Transcripts
1. Class Introduction: [MUSIC] Hey everybody, my
name is Stereo Stan, I'm a 3D animator and designer
obsessed with the 1980s. I currently work at
Emotion Design Studio in Salt Lake City, Utah. At the beginning of this video, I shared one of my
favorite projects. I loved it because
it forced me to learn how to animate
a variety of different objects in 3D and
spam the idea for this class. In this class, I'm
going to teach you a few techniques that
I've learned while animating those objects and
I will show you how I use animation curves and cinema 4D to give the animation smooth, fun, and stylized motion by
going from this to this. We will animate
objects that scale, flip, flop, bounce,
jump, and swing. I will explain how I planned
out my animations and the parameters I
animate first and last, because I have found
that the order of what parameters you
animate matter. In this class, we're going
to talk about keyframes, animation curves, making
animations smooth, basic 3D modeling,
and rendering. This class is for anyone
who wants to make their 3D animation smooth,
stylized, and sensational. I will do my best to
explain everything I do, but I recommend students having
a basic understanding of the Cinema 4D interface
before starting this class. By the end of this class, I hope you will feel confident
in being able to tackle animating all sorts of objects of varying shape,
size, and mass. I can't wait to start
animating with you. See you in class.
2. Class Template Overview and Rendering: Hey everybody, I hope
you're doing good. Today, I just want to go over the class
template with you. I created this class template that way if you were
taking this class and you want to have
a similar layout to the one I'm using
in the lessons, you would have something that
looked very close to what I'm using to avoid
any confusion. If you want to use
this template, that is one benefit of the template and
the other reason I created the template
is just to have all of the rendering stuff
set up for you. Basically, all you have
to do is come in here, make your animation, name it, and then click this little
play button right here, and it will render out
the correct file for you. Let me show you what's
happening in there, if I click on this little
gear icon right next to it, you can see that there is
the Save box that's checked and basically all
you have to do is put in information right here. Basically, all you
have to do is click these little dots
right here and you can put this file anywhere
you want on your computer. Basically, you can just change the name to whatever
the file is that you're going to be working on and the output is already
set up for you as well, we're going to be
rendering at 1920 by 1080 and we're working in 24
frames a second right there, and that should be all
good for you to go and just start using
that way you can just jump in and
start animating. The other thing is I've
set up a couple of basic things for you to use, I've got a floor in
the scene right here, that way we have
something to use as a ground-level
for our animations. I also have a camera set up and you can see that
we're looking through this camera because this
little icon is clicked right there and our focal length
for our camera is set to 75, and then lastly, I also
have a light setup in here. We are just using the standard Cinema 4D renderer
in this class. Of course, you're welcome to use any type of render
engine that you'd like but I just wanted to make this class as
accessible as possible. This light is just the
regular light that comes with Cinema 4D and I've also created a couple
of materials for you, that way you can
basically just come in here and you can drag them onto objects and change out the floor color right
here, then, of course, you can just come
in here and create your own materials by
clicking on create materials and you can just use a new standard material
and if you do that, it'll show up right here and you can click on
it and then you can change the color right over here to any color that you want. I'm really excited to jump into this class with
you, let's get started.
3. Class Project Introduction : Hey everyone. It's Stereo Stan. I hope you are doing good. [MUSIC] Today, I just want to talk about
the class project. In the class project, we're going to create a
3-6 second long animation of your favorite object. Think about an
object you'd like to bring to life through animation. Do you have a favorite
object that comes to mind? If not, look through your room or office
for an object that you might have
that you'd like to bring to life.
Here's a little tip. You might want to
consider picking something you can easily model
with the primitive shapes. The primitive shapes are these basic objects
right up here, and with these basic objects, you can create a
very simple version of quite a few different
objects, I would imagine. As you're planning out this animation that
you want to do, think about some attributes
of that object to get ideas of what the object
might do in an animation. Then the idea is to hopefully
find a way to exaggerate that animation like
we're going to do in some of the animation
we're dealing in this class, especially the pizza
flopping animation. That is definitely more of a cartoon style animation that wouldn't happen
in real life. However, just thinking about a piece of pizza
falling onto a table, you could probably stretch
your imagination to imagine it actually hitting the table
and flopping back up into the air and
that's the idea. The step to starting
this class project are, find your object, so, figure out what object
you're going to animate, and then the next step is model your object with
primitive shapes, and again, if you already
know how to do some modeling, then you can model, of course, whatever you'd like,
or if you have a model that you've purchased
or downloaded for free from somewhere, you could jump right into
just using that as well. Then the next step is you want to plan out your animation. Think about what
you will animate first and then what
you will animate last. We're going to talk
a lot about that in this class and in the class projects,
and so, hopefully, that will help give
you some ideas on how to do that once
you go through the class, but that might take
some trial and error and that's fine because I do that with every
project that I do. I end up learning
something new and realizing that I should've
done it in a different order. After you plan out
your animation, thinking about what
you're going to do, I would encourage
you to just quickly sketch out a little
storyboard or sketch out what your idea is on paper or in some file that you
can reference and use that as a guide as you're
animating your object, then the next step would
be you'd start animating. After that, you will
refine your animation, adjusting keyframes,
adjusting the F curves, and then the next step
is you will want to most likely add some materials to your model to
give it some color, and you can also do this
step before you animate, either way, would be fine. Then the last step is you
want to render this out and then post it to the
class project section of this class. That's about it. Hopefully, you're thinking about an object you
want to animate. Hopefully, you're excited about this possibility of
bringing something to life. I cannot wait to see
what you guys create. [MUSIC]
4. Scale Up & Overshoot Animation: Hey everybody, I hope you're doing
good, Stereo Stan. In today's class we're
going to do a scale up animation and we're also
going to do an overshoot. Let's jump in and get started. I am using the
Cinema 4D template that I provided for the class. I would recommend using that so your layout looks
similar to mine. All the settings are
set up for rendering, so you should be
good to go there. I've also provided some
materials in this template, so you're welcome to use
those or create your own or whatever you feel
like would be best, so let's get started. The first thing I'm going
to do is create a cylinder, so I'm going to come up
to the primitive shapes and create a cylinder shape. I'm going to go to the
Object tab right here, and I clicked on the cylinder. Let's change the height,
let's go down to 15, and let's increase the
rotation segments, so let's go up to 80. What that's going to do
is just smooth this out, you can see as that's lower, it starts to get more
and more low poly, and if you want to go for that, that's good luck to you. I'm going to go up to 80, and keep the radius
at 50 for now, and I'm just going
to move this up. I've got my move tool
selected, live selection, and that's allowing me to move this object by clicking on it, you can see I've clicked on
it in the object manager. Let's keep this a textured
just add some color, so I'm going to grab
the purple color, just drag it on there, and you can use whatever
color you want. The first thing that
we're going to do is, let's animate the radius. I'm going to rewind the
timeline so we're back at zero, I'm going to click on
the timeline down here, so we have the same timeline, but we're seeing it
bigger down here, so it's nice to have both of
these when we're animating. Let's start this radius at zero, so I'm going to click
"Zero," for the radius, disappears obviously
because there's no radius there at zero. I'm going to record that by clicking on the
"Key frame" there, and right now where
we've recorded zero for the radius at frame zero. I'm going to move
forward in time, and the further away you go, the slower the animation
is going to go of course, and the closer we put
these key frames, the faster it's going to go. Usually it's just
a trial and error, just find things that I
think look pretty good. We're working at 24
frames a second, so if we go up to 12, that'll be half of a second. Let's try that, so I'm going to go to 12 and I'm going
to crank up the radius, I'm going to go up to 70, and so what we want to do
is have this scale up, we're going to overshoot. I'm going to record 70, so what we're going to do
is have this scale-up, and we'll overshoot it at 70, and then we're going
to scale back down. I'll go to let's say 18, and we'll go back down to 50. I'm going to record that by clicking
on the "Key frame" there, and so the more dramatic
you want this to look, the more different she can put in the overshoot compared to where we
come down to rest. That's pretty dramatic,
going from 70-50 and just adjust that whatever you think you want to go further, and it'll be obviously
more subtle if we put those two numbers
closer together. Let's rewind it, hit "Play",
see what we got there? Right away, that's already
looking pretty good. But of course we can get into the animation curves and
start to adjust this, and we can fine
tune our animation, and that's really going to
be a big part of the class, is fine tuning our animations
and easing with the curves. The way we can do that is if we come down to the
timeline down here, I see the cylinder down here. If I click on the "Plus" button, we can see there's the radius, so if I click that now we'll
see our animation curve. A part of it's cut off there, and so what we can do
is click the "H" key, and it's going to frame up this whole animation
curve right here. That is the same as clicking this button right
there "Frame All", and it's a good
shortcut to remember, and it'll just bring
everything into view there. Right now, we are going
slower at the beginning, so when this line is horizontal, it's moving slower and when it's more vertical, it's
moving faster. We're starting out slow, we're going faster right here, going slow, and then we're going a little
slower at the end. If you like the way this looks, you can just call it
good and go with this, but we might as well
come in here and adjust some of
these and see what different looks we can get depending on what the object is you're
trying to animate, if you want it to
be more snappy, or if you want it
to be more subtle. Let's say at the end,
if we want this to look a little bit snappier
at the very end, a couple of things we could do, you just grab that last
key frame and bend this curve up so it
doesn't ease at the end, it just comes to a
stop pretty quickly, and you can see the
difference there. That's a little subtle, if I bring it back down, see it makes a little bit of a difference there at the
end, so let's keep that up, and then I'll grab
this key frame and instead of easing
in at the beginning, why don't we just try to
see what it looks like coming in a little
bit faster there. I'm going to grab that pull up, and so since we're
coming in faster, we're spending more
time going slow, so we have a little bit more of a hang time as it's scaling up, and I can even make that more dramatic by grabbing
that middle key frame, pulling those handles way out. Whenever I adjust these handles, I'm going to click
the "Zero" key, and it'll just make sure all these lines that I'm
pulling out are straight. Sometimes it gets crooked
like this by accident, and if you hit "Zero"
while this is selected, it just zeros that out. By pulling these handles out, we have even more of
a hang time there, so if that's the look
you're going for, that's a nice way of doing that. At this point, you
can just adjust these curves however
you want to, if you like it better
the other way, you can pull this handle down, have it ease back in. I like the way that looks, snap at the end,
and then of course, if you don't like the timing, you can come in and move the key frames around
and adjust that as well. I can start this scale
up a little bit sooner, I bring in this closer
to where we started. You can see becoming much
quicker and then we have more time as we
settle back down, and if I want to
increase this as well, make it come down a
little bit faster, we can move those closer, so now our whole animation
just going quite a bit faster. Now the one thing about moving the key frames is it
does affect the curves, and so you can see our
curve is a little bit different than it was. I can make this
even more dramatic if I grab this and
bring it really close, we can see our curve is really
starting to get messed up. What we can do is
just come back in here and I can just adjust this, pull this back a little bit, and you can see that
didn't totally fix it, so we need to come
up to this curve and grab those and
bring those in, and you can see that
that's fixing that. Let me hit the "H" key, frame that back up,
and there we go, and that fixed some of this,
what's happening there. You can see that it's crooked, I'll click the "Zero" key, straighten that out, then we've got a lot more time at the end, so obviously that's coming
in a little bit too fast for what I'm thinking in my mind and what this animation could look like. I'm going to pull that back out, go back out to right around 10, and I'll fix this up again, just grab this little
handle, pull it in, and you can see we've lost
what's happening down there so it's easy to click the "H key" you're back here. I'm going to drag these out, and by doing that
our animation is going to look just a
little bit more stylized. We're going to have
a little bit more dynamic movement
because we've got some extreme horizontal and vertical
happening right there, and it just makes
the movement feel a little bit more
energetic and fun. I'm going to adjust
that one again too and just clean that up
just a little bit, pull it up, and there we go. Hopefully that was helpful, I'm just going over some
really basic animations. This animation I use all of the time for when something needs to overshoot a
little bit and scale up. To render this, the only thing
you have to do is come up to this little gear
icon with a folder, and if you're using the template I provided
for the class, everything should be set up
and ready to go in here. The only thing you have to do is click on this "Save" right here, give your animation a name, and then just set a path where
you want it to render to. If I click these little
dots right here, you can send it to wherever on your hard drive that
you want to save it. When that's done,
close this out and you click this little "Play"
button right in the middle, and when I click that, it's going to render out our
animation and then we can go and find our MP4 file and
checkout our animation. In the next class we are going
to do a bounce animation, so I'll see you then. Bye.
