3D Animation in Blender: Use Blocking for Simple Splining and Refining | Sir Wade Neistadt | Skillshare
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3D Animation in Blender: Use Blocking for Simple Splining and Refining

teacher avatar Sir Wade Neistadt, Animator, VFX Artist, Creator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:45

    • 2.

      Getting Started

      2:23

    • 3.

      Blocking Plus

      5:59

    • 4.

      Timing and Spacing

      14:28

    • 5.

      Animating in the Graph Editor

      13:27

    • 6.

      Moving to a Fully Spline Shot

      13:10

    • 7.

      Final Thoughts

      0:34

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About This Class

Block, spline, refine, and polish a 3D animation in Blender with ease. 

When Sir Wade Neistadt first started animating in 3D, he wasn’t sure where to start. Now almost a decade into the industry, Sir Wade has built a career in 3D animation as a freelance animator, content creator, and educator. With over 230K YouTube subscribers and 3D animation collaborations with brands like Adobe and LG, he has helped thousands of aspiring and professional animators find their place in the world in 3D animation. Now, Sir Wade created this series of four classes as the resource he wished he had when he was learning 3D animation. 

In this class, Sir Wade will guide you through how to spline, refine, and polish a 3D animation using the pose-to-pose workflow. You’ll discover the power of blocking plus, a lesser-known stage of animation that will help the transition from blocking to splining be a lot smoother and more fun. By the end of this class, you’ll have the confidence and skills you need to move from blocking to having a sophisticated and dynamic final animation. 

With Sir Wade as your teacher, you’ll:

  • Learn the power of blocking plus
  • Understand how to properly adjust any timing or spacing issues
  • Use the graph editor to make high-level tweaks to your animation
  • Work in spline until you’ve perfected your 3D animation

Plus, Sir Wade shares all of the tips and tricks he wishes he knew when working in spline including the power of adjusting arcs and curves. 

Whether you’re looking to dive deeper into the world of animation for the first time or you’ve always struggled with the transition between blocking and splining, you’ll leave this class knowing how to push, tweak and adjust your animation for a smooth splining experience and a perfectly polished final 3D animation. 

You do not need animation experience to take this class but it will help if you already know your way around Blender. You’ll need a computer and Blender. To continue learning about 3D animation, explore Sir Wade’s full 3D animation learning path. 

Meet Your Teacher

Teacher Profile Image

Sir Wade Neistadt

Animator, VFX Artist, Creator

Teacher

Sir Wade is a freelance Character Animator, VFX Artist, & Full-Time Content Creator.

After a short film about a sick superhero brought him to the Cannes Film Festival in 2014, he completed an online Character Animation education program to immediately be hired at DreamWorks Animation as a Technical Trainer / Educator. His role at DWA as an Artist Trainer evolved to include becoming the Lead Videographer and the Education-Liason for Animation, Surfacing, and Modeling.

After leaving the studio in 2018, Sir Wade has gone on to create one of YouTube's most helpful and entertaining animation resources for aspiring and professional artists alike.

Sir Wade has taught over 50 classes ranging from proprietary software for animation,... See full profile

