lesson 13

Using Video Reference to Animate 3D Characters using video reference to animate 3d characters
8 minutes
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Transcript

And welcome back to this section of the tutorial. So let's continue. And let's start by adding keyframes. So we are in the main animation layer, remember that because it is a tendency of someone to get it shown up scuffs, it's not visible. And let's go to like my animation starting at frame one. So make sure that you're in Fremont, and I'm going to hit s. And this is the main This is the one main post so the ball is up.

The ball is down. So I think he hits the floor at that point, so Okay, I know it's all going to be tough, like the other one is going to be easy. Okay, now that I've gotten the timing correct the thing is I notice that the cart anticipate so so it's good for you to hold that pose. So and this is where now instead because this is not a cut is where you can add squash and stretch those cars even though the cart itself is quashing So, and oops is not key. I kept forgetting about that. So under anticipation at this point.

Yeah, there needs to be a stretch in the balls. Because it's really losing and certain points. This other point I think it gets zero oops, not selected anything messing up. So because at this point is really stretching, so make sense to, especially then it makes sense to really stretch it. This ball hits the ground especially, it's zero Possibly, I think I can move this keyframe backwards for the squash and when it's hitting the ground there, we can stretch it a little bit and then stretch it back out. So let's see.

I think now the thing remaining for this pose is to add a hold because it's really not holding this pose. So let's have a look at not had other small holes now For something like a ball, the best thing to do is to go to your graph editor, because the animation itself because remember when the ball is spiking to go back at this point needs to be so sharp. So, that is why we need to go to the graph first and first of all take these points at the bottom, turn them into linear points. Let me go back and see if that has made a difference. So you can see now there is more intensity in that. So think this frame can be held so Like I said, this one is going to be an easy one, because I've not even taken a little time for the bouncing ball to look bounce.

This can see just from using a cart video, it's really easy to make a bouncing ball. And we go back to the graph editor and animation Graph Editor. And I'm trying to see so let's minimize this, push this one up here and trying to see what I can do to improve on the animation. So let's crop there. You just cropped by clicking the graph and it's this control so I think we can mess with this one and push it a little bit I think what can happen is I can try and kill this status can hold that pose longer. So and because it's starting to get momentum, I'm going to try and linearize that point.

You can always break tangents so by right clicking and say break tangents that we can have individual control. It's never that you're stuck on point. So I'm just trying to see if it's really helping. I've noticed that when he's coming down with the ball, not he's and when the ball is coming down. I should not have broken this tangent. I think it's actually should Supposed to be the opposite.

It's supposed to be quick. So let's see if that helps. So brick tangents mess with this one, and to see if it's really helping, because I don't want you to hold this pose forever. So make sense if the ball is heading towards the ground quicker. And again, it can also be an issue of spacing of the key frames. So in order to space them back, remember you're not stuck.

I think it was the spacing that was affecting it. And the good thing about this is that you can always exaggerate those keyframes, so I'm not going to extend the lesson. In the next lesson, I'm going to try and exaggerate the jumps that maybe it can seem a little bit more natural. So see you in the next lesson.

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