5. Bounce Animation: Hey everybody, Stereo Stan here. I hope you're doing good. In today's tutorial,
we are going to make a bouncing ball animation. We're going to do bouncing ball and we're also going to
do squash and stretch, so this type of animation
will be helpful if you're creating any
kind of object, it doesn't have to be a sphere that you want to have bounce, and so let's get started. The first thing I'm going
to do is come up to the primitive shape roll out and I'm going to grab a sphere and we're going to
get my move tool, and I'm just going
to move that up. Let's go to the object tab and let's give this
some more segments, so let's go to 80. What we want to do
is we want to have this sphere fall from the sky, hit the ground, squash, pop back up and then go back up, and we'll have it
bounce a few times. What we want to have happen
is we want to actually have this sphere squash
from the top-down. Right now we can see the
axis is in the middle. In Cinema 4D R25, there's actually a
way of moving this without collapsing
down the shape, but we're going to
just do that just in case you're using
an older version. But what we want to
do is we want to move this access point down to the bottom so it
squashes from the top. I'm going to go to
this little menu right here so we
can see this sphere from different views and we're going to just
look at the right view. What we can do is click on our sphere and we're
going to click this little button right
here, make it editable. So this made the sphere editable and what we
can do is grab this, enable access and we're going to just move it
down to the ground. I'm going to just scroll
in my scroll wheel, down towards the bottom, and then I'm going
to uncheck that. Sometimes I forget to
uncheck that and then I'm moving the axis around instead
of the actual objects, so just make sure
you uncheck that. I'm going to click
back up here to go back to our perspective
view and so now our access is at the bottom
of this and so this will move up and down
from the bottom. Let's start this up
out of the screen. I'm just going to move it up
so we don't see it anymore and on the y-axis I'm going
to click that keyframe. At zero, I want the spirit
to start out of the frame, and then we're going to
move forward in time. Depending on how fast you
want your animation to go, you're going to
put the keyframes closer or further apart. I'm just going to go to 12. You can choose any number
that you feel like you'd like to try there if you want to go faster or slower, I mean 12 is a good
starting point. Then we'll move it down and I'll have it just
hit the ground there. I'm going to record
that keyframe at 12, so it's going to just
come and hit the ground. Here's something that I found
really important is doing things in a certain order when we're planning
out these animations. For instance, we want
this to hit the ground and we want it to squash
on the next keyframe and then pop back up
and then move back up versus hitting the ground and then slowly moving back up because then we'll be squashing and moving
it at the same time, which would look really weird. What we want to do is think about what
we're trying to do. So hit the ground, squash, pop back up in the
same y position. So I'm going to record at that same position
two more times. What happens there
is that basically means it will stay in the same y position for three keyframes and then
we're going to go back up. Then I'll go back up. We won't go back up as high, record that and then
we'll come back down, hit the ground right there, record that position, and then we'll do
the same thing. We'll record that same
position a couple more times. Let's start with that. We might give this a little
bit more bounce in a minute. So what we want to do is let's rewind that,
let's hit play. Let's just see what
things are looking like, so pretty simple
bounce movements. Here's a good time to adjust your timing and dial
that into what you like before we get into modifying
the curves and before we get into modifying or adding
in the squashing. If you don't like this movement, what you could do is you can
grab these keyframes here, we could also grab
the keyframes there, and we can just move
these around so we can dial in the
speed that we want. You can try a few
different things out. Of course, we can
adjust these later, but this was a good
stage to dial it in. It's pretty close
to how you want it. I'll grab all these. I'm going to actually
move it back to closer to what I had. So this is what it's
looking like without any adjusting the animation curves
or anything like that, so that's really going to
make a big difference here. But let's jump in
and let's actually also animate our squash, so let's rewind it.
Let's get the sphere. What we're going to do to
squash this is we're going to hit the ground and we're
going to squash right there. Let's click on the sphere and what we want to
do is squash it on the y and we can see since we move that anchor
point to the bottom, it's going to squash from the top down, that's
what we want. Let's record a
keyframe here at one, that way it's not squashing as it's following
through in the sky, so it's one for this whole part. Here we're going
to go to 0.5 and the more or less
you squash this, the more or less dramatic
it's going to look. You can adjust that to whatever you think
would look the best. Then I'm going to
go to the next one, I'm going to put one. Now we have squash pop
back up through y. Now let's just check that out. It's happening
pretty fast and so we're actually going to spread out these keyframes
just a little bit, but let's finish the other
squashing over here. Go up, hit the ground, let's record one there, and let's squash it
right there at 0.5. Now I'll go back up to one
right here, so same thing. Let's rewind that
and check that out. What we want to do
is I'm going to just spread these out just
a little bit here. We could have done
this at the beginning, but I like just to start and see how things are looking
right upfront. We'll give it a little
bit more time there and I think that's looking
a little bit better. The next thing we need to do
is get in there and start adjusting our curves because that is where the magic happens. Let's adjust the curves of the sphere and we're
going to open that up. Let's start with our position and then we'll go to the scale. I'm going to open up the
position, click on the y. Right now we're in keyframe
mode, which is right here. We're going to go to curve mode, now we can see our curves. With the curves, these are just the keyframes right here, these little orange cubes. What's happening
with the curves is, it's starting out slow, so when this is horizontal, it's going slower and when it's going vertical
it's going faster. We're starting slow, going faster and then it's
not going at all, just completely horizontal
and then we're going slow, slow, and faster at
these points right here. Instead of starting
slow at the beginning, I'm going to grab that keyframe and I'm just going to bend it down and I am going to
just start in linear. Since it's out of the frame, we won't really notice that yet, but we're just going
to start with that. If your timeline gets messed up and you
can't see things, just remember you
can click the H key, it'll frame everything up, it's the same as clicking
this button right here. Part of the problem
with our animation is a bounce animation, the curve actually doesn't really look like this
when it bounces, and so what we need to do
is we're going to grab that keyframe and a bounce curve should
look more like this. I'm going to grab that keyframe and if I hold the Shift key, I can break this tangent. You can see these
handles only the moving on one side and
that's what we want. We're going to actually
go up right here, so it's going the fastest right before it hits the ground. We're getting more of a
curve here and it's not easing into that keyframe right there, if
that makes sense. Actually, I'm going
to grab this. I'm going to drag that up, we will do a little bit of easing there
at the beginning, let's just see what
that looks like. Let's do that to
the other places where the sphere
hits the ground. I'm going to hold
Shift, move that up, and that little adjustment
is actually going to make a pretty big difference
for our bounce animation. Whenever we're doing a balance
where something's hitting a solid thing like the ground, we want it to go with the fastest right
before it hits it and we can do that by
just holding Shift. Let's check that out. That's
already looking a little bit better and so we can now come in here and we can adjust this. When it's in the air, this is where our
sphere's in the air, we can make that hang a little longer and that just gives
it a little bit of style. I don't know if you
can notice how it's hanging longer and
if I pull these out, it's getting more and
more extreme because it's really horizontal
right there, so it's going to just
stay in that position longer so you can see
it's stalling in the air. I'm going to just move
down a little bit holding the one key, moving my camera. We might have to adjust
the beginning there. Now since we've given this
more of a hang time there, this curve is not
looking as nice, and so I'm just going to grab that and I'm just
going to adjust that so it looks less, like it has a little
bit of a kink in there. Let's see if that one
needs to be adjusted. The other thing is just
by looking at this curve, we can see that it's
a little bit uneven, which is totally fine, but I'm just going to
grab this and move this over and just see
how that affects it, making our curve a
little bit more uniform, if that makes sense. I don't know if that's
the right word. I'm going to grab this. I'm going to bring
this up even more. I know I did the opposite
at the beginning. Probably should have just
left it coming out like that. Let's also pause
this for a second. Let's grab this, rewind it. Let's start this so it's out of the frame like we had
at the beginning. I'll just record that. I'm going to click
the ''H'' key so we frame up everything in here. What we want to do now is we might come back and
adjust this a little bit more, but I think that's
looking pretty good. Let's go to the scale and let's adjust our animation
curve on the scale. Right now it looks flat, and if I hit the ''H'' key, it's just because
we're zoomed out, it'll zoom in there so we can really see
what's happening. Here we can see what's
happening with our squash, and as we bring this
over, we see, oh, there we are, caught up with
the beginning of the squash. We're easing in a little bit. On both ends, we're doing a little easing and we
don't really want that with the squash because
the sphere is coming from the sky and it's coming
down pretty quickly, so when we do our
squash and we want to make that so it's
coming in pretty quick. I'm just going to
drag this down. Here it's going to come in
squashing very quickly, and then I'm going to exaggerate that squash by just dragging it
out a little bit. I don't know if you've noticed, but sometimes when you're
pulling these out, you can get this, so
it's not perfectly straight and you have
to get in there. One thing you could
do is click the ''0" key and that just
levels that out. I'll click "Each". Then
for squashing out, we can actually have a little bit of that
easing back out there. I think that'll
look pretty good. We're just easing right
there. Let's check that out. Some of these things
are really subtle, but they all add up to make
a pretty big difference. We need to fix this
squash right there. Let's grab this. I'm going
to hold the "Shift" key. It's like the opposite of our position curve. Then let's exaggerate
this one a little bit more. That's looking
pretty good. After this point, you
can basically come in here and you can continue
to adjust things, you can move around the timing. But as far as a basic
squash animation, I think this is
looking pretty good. Sometimes on my animations, I like to just even fine-tune this last one a
little bit more just to exaggerate this last scale up. I can grab this and
I can move it over. Let's move it over even more. When we pop back up at the end, it's actually just a little
bit of a slower pop-up, and to have this happen quicker, right when it hits down and then just slowly pops back up. I just liked the way that looks. Of course, there's all kinds of different ways you
could do that. Let me click the ''Each''
key to frame everything. I'm going to just grab
this last keyframe and just bring it over just
a little bit more. Click the ''0'' key to
straighten that out. There we go. The last
little touch that we can put into this
animation if we wanted to, is a little bit of
stretching as it's falling. Let me pause this, rewind it. As the sphere is coming down, we can stretch it just a little bit on
the same axis here, the y, and we'll just give it a little bit of
a cartoon movement. As it's gaining speed, it's going to stretch just a little bit
more to right there. What we can do is increase this like that and we can
put that right behind there. Let's check that out
and see how that looks. It just gives it a little bit of an
extra fun movement, so, of course, we want to do
the same thing right here. So as it's going up, hitting
the ground, pop back up. Then when we get up to the top, what we can do is we
can actually increase that stretch and we can actually just have that stretch hang. Let's give that a
shot so right there. Let's increase that a
little bit right there. We'll go to one, and as
it's going back down, let's click ''One'' then right when it hits
right around here, we can have it go up. Let's go right there, and we'll do a little
stretching right there. Now we've got this where it's doing a stretch
right there and then catching back up and then holding and then stretching
as it goes down. Having this whole is
really important. Without this, it does look a
little weird, I've noticed. Now we can just adjust
this a little bit. I think that's too quick. I think that needs to
ease in right there. So we want to to into
that stretching. We can try to make this stretching a little bit more
abrupt right there, and it just gives it a little
bit of a different look. It's almost like a jiggle look, so you can do that, I think, either way, I've found
it looks pretty good. We can also try on this end and see what kind
of look that gives it. I like just this bell curve
right there at the best, got a little bit less. At this point, it's
just fine-tuning it. But this is, I
think the fun part of doing these kind
of animations is just trying out different things and experimenting with
getting different looks. Let's see what happens
if we just bring this over just a little bit. I'm going to hold the
''Shift'' key just to make sure that it stays
in this position, I'm trying to move up or down
a little bit by accident. I'm just going to hold Shift and let's just see
what this looks like here. I can't tell if I
like it better. Eases inch a little bit, maybe a little bit
less than that. Here we go. I think that
looks pretty **** good. I hope this is helpful to you. One thing that you can
do now is obviously, grab a material, and pause this, rewind it. Actually, let's go forward
so you can see it. It's going to drag a material on there so we have some color. This should be all
good to go to render. If you're using the
class template, all you have to do is come up to these Render Settings here. Go to the Save,
give this a name, and give it a location to where
you want to save it. Everything else should
be set up for you if you're using the
standard render, and it should friend
her out at MP4. If you're using a
different kind of render, then you can render
that however, you would like to, but everything else
should be good to go. You can close that, click
this ''Play'' button and it'll take a few minutes and render out your animation, then you can check out the MP4. In the next class, what we're going to do is do
a jump up in flip animation. That's going to be a lot of fun. I will see you in that class.
