1
00:00:05,590 --> 00:00:10,790
All right now that we've added the latus and the empty Let's take a look at animating our empty.

2
00:00:10,800 --> 00:00:16,370
And the ball and actually locking in the rotation and location of our empty.

3
00:00:16,380 --> 00:00:20,550
That way we don't animate it in any way that we don't want to animate it.

4
00:00:20,790 --> 00:00:25,920
So the first thing we're going to do before we do that let's go ahead and split the screen right here

5
00:00:25,920 --> 00:00:33,390
by clicking on the bottom left corner and switching this mode to rendered mode and hitting zero on the

6
00:00:33,390 --> 00:00:35,730
numpad to go into camera view.

7
00:00:36,030 --> 00:00:43,590
Now selecting camera going to top view with seven on the numpad Let's hit alt art to clear the rotation.

8
00:00:43,740 --> 00:00:51,590
Grab it with the key are X to rotate along the x axis and position it to about.

9
00:00:51,590 --> 00:00:54,050
So let's bring it back.

10
00:00:54,770 --> 00:01:00,930
And also in the camera view hit the middle mouse button to zoom it out.

11
00:01:02,700 --> 00:01:10,240
All right grabbing the plane on the scale this up and bring it back so that it fills the entire viewport

12
00:01:10,330 --> 00:01:11,740
of the camera.

13
00:01:12,040 --> 00:01:15,770
Now this right here you can see this orange line on your camera.

14
00:01:15,770 --> 00:01:20,270
This is where it's going to render this is what is going to be in your animation or your final render.

15
00:01:20,270 --> 00:01:28,770
So you want to make sure that within this right here now selecting the actually let me position the

16
00:01:28,770 --> 00:01:30,180
camera a tiny bit more

17
00:01:34,200 --> 00:01:35,530
like so.

18
00:01:35,790 --> 00:01:38,780
Let me grab the plane and bring it back.

19
00:01:39,600 --> 00:01:46,630
And scale it up a little bit more.

20
00:01:46,630 --> 00:01:51,950
All right so now with the empty selected which is this right here.

21
00:01:52,270 --> 00:01:55,240
Let's go ahead and basically what our ball is going to do.

22
00:01:55,240 --> 00:02:00,850
And we want to select the empty not the ball where the ball is going to do it's going to go from here.

23
00:02:01,850 --> 00:02:06,800
Bounce right here in the middle of our scene and then bounce back out.

24
00:02:06,800 --> 00:02:07,610
All right.

25
00:02:07,610 --> 00:02:14,940
So let me actually zoom in the camera just a tiny bit more by hitting G and the middle mouse button.

26
00:02:16,540 --> 00:02:18,040
Or rotate it on the z axis.

27
00:02:18,040 --> 00:02:23,540
I'm just trying to get a nice angle over here and scale this down a little bit.

28
00:02:25,670 --> 00:02:26,360
Skillet.

29
00:02:26,410 --> 00:02:28,440
Make sure it fits the whole camera.

30
00:02:28,450 --> 00:02:28,750
All right.

31
00:02:28,750 --> 00:02:29,920
I like that right there.

32
00:02:29,980 --> 00:02:36,730
So our ball once again is going to go from here bounce here and then bounce back out.

33
00:02:36,730 --> 00:02:42,460
Now we want to make sure we have that empty selected and with the empty selected you could see that

34
00:02:42,460 --> 00:02:46,160
we are going to be moving our ball on the X-axis.

35
00:02:46,540 --> 00:02:50,180
So from left to right and also it's going to be bouncing.

36
00:02:50,320 --> 00:02:53,270
So it's going to be moving on the z axis.

37
00:02:53,290 --> 00:02:54,780
Now we don't need the other two.

38
00:02:54,790 --> 00:03:02,440
So let's go ahead and hit the end key go up here and this is where your the location is for this ball

39
00:03:02,470 --> 00:03:05,980
or the transformed properties for moving it.

