All right now that we've added the latus and the empty Let's take a look at animating our empty.
And the ball and actually locking in the rotation and location of our empty.
That way we don't animate it in any way that we don't want to animate it.
So the first thing we're going to do before we do that let's go ahead and split the screen right here
by clicking on the bottom left corner and switching this mode to rendered mode and hitting zero on the
numpad to go into camera view.
Now selecting camera going to top view with seven on the numpad Let's hit alt art to clear the rotation.
Grab it with the key are X to rotate along the x axis and position it to about.
So let's bring it back.
And also in the camera view hit the middle mouse button to zoom it out.
All right grabbing the plane on the scale this up and bring it back so that it fills the entire viewport
of the camera.
Now this right here you can see this orange line on your camera.
This is where it's going to render this is what is going to be in your animation or your final render.
So you want to make sure that within this right here now selecting the actually let me position the
camera a tiny bit more
like so.
Let me grab the plane and bring it back.
And scale it up a little bit more.
All right so now with the empty selected which is this right here.
Let's go ahead and basically what our ball is going to do.
And we want to select the empty not the ball where the ball is going to do it's going to go from here.
Bounce right here in the middle of our scene and then bounce back out.
All right.
So let me actually zoom in the camera just a tiny bit more by hitting G and the middle mouse button.
Or rotate it on the z axis.
I'm just trying to get a nice angle over here and scale this down a little bit.
Skillet.
Make sure it fits the whole camera.
All right.
I like that right there.
So our ball once again is going to go from here bounce here and then bounce back out.
Now we want to make sure we have that empty selected and with the empty selected you could see that
we are going to be moving our ball on the X-axis.
So from left to right and also it's going to be bouncing.
So it's going to be moving on the z axis.
Now we don't need the other two.
So let's go ahead and hit the end key go up here and this is where your the location is for this ball
or the transformed properties for moving it.
Let's go ahead and lock out the y axis.
So now if you hit G to grab it can see that we can no longer move it along the y axis.
It's constrained only to the x and to the Z as far as rotation.
If we hit our why we're going to be rotating along the y axis.
So you could see right here for here are why we're going to be rotating in this axis.
So the other two we do not need.
Let's go ahead and lock the X and the Z axis as well.
So now we have all of those locked in place.
Let's go ahead and do the first part of the animation of the ball.
Go ahead and in front view by hitting one on the numpad make sure again that all of this and the grabbing
and the Minimed the manipulation is on the the empty that we created not on the ball itself all right
so grabbing the ball bring it just out of frame so to about right here so that it's right outside of
your frame of your camera.
Make sure you're on frame 1 and let's go ahead and hit I and location and rotation.
Why don't you do the scaling as we won't be scaling it.
Location rotation it's added and keyframe Now jump to frame 24.
So that would be one second of animation because every 24 frames is 1 seconds go ahead and grab your
ball and bring it to the center of your sphere.
Or sorry of your of your camera and bring it right.
Here to the SO heads and contacts the floor right there.
All right.
And let's go ahead and hit I.
Location rotation.
Now one thing that we want to do is actually I would like to have a better angle with the camera.
So let me just see if I bring it down.
And rotate it on the Z-axis bring it up a little bit.
There we go.
You can play around with the angle.
All right selecting the Aksa the empty once again.
Let's go back to frame one make sure it's still out of our camera view which it is now from frame 24.
Let's go to frame 48 which is another second.
Let's go ahead and first make sure that's not going through the floor and that it is nice.
And even with the floor one thing you could do even is hit.
Make sure you're in front of you by hitting one and then hit five on your numpad to go into orthographic
view.
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
and then hit by location rotation.
Now we're going to frame 48 by typing it in right here.
Let's go ahead let's get out of orthographic mode by heading 5 to go back into perspective mode and
let's go ahead.
Still in the front view grab the empty and make sure that's centered within the camera and bring it
out of your frame over here just making sure that the distances are about the same on each side it looks
about good.
So again bring it out of your frame too right here so that it's right outside the camera frame hit by
location rotation.
Now if we scroll through this we can see what happens.
Our ball comes in and it goes out.
Now you could probably see one thing that's not that good with this.
Let me go ahead and go into camera view here.
It will be easier to see.
Let me close this up or actually I'll leave it open or close it whatever.
Right here you can see that the ball kind of has a U shape to it.
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.
It's not going here.
Bouncing here and then hitting the floor and bouncing off.
It's kind of.
I'm not too sure what it's doing but it's not realistic looking because as soon as it comes here and
hits the floor it should bounce and then bounce up.
And right now it's conscious gliding.
And like I said making a U shape so is not what we want.
And in order to do that we're going to be going into a graph and making a couple of tweaks and changes
it's going to be really cool.
So we're getting more and more into more advanced things so that is how you animate an empty.
Same as everything else.
And this is how you could lock in the rotation and location of any object so that you don't animate
it in that particular direction.
If it doesn't need to be.
All right let's take a look at this graph that I'm talking about in the next video.
Make sure to save your project of course.
This one will make you ponder.
At the end of the evening one should sit down and ask Did I give it my all on every test.
You might analyze yourself and you will say I didn't seem to give it my all.
On this day don't worry don't fret.
You have tomorrow to place a new bet.
Make the most of every single day.
Ladies and gentlemen every day is a new blank canvas or should I say a new scene in blender where you
could create anything that you want.
So give it your all.
All right see you on the next Tauriel Ciao of all.