6. Jump up, Flip and Squish: I hope you're having
an awesome day. In today's tutorial,
we are going to create a jump up
and flip animation. We're going to combine
a little bit of the bounce animation
and we're going also to combine flipping object
doing a backflip in here. Let's get started.
For this animation, we want to include
the squashing of an object before it jumps up
to create some anticipation. But in addition,
we also want to do a flip and for the squashing, if you watch the
bouncing ball animation, we squashed from the
top-down and we did that by moving the anchor point to
the bottom of the object. But with the flip, I found that it looked the best at least for
what I wanted to do, where if the object
did a flip where they've rotation point was closer to the top of the object. Essentially to do that, I created a way of having two
different anchor points in two different positions
that we could use by using Knowles and a object. The first thing I'm
going to do is I'm going to use a cube for my object to animate and you could use something
else if you'd like to. Going to move it over,
I am going to change the size of this roughly, something like that and
I'm going to increase the segments three on each axis. I'm just going to move
it towards the ground, so I'm also going to come down
here to the materials and I'm going to give it a
color. Let's do green. The first thing I
wanted to do is create a null and then I'm
going to create one more null. These two nulls are going
to be the position. We're going to use this
for an access point again, to animate one of them for the squash and
then the other one for our flipping pivot position. What I'm going to
do is I'm going to move one to the bottom. It looks like one is pretty
close to the bottom already. I'm going to go over
here to my right view, increase that right view by clicking on that little
button right there. I'm going to move this actually, I'll probably just move
this cubed right down to the ground and then that
null should be there. Let's move down just
a little bit more. This null right here
is our bottom null. I'm going to call this
the squash position. We're going to use this
null to squash this cube from the top and then we're going to
get this other null, scroll out and use my scroll wheel hold
the number 1 key to pan and I'm clicking
holding number 1 key. I'm going to grab that
null and I'm just going to move it up to towards the top, so I've tried this a
couple of different ways. I tried where it was at the very top and it felt a
little weird and I thought somewhere in
this position seemed about right and so the
reason for that is, I was thinking that it's like if a person was
doing a backflip, they're going to be
leading with their head or this area right here seemed to look pretty good
for this animation. Of course, you can change this later if you really wanted to, if you don't like
the way it looks or just depending on the
shape of your object, you can move this around
and try different things. I found I liked this area
the best for this animation. I'm going to call
this one that null, the backflip position. This is really important, the order of how we parent
and child this chain here, I'm going to go back to the perspective
mode is important. We need to put the squash position on the top and then the backflip
position underneath that, and then the cube
underneath that. Your hierarchy should
look like this, so we don't want any of these
right next to each other, so it's a parent-child
relationship, so the backflip is a child of the squash and the cube is
a child of the backflip. What this should allow
us to do is if I go to my squash and I go to the coordinates in
the scale parameters right over here in
the coordinates tab. I want to squash
this down on the Y, so that should squash it
from the top and go up, so we can get that squash
and stretch motions. I'm going to put that back to
one and then the backflip, we're going to rotate it on
the P rotation right there. That should be doing a
backflip from that position. Hopefully you can just see that backflip where that
position is and you can even just rotate this and just
test it and see if that's rotating from the area you
would like and who knows, we might even get into this
and maybe want to adjust it a little bit more,
but that's that. I'm going to go back
to zero for that. The first thing
we're going to do is we're going to animate
our Y position of the cube and then we're
going to get into squashing and then we'll
get into rotating. We're going to animate
the Y position first. What we're going to do is we're just going to grab
this top null, so it grabs everything
that's in there. We don't want to animate the Y on one of these other
objects because it'll move the position of it
outside of this main parent. We're going to animate
the squash position for our Y and also
for squashing. I'm going to start
this on the ground. I'm going to rewind this. I am going to go to, I'm in standard mode, I'm going to go over to
animate and I should mention that I'm using
the old layout system, not the new Cinema_4D,
R_25 layouts.. The next thing I'm going
to do is I'm just going to adjust this
over a little bit, so it should be pretty good
and now we should have our timeline here and you
may have already been there. But if not, let's say
you can get to it, you can load that up right here. We've got two timelines, and I'm going to rewind this and so I'm going
to click on this. At zero, we're going to start on the ground and
then we're going to anticipate jumping up. If you followed along with
the bouncing ball tutorial, we're going to do
a similar thing. We move forward and
we're going to record three key-frames with the
same position on the Y. That's so we can do a squash, pop back up and go back up. But what we're
going to do is have those three key-frames
and then after that, we're going to go
up into the air, so we're jumping up and I'll
record that Y position. I'm on 12, and you can adjust that to different
key-frame if you want it to go faster or slower and
then we'll come back down to the ground like that, and actually, I could
probably just put zero. Then we'll do the same thing. We'll record three key
frames for that Y. We could do this a few
more times if we wanted. We're just going to
start with just doing one jumping up and
then coming back down. You could do it obviously
more times than that. Let's just take a look at this. This is our basic movement
that we've got going on. Nothing too exciting,
but at this point, a good idea is to check
out the timing between your key frames and see
if this basic movement, that basic speed of this
animation seems right. This is always a good point
to make those adjustments versus doing it later when
we dial in our curves. One of the reasons
for that is once we start to dial in our curves, if we start weaving
key frames around, the curves do you get a
little bit messed up. It's really not a huge
deal to modify it, but it's just a little bit of a better workflow, I've found, if we do that basic blocking in of the main movements first, then continue to
fine tune later on. The next thing we want to do is we want to do
our little squash, so I'm going to come to
this next key frame. I'm on the squash right here. Let's open this up
so we can see this. I'm on the squash position
in the coordinates. There's our Y animation. Let's go over and let's
do a little squash. I'm going to squash this
on the Y. I'm going to record a key frame there. Actually, I should have done
that on the very first one. I've recorded a key frame there, but come to the next one, and I'm going to do 0.5. You could do more or
less depending on how much you want to
squash the object, then it's going to pop
back up right there. Put it back to one and
then it'll go back up. Hopefully, this makes sense
why we're doing it this way. Because if we didn't have
these three key frames, we don't want this
squashing on its way up. We want this movement
that's separate from the actually moving up into the air, the
squashing part. It just looks pretty weird if
it's squashing in the air. We're going to record that
one in that position. Go to the next key frame. I'm going to put 0.5 again. Click that, restore
that key frame, go to the next one,
turn it back to one, and record that key frame. Let's rewind that,
check that out. We've got that little pop
going on, our little squash. I think the squash is happening just a
little bit too quick. What I'm going to
do is I am going to grab these key frames. I'm going to move them
out just a little bit, give them a little bit
of breathing room. I could have just done it
this way at the beginning, but I'd like just to dial in some of that first movement, and then go through
and do that later. At this point, before we get
into doing any back flip, we can see that obviously this animation is not
looking that good. The biggest reason for
that is our curves. I'm going to go make sure I'm clicked on the squash position. I'm going to look down
on our timeline and I am going to just open up this null that we called
squash position and I'm just going to dial
on the position and then I'll dial on the scale. If I click on the position Y and I don't see
my curves here, and if I click the H key, that's going to frame
that up for me. That's the same as clicking
this button right there. If you don't see curves and
you're just looking at keys, it may be because you are in
key-frame mode right there. You can go to that
next button right over there and go to the curves. This is what our curve
currently looks like. We can make this
look a lot better. One thing with a
jumping type animation, right here, we've
got this horizontal, which means there's
absolutely no movement. Then the more vertical it goes, the faster it's going. If you can see, I'm
going to scroll in, I'm just using my scroll wheel, that this handle right here, there's just a little bit of
ease in before it goes up. It's pretty small. I'm going to click "H"
to frame that up again, but one thing that will
really help this is if I hold the Shift key while
this key frame right there is selected, hold Shift, and I
just grab this, it breaks that
tangent right there. What that does is
it allows us to go, instead of any easing like that, we're going to just
go straight up. Any jump animation like
jumping up or jumping down, hitting the ground,
we want this to be like a broken
curve right hear. We don't want it to
have any easing. It looks a lot better if we just break that because
then we're hitting something hard like
the ground or bending down and then jumping
up with force. It creates that movement
that we're going for. The more I pull this up, if I pull this up pretty far, we're going to shoot off
the ground really fast, versus if we do something
more like that. It's going to be slower because this line is
going more vertical, which makes it go faster. Let's just try
something like that. This is at the beginning
right here. Let's grab this. You can see this is this
point of the animation. I'm just letting
it play through. That's looking pretty good. The weird thing that we have is it looks like it's
hitting something in the air instead of
floating through the air. I like doing these
animations that are a little bit more
like a cartoon style, but that seems a little weird, but before I adjust that, I'm going to grab
this key frame, hold Shift, and bend
that one up too. We have that when it hits
the ground over there, we're doing that same curve. It's that jumping type
curve. There we go. That's looking a little
bit better there. One thing that we
can do now is grab this middle key frame, I'm
just going to pause this, and this part just so
we're on the same page as the key frame where the
cube is up in the air. What we can do is we can create
a hanging in the air for a second type of animation by extending
this part right here. I grab that key frame. I'm grabbing this handle and
I'm just pulling these out. The more we pull
these handles out, the longer this part of the curve stays horizontal
in which basically means that it's staying almost still for just a few seconds there
before it comes back down. Let's rewind that, see
what that looks like. We've got that
little bit of a hang time up there now too. I like the way something
like that looks. I don't like the way this
curve looks right here. It's got a little bit
of a weird shape there. I guess I'm just
weird like that too, but I just want to try
to fix that if I can. I'm just going to
adjust this handle. I might just pull this
in just a little bit. There's really nothing
necessarily wrong with that, but I have found that the
cleaner these curves look, the less weird kinks and less
dramatic shapes in there. Actually, the animation just looks a little bit smoother, but again, it really does depend on what
you're going for. Now I could just come in
and I can just fine tune these and get a curve
that looks pretty good. Hopefully, you can already see how much better
that's looking. One other thing we could
try is sometimes if we adjust the timing of
where this key frame is, it can add a cool effect and just change
things a little bit. I'm just going to
grab that key frame. I'm going to hold the
Shift key and it'll just keep it at that same position
while I drag it this way. I can't drag it up and
down, which is nice. I'm going to drag it over so
it reaches that point later. I'm just going to see
what that looks like just for the heck of it. I like how it takes a little
bit longer to get up there. It really, again, just depends on what type
of animation you're doing, but a lot of times I
like to come in and just try moving these things around and see what
they look like. If I hold the Shift key again, maybe I'll try the other way and just see what
that looks like, bring that so it goes
up a lot quicker. That's jumping up much quicker. It is messing up our
curve right here. We could fix this by
trying to adjust this one, but at a certain point, we have to actually
adjust this one as well, and that will smooth that out. I like the way it looked
the other way personally. I'm just going to
grab that key frame, hold Shift, move it over,
something like that. I'm going to pull that
handle out again. Something like that.
