Right now we are going to take a look at what's called the graph editor.
So what is the graph editor.
Well it's basically the tool that we're going to be using that allows for you to manipulate your animations
just like the composite or the note editor is used to manipulate your materials and your textures and
add details and change them in that regard.
The graph editor is the tool that we use to manipulate Like I said our animation location rotation scaling
and do all that kind of stuff.
But in a more fine tweaking kind of way like with the node editor and the graph editor is going to be
what allows for us to animate our balls so that we have a nice balance and also rotating it.
So let's go ahead and check out the graph Ed. Let's split the viewport.
And as we look into it we're going to go over it in much more detail over here.
Let's switch it to graph editor.
Now you can see we have all kinds of interesting things happening here.
And the graph editor is basically there's two kinds of curves that use in the graph editor and one of
them is called The F curve which is the one that is displayed right here which is used for the animation
of your objects.
So this is one f curve and you can see that the colors represent the different axes.
So why are green is why blue is the red is the X curve.
So we have all three of these.
And just like in Object mode or any other mode really right click is to select G is to move and etc.
etc..
All right before you touch anything don't go ahead and go crazy with your curves.
Let's make sure we do it properly and I know it can be exciting.
So right here making sure our empty is selected by the way which it is you can see right here is as
empty as well.
Let's go ahead and toggle the location and rotation which is under here.
Now again if we had not blocked off the scaling we would have scaling all the way along here or it's
actually because we didn't animate the scaling that we don't have it here.
So that helps us in that regard.
Now let's go ahead and we're basically going to uncheck the Y location because we're not moving along
the y axis so we don't need that.
We're going uncheck the X rotation and the Z rotation.
Now you can see that if we select these they are displayed over here as well.
So all we need is X location which is moving from side to side Z location which is going to be moving
up and down and the y rotation which is going to be our ball tumbling around.
So the first thing let's take a look at the Z location over here that we have at the Z location is what's
causing the bounce so you can see right here this right here is a start.
This is frame one.
This is frame 24 when the ball hits the floor.
And this is frame 48.
When the ball goes out of frame and you can see that the the flow of the curve dictates or it shows
you how the flow of the actual animation of the ball or the empty is going.
So this is kind of the same flow it has.
As you can see just like with our animation it's kind of a you it's kind of a you flow.
So what we want to do.
You float that sounds kind of interesting.
What we want to do is we want to have our ball kind of because of it.
We wanted to make it seem like it's coming from a previous bounce.
So we don't want it to just like fall into the frame as it's doing right now it's kind of just falling.
We want it to go up a little bit and then go down so it looks like it came just from another bounce
so up and down the way to do that.
If you right click here this is what's called a handle and the handle allows for you to manipulate the
F curve and in turn manipulate how your object is moving along the timeline.
Now you can see that right here down here these are the frames so it's the same thing as scrolling along
the timeline and the numbers up here are actually the value of your Z-axis which I will get into in
just a little bit to show you what I mean.
Now if we want this to go up and then down a really cool thing we could do is by selecting this as a
handle as I said and there's different kinds of handles that we have to choose from.
If you go down here you could see if we put.
I believe it's key handle type and we have all different kinds of handles that are shown here.
Now if we grab the left part of this handle and then hit G to grab it and then why to grab it along
the y axis.
You can see that we can bring it up which is pretty cool.
So let's go ahead and grab this side of the handle here G and Y and just bring it up like so.
And now you can see that's given us kind of this arch of up and then down.
So it's not just going down like this like one looks like the balls falling off of a table.
It's now going up and then down and I'm going to exaggerate a little bit.
Now if we scroll through this you can see what's happening the ball has a little up motion and then
down.
Let's do the same thing with this one as well.
Let's actually grab this one hit G and y grab it so that it has kind of an up and then it's going back
down towards the end.
Now how do we do the bottom.
Well the bottom we wanted to hit the ground and then go back up.
So we wanted to be very sharp here.
Let's try and go ahead and do that because as we scroll through here you can see has a U.
If you look at the ball it's kind of just gliding on the floor.
So if we grab this with G and why that's not going to work it seems because as I bring this one up it's
bringing the other one down and it still has the same shape it's still a U shape.
So that will not work.
Now if I do select or if I do confirm this you can see if I move through it.
Now the ball will actually go under the plane a little bit.
I can exaggerate this a lot to show you even more.
You can see that as I was saying the values on the left are the values of how high or how low the ball
is.
So right here is zero.
This is the ground floor and up is positive Blendr units and negative is under the ground floor.
So as you can see right here it's going a little bit under.
So right here it's going under.
And this is really cool because this allows for you to edit your animation let's say your ball originally
you made it so it didn't completely touch the floor.
And it was kind of you know an inch above the floor.
Well you don't have to go back here and delete the keyframe and move it back and insert a new key frame
to position it correctly.
You could actually do all of this right here in the graph editor.
So let me go ahead and undo that.
And there we go.
Now to do get our nice bounce we just have to change the handle type.
So let's go over here to Key.
Let's go to a handle type and we're going to select free so free as the name implies means that you
can now grab this by right clicking it hitting G and it will actually move it independent of the other
ones.
How awesome is that.
So now we can bring it up grabbed the other one bring it up as well.
And now we could get a nice bounce so you see that our ball is going to go up bounce right here and
then jump right back up right after the bounce.
Pretty cool.
So if I scroll through this boom.
Look at that.
That looks awesome.
That's pretty cool.
So it's no longer just having a U shape and kind of gliding on the floor as it did before.
That looks pretty cool.
So that is the bounce of our ball.
Now let's focus on let's check out the X location quickly.
So the X location and let's hide the Z location for now we don't need that X location you could see
that we have three handles as well.
