1
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All right so now let's go ahead and animate our lattice with what we've just learned.

2
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And the first thing we need to do is go ahead and grab our lattice.

3
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Let's go to frame 24.

4
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When our ball hits the floor hit one on the numpad to go into front view.

5
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And let's move it so that it's centered.

6
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All right.

7
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Awesome.

8
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So just like before we need to add some shape keys to our lattice.

9
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Now the first thing we need to do is go over here and make sure we're in the loudest hab with the lattice

10
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selected and click the plus sign on shape keys.

11
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Now again we have our basis which is the orange original shape of our lattice.

12
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And we're going to go ahead and add one more Kiyan and rename this two ball underscore squash

13
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and now putting the value all the way to 1.

14
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Let's go ahead and hit tab to go into edit mode.

15
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Select everything and hit s and Z and you could see that our ball because it's spinning is not actually

16
00:01:16,500 --> 00:01:18,440
on the global Zed axis.

17
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You could see that as it's stretching a little bit weirdly.

18
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So just like we learned previously we're going to scale along the normal axis of the lattice.

19
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So hitting z one more time.

20
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We are now scaling along the normal and it's scaling straight from this point to this point instead

21
00:01:35,250 --> 00:01:37,440
of scaling it diagonally.

22
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So hit s z and then z one more time to scale along the normal.

23
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Let's go ahead and scale it way down.

24
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I'm actually going to exaggerate it quite a bit.

25
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So I'm going to make it like a cartoon ball.

26
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I mean exaggerated all the way here.

27
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And left click to confirm.

28
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Now back into object mode by hitting tab.

29
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Let's go ahead and insert a key frame right here on frame 24 with the value all the way at one by hitting

30
00:02:08,220 --> 00:02:11,140
eye on your keyboard with your mouse hovered over here.

31
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Now you can see that the ball is no longer touching the floor.

32
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And don't worry about that.

33
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We'll fix that in just a second.

34
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But for now let's continue making it animate and squash and stretch.

35
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So let's move ahead four frames by pressing the right arrow on your keyboard four times to frame 28.

36
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And now just like an exaggerated animation I actually want it to squash and stretch.

37
00:02:38,940 --> 00:02:41,910
So right now it's already squashed when I hit the floor.

38
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Now I want it to stretch as you remember before the value goes to zero.

39
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But if we wanted to stretch like I said we could add in another shape he or we could put the value of

40
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the minimum down to negative 1.

41
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And since squashing and stretching is the same thing but inversed.

42
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Now we're able to go past 0 and when we do so it will actually move it in the opposite direction.

43
00:03:11,640 --> 00:03:13,710
So I'm going to move this all the way down.

44
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I'm going to put a value of Point 8 in here negative pointed scuse me.

45
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I'm like that's not right.

46
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Negative points eight.

47
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And then hit.

48
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I lock in the key frame.

49
00:03:29,210 --> 00:03:32,510
Moving ahead four frames two three four.

50
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I'm now going to add a pause.

51
00:03:34,460 --> 00:03:39,170
Or a positive value to this so that it's squashing once again.

52
00:03:39,200 --> 00:03:40,950
But I'm going to put it less.

53
00:03:41,060 --> 00:03:47,570
So I'm now going to put in a point six positive value and hit I.

54
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So as it's going along it's squashing and then stretching and then squashing once again.

55
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So it's going in and out of a squashing and stretching.

56
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Now moving ahead four more frames one two three four.

57
00:04:02,080 --> 00:04:04,030
Let's go ahead and go negative.

58
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Negative point for and now we have it stretching once again hit I to insert the key frame.

59
00:04:13,570 --> 00:04:17,230
And moving ahead four more frames.

60
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Let's go ahead and put a positive value of point to you probably caught on by my master plan right now.

61
00:04:25,550 --> 00:04:29,870
Increasing it or decreasing it by point to every single time.

62
00:04:29,870 --> 00:04:32,180
So that's pretty much all I'm doing.

63
00:04:32,300 --> 00:04:35,910
And now we're going to move ahead four more frames and put it to zero

64
00:04:40,950 --> 00:04:44,000
and then hit the Ickey to insert the keyframe.

65
00:04:44,070 --> 00:04:49,320
Awesome so you can see that right here it's squash and stretch and it's squashing and stretching as

66
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it's bouncing out.

67
00:04:50,940 --> 00:04:57,990
Now one problem though we have obviously is that it's squashed all the way since the beginning of the

68
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animation.

69
00:04:59,550 --> 00:05:06,700
Now we could go to frame one and you know go to frame one and put the value to 0 and insert keyframe

70
00:05:06,720 --> 00:05:07,490
here.

71
00:05:07,610 --> 00:05:11,050
But easier a better way to do it is using the graph editor.

72
00:05:11,070 --> 00:05:15,990
Also when you use the graph editor to make sure that our ball is touching the floor as well.

73
00:05:15,990 --> 00:05:19,200
So let's go ahead and do that and split the screen.

74
00:05:19,440 --> 00:05:27,560
Bottom left left click and drag and now select here and go to graph editor.

