00:14:21,439
So no matter which direction we go in
383
00:14:21,695 --> 00:14:22,975
Just looks a little
384
00:14:23,743 --> 00:14:27,327
And so I'm going to add a new note to the underneath
385
00:14:27,583 --> 00:14:28,095
The player
386
00:14:29,631 --> 00:14:31,167
And I'm going to call this
387
00:14:31,679 --> 00:14:32,191
Visual
388
00:14:33,215 --> 00:14:36,287
What's dragon up to just above the Sprite 2D
389
00:14:36,543 --> 00:14:39,103
And let's move the Sprite to the under the
390
00:14:40,383 --> 00:14:40,895
So why did I
391
00:14:41,407 --> 00:14:47,551
The reason is because we're going to apply a scale to the visual so what would happens if I apply a scale of -1 to the visual
392
00:14:48,063 --> 00:14:48,831
In the
393
00:14:49,087 --> 00:14:50,623
Extraction only
394
00:14:51,135 --> 00:14:52,159
The player is flip
395
00:14:52,415 --> 00:14:54,207
And because the player is flip
396
00:14:54,463 --> 00:14:57,791
My animationplayer will now appear to be going the other way
397
00:14:58,047 --> 00:15:01,375
So this is just a need the nature of Godot transform
398
00:15:01,631 --> 00:15:04,191
So no two days inherit their
399
00:15:04,447 --> 00:15:04,959
Transfer
400
00:15:05,471 --> 00:15:09,567
So my animation player we're animating the Sprite position
401
00:15:10,335 --> 00:15:10,847
Skip
402
00:15:11,359 --> 00:15:12,127
However
403
00:15:12,383 --> 00:15:13,919
It is also inherited
404
00:15:14,175 --> 00:15:15,455
The scale of the Viz
405
00:15:15,967 --> 00:15:16,479
So
406
00:15:16,991 --> 00:15:19,039
This is a nice way of being able
407
00:15:19,295 --> 00:15:20,319
Flip the character
408
00:15:20,575 --> 00:15:22,879
Without having to have a bunch of Dee
409
00:15:23,135 --> 00:15:24,415
Animations for the different Direct
410
00:15:24,927 --> 00:15:25,695
Because We Can
411
00:15:25,951 --> 00:15:26,975
Apply the scale
412
00:15:27,231 --> 00:15:29,279
Sprite here in this track
413
00:15:29,535 --> 00:15:31,839
And then we can apply a secondary scale
414
00:15:32,095 --> 00:15:33,887
To a parent of this
415
00:15:34,143 --> 00:15:35,679
To make it face One Way or Another
416
00:15:35,935 --> 00:15:41,311
If we were applying that negative scale to describe correctly it would overwrite the scale that were
417
00:15:42,079 --> 00:15:42,591
In
418
00:15:43,103 --> 00:15:43,871
Animation
419
00:15:44,383 --> 00:15:45,663
So the straight one here
420
00:15:45,919 --> 00:15:47,455
The transforms of the parrot
421
00:15:47,711 --> 00:15:50,783
And it goes for any property of the transform so scale rotation
422
00:15:51,039 --> 00:15:54,367
That's the reason why I can take the visuals no in I can rotate it
423
00:15:54,623 --> 00:15:56,415
And then I can play the animation
424
00:15:56,671 --> 00:15:58,463
And the player is still rotating
425
00:15:59,743 --> 00:16:01,023
In accordance with their enemies
426
00:16:01,279 --> 00:16:03,327
But it's inheriting also the route
427
00:16:03,583 --> 00:16:04,095
The visuals
428
00:16:04,607 --> 00:16:06,399
So that's just a really nice
429
00:16:06,655 --> 00:16:07,167
To know
430
00:16:07,679 --> 00:16:08,447
And I'm going to reset
431
00:16:08,703 --> 00:16:09,727
My scale here's
432
00:16:09,983 --> 00:16:10,751
It's freezing to the right
433
00:16:11,007 --> 00:16:13,055
So the reason that I said that up
434
00:16:13,311 --> 00:16:15,871
Is that if we go back to our place Crewe
435
00:16:16,383 --> 00:16:19,455
What we can do is grab a reference to those of Dad
436
00:16:19,711 --> 00:16:21,503
So I'm reading via visual
437
00:16:22,015 --> 00:16:23,295
Is it good to dollar sign
438
00:16:23,551 --> 00:16:24,063
Visuals
439
00:16:25,599 --> 00:16:27,391
And then we can scroll down here
440
00:16:27,647 --> 00:16:30,207
And I'm going to apply for a scale bass
441
00:16:30,463 --> 00:16:31,231
On the
442
00:16:31,487 --> 00:16:32,255
Movement
443
00:16:32,767 --> 00:16:33,279
X
444
00:16:33,535 --> 00:16:36,863
Under here I'm going to save our move sign in
445
00:16:37,119 --> 00:16:38,143
To sign
446
00:16:38,399 --> 00:16:40,191
Of movement vector
447
00:16:41,727 --> 00:16:43,007
And why did I do that
448
00:16:43,263 --> 00:16:45,567
So buy control-click into the sign here
449