As you can see from here let me hide the y one as well.
I don't like that by accident because if we have three of them as well.
But since we're going to assume that the ball is moving on an x on the x axis in a consistent manner
meaning it's just going straight along the x axis we can actually delete this one the middle one because
you could see if I rotate it with the Archey rotated like so it will give us a strange kind of you know
it will move along the x axis very strangely.
And so when it's straight like this that means it's just moving straight along the x axis and we can
actually delete it.
So X delete key frame and we've deleted it and so now it's just going straight along the x axis and
we have no chance of it doing anything else.
So just making it cleaner and more streamlined.
Now let's go ahead and actually close the X and let's go back to the Z quickly because there is something
I want to focus on right here if I'm able to click on the graph.
There we go.
All right.
So on this one now since the ball is coming up here and then bouncing.
I want the second one to be a little bit lower than this one because when it hits here there's going
to be gravity and friction.
So the second bounce is going to be obviously a little bit less high.
Now again you could edit these.
So if I hit G and Y and bring it up you can see that if I scroll through this now my bounce is going
to be very high.
So that's pretty cool.
Once again you don't have to manipulate the keyframe and delete it if you don't make your ball bounce
high enough or whatever.
You could just hit g y and bring it up and down.
So I'm going to bring it down.
And just so it's below this one.
So now it's bouncing and then bounces a little bit lower than when it first hit the floor.
So up and down values is the up and down or the height of your of your arm of your ball how high it
goes.
If I bring it out so if I hit G and Y or if I just had G and bring it out this way you could see that
on the timeline this will affect the time that it takes for it to bounce out.
So if I click here you can see that now if I scroll through it will take this much longer to get to
its final resting position.
Obviously we don't want that.
I just want to show you that the up and down values is the value of the height of your Z-axis and the
left and right values is how long it takes to get to that final frame or resting position.
All right we're good on the Z location access.
Let's go ahead and hide that.
And let's head on over to the Y rotation.
Last and final one we're finally here.
All right so with this one we also have three handles on here and what we want to do with this is you
will see that right now we have no rotation at all because we don't animate any rotation.
But if we grab this final handle hit G and y we can bring it up on the y axis and once again left and
right is the time line so if I move it this way it will affect how long it takes to rotate.
But if I move it up and down.
This will affect how much rotation there is to it.
So on the Z-axis it's how much movement along the z axis on the rotations how much rotation along the
y axis.
And again this way is how much time.
So if I scroll this now you can see that it's rotating just a tiny bit.
Let's actually zoom out with the mouse wheel had g why bring it up so we could see it even better.
So right now it's going to rotate about 35.
I believe these are in degrees of 35 degrees so if I rotate it or if I scroll through this you can see
that's rotating but it's actually rotating from when it hits the floor to hear it's not rotating between
the beginning and before it hits the floor.
So we want it rotating all the way from the beginning to the end.
So what do we do.
Well as you guessed it we do not need this keyframe or this handle right here because we're going to
assume the rotation is consistent from the first from the beginning of the animation to the end.
So selecting this one right here.
Go ahead and hit X delete keyframes and now it's going to be rotating from the very beginning to the
very end.
If I scroll through this you can see what I mean except it's rotating same and rotating too much it
looks more like it's tipping over.
So what we can do is grab this handle I can get it zoom in there grab the handle and we can head g and
Y and bring it up and up and up but an easier way is to hit an on your keyboard.
Go over here to the value and you could see right now it's at 37 as dictated by here as well.
It's about 37.
If we put this to 360 and hit enter you will see that it will have a 360 degree spin from frame one
all the way to frame 48.
So if I scroll through this there we go we have our ball bouncing in and out of our frame.
How cool is that.
That is pretty awesome.
So you can see it.
It comes in.
It bounces and it goes back out.
Pretty awesome.
So that is how you manipulate things with the graph editor.
Of course here you could change the frame as has.
Let's go back to the the Z location.
It will actually be a little bit easier to see.
You can see that with the Z location over here.
I can find the graph
or I'll just show you with the Y rotation since we were on it anyways.
There we go.
I hadn't checked the eye.
So that's why I couldn't see it make sense now.
You can also hit if you have something like to hit the delete key or the period key on your keyboard
to zoom in as well.
Now as I was saying you could grab it and move it along up here and this way or on the timeline this
way or you could hit an and manipulate it this way Sulphites scroll through the frames you can see that
it will actually move its along there as well in a different kind of way.
So there's many ways to manipulate your handles or your what you call your your f curves and right here.
Again this is of value going up and down.
And right here is the frame value.
So like I said you can manipulate your curves in many different ways but right here for example when
you are with though y curve or the y rotation it's very useful to just use this for the value.
Again it's about using the shortcuts and the properties that we have to make our work flow as fast as
possible.
So again that is the F curves and the graph editor.
Very useful tool.
And so we took a look at the location and the rotation of our object.
And let's scroll through this one more time.
Beautiful.
So it looks awesome.
And now let's go on to the next part.
All right.
Once again five File Save your scene.
So file save as.
I'm going to save it as project for once again.
You want to create multiple projects just in case one gets corrupted.
And let's head on to the next video.
All right I'll see you there.
Well well well look who showed up for their daily quote of the video.
All right.
You asked for it in the times of change one must adapt to simply refuse one will not last.
So just put away the past.
It serves you no more to create in this world one must live anew every single day in every single way.
But the people who actually do this are so few don't stay stuck in old ways of thinking doing or being.
Adapt and change to be a better you every day.
All right ladies and gentlemen every day is a new opportunity.
Seize it.
Grasp it and be new every day.
Look at the world in a new way.
Appreciate you.
See you in the next video.