All right so now let's go ahead and animate our lattice with what we've just learned.
And the first thing we need to do is go ahead and grab our lattice.
Let's go to frame 24.
When our ball hits the floor hit one on the numpad to go into front view.
And let's move it so that it's centered.
All right.
Awesome.
So just like before we need to add some shape keys to our lattice.
Now the first thing we need to do is go over here and make sure we're in the loudest hab with the lattice
selected and click the plus sign on shape keys.
Now again we have our basis which is the orange original shape of our lattice.
And we're going to go ahead and add one more Kiyan and rename this two ball underscore squash
and now putting the value all the way to 1.
Let's go ahead and hit tab to go into edit mode.
Select everything and hit s and Z and you could see that our ball because it's spinning is not actually
on the global Zed axis.
You could see that as it's stretching a little bit weirdly.
So just like we learned previously we're going to scale along the normal axis of the lattice.
So hitting z one more time.
We are now scaling along the normal and it's scaling straight from this point to this point instead
of scaling it diagonally.
So hit s z and then z one more time to scale along the normal.
Let's go ahead and scale it way down.
I'm actually going to exaggerate it quite a bit.
So I'm going to make it like a cartoon ball.
I mean exaggerated all the way here.
And left click to confirm.
Now back into object mode by hitting tab.
Let's go ahead and insert a key frame right here on frame 24 with the value all the way at one by hitting
eye on your keyboard with your mouse hovered over here.
Now you can see that the ball is no longer touching the floor.
And don't worry about that.
We'll fix that in just a second.
But for now let's continue making it animate and squash and stretch.
So let's move ahead four frames by pressing the right arrow on your keyboard four times to frame 28.
And now just like an exaggerated animation I actually want it to squash and stretch.
So right now it's already squashed when I hit the floor.
Now I want it to stretch as you remember before the value goes to zero.
But if we wanted to stretch like I said we could add in another shape he or we could put the value of
the minimum down to negative 1.
And since squashing and stretching is the same thing but inversed.
Now we're able to go past 0 and when we do so it will actually move it in the opposite direction.
So I'm going to move this all the way down.
I'm going to put a value of Point 8 in here negative pointed scuse me.
I'm like that's not right.
Negative points eight.
And then hit.
I lock in the key frame.
Moving ahead four frames two three four.
I'm now going to add a pause.
Or a positive value to this so that it's squashing once again.
But I'm going to put it less.
So I'm now going to put in a point six positive value and hit I.
So as it's going along it's squashing and then stretching and then squashing once again.
So it's going in and out of a squashing and stretching.
Now moving ahead four more frames one two three four.
Let's go ahead and go negative.
Negative point for and now we have it stretching once again hit I to insert the key frame.
And moving ahead four more frames.
Let's go ahead and put a positive value of point to you probably caught on by my master plan right now.
Increasing it or decreasing it by point to every single time.
So that's pretty much all I'm doing.
And now we're going to move ahead four more frames and put it to zero
and then hit the Ickey to insert the keyframe.
Awesome so you can see that right here it's squash and stretch and it's squashing and stretching as
it's bouncing out.
Now one problem though we have obviously is that it's squashed all the way since the beginning of the
animation.
Now we could go to frame one and you know go to frame one and put the value to 0 and insert keyframe
here.
But easier a better way to do it is using the graph editor.
Also when you use the graph editor to make sure that our ball is touching the floor as well.
So let's go ahead and do that and split the screen.
Bottom left left click and drag and now select here and go to graph editor.
Almost forgot the name there.
And now we're going to go over here and this is the trajectory that our ball is taking over here is
frame one and over here it's frame twenty four.
So actually that's from 24 Scuse me and frame one is over here because we have no frame there.
Now one thing that we want to do is actually go ahead and insert a key frame at zero here.
And then hit it answer a keyframe.
And now what we want to do is you can see that it's actually inter prelate interpretating or Blendr
has put in zero all the way to a one right here in between.
So an easy way to do that.
Make sure that's not stretching until it hits this point right here at 24 is you could go to frame 23
ad in a key frame of 1 and then that frame are 0 and that frame 24 it jumps to 1.