Level: Beginner

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Transcripts

1. Introduction: Most of the time, I start from the technique and the software side and figure out, "Oh, there's an interesting feature or tool that I can use. I wonder what that could be used for. I wonder if anyone's ever done this with it." That is usually how I end up at all my creative ideas. Hi, I'm Sir Wade Nist. I'm a 3D character animator, a full-time content creator, and an educator and technical trainer. I typically spend my time creating educational animation videos for our industry. Ultimately, my goal is to create the resource that I wish I had had when I was learning animation. This class is a continuation of the previous class where we planned and executed a shot, but we blocked out our entire animation inside a blender, and today we're going to refine, spline, and polish that shot using our post-deposed workflow that we've been working on. I'm excited to teach this topic because typically the process of moving from blocking into spline is a very painful one. I'm hoping that if you follow the tips that I'm going to give you in this class, that process can become a lot less painful and a lot more fun. In this class, we're going to be taking a look at an actual shot, and we're going to be moving from blocking plus through splining, refining, and into polishing. We'll be taking a look at the graph editor and how to actually clean up the animation data. Push it, adjust it, tweak it, add new things, and ultimately finish an animated shot. This class is for anybody looking to get more in-depth into animation. You don't even have to have really any experience in Blender. It definitely helps if you know your way around it, but this is going to apply to any 3D software with animation tools. After completing this class, I'm hoping you'll walk away with both the skills and the confidence to take your animations from a place where you feel like it's going okay to actually feeling like it ended up really great. Thanks for coming to class. I'm excited you're here. Let's get started. 2. Getting Started: If you're coming back after a break or you've jumped ahead just to get you up to speed on what we've done so far. We've covered the process of animation in what I like to call the five stages of animation, planning, blocking, blocking plus, splining or refining, depending on the workflow, and polishing. There are many workflows. None of them are wrong. It just depends on you. The one that we're experimenting with today is pose to pose, arguably one of the most popular and well known workflows out there. It's even listed as one of the 12 animation principles. The specific way we're tackling it today is with something that I like to call the milestone technique. That is not necessarily a real name. That's just what I like to call it. It's something that I learned in school. Or you look at your video reference, you analyze the various information that's there and you try to identify your key golden or storytelling poses, as well as things like an anticipation pose or an overshoot, or things that are a little bit less easy to identify like a hold frame, an extreme, a breakdown. Basically just trying to find any pose that you feel is important to convey what's supposed to happen in your shot and how it's supposed to happen in your shot. For the shot that I'm animating, this is the reference that we have. It's a side flip with a character jumping out of a window and landing on the ground. Now, this particular clip cuts a little bit short. He doesn't actually settle and stop moving once it hits the ground, but that's okay. We're going to work with that later. What we've done is we've gone through and identified all the information that I find valuable. We've walked through exactly what each of these frames contains, and we've moved all this information onto our worksheet, which you can download in the previous class as well. That worksheet serves as our checklist of things to bring into blender and to actually pose out. Now if I hit play inside a blender, you can see that we have the overall idea of our shot playing here in stepped mode. Stepped mode being this choppy playback that we have where we don't have any frames missing, but it's just not smooth. We did this on purpose so that the computer is not creating additional interpolations or making decisions about where the character should be at what frame. We only have stuff that I have manually posed in my scene. This is a good recommended workflow for working in pose to pose so that you're really able to focus on the specific poses that you create. The more poses you have, the more information there is and the better this is going to look and the easier it's going to be moving into our future processes. In the next lesson, we're going to actually evaluate this shot and decide whether we're ready to move on to the next step. 3. Blocking Plus: Now, if you followed along this far, you have actually already accomplished blocking plus, hopefully. Let's talk about what that means for a second. Blocking is usually just seen as your main poses to convey the whole shot. Can you understand what's happening? Is it clear? Does your audience understand what's going on in your shot? But what is blocking plus? Because it's more of the same. Yes, it's the whole point, is more of the same. You want more and more of these poses to just flesh out all the in betweens. Because let's say you have 100 frames in your shot, and you find 20 poses, that's more than most people usually find when doing blocking, but that's still only a fifth of the frames. Which means that Maya or Blender, Unreal or whatever tool you're using, obviously, Blender, in this case, it's still animating 80% of the shot. It's interpolating everything else. It's no surprise that if you go from blocking and you have 20 poses scattered across 100 frames, and then you hit "Spine", it's not going to go that well because the computer takes over 80% of everything on your timeline. When you suddenly go from block into spline and go, it looks awful, why do I have to re-animate everything every single time I do a shot? That's why. Because you don't have enough keyframes. You don't have enough information to hold your animation in place. When you watch it and stepped and you only see the stuff that you made, it usually looks pretty good because you did a good job. Obviously, if it doesn't look good, you rework it until it does. But that's why there's that big shift that everyone's so familiar with going from block into spline and why it's so difficult. That's why we analyzed our reference as carefully as we did. Why we look for contact frames, and angles and shapes, and all these different things that go beyond just the storytelling pose, because you can start with those poses. We had quite a few of them, and we have all this other stuff about all these different body parts that once you start putting all these keys in there, it starts to create the separation of various parts of the body, and it gives you an organic feeling to your characters, makes them feel more alive. To demonstrate this, I actually have another shot prepared that I want to show you exactly what I mean by this. Here we've got a bit