If I hit the 0 key, that it wall this key
frame is selected, it will zero this out.
I hit the wrong key. Try that again. Hit the 0 key. You might not have even noticed that was probably really subtle, but if I have a handle that's just a little
bit crooked right there, and it's messing
up my animation, if I just click the 0 key, it just zeros that out. Let's see, I think it's
this one right there. Yeah. The next thing
we want to do is go to our scale and click
on the scale. We see the curve,
but it's all flat. All we have to do
is click the H key and that will frame that up. It just was zoomed out too far. This is what our scale
is looking like. Let's think through
this really quick. I'm going to rewind that. As we're scaling going down, we probably want to ease into
this how it is right now, but when we go up,
we're going to have this force pushing this up. We want it instead of
it easing right here, we want to have that
as a sharp curve too. If I hold Shift, I'm
going to drag that. That way we're easing as this object is bending down and then
as it starts to go up, we're gaining more and
more momentum going up, which should make this
curve go up quicker. If we want to exaggerate things, I can pull this one
in a little bit more and we can
also grab this one. Just extend that out. This will just give us just a little bit more
of a dramatic movement. This may or may not be
what you're going for or even when I'm going
for, just give it a shot. It's one of these subtle things, but I feel like sometimes these little subtle things
do make a difference. For instance, if I just grab this and we don't have
any easing there, we can check out what
that looks like. It's just going down quicker, but it is holding just a little bit on
this part right here. I do like how it eases
in a little bit. Something like that.
Let's go over here. I'm going to hold the 1 key
just to click and pan over. I'm going to fix
these curves up. This is the opposite. As it's coming from the area, there's a lot of force
pushing it down. We don't want any
easing right here. I'm going to hold the Shift key, break that tangent,
pull that down. The force from
coming from the air, we want that to go fast, and then it's going
to come down. I'm going to just pull
that out a little bit. Hit the 0 key just to
make sure that's level. I've moved down so I can hold the H key and pan back over. Here, we do want some
of that ease in. Right now pulling this and you can see it's not
making a difference. It's because we've reached
our maximum right here. One other thing
that I can do is I can actually hold
the Shift key here. This breaks the tangent, just like we were doing
this kind of movement, but instead of moving up, I'm going to just try to move
it horizontally so we get a little bit more
slack right here, so we can pull that out more, and just extend that more. I might even also just move
that over a couple more. Just keep this a little
bit more breathing room at the very end
of our animation. Let's try that. There we go. I might even exaggerate
this even more. This is just a
personal preference. Just stylize this thing
even more where it just pops up even slower at
the very end there. I just like the way that looks. I'll give it maybe a
little more room there. I like the way that
looks and maybe we'll set up coming down, but so quickly right there. Let's just try to go in more
of a linear type movement. That just softens
that last part. I don't know if you
can see that there, if you noticed it. That will allow me to drag this out and so it'll hold as we squash down. Fix that again. The last thing we want to do is we want to do a back flip. I'm going to click on
my back flip position. I think that it may look
pretty good if we start the back flip
somewhere right around that area and we flip. Then maybe we're still flipped over and we're coming back down. Let's give that a
shot. I'm going to say something like that. We may move this around. I'm on the back flip
position not on the squash. Let's
just see which one. Yes. We want to rotate the P, so I'm going to
record 0 right there. Then I'm going to flip over lets say
backwards 360 degrees. I can just type in minus
360 and I'll record that. Let's just see what that
looks like. I'm not sure. I just eyeballed these where I thought that
would maybe look good, but I think I could
be wrong. Let's see. Maybe we can try giving this a little bit more key frames and just see what
that looks like. Let's just see if we
move this around. Just like to see what looks
better or worse or different. This is a different kind of flip right here than the
one we had before. I think this one
looks less natural. I should probably pause this, but let me go back to
somewhere like that. You can see that also gives it a little bit of
a different look. Let's pause that and
see the point in which we flip is
right about there. That seems, to me, about right for maybe
this type of object. Maybe I'll even pull this over a little more and just see
what that looks like. I think that's getting
a little too close. That's where if this
was maybe gymnastics, they might lose
some points there. I think let's go back. Let's go to the back
flip position rotation. Click the H key. This is what our back
flip curve looks like. Let's think through this. If this was going to be a flip, the momentum right
here, I think, would most likely ease in
and ease out like it is. However, I think
that there would probably be more force right here as we're
coming into that. Let's try that. I'm going
to grab that key frame. I'm going to bend this up. Let me hit the H key so
we can frame this up. We're going to ease
into this movement. It could actually be wrong here. Maybe it's the other way around where it shouldn't be easing in, but I think we're gaining speed, gaining speed, and then we hit. It seems right. Let's just see. I think we could probably do it a couple
of different ways. Some curve like
that. There we go. I like the way that looks. It might be a little
too close to the end. I'm going to pull it
over just a little more. One more. There we go. I like the way that
looks. That is about it for this tutorial. If you're using my template and you're using the
standard renderer, you basically should be
good to go to render. All you have to do is come up to this little gear
icon right here, I'll pause this,
and you could do a render. All of this
should be set up. The only thing you
have to do is make sure you're in the Save tab right here and you can
give this the name, so call it jump up, whatever you want to call it. Give it a name and you click
these little three dots right there and you send it to somewhere on your
computer or hard drive, wherever you want
this to save to. You choose that location, close it, and you click
this middle button. It should start
rendering your MP4 file. If you're using a
different render engine or you already have
something else set up, you can just use that as well. In the next tutorial, we are going to go a
little bit further into this whole bouncing type of an idea and we're going to
do a bounce and a bend. It's a floppy type animation, so we're going to use
a bend deformer to add some floppiness to
an object that's hitting the ground.
I will see you.
