1
00:00:06,080 --> 00:00:10,820
Right now we are going to take a look at what's called the graph editor.

2
00:00:10,850 --> 00:00:12,650
So what is the graph editor.

3
00:00:12,650 --> 00:00:20,570
Well it's basically the tool that we're going to be using that allows for you to manipulate your animations

4
00:00:21,050 --> 00:00:27,080
just like the composite or the note editor is used to manipulate your materials and your textures and

5
00:00:27,080 --> 00:00:30,180
add details and change them in that regard.

6
00:00:30,200 --> 00:00:37,880
The graph editor is the tool that we use to manipulate Like I said our animation location rotation scaling

7
00:00:38,150 --> 00:00:39,840
and do all that kind of stuff.

8
00:00:39,980 --> 00:00:46,710
But in a more fine tweaking kind of way like with the node editor and the graph editor is going to be

9
00:00:46,710 --> 00:00:54,920
what allows for us to animate our balls so that we have a nice balance and also rotating it.

10
00:00:55,180 --> 00:01:01,280
So let's go ahead and check out the graph Ed. Let's split the viewport.

11
00:01:01,560 --> 00:01:06,820
And as we look into it we're going to go over it in much more detail over here.

12
00:01:06,840 --> 00:01:09,240
Let's switch it to graph editor.

13
00:01:09,300 --> 00:01:13,700
Now you can see we have all kinds of interesting things happening here.

14
00:01:13,860 --> 00:01:21,540
And the graph editor is basically there's two kinds of curves that use in the graph editor and one of

15
00:01:21,540 --> 00:01:27,630
them is called The F curve which is the one that is displayed right here which is used for the animation

16
00:01:27,720 --> 00:01:29,070
of your objects.

17
00:01:29,280 --> 00:01:35,140
So this is one f curve and you can see that the colors represent the different axes.

18
00:01:35,160 --> 00:01:42,050
So why are green is why blue is the red is the X curve.

19
00:01:42,420 --> 00:01:44,300
So we have all three of these.

20
00:01:44,370 --> 00:01:54,010
And just like in Object mode or any other mode really right click is to select G is to move and etc.

21
00:01:54,070 --> 00:01:55,080
etc..

22
00:01:55,470 --> 00:02:00,420
All right before you touch anything don't go ahead and go crazy with your curves.

23
00:02:00,420 --> 00:02:04,550
Let's make sure we do it properly and I know it can be exciting.

24
00:02:04,740 --> 00:02:12,430
So right here making sure our empty is selected by the way which it is you can see right here is as

25
00:02:12,430 --> 00:02:13,790
empty as well.

26
00:02:13,810 --> 00:02:19,040
Let's go ahead and toggle the location and rotation which is under here.

27
00:02:19,150 --> 00:02:26,080
Now again if we had not blocked off the scaling we would have scaling all the way along here or it's

28
00:02:26,080 --> 00:02:28,870
actually because we didn't animate the scaling that we don't have it here.

29
00:02:28,870 --> 00:02:31,230
So that helps us in that regard.

30
00:02:31,510 --> 00:02:39,220
Now let's go ahead and we're basically going to uncheck the Y location because we're not moving along

31
00:02:39,220 --> 00:02:41,730
the y axis so we don't need that.

32
00:02:41,800 --> 00:02:48,510
We're going uncheck the X rotation and the Z rotation.

33
00:02:48,520 --> 00:02:54,190
Now you can see that if we select these they are displayed over here as well.

34
00:02:54,190 --> 00:02:59,860
So all we need is X location which is moving from side to side Z location which is going to be moving

35
00:02:59,920 --> 00:03:05,540
up and down and the y rotation which is going to be our ball tumbling around.

36
00:03:05,560 --> 00:03:14,140
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

37
00:03:14,140 --> 00:03:19,570
causing the bounce so you can see right here this right here is a start.

38
00:03:19,570 --> 00:03:21,410
This is frame one.