of animation. It's a parkour shot, and there is some reference to go with it. Now, I have already gone into a video editor. I used Resolve just for free. I took the video reference, and I specifically went and just cut only the key golden storytelling poses, and we just held those. I have nothing else, as if this reference were playing in stepped mode. I went ahead and sort of thought back to when I was a student, what would I have picked as my storytelling poses? If I went to my reference, these would have been the things that I thought were the most important. The question is, can you as the audience understand exactly what's going on? I'm going to guess that you probably have a pretty good idea. You can infer a lot from this. He's clearly running. He does a little jump. He does another jump, this cool leap. We call this a Kong vault. He then gets into this tuck and roll position. He flips backwards, then he rolls. Now, you might see where this is going. There's definitely some stuff missing where you don't see certain things. If I just go ahead and say, let's block that out. Let's just do that as our blocking. I can do that, and it's a great start. But if we say, time to go to spline, I've done my blocking, I'm ready to go, it's not going to look great. This is where most people go, I have to redo my whole shot. Well, no, that just means you weren't ready. You haven't gone to blocking plus. If I go back to the reference and we say, let's add a few more poses, you can see here that I have gone ahead and added contact frames, a huge part of the process. We have the jump, we have a landing this time, then we have another jump. This time we can actually see some contact of hitting the object, and then he flips around. Then we have a landing and the rest plays out the same. That's a lot more information with only a few more keyframes, but we can go farther. That would be what I would consider decent enough blocking. Just what I showed you here of the main key poses and the contacts, this we could call rough blocking. But if we're going by industry terms, if we're going by actually trying to get a job and get hired as an animator, we need a lot more. If you look up any progression reels of various artists at animation studios, who are showing their process and you see the reference, the blocking, the finished animation, and then when it's beautifully lit and rendered, cloth, hair, effects, everything else, the blocking looks a lot closer to finished than most student work. This is the big difference. Let's go one step further and let's do blocking plus. If I went through this reference, I cut out all of the individual poses that in SyncSketch, I would have drawn things on, I would have made notes, I would have put it in my worksheet, instead, I just say, show me those frames. This is what I get. This almost looks like the full video. You can pretty much just watch it play. There's a few things missing, sure, but you know exactly what's going on. Contact frame, arcs, motions, extremes, all that stuff that we talked about in the previous class, it's all here. If we take that as our base, we use that as our blocking or our blocking plus, it's really just an extra word, blocking plus, meant to say, you're not done yet, keep going. Now we have all of this. That's pretty close. That's feeling really good. Now, at this point, the moment of truth here, what happens if I say, go to spine? I'll just say spline. I have done no cleanup, I've done nothing to correct anything, no tweaking, how does it look? A whole lot better than it did before. That's the main thing. This doesn't make it perfect, but this is where we now go into the process of splining, refining, however you choose to go in your workflow. This is where we get to go ahead and say, I see it, it's working, let's keep workshopping it. That is the process of blocking plus, and that's ultimately why we did so much work in our original shot. Your blocking plus is complete and it's time to move on to splining and refining. 4. Timing and Spacing: In this last, we're going to talk about timing and spacing, arguably one of the most important and hard to understand parts of animating. These two ideas are really closely linked, but in this particular shot, we're going to try our best to break it down. When we are moving into adjusting our animation, we've got our blocking. It's all in there. Hopefully, at this point, we don't really need to look at our reference anymore. Ideally, we've pulled everything we need from it. We can now turn it off and focus just on what we've created. Now, we get to be artists and push and change and adjust. It's with timing and spacing that we want to try and focus our attention first because the poses and the flourishes and any little details you want to add can all come later. It is harder to adjust things like timing and spacing once you start adding all those extra keys. What exactly are we going to be taking a look at? Well, spacing is a little bit easier to identify in a shot like this. Let's start there. I'm going to use a tool that you've probably seen before called the Motion Paths. If I grab the hip control on this character, which is this little ring right here, and if I move down, I'm going to come over here to the little Running Man icon. This menu is where you want to be. This is probably trolled down by default. But if you pull up the Motion Paths, you'll see that you can basically calculate a motion path for any given objects. If I leave this at all of its default settings, and it'll just go 1-36, which is my full timeline range, every single keyframe, it'll calculate, and I'll say, go. It'll ask me a few other things. For here, we're just going to leave it all at default and say calculate. Now, we're going to go to our camera view for this, but you can see the spacing of our object of this control. It's showing us the arc, which is one of the animation principles. The idea here is that we can notice any glaring red flags, any weird hitches. If for example, when I had done my blocking, I had done some weird stuff to where maybe this is a little bit more jagged, for example. This is something you'll see a lot with arc tracking, or maybe it's popping around, it's doing some stuff, and you want to smooth that out. You want to clean it up. Now, I did a pretty good job of not having that happen in my first pass. However, you always want to double check from the side. Here you can see that from the side, it shoots forward towards the camera and then back, things like that. These are some good things to look for in your spacing, where you just have any irregularities. I'm blending between arcs and spacing. They're not always interlinked in the way that I'm demonstrating them, but this is one of the easiest ways to try and demonstrate it to you right now. Where spacing really starts to split away from just arcs is how much distance this control is actually covering from frame to frame. If I just go keyframe to keyframe here, I'm not yet interpolating. We should probably adjust that. But just based on our blocking, we can see from each of these orange point along our curve the general distance covered from frame to frame. Now, if I happen to notice any speed increases or any parts where the