7. Model a Simple Piece of Pizza: Hello everybody.
Stereo Stan here. We're going to model a very simple piece of pizza
for our next tutorial, which will be pizza following
hitting the ground, bouncing up into the air, and flopping and doing
a flopping animation. Though in this tutorial, we are going to just model the pizza and then
the next tutorial, we are going to
animate the pizza. We are going to make
a piece of pizza using these two
primitive right there. So I'm going to
click on the tube. Let me get my move tool and just click on that and
what we're going to do is we're going to slice this tube and we're going
to slice it to 45 degrees. Hold the Alt key
to rotate around. Let's go back to
the tube and go to the Object tab and let's change the height down
to, let's try 10. Let's click up to
20. We're starting to build this basic shape of the pizza crust
essentially. Let's go. The inner radius, we'll keep that to 50 and
we will change this to 56 and so we've got this basic little bit
of crust right there. If we turn on this
flat right here, we can get this crust shape
that we're going for. This is going to be the crust
and so what I'm going to do is make a copy of this
and I am going to just hold the Control key down, click on the tube and drag, and that will just make a copy. Now I'm going to do
this one more time and so we're going
to have this one, is first one that we
just made the crust. I'm going to name that,
spell crust and then the second one will be pizza and then the third
one we're going to use as the cheese. I'm going to go to this
pizza and what we want to do is decrease the
inner radius to zero. We're going to change
the height of this. Let's try this one at 10. Then for the cheese, move this up a little bit. Let's go to the object, take the inner
radius down to zero, and then the height,
let's go down to, let's try five and
just move this down. I might even take the
height down to two. Put the yellow on
cheese, not the pizza. Let's go and I can just
move this onto the cheese right there. Let's see. Let's go for a very
weird piece of pizza, purple for that part and then I'll the purple
for the crust as well. For the actual pizza, let's bring in the outer
radius just a little bit there and let's bring
this outer radius down. Yes, something
like that and then let's do the same
for the cheese. Let's turn this off. So we don't have this little
rounding at the end there. Let's take the outer
radius down a little bit where we don't have any
intersections there. I'm going to put some
pepperoni on there. So we can have an
object that can have some secondary animation
that's way too big. Let's change the height down to five and the radius down to 10. Move this up, move this over. It's still way too thick, so let's go down to one. Let's see how that looks
and the radius down to, let's say three, maybe five. There we go. Five looks good. I'm going to move this over and so this will be a
piece of pepperoni right here and I'll
give this pink color. You can see that our
segments are really low. We've got this low poly look. Let's crank up the
segments unless you're going for
a low poly pizza, which this does look
like a low poly pizza. Let's go up to, 80 is usually a pretty good
rotation segment to use, a number to use for
some nice surrounding. What we want to do
is I'm going to call this pepperoni and
I'm going to hold the Control key down and
then click and drag to make a copy and that copy is right
on top of the other copies. So if I move this over, you can see that
now we've got two. I'm going to move this one. I'm going to go for
having three and then I can also hold the Control key and click and drag right here. So if I hold Control, click drag and make a
copy right there, I'm going to grab all those and a shortcut to put these into a group which is just a null, is Alt G. If I hold the
Alt and then click G, it automatically puts anything I had selected into a null. You can also come
up here and grab a null and it'll make a null and you could just drag the
objects in there as children and so
I'm going to call this pep and then what we want to do is we want
to put all of these, I'm going to hold Shift,
grab all those Alt G, puts all those into a
null and we'll call this pizza and then we're going
to do this one more time. We're going to get that
one and that one to Alt G. We're going to put
all these into a null. Then I am going to put the
pepperoni inside of the pizza. The reason I put these all
into its own group right here, the pepperoni versus just having everything just in
the pizza is that way we can control these
pepperonis separately and we will animate
them a little bit one-on-one but it's
nice just to have this one main control for all the pepperoni but we can go in here and animate these
separately as well. Then the reason we put
this pizza inside of its own group is
because what we want to do is we want to add something
called the bend deformer. If I come up here, you can see all these deformers
and these are really awesome to use in your animations and
especially the bend. I'm going to get the bend
deformer and the reason I put this pizza inside
of its own group is because if we put
the bend deformer in this group and these
are the same level, they're both children
of this one parent. There's not another level. This is not a child of this. This is the way we can use this bend to deform
everything that's in this group and name
this pizza with bend. When I go to the bend, we can just scale this down. Something like that. Just go around the pizza. The bend deformer usually
takes a minute to get this to bend in
the right direction. So right now there's
nothing happening. It's because our strength on the bend deformer is at zero. Let's just see what
happens when we try to bend this, it's bending. It could actually be
bending in the right way. Now that I'm looking at
this but the problem is we don't have enough
segments I believe, in these three
things right here, especially the pizza
and the cheese. Let's go to the cheese,
since we can see that on the top and I'm going to
scroll in hold Alt to rotate. You we can see we have segments
going in this direction, but no segments going
in this direction. So that's the easy fix. Give this some cap segments right here and you
can see we're getting segments going in
the other direction. Let's go up to 20 and let's just do the
same for the pizza. Well, the band doesn't
seem like it's still going in the
right direction here. It's not bending the
way we wanted to. I'm going to keep this
bend something like this. What we need to do is
rotate this bend deformer. So I'm going to go
to the coordinates, I've just know this
from trial and error. We want to go to 90, right around 90 on this and usually this is just a little
bit of a trial error. Then you have to rotate this bend to bend the
direction that you want it to and so you can see that's bending right there in
the right direction. It looks weird and
we will fix that. Let's go to around 24 on
each, something like that. Again, I just knew that from messing around
with this a few times, but I had to just rotate this thing around until I found
it bending the right way. It is a little frustrating
sometimes honestly, to get this to work
exactly the way you want depending on the shape of your object and all that. I'm going to grab this
whole pizza with the bend, pull out of the ground. One thing we can do is
check this keep length. This keep length will keep it from getting
stretched like that. What we can do is we can see this bending and
flopping right here and then we can come in here
and adjust the size to get this to bend
the way we want it to. If I grab this and
make this longer, you can see that it
bends not as precise, I guess I should say it's
bending like the whole thing, but we don't have any folds or anything in there and if we pull this a
little bit tighter, it's going to bend on one area. For this animation,
we want it to bend a little bit
more in one area. I want to go from limited
to unlimited and I'm just going to pull
this bend deformer back just a little bi t and
you can see as we pull it, it's changing where
it's spending. So I'm going to pull it back because what we
want to do is have this pizza as the crust
is a little bit heavier. We want to have the crust hit the ground and then this
part is the floppy part. So this is the floppy control that we want to have for
this particular animation. One thing about the
crust right now, and actually the whole thing, I think it's just a
little bit too thick, so I'm going to take
the pizza down to five. I think that's
looking a little bit better and move that up. I could even see that going
down to maybe even three. I think that would
look a little better. It was just way too thick
and then the crust, five. They'll move that up, move this back, something like that. This is our model that
we're going to use and so in the next class
what we're going to do is we're going to
animate this pizza and use that bend deformer
to flop things around. It should be a lot of fun. So I will see you
in that tutorial.
8. Flop Animation with Pizza: Hello everyone. Hope you're having a great day. In today's tutorial,
we are going to create a flopping
piece pizza animation. If you do not have a piece of
pizza that you want to use, you can follow along with my last tutorial that
shows how I've modeled. It is a very simple
piece of pizza. All I did was use
primitive shapes. Actually, most of
it was done with a cylinder and just
move some stuff around, and then what I did was I
also added a bend deformer. That's a big part
of this tutorial. We're going to use
this bend deformer to basically bend
this piece of pizza. That's going to give
us are a little bit of a floppy type of animation. I'll put that back down to zero. If you don't want to model this, I have provided this
model for the class but first thing we're going to do is we're going to move
this piece of pizza, so I've got this in a group. It's got all these
pieces in there. I'm going to move this
down to the ground. Hold the number 1 key pen out. Move this down to the ground. This piece of pizza
is going to be following from
basically been our mind thinking someone's
dropping this onto the ground and it hits the ground and it
flops up into the air. What I'm going to do is
go to the coordinate tab, I'm going to open up
my timeline here, and I'm just using the template that I've provided
for the class. I am going to start
this out of frame. I'm going to move this up. I'm going to click
a keyframe for the whole group of
this pizza on the Y, and it's going to come down and it is going
to hit the ground. This one's going to hit
the ground and it's going to go back
up into the air. That's going to come back down
and hit the ground again. Something like that.
Let's rewind that. This is the part
again where we want to dial in the speed
of our main animation. Sometimes it is a little hard to tell if this needs to
be faster or slower but what we can do is just
dial this in a little bit more and get our main feel for what we want
this to look like. You can think about how
an object might fall. Now, again, I do
want to say this is a cartoon-style animation. Obviously, a piece
of pizza wouldn't bounce off the ground
and it definitely probably wouldn't
flop in the air, but that's what makes
this whole thing about animating fun. I'm going to pull this
one back a little bit. Maybe just this. Just thinking in my mind,
what should this look like? I have this hit the ground,
go up into the air, it's going to flop a little bit, and then come back down. The first thing we
wanted to do is adjust the F-curves of this Y animation because it's just not
looking that good. If I go to the F-curve tab right there and I
open up the pizza, we can see we've got
an animation on the Y, and let's pull this up a little bit and I
can hit the H key, it'll frame this whole thing up. What we'll do is grab this
keyframe and I'm going to hold the Shift key and
we're going to do our typical bounce animation. When I hold the Shift key, breaks the tangent there. That's what we're
going for. This is what a jump-type curve
should look like. An animation curve
comes in, hits, goes back up and the
same thing over here, I'm going to hold the Shift key. The reason for that is we
want it to be going fast and then an abrupt stop and then
an abrupt going back up. We don't want any
easing for this type of animation when it hits
something solid like a table. We want this to be
pretty abrupt as it's coming down and going
up into the sky. Remember that the steeper
these curves look, the faster it's going to go. Let's start this slower, and we won't really see
the pizza right here, but we'll catch the
effect of it right here and that automatically. Hopefully, you can
see that looks a lot more like something
hitting the ground and bouncing just by adjusting that little
keyframe right there. That piece of pizza
looks very stiff, and I think it
would look so much better if this piece of
pizza had a little bit of a floppy and it wasn't like a board but it's something that has a little
bit more life to it. This is where the bend deformer comes in and I can see
my pizza right there. I'm going to grab the wire. I'm going to just start
it up a little higher. I'm at frame zero. In my mind, I was imagining, as this thing is catching speed, this pizza is bending
a little bit. I'm going to open up, click on the bend deformer, go to the object tab, and the strength is what it's
going to give us that bend. Before we record anything, let's just see how that's
looking and I might grab that bend and adjust
this a little bit. We can adjust the size a
little bit too if we need to. That's not really
making a difference. However, in my own eyes, that's making differentials
to see that a little cleaner. I'm going to move that
down over a little bit. Then this one's really going to make a pretty big difference. I'm going to decrease
that just a little bit, and this is all just
personal preference. You could adjust this
however you want, but as you're adjusting this, what's happened is it's
adjusting how this is bending, as it's picking up speed, it's bending like that
just a little bit. I undid that, I'm
going to go back and click a keyframe at zero. When it's up in the air,
there's no bending, and right about here
as it's gaining speed, we might start to
see some bending. It's going to be bending up.