39
00:03:21,700 --> 00:03:24,760
This is frame 24 when the ball hits the floor.

40
00:03:24,940 --> 00:03:26,540
And this is frame 48.

41
00:03:26,590 --> 00:03:35,500
When the ball goes out of frame and you can see that the the flow of the curve dictates or it shows

42
00:03:35,500 --> 00:03:41,590
you how the flow of the actual animation of the ball or the empty is going.

43
00:03:41,590 --> 00:03:43,940
So this is kind of the same flow it has.

44
00:03:44,050 --> 00:03:50,890
As you can see just like with our animation it's kind of a you it's kind of a you flow.

45
00:03:51,100 --> 00:03:52,650
So what we want to do.

46
00:03:52,750 --> 00:03:55,890
You float that sounds kind of interesting.

47
00:03:56,110 --> 00:04:01,780
What we want to do is we want to have our ball kind of because of it.

48
00:04:01,840 --> 00:04:05,290
We wanted to make it seem like it's coming from a previous bounce.

49
00:04:05,410 --> 00:04:10,000
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.

50
00:04:10,030 --> 00:04:15,500
We want it to go up a little bit and then go down so it looks like it came just from another bounce

51
00:04:15,500 --> 00:04:18,820
so up and down the way to do that.

52
00:04:19,030 --> 00:04:25,630
If you right click here this is what's called a handle and the handle allows for you to manipulate the

53
00:04:25,630 --> 00:04:33,600
F curve and in turn manipulate how your object is moving along the timeline.

54
00:04:33,610 --> 00:04:39,400
Now you can see that right here down here these are the frames so it's the same thing as scrolling along

55
00:04:39,400 --> 00:04:47,560
the timeline and the numbers up here are actually the value of your Z-axis which I will get into in

56
00:04:47,560 --> 00:04:50,140
just a little bit to show you what I mean.

57
00:04:50,200 --> 00:04:57,160
Now if we want this to go up and then down a really cool thing we could do is by selecting this as a

58
00:04:57,160 --> 00:05:02,120
handle as I said and there's different kinds of handles that we have to choose from.

59
00:05:02,170 --> 00:05:06,630
If you go down here you could see if we put.

60
00:05:06,900 --> 00:05:15,640
I believe it's key handle type and we have all different kinds of handles that are shown here.

61
00:05:15,660 --> 00:05:23,490
Now if we grab the left part of this handle and then hit G to grab it and then why to grab it along

62
00:05:23,490 --> 00:05:24,860
the y axis.

63
00:05:24,960 --> 00:05:29,100
You can see that we can bring it up which is pretty cool.

64
00:05:29,310 --> 00:05:36,420
So let's go ahead and grab this side of the handle here G and Y and just bring it up like so.

65
00:05:36,610 --> 00:05:41,450
And now you can see that's given us kind of this arch of up and then down.

66
00:05:41,480 --> 00:05:48,160
So it's not just going down like this like one looks like the balls falling off of a table.

67
00:05:48,440 --> 00:05:53,500
It's now going up and then down and I'm going to exaggerate a little bit.

68
00:05:53,510 --> 00:05:58,580
Now if we scroll through this you can see what's happening the ball has a little up motion and then

69
00:05:58,580 --> 00:05:59,470
down.

70
00:05:59,600 --> 00:06:02,890
Let's do the same thing with this one as well.

71
00:06:03,080 --> 00:06:11,120
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

72
00:06:11,120 --> 00:06:13,040
down towards the end.

73
00:06:14,550 --> 00:06:16,870
Now how do we do the bottom.

74
00:06:17,020 --> 00:06:22,090
Well the bottom we wanted to hit the ground and then go back up.

75
00:06:22,140 --> 00:06:24,490
So we wanted to be very sharp here.

76
00:06:24,690 --> 00:06:29,190
Let's try and go ahead and do that because as we scroll through here you can see has a U.

77
00:06:29,370 --> 00:06:33,850
If you look at the ball it's kind of just gliding on the floor.