character kind of just stops in place and then they start moving again at this point, that is where you start to notice the timing and the spacing giving you some hints of what to do next. One more thing I'm going to try and do is I'm actually going to track more than just the hips. The hips are the main movement of our scene, but if I grab the head as well, I can calculate the head. I can add that in. You'll see that the head has a very different path through space. It also has a jagged thing here because of the character flipping upside down. Now, we don't necessarily have to make every arc perfectly smooth right at this moment, but I do want to just point out you can track a bunch of different things. You can look at the arcs, you can look at the spacing, and you want to try and throughout the whole shot, be evaluating the things that we're going to talk about. Then if I make any changes, I can always say update all paths and it'll update anything. If I were to make a change in the hips, it might not cause the head path to recalculate automatically because that's not the control I was messing with. But if you need to force it to update, that's how you do that. I can also hit this little X to get rid of those. Now, what I'm going to do is grab all of my controls. I'm going to select all of my keys, and I'm going to hit T, go to Bezier, and I'm going to switch it from stepped mode. I am now in spine. Now as I move every single frame, there's interpolation. The computer is trying to help me smooth out the motion. Let's see how it did. If I just watch it by itself, a couple of things you might notice. The arc is a little bit wonky. He floats up through the air. We'll need to clean all that up. But that is, again, arc and positioning, not so much the spacing and the timing. It's the easiest thing to point out and notice it there, but it's not where I want to focus my attention just yet. Now that we have our curves actually in spine, we are now officially in spine. I'm going to go ahead and recalculate the motion path, just to make sure I see exactly what's what. Now, I can see little orange dots where my keyframes were and the little black dots where it's just the frame without a keyframe. When you're trying to figure out the spacing of a shot, you're really trying to find any breaks in pattern. An arc tracker can be a really handy tool as long as it shows you each individual frame and where those frames begin and end. In this case, if I'm just looking at these different breaks from the orange to the black to the orange to the black to the orange, it doesn't matter that it's like orange black, orange black. It just depends on where my keyframes are, and I happen to have keys every two frames here. But wherever my keys are, if I notice, for example, that this key, let's call it, let's say it's up here, and then let's say this key is all the way down here, and then the next orange one is also really close. Now, if I just stare at the arc of this, if I smooth that out, it's like smooth. We'll just assume just pretend it's perfectly smooth. You might be like, yeah, I like the arc. It looks good. But that doesn't mean that the spacing and the timing of it are correct. The thing that I'd be looking for here is that the character gets hung up up top. He floats up here, he's not moving all that much, from these couple of frames, he's in the same spot. These two frames, he's roughly in the same position. I go to the next frame, he's roughly in the same position, go to the next frame. He's just gone a really far distance by comparison. That's what we're noticing from this to this, these two frames. The distance moved by the hips is suddenly a lot bigger than it was on the frame before. This is a problem. It's going to create a bit of a jittery motion through space for our character, and it's just not going to play smoothly. If I go ahead and just undo all those little tweaks, we'll go back to what it was a second ago, but if I go ahead and grab the hips, the head, I'll take the hand controls, and I'll just grab a couple of different things here and I'll calculate motion paths for all of these objects. We can start to see all these different things. Now, you don't have to turn them all on, look at them all at once. It's a bit overwhelming. I wouldn't recommend it. Focus on one thing at a time, but make sure you start from the core central pieces of the character, the root, the cog, the hips, and work your way out. But if I were to want to make any changes to the spacing and stuff like that, in this particular case, it might be fine because it's an IK control. Changing the hips doesn't necessarily move that foot. But if I were to do that with the arm, that's not going to be the case. If I make any adjustments to the arm and I say, I want that over there for some reason, but then later I decide to move the hips, I've just completely changed the arm, which is why you have to start from the core pieces and work your way out. Now, that's spacing. That is making sure that the character is not speeding up or slowing down and changing speeds in the middle of an action where they shouldn't be, but when you have a character jumping through the air, they have no way to change their velocity. It has to be consistent. You can't have it change speeds, but what you can do is you can stylize it, and that is where we start to go into timing. So the spacing needs to make sense. There has to be a pattern in the spacing, and that pattern is up to you, if we're speeding up, if we're slowing down, but when it comes to timing, we can have a character spend extra time in the air and then drop down. If I go to my Y Location, I hit Shift H to isolate this, I'll normalize this so I can make a little bit bigger. If I want to adjust the timing of the jump itself, the jump, the fall, things like that, that's a pretty common place to want to mess with timing. I can take the up and down curve. Here I have the character moving up, falling down. What I'll do is I'll add a motion trail just so we can see what it's going to look like as I make changes. I'll just blow away some of these key frames just to show. I tend to use weighted tangents, which is the default behavior here of scaling the tangent handles on a curve. But if I take this curve, I'll go ahead and update the path. We can make sure we can see exactly what's going on. The character comes up and starts to fall down. If I want the character to hold up higher, I can basically say, don't fall yet, hang up here for longer , and I can go like this. I can move this tangent handle out a bit and I'll also bend this one a little just to show that now I could do that through the graph editor. I could do that through modifying these curves. Now, but when you're doing a pose to pose workflow, all of the motion that we've created so far is based on the position of certain poses, which means that making these changes in the graph editor is breaking other things that we've done. The layered workflow and the pose to pose workflow have the same underlying process and goals, but how you achieve them is different. I tend to jump into the graph editor and start to mess with stuff, and I don't mind breaking my shot and messing with stuff here because I know I'll fix it later. If I