40
00:03:06,250 --> 00:03:08,880
Let's go ahead and lock out the y axis.

41
00:03:08,950 --> 00:03:16,650
So now if you hit G to grab it can see that we can no longer move it along the y axis.

42
00:03:16,680 --> 00:03:22,190
It's constrained only to the x and to the Z as far as rotation.

43
00:03:22,380 --> 00:03:28,210
If we hit our why we're going to be rotating along the y axis.

44
00:03:28,530 --> 00:03:32,490
So you could see right here for here are why we're going to be rotating in this axis.

45
00:03:32,580 --> 00:03:34,430
So the other two we do not need.

46
00:03:34,470 --> 00:03:38,740
Let's go ahead and lock the X and the Z axis as well.

47
00:03:39,090 --> 00:03:41,800
So now we have all of those locked in place.

48
00:03:41,820 --> 00:03:45,870
Let's go ahead and do the first part of the animation of the ball.

49
00:03:46,020 --> 00:03:53,310
Go ahead and in front view by hitting one on the numpad make sure again that all of this and the grabbing

50
00:03:53,310 --> 00:04:02,630
and the Minimed the manipulation is on the the empty that we created not on the ball itself all right

51
00:04:02,640 --> 00:04:08,890
so grabbing the ball bring it just out of frame so to about right here so that it's right outside of

52
00:04:08,890 --> 00:04:10,940
your frame of your camera.

53
00:04:11,350 --> 00:04:17,830
Make sure you're on frame 1 and let's go ahead and hit I and location and rotation.

54
00:04:17,830 --> 00:04:20,940
Why don't you do the scaling as we won't be scaling it.

55
00:04:21,340 --> 00:04:26,940
Location rotation it's added and keyframe Now jump to frame 24.

56
00:04:27,250 --> 00:04:33,520
So that would be one second of animation because every 24 frames is 1 seconds go ahead and grab your

57
00:04:33,520 --> 00:04:40,320
ball and bring it to the center of your sphere.

58
00:04:40,350 --> 00:04:44,770
Or sorry of your of your camera and bring it right.

59
00:04:46,320 --> 00:04:52,990
Here to the SO heads and contacts the floor right there.

60
00:04:53,070 --> 00:04:53,350
All right.

61
00:04:53,350 --> 00:04:55,980
And let's go ahead and hit I.

62
00:04:56,070 --> 00:04:58,150
Location rotation.

63
00:04:59,020 --> 00:05:05,440
Now one thing that we want to do is actually I would like to have a better angle with the camera.

64
00:05:05,440 --> 00:05:09,310
So let me just see if I bring it down.

65
00:05:10,320 --> 00:05:15,740
And rotate it on the Z-axis bring it up a little bit.

66
00:05:17,670 --> 00:05:18,120
There we go.

67
00:05:18,120 --> 00:05:19,810
You can play around with the angle.

68
00:05:19,830 --> 00:05:23,110
All right selecting the Aksa the empty once again.

69
00:05:23,130 --> 00:05:30,040
Let's go back to frame one make sure it's still out of our camera view which it is now from frame 24.

70
00:05:30,060 --> 00:05:33,410
Let's go to frame 48 which is another second.

71
00:05:35,270 --> 00:05:40,700
Let's go ahead and first make sure that's not going through the floor and that it is nice.

72
00:05:40,700 --> 00:05:44,210
And even with the floor one thing you could do even is hit.

73
00:05:44,300 --> 00:05:51,710
Make sure you're in front of you by hitting one and then hit five on your numpad to go into orthographic

74
00:05:51,710 --> 00:05:52,610
view.

75
00:05:52,610 --> 00:05:59,420
So if we go back to frame 24 you can see that we could bring it down on the Z-axis just a hair more

76
00:05:59,870 --> 00:06:03,530
and then hit by location rotation.

77
00:06:03,530 --> 00:06:09,000
Now we're going to frame 48 by typing it in right here.