An easier way is to select this handle right here go to key then we need to go over here to extirpated
interpellation mode and go to constant.
So now it will be constant at 1 or 0 Actually it will be 0 constantly all the way to the next key frame
that we have.
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
1 and then it does the rest of the animation.
All right cool.
Now let's take a look at it's actually touching the floor.
So let's hit all h on Heidar floor and making sure that we have the empty selected.
Let's go ahead and in front for you by hitting one on the numpad go to the UN hide our hide that one
and let's go to the Z location.
And over here we can see that our bottom handle is not at zero So zero is the ground floor or the grid
floor.
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
you could see that it's going to zero.
And you're like no it's not Alex it's going below the plane.
Actually it's going to zero because the origin of the sphere or of the mesh is at zero right now you
can see the origin is zero.
But since the ball has geometry outside of the origin it's actually going through.
So we bring it a little bit above zero so g and Y and just bring it to where it's just touching the
floor.
You could even look just under your plane and hit G and Y and just bring it.
So that's hitting the floor right.
So now it's hitting the floor nicely and you could see that it's bouncing pretty awesome.
Now let's hit zero to go in the camera view.
Let's take a look at this.
It's pretty cool.
Now an easier way to see exactly what's going to be rendered.
Select your camera.
Let's go over here and put the alpha all the way to one.
Now you will see only what's rendered and selecting your empty back again.
Let's go back into camera view.
It Z.
Let's scroll through this to see exactly what we're going to be seeing.
So you can see that it's actually looks pretty awesome.
Now in another video we're going to be looking at actually some low tweaks and finishing touches that
we could do for this to make it even look look even better.
So you could see it's looking pretty cool.
Now if you'd like the bounce to be higher or lower because right now it's a little bit out of the camera.
We can move the camera.
So if we select the camera we could hit r to rotate it and along the x axis a rotated up a little bit
and then we'll have to move our plane as well.
But going back to our empty you could see that the balance has a certain height to it.
Now if you want to change the height of the bounce if we select everything by hitting a on the keyboard
then hitting s and a Y
and scaling it down you could see that now we have a lower balance.
But there's also a problem if we go to front view we could see that's no longer touching the floor.
So an easier way to do that if we had control Z to undo that.
If we click right here on the middle point where our ball touches the floor and then we change it down
here from the bounding box center to the to the cursor.
So now instead of scaling from the bounding box or from our overall selection just like we had seen
in one of the first videos we're going to scale from the 2d cursor.
So if we saw a 2D cursor and now with everything selected hit s and Z we could actually scale it down
and it's going to keep the center or the the impact point on the ground so we could hit s and y scale
it down on the y axis and in that way we affect how much it bounces so obviously right here.
It's not a lot at all.
If we hit s y and we need a scale along the cursor which I moved by accident as why we can scale it
up and make our balance even bigger.
So if your balance is going out of the camera you can either move your camera back or scale it down
if you want a bigger bounce.
You could scale it up.
And this is really really cool because you can tweak your things.
You're animating via this graph editor and not have to go back here and re-animate it.
If you made it go too low.
So again that's the graph editor that's the latus and empty and everything that we just went over that
is pretty much it for the animation portion of it.
Now we're going to do a couple less things and then render this into a final animation.
So keep in mind also that just like the 3D view port and the 3D objects you can scale things here from
your 2D cursor or your bounding box.
Now make sure to set this back to bounding box after because if you have had three cursor or 2d cursor
and you start scaling stuff you're going to get all kinds of interesting results.
So set it back to here so that you have it how it originally was because the worst thing is always doing
stuff and messing up and you're wondering why is it doing that.
So you always want to set back the settings to how you would use them the most.
All right.
Let's go ahead and save this a file save as I'm going to name it Part 6.
Stay with the theme of the numbers over here and save it.
And let's go on to the next tutorial.
All right see there.
All right this one's for all of you listening in right now.
Hope you enjoy it.
I hope you're enjoying these words at the end.
I'm doing this all for you my friend thought sometimes run in my head for a mile.
But at the very least I hope these leave you with a smile.
So hope you're enjoying these words and these videos and learning a lot.
I'll see you in the next video over.