were going to do it with this workflow, I would go to the actual poses that we've created. I would grab both the IK controls of the feet, and the hips, and luckily, it's pretty straightforward that I can just reposition these different keyframes to create that hang time. This is visually a lot easier, and there's nothing wrong with the short flow whatsoever. It's not how I usually work. I'm going to basically just raise the character up for a lot of this so that the character stays a little bit higher up in the air. Up here, up here. I'll just push it really aggressively so you can see that I'm trying to keep the character up for as long as possible. I don't want them to feel weightless, which is where this is going to get a little tricky because I'm creating this flat plateau where the character is floating horizontally through the air with no gravity. You don't really want that. I'm trying to add a little bit of curve as if that makes sense, but I'm pushing it a little bit beyond what would make sense, just for the sake of demoing. It's like I can make the character stay up longer, come back down, but now I've created this thing where they slide across an invisible barrier horizontally. I just need to reintroduce that gravity curve because that's really where this problem is. I can have the hang time. I just can't have the character float. You can go too far with it. If I need to add a little extra, then what I could always do is I could bring the character lower at the beginning so that it feels like there's a reason why the character ends up up there. Let me make a few of those changes really quick. There we go. It's a little bit better. I can adjust the timing and I can try to keep the character up higher, but to do it properly, I have to keep in mind the arc a little bit, but mostly what I'm staring at is I'm making sure that I'm not changing the spacing in a way that puts these keyframes too close together, where, for example, if I ended up compressing these three keys, that is a major spacing issue. The most important thing for spacing and timing is looking at each individual body part and trying to find out if you see any of those types of hitches, any of those parts where the character is getting caught on nothing, or if the character is just moving too quickly for us to really see what's going on. If I stare at, for example, this arm, the screen right arm, the character's left arm, if I stare at that arm, throughout the entire shot, that's all I'm going to be looking at right now. It doesn't really do anything. It doesn't add anything to the shot. It doesn't add any flow, any weight. It's just this thing that moves quickly. If we have it go less far right off the bat, perhaps I just add a little bit of rotation to it. Maybe I take the wrist and I could drag it behind so that it starts off closer to the body, and we can use this drag to our advantage. We could have it come out here and then maybe as it hits this out point, maybe we could hold it out here for a little bit longer. We could drag this arm back so that it doesn't just disappear entirely so quickly. Another thing I can do is I can use this arm, maybe drag it a little back behind that. Then instead of going all the way back here, maybe on frame 28, I say, you know what, don't go quite so far back. I'm just decreasing how much spacing changes from frame to frame to try and get it to be less jarring. It's a very small adjustment, but hopefully now it's feeling less like that arm is flashing out to the side and just shooting back in, and now it just feels like the arm is moving out. That's a very realistic example of the timing and spacing changes you're making and why they're so tied together. It's fast, so it's timing, but you do it through spacing. Now let's jump into the actual work of going into the graph editor and splining the rest. 5. Animating in the Graph Editor: The graph editor is your friend, don't let anybody tell you different. If you don't use the graph editor or haven't used it before, in the little menu down here, you can pull it up specifically, or you can just control tab from the dope sheet, which is what I've been doing the whole class. When you're in the graph editor, a couple of things to note. Let me go ahead and just grab a control. We'll use our hips as the example. If I show a bunch of these different curves, if you hit the home key, if you have a home key on your keyboard, that will zoom it up to the max, so it'll actually maximize the space, which is nice because often it's small, so that'll fill it out. If you select a group of keys and you want to focus on them, you can hit your little period on the number pad or whatever you've remapped that button to, same as when you focus on an object in the viewport and that'll zoom you in. If you deselect and then hit that same button, it zooms out a little bit. You can see what that looks like here. Home again will compress it. It's this combination of the focus key and home to reorient yourself inside of the graph editor. But often, if you have things that move a lot, for example, this flip, this rotation in Z causes the character to go from more than -360 degrees to zero. It's like 400 degrees of rotation, which means that this one curve makes our graph go from negative 300-ish, all the way to zero, and all these other curves are really hard to see. They're just so compressed. That's what this normalized button is for. What this will do is it'll take this global scale away, and it just remaps everything to a one to -1. Now, every single one of these curves is a relative view of themselves within that space. The numbers no longer map to specific plots on a curve. It's not changing the numbers, it's just changing how you see those curves. It's a lot easier to see what each of these things is doing. I want to look at, for example, the up and the down. That is the Y location for this particular rig. If I take one of these curves and hit G and move this, you can see that's that one. If I want to just isolate that curve, you might be tempted to just turn off all these little I's, but that could be a lot of clicking and dragging, that's a pain. Instead, what you can do is you can just select one of these and hit Shift H, and that'll isolate it. You can hit Alt H, and that'll reset. So if you grab a couple of things and you say, I want to see just these things, Shift H, that's a quick way to just filter by those selections. We get to a point where we now want to work on the graph editor, we want to make some changes, and we need to step away from this specific poses on specific keys. The post to pose workflow eventually has to end. You had a management system and an organizational structure of where your keys are and exactly what's been keyed on what frames. Typically for blocking, you're keying everything all the time, just to keep things all secure and stable. But eventually, you might start to add individual keys on certain control, certain channels, things like that. But there does come a point where you have to let go of it, because you can't keep all of your keys on the same frames forever. Eventually, you have to start breaking stuff up. You have to add that organic feel, and you have to allow things to overlap and offset and no