The air is going up and it's pushing that flap up
just a little bit. It might have to go
down a little bit more, so something like it's at
the most bent position, probably right
there when it hits the ground and then
it'll flop back down. As we're coming down, it's
bending more and more. See, it's subtle and we can bend it maybe even a little bit more. That might be a little too
extreme but let's try it. Then when it hits, what we want to do is
have this flop to zero. Actually, I'm going to
move that one back. When it hits, it should
hit the ground like that. It smacks the ground and that smacking the ground will cause it to go back
up into the air, and as it's going
up into the air, it will bend the other way. Instead of bending down will
have it bent like that. Then in the air, it's going to hit the ground. We see it's bending back up and then at a certain
point we're going to have almost the
secondary type of motion where it's going
to flip the other way. At least that's
what I think might look fun to do
something like that. Flips up the other way. We want it to be more extreme rate before
it hits down here again, so maybe something like
that and then here, when it hits the ground again, like we did, we're going
to turn that to zero. It might have to adjust that, so it needs to be right there
when it hits the ground. Rewind this. There we go so here's our
little floppy piece of pizza and I think we need to adjust some
curves on that as well. But I think we've got a
basic movement going. We can move these key frames around and get different
looks and so let's try it. Try to move this one
around a little bit and you can see it gives
it more of a stall. I don't think that's looking the best. Let's try
something like that. Yeah, I like how it has that secondary
movement right there. Let's move that over
a little bit more. It's so funny to me how you can, move these around and get such different types of works by adjusting some
of these key frames. See what it looks
like to go even more extreme on some of these,
it might not look good, but we might as
well give it a shot like that's way too extreme, but maybe something like 45. Let's see what this looks like. That's going pretty extreme. Maybe we got to go minus 35, minus 40. Split it in half. I like that. That is
pretty extreme there, but it's fun so and
then what about here? We do the same thing we go. This one's at minus 40, let's try minus 45 on that one. Then we really get
it smacking so it depends on what you
want to go for there. We could try to
adjust this move, this over one frame. Let's
see what that looks like. Let's go too, this
is the fun part, it's experimenting with stuff
to see what looks we get. So if we move that
key frame over, we're getting that last
part is less dramatic. It folds down a little softer so depending on what you're going for,
you could go either way. I like how it's pretty abrupt. It makes it feel a little bit heavier when I move
these closer together. All right, Let's open
up the bend curves, so I'm going to go to
the strength because that's what we're
animating right here. Because that strength
and there it is, I'm going to click the H key, let's think through this
one as it's coming down, it should ease into that bend. That's what I would think if
it's coming from the sky, it should ease and
that's what's happening. We can make that a
little bit more extreme, pull that out so it
should ease into that, and then right here, it's like the more
strength and so we can enhance that by pulling
that out a little bit. Let's see how that looks, so it hangs there and then
right here when it flips down, we need to fix this
so this should be our jump hitting the ground
shape of animation curves, so I'm going to hold shift, pull that down and I
don't know if you noticed it didn't really
change something and that's because this might
be too dramatic. There we go, so I'm going
to click that one again, hold shift so you can
see now we can get that hitting the ground curve where
it's broken on one side. Let's see if that looks right. I think it should and let's see where we
right here so this is hitting the ground
and then here it's starting to come back up
so as it's coming back up, I would imagine it will ease
into this a little bit. Let's try that, let's see, hits the ground and then
here eases in and I think this could work right
here and then here, and then you can enhance
this one just a little bit, so it gives it a
little bit more of a hang right here so it just hangs in that position longer because this
is horizontal, and then right here when it
hits the ground hold shift, we want to make that go
down and I did that again, it probably should have
pulled it that far. We can fix that [inaudible]
, fixes that curve, let me move that up
so now we've got that jump hitting the
ground curve there. Let's see how that looks. I'm a little concerned
about that one, so the last thing
that we can do is we can animate the pepperoni. We could, a simple
way of doing this is we could animate
all three of those together by animating
this pepperoni group on the y-axis so we can move those up and so it's
nice to have control over being able to do all
of them and individually, and that's why I put
those in that group. I'm going to grab all three of these and I'm going to animate them together and then
I'm going to adjust them a little bit separately
so I'm going to rewind this. It's coming down and
so this pepperoni is, at this point should probably be flying off the pizza a little bit and
then the land again. Let's go to the beginning. At the beginning they should be at zero right on top of the pizza and then
when it comes down, they should be up in the air. Of course, this is like cartoon and not that much, maybe
just a little bit, something like that and
then when they hit, they could come
back down to zero. I've still got all three selected and that's
important because I'm animating all three
at the same time and then I'm going to
adjust them separately, so I've got all three when
I'm doing this selected, so they're all getting
these key frames that I'm doing and then as
it comes back up, we'll see they'll go up into the air
probably right around here and maybe I'll make this one even more
extreme for the fun of it. In their highest point should be maybe over a little more. It's almost a secondary
type animation where this pizza reaches the top
point and then these will reach that a second later
and they should hit at zero and if you see this and you
don't see this anymore, what you can do is Control-click on all three of these again, make sure you got all three. I'm going to pull this back up. I'm going to turn
this to zero because that was the coordinate
for the top of where they were on the top of
the pizza, record that, and then what they
could do is I could see them bouncing up just a little bit at the
very end one more time , then coming back down. I think that could add a
little bit to the end there. Let's check that
out. That's looking a little weird, but
we can fix that. Let's go to these. Control-click on all three of
them again. Open these up. Let's click on Control-click on the Y position for all
three and by doing this, we're going to select all the curves and
this is important. You don't have to
do it individually. Hit the H key. We're going
to frame this up so again, let's think about
what's happening here. Let me pause this. Let's
think about what's happening. It's following, so it's easing into this part and then
here like everything else, it's hitting the ground
so we want to hold shift and get our jump
curve happening and then they're going to go
up into the air and we can hang little longer in
the air so I'm going to drag that out a little bit so they're going
to hang in the air and then should hit
the ground there so grab that hold Shift
and then at the end, we want to grab those because it's hitting
the ground there, and we can hold that in
the air a little bit and so I think one of the things
that's happening here, which is messing things
up is this might be flying up too high into the air right
here for the hitting, it should be a little
bit more subtle, even though this is
still a cartoon style. I felt it was maybe
a little abrupt and put this in. Let's look at that and then so lastly, what we can do if
we want to have these pepperonis
have a little bit of variance in their position
and speed and all that. It could add a little bit
to the animation so what I can do is grab
randomly one of these. Now I've only got,
let's say one of these selected so let's see
the part right here. Maybe one of them
comes up a little bit quicker and maybe it
doesn't go up this high. Maybe just a little,
it doesn't bounce as high so I'm going
to pull it down and I'll record that
and that will just give us a little bit
of variety there and grab another one and move one of these key
frames around so maybe it falls a second later, not even a second,
a frame later. To see how that looks. This was a long one and in the
next tutorial we are going to do a swing animation, so we're going to have
something swinging on a little rope and
swinging to a stop. I will see you in there.
9. Paper Falling and Bending: Hello everybody. I hope
you're having a great day. [MUSIC] In today's tutorial, we are going to go over doing a paper falling through
the air animation. Basically, the
paper's going to be dropping from out of
the frame in the top, and it's just going to fall slowly down to the ground
and just land on the floor. To do that, we're going to go over animating an
object on a spline. We are also going to use the bend deformer again.
Let's get started. The first thing I'm going
to do is come in here and I'm going to create
a piece of paper. I am going to create a plane, and there it is, right there. I'm going to scroll
into this thing. I hold the number
1 key dependent going pull it up
above the ground. What I want to do is for
this piece of paper, I'm going to go to
the object tab, and I'm going to make the width smaller than the height,
something like that. I'm going to make it
a little bit extreme, just so we can make sure to see which way it's facing
as random meeting. Then the next thing I'm
going to do is come to the materials and I'm going
to give this a color. I will color yellows, we have some nice
contrast there. I should also mention
that I've got my display settings right
now on constant shading. That just makes things
a little easier to see. Yours might be on the
shading with the lines here, and a lot of times I like
to have it on that as well, just so I can see this segment. What I want to do is
before we get started, I'm going to put
the bend deformer on at the very beginning. Right up here we're going
to grab the bend deformer, and I found that it's
easiest to start with having the bend
deformer already on the paper even though
we're not animating it first. Just because it gets
a little bit more difficult to line it
up the correct way, once we start animating. So I'm going to grab
the bend deformer, drag it as a child of a plane. Once I do that, I'm going to
click fit to parent and it fits that bend deformer
right around our plane, and so you can't really see it, but if I increase this just a little bit on the y-axis here, then we should be able
to see, I'm going to scroll in to rotate around, so you can see
that bend deformer is like a box right around this. I'm going to just try to do
a little bend and right away we can see it's not bending
in the right direction, and that's usually the case. To fix that, come to
the coordinates tab, and then what we want to
do is just rotate this. Let's see, minus 90. The only reason I know this is because I've done
this a few times. Sometimes I have to come in
here and mess around with this minus 90 degrees on h
and then 90 degrees on b, depending in the direction that I want it to bend this way. But we can see there's
a few issues and actually I'll go back to
the line so we can see. We don't have enough segments. Let me grab the
plane, pull this up. That's why we're getting
this low poly look. To fix that, just go
to the plain object, and let's increase
the height segments. We get that nice and smooth, something right around
there should do. Then the other issue that we're having is it's stretching. So the way to fix
that is to go to the bend deformer and
click on keep length. That will stop the stretching. The bend deformer is just
too short right here, so it's doing a sharp bend. This is actually cool
if you want it to bend like really
sharply right here. This is a cool way of actually
end up doing this a lot. But for this we
don't want it to. We can fix that by, if I clicked on the bend
deformer right here on the size, I can increase the size of the Y even more
and that will just give more of like an
even bend right there. I'm just going to
take this down. I don't really need
to, but just visually, I think it's nice to
see that a little shorter and then bring
that in a little bit. We've got the bend deformer, should be bending
in the right way. We can see, this is how we
can bend our piece of paper, and the paper does
feel pretty long. I'm going to go
back to the plane and actually just
widen that out. Just fix the proportion
just a little bit. I'm going to put the bend
deformer back to zero. What we want to do now is
we want to draw our spline, and so thinking about the
animation is going to come down and fall like that
until it hits the ground. I was doing some research on some other paper
following animations, and sometimes I noticed that the paper would
fall down and it would do like a little
flip and then come down. I thought it'd be fun
to start with doing a little flip on the first
one and then the other ones, we'll just keep it
following back-and-forth. To do that, we're going
to draw a spline, and then we're going to have this piece of paper
follow that spline. I'm going to go up to the
different views here. I'm going to go to
the right view, and scroll out a little bit. It's always easier to draw
the splines in a 2D view. I'm going to grab my pen, tool, spline pen, and I'm just going to draw this like it's coming
down from the sky, so I'm going to click. Then what I want
to do is click and drag and it will make that spline a soft edge right there. Then I'm going to click
right here and drag. This is the part where it's
going to flip upside down. I'm going to have a
little curve there, and then we'll click and drag something like that,
and then we'll come up. Then the rest of these, I'm just going to have
the paper not flip, so I'm going to make
this a corner edge. Then click up the
other corner edge, and then we'll come down
to the ground right here. I'll need to bring that
down a little bit more. Something like that,
I'm going to click the Escape key to get out
of drawing the spline. Then I'll get the
live selection tool, and I'm in point
mode right here. I can just grab that point, bring it down to the ground, and this should be down
on the ground as well. There is our little path
and maybe I'll grab this and move this up higher so we don't see
it as it's coming down, it'd be pretty
steep right there. Move that over a little bit. Maybe we can adjust these if
I grab this tool right here. To grab the handle, we can't
actually use this one, we have to use the Move tool. I'm just going to move this out. If you want to
adjust any of these, now's a good time to do it, you can grab these handles and adjust them if
you need to you. Go back to this live
selection tool. Then what we want to do is we're going to
click on our plane. What we want to do
is add this tag. I'm going to right-click
animation tags and we're going to do
a line displaying. When I do that, it puts a
little tag on the plane, so it's right there and make sure it's
right on the plane. If I click on this, it gives me access to some
of these parameters here. What we want to do is
put a spline in there. That's our spline,
spline path drop it in. What will happen is this piece of paper, which is our plane, will automatically
just shoot up to the top of this spline
and it's right there, and, so it'll be at
the starting position. If we look here, I
clicked on this, align to spline tag. There's the position and so this is what we're
going to animate. You can see the pizza
paper animating down to the ground and it should
reach the end at 100 percent. That's the way that works. Let's go back out to
perspective mode. Scroll out, see if we can
see what's happening here. I'm not too worried
about the camera viewer. We'll set that up later, but we'll just be looking at this from some different
angles at first. I'm going to go back to Display
and do constant shading. There we go. I'm going to click a keyframe for the
position so we're at zero. Click a "Keyframe."