00:16:46,079 --> 00:16:50,431
You can see that the documentation states that this will return -1 if the number is neg
450
00:16:50,943 --> 00:16:54,271
One of the number is positive and 0 if the number is 0
451
00:16:54,527 --> 00:16:59,647
And we're going to use that to determine how to apply the scale so far movement vector is negative
452
00:16:59,903 --> 00:17:01,183
We want to scale
453
00:17:01,439 --> 00:17:03,743
The acts in the negative Direction
454
00:17:04,255 --> 00:17:05,535
End of the moving Factor
455
00:17:05,791 --> 00:17:06,303
Is
456
00:17:06,559 --> 00:17:07,327
Positive
457
00:17:07,583 --> 00:17:09,375
Then we're going to scale the x
458
00:17:09,887 --> 00:17:10,655
In the past
459
00:17:10,911 --> 00:17:11,423
Directions
460
00:17:11,679 --> 00:17:13,215
That's going to give us our flipping
461
00:17:13,471 --> 00:17:16,287
We want so that our moves I know here so I'm going to do
462
00:17:16,543 --> 00:17:17,311
Really quick
463
00:17:17,823 --> 00:17:20,127
Is this can potentially return
464
00:17:20,639 --> 00:17:22,687
So I'm just going to see if move
465
00:17:22,943 --> 00:17:23,455
Sign
466
00:17:24,223 --> 00:17:24,735
0
467
00:17:24,991 --> 00:17:27,807
We're going to set the visuals that scale
468
00:17:28,063 --> 00:17:29,087
Equal to
469
00:17:29,343 --> 00:17:30,623
21
470
00:17:30,879 --> 00:17:33,951
And that could do that one is just a vector that equal
471
00:17:34,207 --> 00:17:35,743
One in the accent one in the way
472
00:17:36,255 --> 00:17:37,535
And then we're going to write else
473
00:17:38,047 --> 00:17:40,863
Visual dad scale is equal to
474
00:17:41,119 --> 00:17:42,143
Vector2
475
00:17:42,399 --> 00:17:43,679
In parentheses
476
00:17:43,935 --> 00:17:49,823
Working out supply the ex which is going to be our move sign so again this is either going to be -1 or 1
477
00:17:50,079 --> 00:17:50,591
And then
478
00:17:50,847 --> 00:17:51,871
Supply one in the
479
00:17:52,127 --> 00:17:53,151
Next we don't want to school in the
480
00:17:53,919 --> 00:17:56,223
And so now if I run the game you can see
481
00:17:56,479 --> 00:17:58,527
The player flips it's very subtle
482
00:17:58,783 --> 00:18:02,367
But the player does flip in the animation looks a little bit more appropriate
483
00:18:02,623 --> 00:18:03,903
Based on the direction
484
00:18:04,159 --> 00:18:04,671
That
485
00:18:06,719 --> 00:18:12,351
Animation is looking just a little bit too weird so I'm going to make one final change to adviser
486
00:18:12,863 --> 00:18:13,631
Animation play
487
00:18:13,887 --> 00:18:14,655
And then slide
488
00:18:14,911 --> 00:18:15,423
2 DB
489
00:18:15,679 --> 00:18:18,751
The top I think this delay is a little bit much
490
00:18:19,007 --> 00:18:19,519
The end
491
00:18:19,775 --> 00:18:21,311
So I want to see what happens about
492
00:18:24,127 --> 00:18:27,455
Ok so let's see how that works in game was just a point for the
493
00:18:28,991 --> 00:18:30,527
That looks great overall
494
00:18:30,783 --> 00:18:32,319
One final change I'm gonna make
495
00:18:32,575 --> 00:18:33,343
Is the scale here
496
00:18:33,855 --> 00:18:39,231
I'm going to slightly change the scale in the Y again on this second key from here
497
00:18:39,743 --> 00:18:41,023
21.1
498
00:18:41,279 --> 00:18:42,559
And just slightly rude
499
00:18:43,327 --> 00:18:45,887
That and also actually I'm gonna reduce the
500
00:18:46,143 --> 00:18:46,911
As well someone
501
00:18:47,167 --> 00:18:47,935
2.8
502
00:18:48,703 --> 00:18:50,495
And 1.1 in the Y for that Keith
503
00:18:51,007 --> 00:18:55,615
Can I keep saying wonderful thing but I'm also going to exaggerate the position of
504
00:18:55,871 --> 00:18:56,895
B Morris I'm going to add
505
00:18:57,151 --> 00:18:57,663
The position
506
00:18:58,175 --> 00:18:59,199
To something like
507
00:18:59,711 --> 00:19:02,271
-5 instead on
508
00:19:02,527 --> 00:19:04,063
Second position keyframe
509
00:19:07,135 --> 00:19:08,415
Ok I think that
510
00:19:08,671 --> 00:19:10,719
Just fine I'm going to stop messing with that
511
00:19:10,975 --> 00:19:12,511
So that's the first
512
00:19:12,767 --> 00:19:15,583
How many entities that were going to have to Anna
33360
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