longer be bound to other parts of the body. That's really what the blocking plus was trying to introduce. Even though we have a lot of these consistent keyframes, the different parts of the body move on different intervals. It is at this point that we must let go of pose to pose and say, great, it's given us a foundation, now we need to build off of it. That is the process of spinning and therefore then refining our motion. So if I look specifically at the head turn, let's see what we got. I'll go ahead and look at just the rotation values because I'm not translating it in this particular case. The first thing that I recommend is just make sure you understand which one of the x, y, and z channels you're affecting and why. If I mesh with x, that's his nodding. He likes it. He approves. Y is this side to side, and then, in this case, z is a twist and a spin. You might be tempted to say, this curve isn't perfectly smooth. I could add a nice little roundness to the top. That looks nice. The problem with that is now the character is looking that way. Instead, I like the idea that he's more or less looking hereish. Don't feel like you need to sterilize these curves and make them overly smooth just because they should look really pretty. Smooth at pretty curves does not necessarily mean pretty animation. But if I can point out a few red flags for you. In the graph editor, if I have something that, for example, let me find a specific thing that we can use, I will use the hips and I will isolate them so that's all we're focused on. I'm going to go ahead and reset all of this. We will look at just the up and down and the side to side. These curves happen to be pretty smooth, for the most part. The up and the down, mostly smooth. The side to side, it's a little bit bumpier. If I had this curve doing its own thing and it's this weird little bump. Having this one key stand out above all the rest makes you wonder and go, is that supposed to be like that? If you play it and you watch it and it seems correct from the camera's perspective, I'd recommend also turning your camera, looking from a perspective view, make sure that it's not doing something in a weird axis that you're not noticing. But if it looks good, then it doesn't necessarily mean that it's wrong. Try moving it down into a smooth thing, compare, and if you don't notice a difference, then confirm that you are using what you think you're using. Something else is something like this. This is another outlier, but more importantly, it's a reversal. The pattern that we've established of this curve, we're moving up, we're moving down, then we're moving up again, then we're moving down again. The fact that we change course in between two different keys, if that weren't there, it would just move smoothly down. But that key causes us to move down, then back up. That could potentially cause a hitch. That's one of the most common ways to have something catch and have spacing issues is to have these types of reversals. But often you want something that looks more like that where it gets close to where you want it and then holds up for a little bit, slows down, and then resumes its motion. In this particular case, it's really obvious, which is why I'm using it because I want you to be able to see exactly what I mean. But let me go ahead and do that reversal. The reversal is the worst kind. In this case, it's really obvious why? Gravity. You can't fall and then just float back up. One of the most useful tools in your arsenal for this moment is the tweener. The graph editor is doing all that work. The character is going to land on the ground, and you can see we enter this pose. If I go further and back, you can see that this is the head nodding up and down. What probably want to have happen is the character is going to hit the ground and we don't want all that energy to just die on impact. If the character hits the ground with the hips, we have this, we go into our down position, and then it comes back up. But that impact is going to ripple through the body. I'm going to want to add a few more things. The body comes down, down and then up. I want to add some overshoot or add some offset to different parts of the torso here. The characters going to come down, slam on the ground right there, and then I'm going to go ahead and just adjust this. I'm going to say, right there. That's where the character's body hits the floor. I'm going to leave that key in place. I'm going to delete some of these others. I'm going to go ahead and just isolate this. Get rid of some of these keys because there's just too much in the way. Sometimes it's easier just to eliminate some key frames. I'm going to get rid of all the way to here. We're going to hit the ground and then, I want to have the character bend in and compress. I'm going to take this keyframe and I'm going to push it up like that, and it's going to sink down. Now I might have already had some of this in my original animation. You can see the shape of the curve is to have it come down and then up, which is exactly what I just did. But if I want to push it further, I can adjust it. I should always check it from the camera view, lets go ahead and do that. These other keys that are here, maybe I want them, maybe I don't. I'll just drag them up so they reconnect contextually to what else is here and then I'll smooth them out a little bit because in this particular case, I don't think I need it to be bumpy. Then what I'll do is I'll straighten out a little bit and have him decompress. I'll get rid of some of these extra keys. I'll say that at this point, where do I want him? Maybe I want him about there. I'm just eyeballing it. I'm just trying stuff. I can always change it, but I am going to get rid of some of these extra keys because I don't think I want so many keys right here. Down and then up. Then what I'm getting from this, if I go ahead and exaggerate this, I basically have opened to the character's torso up, so he's not very compressed in the body. Then he lands and he squashes down. Right around here, the character is really hunched over in that particular joint. I'm going to keep them hunched over all the way through here because as the body moves up, I want that shoulder area to drag, but not a lot just yet. I don't want this to be super smooth, right here to here, I'm just getting very even computery perfect interpolation. I should favor something. Do I want to have the character favor being in the bend pose or to favor moving up? Now, rather than creating a keyframe and dragging it around, that's where I can use my tween tool. If I hold Shift E and now I have this little slider, where as soon as I commit the change, as soon as I click somewhere in here, it will add that keyframe. It creates an ease key closer to the original keyframe behind it. If I go back to the right, it favors the next keyframe in the timeline. It's the difference of the character snapping up and straightening their back faster, versus staying hunched over for longer. That's just one joint, just one control. I also have these other parts of the body that I could take these other things. If I want to do the same thing, I can curve this down a little bit, rotate my tangent handles. I could compress the character even more