78
00:06:33,870 --> 00:06:42,900
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

79
00:06:42,900 --> 00:06:47,960
bringing the other one down and it still has the same shape it's still a U shape.

80
00:06:48,180 --> 00:06:50,670
So that will not work.

81
00:06:50,700 --> 00:06:55,470
Now if I do select or if I do confirm this you can see if I move through it.

82
00:06:55,470 --> 00:06:58,750
Now the ball will actually go under the plane a little bit.

83
00:06:58,920 --> 00:07:02,280
I can exaggerate this a lot to show you even more.

84
00:07:02,280 --> 00:07:10,290
You can see that as I was saying the values on the left are the values of how high or how low the ball

85
00:07:10,290 --> 00:07:10,800
is.

86
00:07:10,800 --> 00:07:11,960
So right here is zero.

87
00:07:11,970 --> 00:07:20,280
This is the ground floor and up is positive Blendr units and negative is under the ground floor.

88
00:07:20,280 --> 00:07:22,670
So as you can see right here it's going a little bit under.

89
00:07:22,710 --> 00:07:24,350
So right here it's going under.

90
00:07:24,510 --> 00:07:30,510
And this is really cool because this allows for you to edit your animation let's say your ball originally

91
00:07:30,510 --> 00:07:33,180
you made it so it didn't completely touch the floor.

92
00:07:33,180 --> 00:07:36,210
And it was kind of you know an inch above the floor.

93
00:07:36,330 --> 00:07:41,670
Well you don't have to go back here and delete the keyframe and move it back and insert a new key frame

94
00:07:41,670 --> 00:07:42,870
to position it correctly.

95
00:07:42,870 --> 00:07:47,270
You could actually do all of this right here in the graph editor.

96
00:07:47,310 --> 00:07:52,310
So let me go ahead and undo that.

97
00:07:52,410 --> 00:07:53,380
And there we go.

98
00:07:53,430 --> 00:07:58,500
Now to do get our nice bounce we just have to change the handle type.

99
00:07:58,500 --> 00:08:00,730
So let's go over here to Key.

100
00:08:01,260 --> 00:08:08,580
Let's go to a handle type and we're going to select free so free as the name implies means that you

101
00:08:08,580 --> 00:08:15,720
can now grab this by right clicking it hitting G and it will actually move it independent of the other

102
00:08:15,720 --> 00:08:16,300
ones.

103
00:08:16,500 --> 00:08:18,480
How awesome is that.

104
00:08:18,480 --> 00:08:23,550
So now we can bring it up grabbed the other one bring it up as well.

105
00:08:24,740 --> 00:08:31,430
And now we could get a nice bounce so you see that our ball is going to go up bounce right here and

106
00:08:31,430 --> 00:08:34,560
then jump right back up right after the bounce.

107
00:08:34,730 --> 00:08:35,390
Pretty cool.

108
00:08:35,390 --> 00:08:38,640
So if I scroll through this boom.

109
00:08:38,750 --> 00:08:39,250
Look at that.

110
00:08:39,260 --> 00:08:42,240
That looks awesome.

111
00:08:42,500 --> 00:08:43,670
That's pretty cool.

112
00:08:43,850 --> 00:08:50,870
So it's no longer just having a U shape and kind of gliding on the floor as it did before.

113
00:08:50,870 --> 00:08:52,590
That looks pretty cool.

114
00:08:52,820 --> 00:08:54,410
So that is the bounce of our ball.

115
00:08:54,410 --> 00:08:58,410
Now let's focus on let's check out the X location quickly.

116
00:08:58,850 --> 00:09:05,070
So the X location and let's hide the Z location for now we don't need that X location you could see

117
00:09:05,070 --> 00:09:08,820
that we have three handles as well.

118
00:09:10,300 --> 00:09:13,810
As you can see from here let me hide the y one as well.

119
00:09:13,820 --> 00:09:17,300
I don't like that by accident because if we have three of them as well.