We want this to be at zero percent. That's
the starting point. Then I'm going to
go up to close to a 100 frames here and then
I'm going to put that to 100. I'm just randomly
picking this number. I thought that this was
a pretty good distance. If your timeline doesn't go up to a 100, you can
change it right here. If it's at 50, if you just type in 100 there, you
can go up to a 100. You can even make
this go longer. If you want it to
go slower, pull it back to right around 95, rewind it and let's
just hit play and see the general speed for this. This is a good time
to adjust this speed because once we start
getting in here and animating a lot of other things, it gets harder and
harder to adjust things because we've got a lot of key
frames all over the place. We want to put some keyframes
at different points along this paper's
traveling journey here. We want to do at each
point there so we can control the timing
between each point. What I'm going to do is go to the line displaying tag
and I'm going to click and just record the
current position when the piece of paper
is on the corner. Then I'm going to do the
same for all the corners. Click that. Then the last one we already
have that one key frame. What that's going to allow us to do is if we want to change the time it takes from
getting from here to here, make this go faster, we could adjust these keyframes. Let's just look at this. If I move this over, it's going to go
really fast to get to there and then slow down
right there and go faster. I'm going to undo
that because I liked that general speed but what we can do instead of
moving the keyframes, there's nothing wrong with
moving the keyframes. But I think it might be
just as efficient and even better is if we go and
adjust the curves. I'm going to rewind it and
I'll show you what I mean. I'm going to open up the line to spline down here
on the timeline, click on the "Position." Make sure that I'm
in F curve mode. If I'm in key frame mode, I can just click on that
to go to F curve mode. If you don't see your spline, just click "H" and it'll
frame everything up. Just click in here and click "H." Then here's our key
frames that we just set. What I want to do is this is
going from 0-100 percent. What I can do is I'm just going to grab these and just slow down the parts where it's on the corners because if we think about
this piece of paper, it's going to go
fast and if you've watched some of these
animations of paper falling, seems like a lot
of the times it's going fast right here
and then it slows down and then goes
fast, slows down fast. We can slow it down on these points when we're hitting
those edges right there. I'm going to grab that, can just slow it down
just a little bit. Now, one thing that's
really important for this as we're doing this is if this line starts going
in the opposite direction, that means it's
going backwards on the spline because as we're
going to 100 percent, if we're at higher
percentage right here, and then we go lower, then it's going to start going backwards and we
don't want that. What I want to make sure and do is grab all these and hit the "Zero key" and that will
just zero that out. Because even just a
little bit of it going the other direction
is just going to look weird on our animation. It'll make it stagger
and go backwards, which would be really
weird for paper to do. Now we have some more dynamic
movement happening here. What we want to do
is have this paper rotated down so I'm going to click on the "Plane"
go to the coordinates. What we want to do is we want to start by animating
this rotation. We want this paper to be going down at the
beginning like that. I'm going to click a "Keyframe" at the
beginning like that. We start facing down. Then we're going to just
flatten this out right here. The cool thing about having this spline is we
can use that as a guide for how this paper
should probably be turned. I'm just going to
go through this. We will have a lot
of keyframes on this rotation and the bending, especially the rotation, but
that's looking pretty good. Right here, I think it could
bend up just a little bit. Let's scroll in a little
bit so you can see that. I'm also going to just rotate
the paper just slightly like that and I may keep it like that or I
might animate that. But I think that's a
little easier to see, especially for the tutorial and for the viewer
of the animation. We come down, go up. This is the trickiest part
of our animation here. What I want to do is
have this do a flip. It's going to come up and
I'd say right around here, let's go probably to keyframe. We want to have that
going around like that. Then it's going to flip under
so I've to go like that. There we go. Then it's a little hard to see what's
happening there, but let me rotate
so you can see. That's falling pretty
good but I think we need to go up a little bit like that and then
somewhere in there. Follow that along. Follow that up and then
we'll come back down. We'll rotate this down right there and the papers
turned a little weird. I think we'll fix
that a little later. I don't like the
way it's facing now rotating in the other
direction since we flipped. But let's just keep on
this one first off, It's following that curve like a piece of
paper might fall. It's following that curve right there yet and then right here, it should be bending
up as it's going up. Just thinking about how
would a piece of paper fall, it probably wouldn't be a bad idea and I
actually have done this. Just drop a piece of paper in your room, see what it does. It would probably do stuff that's different than
what we're seeing here, where this is a cartoon style
in a way paper falling. Let me see how that's
looking there. I think this needs
to go down, yeah, like that. Something like that. We will be readjusting all these unfortunately as
we continue this. This is definitely the more
of the challenging part right here is this rotation and the bending. Then
it'll slide in. We have to fix some of those
other rotational issues, but we'll fix those. Once we add the bend, we will be adjusting that team,
Let's click "Play." Overall, that's looking
pretty decent I would say. Let's add our bend and
then we'll come in and fix some of our other
rotation along the way. Let's say it's cruising down. What we want to do.
Let's click on the "Bend." Go to the object. Let's rewind this and get the strength at
zero at the beginning. When we're up there
at zero it's flat. Then as we gain speed, the paper can start to bend. We have two ways of bending it. This way or that way. I know that neither of those
actually look correct yet. But if we bend it this way, bend it back right there. Though we could do
is fix the rotation so let's click on the plane. Let's get the coordinate
and then what we can do is just bend
this back like this. I know we just did the rotation, but now we can adjust it
to fit with our bend. Real you could have
done to the bend first and then the rotation. But sometimes it's nice
to see the way that it rotates first and
just get that dialed in and then just adjust
as we're going like this. Something like that. Looks pretty good. Right here, I think we could slow down that bend and
bend it back down to zero. Then have it fall over and then start the bend
as it reaches this point. Open it up this way again
and then we'll rotate it. Hopefully you can see, just need to rotate
that to fix that. Go to the plane coordinates
and we'll rotate that up. Now we've got two bends right here rotation keyframes
and so what I can do is, I'm just going to grab this
one we just made and replace the other one by
dragging it right on top and will come up here. It's needs to be
rotated the right way so I'll click on the
"Plane" and I'll see okay, there's our rotation key frame, so this is actually a good
place to adjust our bends. We're on the same
keyframe as the rotation. We don't have to replace them. Sometimes you just
have to either way. What we want to do here
is our coordinate, yeah, and rotate up. I'll record that key frame. Let's just check that
out, so rewind this. We see we have one area where we may need to fix
that right there. It goes up right there, the bend might be a little
extreme and actually, right here we might want
to straighten this out, so let's go to the bend object and let's turn this
to zero right there. It goes flat for a second
and then starts to bend again as we reach
around this point. At that time, it's bending
in the right direction. Then right here, we can
flatten it back out again, click key frame there,
and then come down, and then right around when
it's gaining speed again, we can bend it and we're going to have to
rotate it looks like. I'll click the strength there, click on the plane, and we can just rotate it on
the key frame right there. That's rotating in the right
direction. Click that. Then right here, it's bending
in the wrong direction. Let's see if we just
delete that key frame. There we go. Maybe we
don't need that one. Then as it hits the ground, it should not be bent anymore, and so I'll grab
on the bend again, object, turn that to zero. It looks like the
paper is, let's see, going through the
ground, and that's just our other rotation, so we need to fix that anyway. Let's hit ''Play'' and let's see what this
is looking like. I'm holding the Alt key
just to rotate here. If it's doing this
and it's all weird, a little trick is if I click on the object I'm trying
to rotate around, it'll allow me to rotate
around the object. To rewind it, let's click
whatever it was in there for the beginning unless you want to adjust it in a different angle
at the beginning. I think that's
fine for this one. Right here, let's see what happens if we rotate this a little bit back to zero. This really is just depends on what the style
that you want to go for, you can adjust these. However you think would work, but I think something like
that looks pretty good. It's right here. I think we can fix that way, rotate it back that way. Let me actually display lines. Let me turn those lines
back on so we can have a little bit of a better
idea of how this is rotated. Let's say right there. Let's just click a
key frame for that. Let's say it's going over, so we want it to go
over right there, and that seems about right. Let's see if we can adjust
this a little more. Right here, we've got
a weird little issue where it's rotating weird, so I think what we need to
do is to click on the plane. Let's open up this plane and let's go to the key frame mode. We can see a little bit
better what's happening here. There's our P, there's our B rotation, so let's click on the
P. I think we've got too really close to each other right there and I
think we could delete one. Let's start by just deleting that one and
see what happens. You don't get that
weird rotation there. It's pretty flat there, I think. Let's click on the plane. What would help this? I think it still needs to
be facing up right there. I'm going to click key
frame for that one. That's our first time
of using that rotation. Let's actually go back a few frames and
click a key frame. That way we lock in zero so it's not changing this whole time. It just changes
right around here. Let's just see if this
looks good or bad. It could be bad for sure. Then just rotate that a little bit and then
we'll go down like that. For some reason, that
seems better to me. When we watch this,
we can adjust it, and then maybe we'll rotate it back to something like that, right around that point. Then right there, it
seems to approach it. I think it should still be
facing back a little bit. It may need to rotate back
even more right there. In a way, this animation is almost getting to
be frame-by-frame. We're doing a lot of key frames. Let's see how bad
if I mess this up. By the way, I just
want to mention that this spline won't show up
in the final animation, just in case you
were wondering that. Play. We need to fix the end. It needs to be at minus 180, so we'll click that
because we don't want it to do a flip right
there on the ground. Minus 180 and then our other problem is, let's
see if it is it this one. That one needs to be at zero also so it's not going
through the ground. I'm going to click a key
frame for this other one. I can see it's not filled in, which that means that
I didn't record it, so I don't want it to be
animating all the way because I'm going to record
a key frame at the end. I don't want it animating
all from there. I want it to be right around there at this point,
at least for now. Then right here, it'll go to zero and that'll
flatten that out. [BACKGROUND] There we go. I think that's
looking pretty fun. What we want to do now is adjust some of our
animation curves. Let's just see where we can make some adjustments if needed. I'm going to click
on the F curve mode. Just take a look at these
rotational curves here. I'm going to click on those
and then I'm going to click the each key and what we could try is instead of easing right at that point, since we already have a
lot of speed happening, let's just make that linear. Click H right before
it hits that point. Instead of easing there, I think just moving
right into it, and then actually we
can maybe extend to that part there and do some
easing right there instead. We could, just for fun, pull this out a little bit. Click H. I think all
that looks pretty good. Let's just increase our easing just here and there
like I was doing a minute ago, just to make things a little bit more
dramatic. Click Zero. To grab that one, let's just
extend that a little bit. Click Zero. Let's see what's
happening at the end there. That's that last one. We definitely want
some easing there. Let's just see if there's
anything else here. Our bend strength. Click H. Let's see if we can do some animation
curve adjustments here as we're bending. I think we can do
our general rule of giving this a little more. I didn't mess that curve up, so I can just grab
that, pull that in. What I'm doing here is, again, just adding that
dynamic movement. We can increase this at the very end so we have a
nice ease at the very end. At this point, it just comes
down to some fine-tuning, framing up your shot so you can come in here and figure out what you want
your shot to look like. I'm going to pause this and click on this paper and
click the Alt key to rotate. If you want it to be shot like this where you're looking down or straight from the side, I think that I like
something like this and I might zoom
in a little bit more. Well, I like the way that looks. I hope that has been
helpful to you. If you're using the template I provided for the class,
you can of course, just come up to this gear icon and you can click Save tab, give it a name, right there and you can set the path right there to wherever you want
to save this file. Everything else should
be set up using my template MP4
files what you'll go get and all the other
settings here should be good for rendering
with the standard render. I will see you in the
next class. Thanks. Bye.