if I want to push this pose. I'll sit in the viewport. I'll just say R X, so I'll rotate in X and I'll just say that looks really nice. I can see that I'm in a completely different register of this keyframe. Maybe on the frame of impact right here, maybe you want to have the character actually leaned back a little bit. You can see that these other key frames that I had in between are working against me, I'm just going to delete them. Somewhere in here, I'll decide if I want to ease back this way. I think I will, I think I'll drag like that. Look from the camera's perspective, the character comes in here, really nice and stretched out, and then compresses. Then from here, I can just make a decision of whether I want to have the character stay really compressed, get rid of that keyframe, and then come back out of it like this, compress, stay compressed, and then open up, or if I want to have the character compress, and then shoot back up. I think this is going to feel it's a little bit too jarring. It makes the head do a really quick whip down and around. What I can do is I can hit the head and I can create a motion trail and I can take a look and see what the spacing of the head is doing because of that change in the body. This can help make decisions. If I go ahead and put this back over here and say you know what? If I keep that drag there, update all the paths, you can see that I get a deeper curve to the head. That difference of what I'm doing changes the arc of the head, even though I'm messing with the spine, which is why I'm doing the spine before I deal with the head. I like this deeper thing like that, and I'll go ahead and add a little bit of ease in. I don't want to have this too perfect. There we go, update. That is a way to start layering in the types of spline changes that will just give you more customization of the action and how the weight is going to happen and how all these different motions are going to come together. I'm going to keep playing with this. In the next lesson, I'm going to show you some hands on approaches to refining certain things in shot as well as looking at a fully spline shot. 6. Moving to a Fully Spline Shot: It took a while, but here we are. Some of the changes that you'll hopefully notice are the arcs for pretty much all the body parts are fleshed out, which actually, I'll just go ahead and show you. I just grab the hands, the hips. The hips still a little bit interesting, and then the feet. I'll go ahead and show the feet as well. If I calculate for all these different things, it's probably a lot but you can see that there's not a lot of just really jagged edges, anything too crazy or out of place. The one thing that's weird is right over here. This little twisty is the head. The reason that I'm allowing that is because if I look specifically at an eyeball, that's really where we're looking on a character. If we're looking at the face, we're looking at the eyes and if I calculate the path of the eyes, it's not perfectly smooth and I could probably make adjustments even further. This would be polishing stuff. It doesn't have to be the most perfect arc at all times. It just needs to not be jarring or having issues or have any weird pops or hitches. But the reason I don't need the head to have a smooth arc like everything else is because we're not rotating from the head, we're rotating from the hips. The feet are also just being flung around the character. They similarly have to have a pretty normal path through space. The hands can be a little bit weird because the hands have some agency of their own. Like, he can do this little loop to loop with his arm right here because the arm comes out and then he's going to go and grab behind his hips. But I wanted that to be circular. At one point, that was like a weird oval shape or something. I'm trying to keep things to be just nice, pleasing, rounded things with flow because if I wanted to add polish, add adjustment, what I can always do is I can take the hand and I can rotate it back and I can really accentuate this curvature of the wrist. Now I can use that to drag behind and keep it a little bit more stylized and cartoony all the way through here a little bit more. Boom, and then it goes behind. That is a way that I can drag and stylize and add a little bit more personality and flavor to this animation. Optional like, that's a choice. That's just up to you how you want to tackle that. There's no right or wrong for things like that. It makes the hand feel a little bit more sluggish because it just feels like the arm is moving. The hands just limply following behind. If I undo that, I haven't changed the arc, but now it makes it feel like the hand does drag for a little bit but then eventually it leans into the action. The hand cups down underneath. Again, these are choices. The main thing I want to convey is that this whole process of adjusting curves and messing with the graph editor, it's mostly an effort to preserve the weight of the character, the balance of the character, and the integrity of how the physics should work with a character that has some motivation, things like the arms, they drag behind, they aren't leading the action. They are flowing and following but they're not just like limp noodles that just swing wildly. There is bone and muscle and there's motivation and he actually controls where his arms go. They shouldn't feel like they're disconnected from him, but they shouldn't feel like they just follow either. There's this weird in between and I'm going to use his landing as what I want to focus on for that. Specifically, when he comes down and he lands, if we watch this screen right arm, his left arm, it comes down right here and it swings. I could just leave it hanging down below. I'll go ahead and look at the curve for it. It actually swings all the way up a little bit higher. He pulls it up towards his torso. If I take that away and I just don't have that happen, it just feels like it's this little like settle action. It just feels like the arm is just flowing, following with him, but he's not doing a whole lot with it, but how I had it before, I undo that change where it moves up more, now it feels like he pulls it up a little bit more. Like, he's actively engaging his bicep up a little bit to pull that arm up but what I've done is I've made sure that the keys in here. The curve has the overall energy of the settle, the ease, it has this motion that it moves to a new position, and it eases into that new position. I overshoots a tiny bit, and it starts moving back in this direction. I can adjust, like what exact values I have here. As long as I keep that ratio of where those keys are, that's the work that I did. The exact amount of it is customizable. Now I'm going to walk you through the adjustment of a particular part of the shot, something that you're probably going to need to do in any body mechanics activity, and that is the foot contacts and what happens on this little pop off the floor here. When I have the character hit the ground, we have a frame before impact, and then we have the left foot touchdown and then the right foot before impact and then touchdown. That's pretty much all I put in the blocking. Now, getting into the specifics here, we have