120
00:09:17,800 --> 00:09:28,240
But since we're going to assume that the ball is moving on an x on the x axis in a consistent manner

121
00:09:28,660 --> 00:09:34,270
meaning it's just going straight along the x axis we can actually delete this one the middle one because

122
00:09:34,810 --> 00:09:44,030
you could see if I rotate it with the Archey rotated like so it will give us a strange kind of you know

123
00:09:44,120 --> 00:09:47,090
it will move along the x axis very strangely.

124
00:09:47,090 --> 00:09:52,970
And so when it's straight like this that means it's just moving straight along the x axis and we can

125
00:09:52,970 --> 00:09:53,980
actually delete it.

126
00:09:54,020 --> 00:10:02,680
So X delete key frame and we've deleted it and so now it's just going straight along the x axis and

127
00:10:02,710 --> 00:10:05,550
we have no chance of it doing anything else.

128
00:10:05,620 --> 00:10:09,890
So just making it cleaner and more streamlined.

129
00:10:09,900 --> 00:10:15,850
Now let's go ahead and actually close the X and let's go back to the Z quickly because there is something

130
00:10:15,850 --> 00:10:22,220
I want to focus on right here if I'm able to click on the graph.

131
00:10:22,240 --> 00:10:23,000
There we go.

132
00:10:23,350 --> 00:10:23,710
All right.

133
00:10:23,710 --> 00:10:28,020
So on this one now since the ball is coming up here and then bouncing.

134
00:10:28,150 --> 00:10:33,520
I want the second one to be a little bit lower than this one because when it hits here there's going

135
00:10:33,520 --> 00:10:36,160
to be gravity and friction.

136
00:10:36,160 --> 00:10:41,250
So the second bounce is going to be obviously a little bit less high.

137
00:10:41,410 --> 00:10:44,190
Now again you could edit these.

138
00:10:44,200 --> 00:10:51,190
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

139
00:10:51,190 --> 00:10:53,050
to be very high.

140
00:10:53,050 --> 00:10:53,890
So that's pretty cool.

141
00:10:53,890 --> 00:10:58,150
Once again you don't have to manipulate the keyframe and delete it if you don't make your ball bounce

142
00:10:58,150 --> 00:11:00,540
high enough or whatever.

143
00:11:00,580 --> 00:11:04,690
You could just hit g y and bring it up and down.

144
00:11:04,690 --> 00:11:06,550
So I'm going to bring it down.

145
00:11:06,970 --> 00:11:09,040
And just so it's below this one.

146
00:11:09,280 --> 00:11:15,620
So now it's bouncing and then bounces a little bit lower than when it first hit the floor.

147
00:11:15,760 --> 00:11:25,240
So up and down values is the up and down or the height of your of your arm of your ball how high it

148
00:11:25,240 --> 00:11:26,220
goes.

149
00:11:26,350 --> 00:11:35,290
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

150
00:11:35,380 --> 00:11:40,950
on the timeline this will affect the time that it takes for it to bounce out.

151
00:11:40,960 --> 00:11:49,580
So if I click here you can see that now if I scroll through it will take this much longer to get to

152
00:11:49,580 --> 00:11:51,790
its final resting position.

153
00:11:51,820 --> 00:11:53,320
Obviously we don't want that.

154
00:11:53,370 --> 00:12:01,550
I just want to show you that the up and down values is the value of the height of your Z-axis and the

155
00:12:01,550 --> 00:12:08,770
left and right values is how long it takes to get to that final frame or resting position.

156
00:12:09,140 --> 00:12:12,290
All right we're good on the Z location access.

157
00:12:12,320 --> 00:12:13,880
Let's go ahead and hide that.

158
00:12:13,940 --> 00:12:17,620
And let's head on over to the Y rotation.

159
00:12:17,840 --> 00:12:20,960
Last and final one we're finally here.

160
00:12:20,990 --> 00:12:28,580
All right so with this one we also have three handles on here and what we want to do with this is you

161
00:12:28,580 --> 00:12:32,980
will see that right now we have no rotation at all because we don't animate any rotation.