78
00:06:09,410 --> 00:06:15,410
Let's go ahead let's get out of orthographic mode by heading 5 to go back into perspective mode and

79
00:06:15,410 --> 00:06:16,480
let's go ahead.

80
00:06:16,490 --> 00:06:24,990
Still in the front view grab the empty and make sure that's centered within the camera and bring it

81
00:06:25,050 --> 00:06:33,630
out of your frame over here just making sure that the distances are about the same on each side it looks

82
00:06:33,630 --> 00:06:34,510
about good.

83
00:06:34,650 --> 00:06:42,480
So again bring it out of your frame too right here so that it's right outside the camera frame hit by

84
00:06:42,780 --> 00:06:45,040
location rotation.

85
00:06:45,570 --> 00:06:48,510
Now if we scroll through this we can see what happens.

86
00:06:49,410 --> 00:06:52,450
Our ball comes in and it goes out.

87
00:06:52,500 --> 00:06:57,370
Now you could probably see one thing that's not that good with this.

88
00:06:57,390 --> 00:06:59,780
Let me go ahead and go into camera view here.

89
00:06:59,790 --> 00:07:01,510
It will be easier to see.

90
00:07:01,950 --> 00:07:07,030
Let me close this up or actually I'll leave it open or close it whatever.

91
00:07:08,100 --> 00:07:14,050
Right here you can see that the ball kind of has a U shape to it.

92
00:07:14,070 --> 00:07:21,350
It's it's kind of doing a you know it's hitting the ball and having a U shape to the bounce of the ball.

93
00:07:21,420 --> 00:07:22,970
It's not going here.

94
00:07:23,750 --> 00:07:27,200
Bouncing here and then hitting the floor and bouncing off.

95
00:07:27,200 --> 00:07:28,180
It's kind of.

96
00:07:28,460 --> 00:07:33,590
I'm not too sure what it's doing but it's not realistic looking because as soon as it comes here and

97
00:07:33,590 --> 00:07:37,940
hits the floor it should bounce and then bounce up.

98
00:07:38,210 --> 00:07:40,050
And right now it's conscious gliding.

99
00:07:40,160 --> 00:07:44,680
And like I said making a U shape so is not what we want.

100
00:07:44,780 --> 00:07:50,150
And in order to do that we're going to be going into a graph and making a couple of tweaks and changes

101
00:07:50,180 --> 00:07:51,640
it's going to be really cool.

102
00:07:51,650 --> 00:07:57,850
So we're getting more and more into more advanced things so that is how you animate an empty.

103
00:07:57,860 --> 00:07:58,980
Same as everything else.

104
00:07:59,000 --> 00:08:05,690
And this is how you could lock in the rotation and location of any object so that you don't animate

105
00:08:05,690 --> 00:08:07,900
it in that particular direction.

106
00:08:07,910 --> 00:08:10,370
If it doesn't need to be.

107
00:08:10,370 --> 00:08:15,860
All right let's take a look at this graph that I'm talking about in the next video.

108
00:08:15,860 --> 00:08:20,190
Make sure to save your project of course.

109
00:08:20,340 --> 00:08:23,160
This one will make you ponder.

110
00:08:24,360 --> 00:08:30,570
At the end of the evening one should sit down and ask Did I give it my all on every test.

111
00:08:30,750 --> 00:08:35,070
You might analyze yourself and you will say I didn't seem to give it my all.

112
00:08:35,100 --> 00:08:37,830
On this day don't worry don't fret.

113
00:08:37,830 --> 00:08:40,210
You have tomorrow to place a new bet.

114
00:08:40,260 --> 00:08:43,240
Make the most of every single day.

115
00:08:43,290 --> 00:08:49,350
Ladies and gentlemen every day is a new blank canvas or should I say a new scene in blender where you

116
00:08:49,350 --> 00:08:51,790
could create anything that you want.

117
00:08:51,930 --> 00:08:53,260
So give it your all.

118
00:08:53,280 --> 00:08:56,500
All right see you on the next Tauriel Ciao of all.