the character come up into the air, and he never quite lands back down. This is where we need to go beyond the reference, and we want to make our own adjustment, and this is the stage where we want to do it. The first thing I'm going to do is I'm going to mess with the translation and just make sure I like the overall action. I'll go ahead and turn on my motion trail so we can see what this looks like. I'm going to add a few extra frames just so I have some extra room to run. The character pops up, and I'm going to have them drop back down. I'll go ahead and update the path, I'm just going to see what this looks like. I've now abandoned, once again, the pose to pose. I could start adding extra poses, but at this point, I just want to show you the spine workflow. I could come in here and just start adding keys to try to shape this. That's totally fine. My preference is usually to use the graph editor, though. I'm going to use these two controls, isolate them, and I'll normalize it so that I can make it a little bit bigger. If we take a look here, I'm going to mess with the up and the down. I'm going to get rid of this key. I'm going to take this handle, use my weighted tangents, and just push that out. Like that, and I'll compress this in. When I update the path, looking at the path, it's a little bit sharp. He comes up and then he does this little diagonal line from here to here. It doesn't feel as archy as I would like. That is mostly in part to my translate X. You can see how it has this plateau where he doesn't really move all that much. His X is stuck in place. We have a spacing problem, and then he accelerates sideways. I just get rid of that key right there. Now when I update this, you can see that we now have a proper arc. Now he does just go up and then straight down. What I want to have happen is I actually want to maybe overshoot a little bit. I actually take this and I'll add some extra keys to my x curve like that. I'll keep updating this just so you can see what's happening. I'll have him shoot forward a little bit. Maybe there forward, and then I'll slide him back, maybe not that much. Then I'm going to also have this up and down. He'll come up, he'll come down. Maybe I'll have him overshoot a little bit, so I'll go ahead and add another curve here, a key there, down, cushion, and then back up. I'll just copy paste that. I'll hit V, just to pull this little menu to auto these tangents so I don't have to do them manually. Here, I want to have the character maybe land a little bit harder. I'll have them come down a little sooner and bounce up and then go like that. Down up. There we go. Then I'll maybe hold him back a little bit. Even though I'm just focused on the hips, I do need to keep track of what the feet are going to be doing because if I look at where he makes this first initial impact, he's going to hit the ground here and I'm going to make sure that his weight is centered over here. Right now, he is nicely centered over the leg that's supporting him. I like that. I want to keep it that way. When he compresses down here, I'm actually going to hold him back a bit. I'm starting to break my perfectly smooth curve because I want to have the character come down on that leg, maybe not quite so much and then push across to the far leg. Now, if I don't like how flat it is, then I can definitely adjust the up and the down and I can have the down pose go a little bit more aggressive, and then that'll round it out a little bit more but right there, I'm starting to combine what the hips are doing with what the feet are doing. I want to have him come and land on the ground one final time. I have to make sure that when this foot goes to move, it actually ends up in the right spot. If I zero out the y translation of the foot, it'll actually put it just on the ground because I want it on the floor. I'm going to make sure that his weight is centered and all camera angles like this so he's nicely over that foot. I'm also going to make sure that the other foot is somewhere useful. I will disable the rotation in this axis and this axis. I'll also zero out his foot there and just make sure it's planted. Once he goes and pushes off here, I want to get that foot in position, and I want to have this foot plant happen much earlier. He can't just hit it the moment he hits the ground. Otherwise, the feet and everything's just feeling like it's at the same time. I need him to get that foot down below him so it's prepared to take the weight. I'll plant that foot back on like 37, so he moves that foot over here quickly, and then he can plant. He can stand on it. I also need to make sure I have my rotation values because you can see that those are also related. Paste those in. Then all these little keyframes right before, don't need them. Go ahead and delete these. Now what I probably need to do is I need to now use my shift E, my E's keyframe, and I'm going to go ahead and ease it towards the future keyframe so that he moves his foot quickly. He's going to basically come off the ground and quickly move his leg over and get it ready to plant on the ground. I can tweak, maybe bring it back a little bit, so it eases a little bit more, he's going to bring it over quickly. Then this other foot, same thing. I'll just do that very quickly. Take that final foot position in whoops, translation and rotation, right there all those. Take that key, find out where to plant it. Maybe a frame or two after the other foot is planted down. Get rid of that key here. He'll go like that, and he'll almost kick one feet out from the other. He's not actually kicking it. I've added the idea that he comes down on one leg, he shifts his weight to the other, he jumps up a little bit, and he brings that next foot into position so he can step with it. Then the other foot will also step, and he compress. Hopefully, this process has showed you that you should not be afraid to break things apart, move things around, just try stuff, make changes, save often, and save incrementally but at this point, the animation should start to look pretty complete. If you've gotten to a point where you're happy with it, and you can't really think of anything else to add. Once again, this is a great opportunity to get feedback, to see if there's anything that someone notices that maybe you're blind to or you're numb to and staring at this for as long as you have, you'll start to just not see it anymore and so taking a step away, showing it to somebody else are all really valuable tools. Revel in your hard work because you did a lot to get here. Well done. 7. Final Thoughts: Congratulations. You made it through the class and presumably through one of the most tedious parts of animating a shot. This is not an easy task, it takes a lot of time, so great job for sticking it out and working on that. For the completed shot that I did with the side flip, if you'd like to see how to do the glass breaking and all that stuff, you can check out the study hall session that we have, that's going to show you how to do some extra stuff that goes beyond animation. But for now, well done and be sure to share whatever you've created in the project gallery down below. Everyone would love to see it. Thanks for tuning in, I'll see you in the next one.