162
00:12:33,410 --> 00:12:43,520
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

163
00:12:43,520 --> 00:12:49,390
right is the time line so if I move it this way it will affect how long it takes to rotate.

164
00:12:49,460 --> 00:12:51,070
But if I move it up and down.

165
00:12:51,170 --> 00:12:55,510
This will affect how much rotation there is to it.

166
00:12:55,520 --> 00:13:03,470
So on the Z-axis it's how much movement along the z axis on the rotations how much rotation along the

167
00:13:03,470 --> 00:13:04,490
y axis.

168
00:13:04,580 --> 00:13:07,210
And again this way is how much time.

169
00:13:07,220 --> 00:13:11,290
So if I scroll this now you can see that it's rotating just a tiny bit.

170
00:13:11,300 --> 00:13:17,660
Let's actually zoom out with the mouse wheel had g why bring it up so we could see it even better.

171
00:13:17,660 --> 00:13:20,670
So right now it's going to rotate about 35.

172
00:13:20,750 --> 00:13:26,450
I believe these are in degrees of 35 degrees so if I rotate it or if I scroll through this you can see

173
00:13:26,450 --> 00:13:34,640
that's rotating but it's actually rotating from when it hits the floor to hear it's not rotating between

174
00:13:34,640 --> 00:13:37,070
the beginning and before it hits the floor.

175
00:13:37,280 --> 00:13:42,310
So we want it rotating all the way from the beginning to the end.

176
00:13:42,560 --> 00:13:43,530
So what do we do.

177
00:13:43,700 --> 00:13:49,970
Well as you guessed it we do not need this keyframe or this handle right here because we're going to

178
00:13:49,970 --> 00:13:56,380
assume the rotation is consistent from the first from the beginning of the animation to the end.

179
00:13:56,660 --> 00:13:58,350
So selecting this one right here.

180
00:13:58,490 --> 00:14:05,060
Go ahead and hit X delete keyframes and now it's going to be rotating from the very beginning to the

181
00:14:05,060 --> 00:14:06,470
very end.

182
00:14:06,910 --> 00:14:14,870
If I scroll through this you can see what I mean except it's rotating same and rotating too much it

183
00:14:15,140 --> 00:14:16,870
looks more like it's tipping over.

184
00:14:17,120 --> 00:14:28,510
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

185
00:14:28,510 --> 00:14:34,150
Y and bring it up and up and up but an easier way is to hit an on your keyboard.

186
00:14:34,480 --> 00:14:40,640
Go over here to the value and you could see right now it's at 37 as dictated by here as well.

187
00:14:40,660 --> 00:14:41,920
It's about 37.

188
00:14:42,190 --> 00:14:52,270
If we put this to 360 and hit enter you will see that it will have a 360 degree spin from frame one

189
00:14:52,360 --> 00:14:54,260
all the way to frame 48.

190
00:14:54,280 --> 00:15:02,740
So if I scroll through this there we go we have our ball bouncing in and out of our frame.

191
00:15:02,740 --> 00:15:04,300
How cool is that.

192
00:15:04,300 --> 00:15:05,890
That is pretty awesome.

193
00:15:05,890 --> 00:15:07,390
So you can see it.

194
00:15:07,540 --> 00:15:09,110
It comes in.

195
00:15:09,100 --> 00:15:11,320
It bounces and it goes back out.

196
00:15:11,470 --> 00:15:12,210
Pretty awesome.

197
00:15:12,220 --> 00:15:16,990
So that is how you manipulate things with the graph editor.

198
00:15:17,080 --> 00:15:20,810
Of course here you could change the frame as has.

199
00:15:20,830 --> 00:15:25,060
Let's go back to the the Z location.

200
00:15:25,060 --> 00:15:27,530
It will actually be a little bit easier to see.

201
00:15:27,550 --> 00:15:29,960
You can see that with the Z location over here.