75
00:05:27,730 --> 00:05:29,170
Almost forgot the name there.

76
00:05:30,240 --> 00:05:38,580
And now we're going to go over here and this is the trajectory that our ball is taking over here is

77
00:05:38,640 --> 00:05:45,140
frame one and over here it's frame twenty four.

78
00:05:45,390 --> 00:05:51,240
So actually that's from 24 Scuse me and frame one is over here because we have no frame there.

79
00:05:51,240 --> 00:05:58,910
Now one thing that we want to do is actually go ahead and insert a key frame at zero here.

80
00:06:01,750 --> 00:06:04,720
And then hit it answer a keyframe.

81
00:06:04,810 --> 00:06:11,760
And now what we want to do is you can see that it's actually inter prelate interpretating or Blendr

82
00:06:11,760 --> 00:06:17,390
has put in zero all the way to a one right here in between.

83
00:06:17,400 --> 00:06:18,900
So an easy way to do that.

84
00:06:18,900 --> 00:06:27,930
Make sure that's not stretching until it hits this point right here at 24 is you could go to frame 23

85
00:06:28,170 --> 00:06:33,650
ad in a key frame of 1 and then that frame are 0 and that frame 24 it jumps to 1.

86
00:06:33,850 --> 00:06:44,290
An easier way is to select this handle right here go to key then we need to go over here to extirpated

87
00:06:44,400 --> 00:06:51,510
interpellation mode and go to constant.

88
00:06:51,530 --> 00:07:02,450
So now it will be constant at 1 or 0 Actually it will be 0 constantly all the way to the next key frame

89
00:07:02,450 --> 00:07:03,650
that we have.

90
00:07:03,650 --> 00:07:11,570
So at this keyframe it will be 0 0 0 all the way and then went to his frame 24 it goes to a value of

91
00:07:11,570 --> 00:07:15,610
1 and then it does the rest of the animation.

92
00:07:16,160 --> 00:07:16,940
All right cool.

93
00:07:16,940 --> 00:07:20,330
Now let's take a look at it's actually touching the floor.

94
00:07:20,570 --> 00:07:29,710
So let's hit all h on Heidar floor and making sure that we have the empty selected.

95
00:07:29,880 --> 00:07:38,510
Let's go ahead and in front for you by hitting one on the numpad go to the UN hide our hide that one

96
00:07:38,970 --> 00:07:42,830
and let's go to the Z location.

97
00:07:44,220 --> 00:07:54,620
And over here we can see that our bottom handle is not at zero So zero is the ground floor or the grid

98
00:07:54,620 --> 00:07:55,610
floor.

99
00:07:55,610 --> 00:08:04,730
If we had G and Z bring it down to zero or actually G and y Scuse me and now if we take a look at this

100
00:08:04,790 --> 00:08:07,790
you could see that it's going to zero.

101
00:08:08,270 --> 00:08:10,950
And you're like no it's not Alex it's going below the plane.

102
00:08:11,000 --> 00:08:18,830
Actually it's going to zero because the origin of the sphere or of the mesh is at zero right now you

103
00:08:18,830 --> 00:08:21,640
can see the origin is zero.

104
00:08:21,920 --> 00:08:28,520
But since the ball has geometry outside of the origin it's actually going through.

105
00:08:28,520 --> 00:08:38,350
So we bring it a little bit above zero so g and Y and just bring it to where it's just touching the

106
00:08:38,350 --> 00:08:39,400
floor.

107
00:08:39,400 --> 00:08:45,680
You could even look just under your plane and hit G and Y and just bring it.

108
00:08:45,940 --> 00:08:48,660
So that's hitting the floor right.

109
00:08:51,170 --> 00:08:57,230
So now it's hitting the floor nicely and you could see that it's bouncing pretty awesome.

110
00:08:58,020 --> 00:09:00,750
Now let's hit zero to go in the camera view.

111
00:09:01,080 --> 00:09:02,320
Let's take a look at this.

112
00:09:03,510 --> 00:09:04,930
It's pretty cool.

113
00:09:04,940 --> 00:09:07,680
Now an easier way to see exactly what's going to be rendered.

114
00:09:07,790 --> 00:09:09,310
Select your camera.

115
00:09:09,750 --> 00:09:14,960
Let's go over here and put the alpha all the way to one.

116
00:09:15,290 --> 00:09:21,430
Now you will see only what's rendered and selecting your empty back again.

117
00:09:23,330 --> 00:09:24,890
Let's go back into camera view.

118
00:09:27,400 --> 00:09:28,920
It Z.

119
00:09:28,940 --> 00:09:32,800
Let's scroll through this to see exactly what we're going to be seeing.

120
00:09:32,800 --> 00:09:37,850
So you can see that it's actually looks pretty awesome.

121
00:09:38,020 --> 00:09:44,680
Now in another video we're going to be looking at actually some low tweaks and finishing touches that

122
00:09:44,680 --> 00:09:48,500
we could do for this to make it even look look even better.

123
00:09:48,550 --> 00:09:51,180
So you could see it's looking pretty cool.