10. Swing on a String : [MUSIC] Hey everybody, I hope
you're having a good day. In today's tutorial, we are going to do a swing animation. Basically what we're
going to have is a sphere hanging off of
either a rope or some wire. Basically, the idea is we're
going to act like somebody is holding that up and they're letting go and then
it just swings to a rest. I'm using the template that
I've provided for the class. The first thing I'm going
to do is I'm going to draw out the rope or the wire. What I'm going to do
is I'm going to use a spline and so I'm going to draw a spline and
then we're going to use a sweep to give
it some geometries. I'm going to go to this little
button right up here at the top and I'm going to click that to go to our
different views, and I'm going to maximize the front view by
clicking right there. It's a little easier
to draw a spline in a 2D view since
it's a 2D object. I'm going to grab
this spline pen tool. I have the pen tool. I'm going to come
up there and click, and I'm going to come right down here and I'm going to click, and then I'm going to click
this arrow to get out of drawing spline mode. I could also click
"Escape" there. Right now we've got
this simple spline. It's got two points. What we're going to
do next is we're going to give this spline a little bit more
subdivisions here so that way when this
spline is swinging, it'll bend a little
bit because right now it just doesn't have
enough resolution so what I can do is
go to Spline, Add. There's the sub-divide. If I
click on this little gear, I can pop that out and we
can give it a number here. I'm going to go up to
eight. Click "Okay". If I click off of this, we can see we have some
more points there, so that'll give us a little
bit more subdivision. Then so to give
this some geometry, because right now
this isn't going to render just as this spline. It's not an actual
3D object yet. What we need to do is
we're going to come into this spline section
right here and grab a circle. This circle is going to be the radius of this
spline right here, and that's what a sweep does. I'm going to come up here and
I'm going to grab a sweep. There's the sweep, there's
my circle and my spline. All I have to do is drag the
circle in and the spline in. Once I drag these in, this circle is now like I said, the radius of this spline and it's really big,
it's way too big. Just one thing I want
to point out here is that it needs to be
in this order with a circle at the top and the
spline at the bottom and it needs to be with both of these being children of this object not like this or any other way. If it looks like that,
just pull it out and then just make sure
they're on the same level. Then what I can do is go to the circle and I'm going
to take the radius down. I'm going to go down
to, let's say one. Hopefully, you can see that
right now that's the radius of our rope that we're
going to be using. I'm going to go back out and I'm going to go back to
the perspective mode. Now we can see, I'm
going to scroll in, this is basically
our rope right here. I'm going to go to the circle. I'll make it a little bit
thicker so it's easier to see. I'll go up to three. What we want to do is we want
to create a sphere. I'm going to get the sphere
and this is going to be the object that's swinging
at the end of this rope, so click on the Sphere, we will go up to 80 segments, so it smooths out our sphere. It's not low poly and
then I'm going to get the Scale tool and
just scale the stamp, maybe something like that and we'll move that
down to the bottom. Then let's grab this sweep
object and just pull this up, sphere pull that up. We can make that sphere
maybe a little bit bigger. Maybe we'll go up to say 35. I'm going to go to the materials
and give this a color. I'll give it a yellow
color and then let's give our rope a color. I'll give that green color, doing some crazy colors here. Put both of these
into the same group. What I'm going to do
is grab the sphere, Control click,
Control or Command, and then what I can do is Alt G and it's going to put both of these
objects into a null, which is basically
just like a group. If I open this up, we can see they're
both in there. Then what I'm going to do is Control click or Command
click both of those, Alt G and put those
into a group. The reason I'm putting
this inside of a group is if you've remembered from
some of the other tutorials, what we did was to
do a bend deformer, one of our deformers,
these things right here. For this to work with
multiple objects, these need to be in one group, inside of another group. What we're going to use
as this bend deformer, we've used this before. I'm going to click that and if I drop that into that group, and they're both children in the same hierarchy
right there, this band will basically bend
everything that's in there. What we want to do is we
want to bend this and swing this rope like it's stuck at the top and
swing the bottom part. We just need to click
on the band and we need to just adjust this so it's basically covering
this whole rope here. Scale it down and we can
see that this is working, but it's just working in the opposite direction
because we basically want this top part to be like it's stuck on the ceiling and
this bottom part is swing. I'm just going to
bend this a little bit just so we can
see what's happening. Go to the coordinates and then I'm going to
try minus 180 here. Great. Now if I
click on the bend, click on the object,
there's our strength. Now we've got the type of animation that we
want right here. We can see that our rope is still a little bit low poly so what we can do is come in here and grab a
subdivision surface. Now, drag that into the null. What I want to do is put this whole sweep
object in there. The subdivision surface, if you've never
used one of these, basically it does what it says, it just subdivides
whatever is inside of it. It's just giving us
some more subdivision. It's smoothing out this object. I'm going to go
up to the display and what I did was go from lines so just the regular shading
and it just gets rid of our segments so
we can see what's happening here a
little bit easier. Let me click on
this subdivision. Let's crank that
up one more time. This subdivision
right here is for the editor and this
is for the render. I typically would
want those to be the same so when we render, it looks the way
we're seeing it here. We can see that this sweep
right here is our rope, and so we should
probably call this rope. Let's frame up our
shot how we want it. I'm going to click keep
length on this bend deformer. You can see if I uncheck this, things start to get a
little bit stretched. If I click that, it'll keep everything in
its original proportion, specifically the
sphere right here. I'm going to change
the background color of this plane right here. It's our floor. I'm going to change it to this darker color. Let's get into our animation. This animation is actually
going to be pretty simple. I'm going to start
it right around there, and I'm at zero. I'm going to click
on the timeline. There's our keyframe at zero for this bend position and I'm
going to go forward in time to 12 and then I'm
going to go swing back. I'm just guessing about
how far I want this to go. We'll most likely
have to adjust this. Then we'll come back the other way and we'll
go a little bit less. We'll go a little
bit less each time. Come this way a little less. Come back this way, even less. I think we need to add
some more frames here, so instead of going to 50, I'm going to go up to 100. We'll come forward a little bit more, something like that. Then we'll end it right
there and let's go to zero.I have a feeling we're going to need
to adjust these. I was just throwing
some keyframes out there so I'm
going to hit play. Now I'm just watching
this and I'm just seeing what needs
to be adjusted. I think at the end, it's going to take a little
longer there to settle down. I'm going to just
spread these keyframes out a little bit more towards the end and also
adjust that one. I think there should
be a little bit closer towards the beginning
because we're going faster and then slowly
spread out a little bit. I'm going to even
push this one all the way to the end of there. Maybe I'll increase this up to 125 to pull this back
a little bit more. I just wanted to dial in the basic animation
and then we'll get into the curves and that will tell us quite a bit too about
how this should look here. What we're going to do is go
to the bend, open that up, and since we're
animating the strength, that's the parameter
that we're looking for. We're in keyframe mode, so I will go to f curve mode. By clicking on that button, we can see our f
curve and so just thinking through how something
like this would work. If someone was
basically letting go of holding onto this sphere
that's on a rope, it would start slower and gain speed and would do some
easing right there, gain speed, easing, so basically these curves
actually look pretty good. But I think we can enhance
these a little bit so I'm going to do that. Hit the H key, frame
everything up. I had all of them selected. I'm just going to grab
that one, pull that out. We'll make this maybe just
a little bit more dramatic on all of these and just
see what that looks like. The cool thing about
the f curve mode too, you can see even just
the rhythm here and I could see that this might
need to be moved over. It's just a little bit off, so I'm just going
to move that over. It's a nice visual cue just
to see what these look like. Then I can also see how
far this is swinging. At the beginning, it's
swinging way more. Here's our zero right here,
that's our zero line. On this one, eventually, we should be coming to
a rest right there. Something like that looks about right as we're slowing down. Let's grab this. Pull that out. That'll just give
us a little bit more of a dramatic swing, but let's see if that looks
good or if it looks horrible. I'm just going to
move this over. I'm just looking at
things here and obviously looking at it right
here too and seeing what might need to be adjusted. I honestly think we could
probably come to a rest or we can go maybe one
more keyframe there, so maybe we'll add that in too. Instead of it coming to a
complete rest right here, click on the bend and go just maybe like five,
just a little bit. Then we'll come to
a rest right there, so I'll click zero right there. Just added one more. If I click the H key, it'll frame all of that up. Let's see what that looks like. I think overall, it's
looking pretty good. I think that there's a part right here that's
not looking right. I think what it
is, it seems like it's these two are too
close together, possibly. I don't know if you
noticed that right here. It just swings a
little bit too fast, I think for what seems natural. I think it's because they're
a little close together. I'm going to pull those across and maybe even have
it swing just a little less. Actually, maybe it needs
to swing a little bit more so it matches this one
a little bit better, and then we'll pull this
one over a little more. I wonder if we can pull this
one down just a little bit. Let's see what that looks like. I'm going to pull
this one over just a little bit and pull this one out even
just a little bit more. Click H, frame everything up. I think that we can go a
little bit higher there. Let's really have this
come to a more of a dramatic end there
by just making that ease out a little
bit more and I am actually going to pull
this back in a little bit. I think it's just a little too dramatic for my taste there. I'm going to click
H. As you can see, you're just fine-tuning, looking at what's happening in the animation and
just looking at the curves and just
adjusting things, and really at this point, it just comes down to
your own preferences of what you think looks better. Obviously, if you start
this up higher right here, pause that, we're going
to want more force. It feels [MUSIC] like that's
not going far enough there, we can adjust those things, so just making those decisions. In the next tutorial, we are going to talk
about our class project. I will see you in there. Bye. [MUSIC]
11. Conclusion Video: [MUSIC] Well, congratulations on making
it through the class. I really hope that you've enjoyed taking this
class with me. If there's one that you
take away from this class, I hope it's the
understanding that you can animate almost any type of object with basic animation principles
using animation curves. Please upload your project
to the project gallery. If you enjoyed this class, please consider giving
me a review and following me here on Skillshare. Until next time, I hope
you have an awesome day. [MUSIC]