03 Final animation

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Transcript

I hope all of you don't your animatic homeworks and ready for the next lesson. Today we will do an animation of character and let me describe your license high divided the movements into several phases. Firstly, preparation to the movement. Then first movement then preparation for the jump the jump itself and landing. Today we will use like well was do 12 basic principles of animation of the Disney and to begin with I changed the step keys to be linear and I offer you to start animation In character animation as well as in animatic, and posing everything should be done by phases. So you need to start from the pelvis and legs.

One of the basic principles of animation is arcs. So all the movements of the character should be like arcs so and trying to make an arc move of the pelvis of the character And now you see that the movement became more gracefully. And of course, my honey. Don't forget about timing. You don't always need to tune values too much to catch the good timing. Sometimes you need just to move keys on the timeline and your character will be more alive.

So you need to remember that when the character do a movement here first they do is tap and then move the body so we need a leg first and then palace okay So here, I've catched the light is gliding, so we need to right click on the keys keyframe interpolation, then select linear and be happy. Check it every time when you find that the lines are moving, like drunk. So check this tough first day. Don't forget that you can start move the second flag after the first one is fixed and took its place. I offer you to finish the movement of pelvis. So I like to do staging or Ella dog break down and the ending on them all the powers.

Bye but before we need to deal with the anger The burgers because I've forgot about it at how the character can move down and back with his trade back. This but we need this to decline and to fix it more, we don't move rotation by the position a bit. Put one more key and make a little break down like a tiny movement up and down like an inaugural move over the pelvis. Then I'd like to make the keys a bit softer. Press nine. It's a hotkey to do it.

Okay, and now let's check what we have. Yes, it is normal, but to do it better, we need to work more quiet more. And of course don't forget to pacify the graphs. While doing arcs, please check if the Bezier curves are good and smooth and fix it if it is needed. And after all that, we can turn to stomach and chest. Next we'll go up and up the body.

So, I would like to pay your attention that the body should have different bars and the sports should have different movement. I mean, even if the body has 150 joints, all of them should have different movements. As far as we have got, as far as we've got a synchronicity in movement will last the life effect of the character and it starts looking like a mechanism that ruins the animation. Then it will offer you to start working with had neck. Let's do this well, declination, the character will do a delay movement of neck contact using 12 principles of animation. It is called overlapping and we're going to grade A bunch of them today.

Also, I would like to pay our attention that we need to save this line to cover it in future and have a break. That is called holster that has a duration of seven eight frames as you've known already, in this full stop, we will be able to choose finishing touches, right customization and other stuff. them start to animate the arms. I don't like that. The arms start their movement from the middle of the general movement. So I delete the key assistant here of one of the hand and speed up the animation to have this breathing arm.

And the same I'm going to do with it. I would like the arm that is going down to have these overlap. So let's add here. One more phase of the I use value graph pretty often rather than speed graph, because sometimes I need to see the values but not the speed. And in many cases, it becomes more convenient. Graphing these line of keys to do it, I use a plugin.

That is called motion to because to use default tools, you will need to copy it layer by hump. Then a count eight frames. I use breath control and arrows right and left. Now see that the amplitude of the pelvises movement is quite high. And we are going to go over their value graph instead of speed graph. So I need to decrease the amplitude.

I opened value graph there are two graphs. One is vertical and another is horizontal. So this peak and decrease it and now the animation became better. And if you open just the speed graph, you couldn't see this big point. And because now we have a framed gap, so we are going to customize. For example, I had animation There is such a thing as leave statics.

Yes, somebody will say now Hey, dude, you said that this seven eight players just for statics, just to help the viewer to catch the bowls and other things. But I would say to you that yes, there is such a thing called leaf statics, when movements became so tiny, like microscopic movements, and these movements attach great importance to statics and these tiny overlaps and micro movements. That's what we need to do here is in value graph. You can also check the speed of an image. The more the slope is, the more the speed is. If you see any flatness Yeah That means that the body has no movement.

Now we're going to create the next phase of the animation, the step up Yes, here is it is it the step up is a bit slowly, so we need to work with timing and move the keyframes To see that the foot is gliding, and it is about of course, so we need to use a ruler and move the foot to the right space. To have the ruler you need to press Control plus are in the preview window. To turn this tab up a bit. The problem is that we need to create a delay of toes because the character never use all the food during this tap on a if it is fallen down maybe so the toes should have a little delay of food. Hear the arm is considered to be the driving force, so it's better to make a launch earlier. Now forget about impulse.

Sometimes character animators think that they had should have a delay always but but sometimes there are movement, for example, asking when the move starts from the hat. So the hat should go first and on the optic body. So here we have the same situation but with hand. So, let's create an overlap of hand here. And as I would like to tell you why we need these overlaps, not only to show that the character has a quick movement, and his arm has a kid, but when the animation includes overlaps, and sometimes even speed lines, we We have covered this topic and we'll talk about it more later. So they make the movement smooth.

A quick move, like to pre frame duration becomes smooth for when it has overlaps and refinements. I want to pay your attention to the shoulders of the character. Don't forget about them and animate them. If you have this opportunity, sometimes even you can express feelings by shoulders animation, and also it adds vividness Although no, you should remember that the animation scene should be rhythmical character shouldn't flow from pose to pose. He should do clear, conscious moments. And these movements will set the rhythm not only to the scene, but whole video project and if your project has a rhythm, it will be looking better.

I hope that you haven't fallen asleep and peered in and jump now. So I tune the timing. And now it's time to work with spacing. What is it? spacing, spacing It is the speed of movement during the period of time. in motion design, it is called interpolation.

Interpolation comes from mathematics. It means the speed of changing the values from A to B points all outside the A to B plane and it is called extrapolation. Let's talk about physics and mechanics of the body. Now the character is waving on the bar and you see that the legs are banned and I hand in ahead, good buddy. You will never see such a thing in your real life. So we need to create a delay of the legs.

And what's more important we need to use here are movement of the legs. Talk more about overlaps. So we've created an overlap of the leg. And you see that it seems to be a bit further than should be. And indeed, all of the body goes ahead, but the leg isn't. It's like a delay, but a move opposite side.

These needn't be so it's not correct and it is a current file in character animation. So try to remember that not to do move back or even statics, when you do actually, just microscopic movement should be this is correct, as the bat can be only while preparation to the mold like breakdown I don't know have you noticed it all now, but there is one more block that should be fixed. And the problem is yes, the ads have delay, but the body doesn't have a correct curve. I mean that the legs have a delay but the body hasn't and these dissonance is here. I'd offer the ballasts and make a delay. After middle of this way, yes, it could be ahead but before now It's time for a backseat.

And the main problem is that we need a nice and clean psyllid here. Now to make a mass of blacks By the way if you need to move case two To create frames, you need to select them, press out and move it by arrows. You In this moment it would be nice To to create an overlap of neck and hat. And here let's cover the topic of breaking had a look. Let's create an overlap of the head without a move of the neck. And now it is looking like the head is torn off.

If we move and neck a bit and it will be looking like a tunnel that's actually the function of the neck to move the hand. So please try not to be lazy and have a separate layer of a neck How are you doing? We are coming to the end of the lesson, final lesson of character animation. I hope that you've catched something from this lessons. And now it's your turn. Take your projects of animatic and make an animation.

And if you did, your portfolio will haven't bought project of character animation, and you can impress your customer. So, good luck. And don't forget that animation is a pain. Thank you for watching.

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