124
00:09:51,250 --> 00:09:58,100
Now if you'd like the bounce to be higher or lower because right now it's a little bit out of the camera.

125
00:09:58,330 --> 00:09:59,530
We can move the camera.

126
00:09:59,560 --> 00:10:06,460
So if we select the camera we could hit r to rotate it and along the x axis a rotated up a little bit

127
00:10:08,310 --> 00:10:10,500
and then we'll have to move our plane as well.

128
00:10:10,500 --> 00:10:16,910
But going back to our empty you could see that the balance has a certain height to it.

129
00:10:16,920 --> 00:10:23,520
Now if you want to change the height of the bounce if we select everything by hitting a on the keyboard

130
00:10:24,970 --> 00:10:27,120
then hitting s and a Y

131
00:10:29,860 --> 00:10:35,750
and scaling it down you could see that now we have a lower balance.

132
00:10:35,950 --> 00:10:43,820
But there's also a problem if we go to front view we could see that's no longer touching the floor.

133
00:10:43,860 --> 00:10:48,480
So an easier way to do that if we had control Z to undo that.

134
00:10:48,600 --> 00:10:57,480
If we click right here on the middle point where our ball touches the floor and then we change it down

135
00:10:57,480 --> 00:11:04,200
here from the bounding box center to the to the cursor.

136
00:11:04,200 --> 00:11:11,880
So now instead of scaling from the bounding box or from our overall selection just like we had seen

137
00:11:11,880 --> 00:11:15,510
in one of the first videos we're going to scale from the 2d cursor.

138
00:11:15,720 --> 00:11:23,190
So if we saw a 2D cursor and now with everything selected hit s and Z we could actually scale it down

139
00:11:23,430 --> 00:11:32,100
and it's going to keep the center or the the impact point on the ground so we could hit s and y scale

140
00:11:32,100 --> 00:11:40,590
it down on the y axis and in that way we affect how much it bounces so obviously right here.

141
00:11:40,710 --> 00:11:42,570
It's not a lot at all.

142
00:11:42,570 --> 00:11:53,940
If we hit s y and we need a scale along the cursor which I moved by accident as why we can scale it

143
00:11:54,240 --> 00:11:58,100
up and make our balance even bigger.

144
00:11:58,110 --> 00:12:02,970
So if your balance is going out of the camera you can either move your camera back or scale it down

145
00:12:03,270 --> 00:12:04,700
if you want a bigger bounce.

146
00:12:04,710 --> 00:12:06,280
You could scale it up.

147
00:12:06,450 --> 00:12:11,450
And this is really really cool because you can tweak your things.

148
00:12:11,490 --> 00:12:16,140
You're animating via this graph editor and not have to go back here and re-animate it.

149
00:12:16,140 --> 00:12:18,300
If you made it go too low.

150
00:12:18,630 --> 00:12:25,530
So again that's the graph editor that's the latus and empty and everything that we just went over that

151
00:12:25,530 --> 00:12:30,470
is pretty much it for the animation portion of it.

152
00:12:30,480 --> 00:12:34,480
Now we're going to do a couple less things and then render this into a final animation.

153
00:12:34,650 --> 00:12:45,600
So keep in mind also that just like the 3D view port and the 3D objects you can scale things here from

154
00:12:45,600 --> 00:12:48,810
your 2D cursor or your bounding box.

155
00:12:48,810 --> 00:12:55,320
Now make sure to set this back to bounding box after because if you have had three cursor or 2d cursor

156
00:12:55,320 --> 00:12:59,420
and you start scaling stuff you're going to get all kinds of interesting results.

157
00:12:59,460 --> 00:13:06,660
So set it back to here so that you have it how it originally was because the worst thing is always doing

158
00:13:06,660 --> 00:13:09,360
stuff and messing up and you're wondering why is it doing that.

159
00:13:09,360 --> 00:13:13,930
So you always want to set back the settings to how you would use them the most.

160
00:13:14,190 --> 00:13:14,430
All right.

161
00:13:14,460 --> 00:13:21,320
Let's go ahead and save this a file save as I'm going to name it Part 6.

162
00:13:21,390 --> 00:13:25,000
Stay with the theme of the numbers over here and save it.

163
00:13:25,020 --> 00:13:27,990
And let's go on to the next tutorial.

164
00:13:27,990 --> 00:13:29,910
All right see there.

165
00:13:29,940 --> 00:13:34,200
All right this one's for all of you listening in right now.

166
00:13:34,270 --> 00:13:36,350
Hope you enjoy it.

167
00:13:36,720 --> 00:13:39,050
I hope you're enjoying these words at the end.

168
00:13:39,060 --> 00:13:43,340
I'm doing this all for you my friend thought sometimes run in my head for a mile.

169
00:13:43,440 --> 00:13:46,750
But at the very least I hope these leave you with a smile.

170
00:13:47,040 --> 00:13:51,000
So hope you're enjoying these words and these videos and learning a lot.

171
00:13:51,010 --> 00:13:53,820
I'll see you in the next video over.