202
00:15:31,250 --> 00:15:32,390
I can find the graph

203
00:15:37,900 --> 00:15:41,830
or I'll just show you with the Y rotation since we were on it anyways.

204
00:15:41,980 --> 00:15:42,970
There we go.

205
00:15:42,970 --> 00:15:44,670
I hadn't checked the eye.

206
00:15:44,740 --> 00:15:48,830
So that's why I couldn't see it make sense now.

207
00:15:49,120 --> 00:15:53,350
You can also hit if you have something like to hit the delete key or the period key on your keyboard

208
00:15:53,710 --> 00:15:55,810
to zoom in as well.

209
00:15:55,810 --> 00:16:03,280
Now as I was saying you could grab it and move it along up here and this way or on the timeline this

210
00:16:03,280 --> 00:16:09,560
way or you could hit an and manipulate it this way Sulphites scroll through the frames you can see that

211
00:16:09,560 --> 00:16:14,440
it will actually move its along there as well in a different kind of way.

212
00:16:14,560 --> 00:16:25,290
So there's many ways to manipulate your handles or your what you call your your f curves and right here.

213
00:16:25,300 --> 00:16:27,760
Again this is of value going up and down.

214
00:16:29,060 --> 00:16:31,170
And right here is the frame value.

215
00:16:31,200 --> 00:16:38,420
So like I said you can manipulate your curves in many different ways but right here for example when

216
00:16:38,420 --> 00:16:45,680
you are with though y curve or the y rotation it's very useful to just use this for the value.

217
00:16:45,690 --> 00:16:52,550
Again it's about using the shortcuts and the properties that we have to make our work flow as fast as

218
00:16:52,550 --> 00:16:53,600
possible.

219
00:16:53,600 --> 00:16:57,830
So again that is the F curves and the graph editor.

220
00:16:57,950 --> 00:16:59,200
Very useful tool.

221
00:16:59,300 --> 00:17:04,420
And so we took a look at the location and the rotation of our object.

222
00:17:04,610 --> 00:17:06,980
And let's scroll through this one more time.

223
00:17:08,950 --> 00:17:09,840
Beautiful.

224
00:17:10,240 --> 00:17:11,950
So it looks awesome.

225
00:17:11,950 --> 00:17:14,970
And now let's go on to the next part.

226
00:17:15,010 --> 00:17:15,640
All right.

227
00:17:15,700 --> 00:17:18,820
Once again five File Save your scene.

228
00:17:18,870 --> 00:17:20,700
So file save as.

229
00:17:20,860 --> 00:17:23,710
I'm going to save it as project for once again.

230
00:17:23,710 --> 00:17:27,270
You want to create multiple projects just in case one gets corrupted.

231
00:17:27,490 --> 00:17:30,400
And let's head on to the next video.

232
00:17:30,400 --> 00:17:32,150
All right I'll see you there.

233
00:17:32,560 --> 00:17:37,760
Well well well look who showed up for their daily quote of the video.

234
00:17:37,930 --> 00:17:38,370
All right.

235
00:17:38,380 --> 00:17:45,180
You asked for it in the times of change one must adapt to simply refuse one will not last.

236
00:17:45,340 --> 00:17:46,660
So just put away the past.

237
00:17:46,660 --> 00:17:53,290
It serves you no more to create in this world one must live anew every single day in every single way.

238
00:17:53,290 --> 00:17:59,560
But the people who actually do this are so few don't stay stuck in old ways of thinking doing or being.

239
00:17:59,560 --> 00:18:02,850
Adapt and change to be a better you every day.

240
00:18:02,850 --> 00:18:05,470
All right ladies and gentlemen every day is a new opportunity.

241
00:18:05,500 --> 00:18:06,010
Seize it.

242
00:18:06,010 --> 00:18:09,110
Grasp it and be new every day.

243
00:18:09,130 --> 00:18:10,700
Look at the world in a new way.

244
00:18:10,720 --> 00:18:11,380
Appreciate you.

245
00:18:11,380 --> 00:18:12,890
See you in the next video.

