1
00:00:05,820 --> 00:00:08,780
All right let's animate this guy.

2
00:00:08,890 --> 00:00:13,620
You still got a fine name for him but it will pop into my mind.

3
00:00:13,660 --> 00:00:17,770
Guys give me some give me some name suggestions over here.

4
00:00:17,770 --> 00:00:19,750
All right so for animating.

5
00:00:19,750 --> 00:00:22,110
Finally we're getting to it.

6
00:00:22,270 --> 00:00:23,480
No more delaying.

7
00:00:23,500 --> 00:00:25,540
Let's jump into it.

8
00:00:25,570 --> 00:00:30,550
When you hit t to close that we don't need that and that and over here to close that properties panel

9
00:00:31,130 --> 00:00:40,720
and know how we're going to animate it is of course we're going to be using the armatures in mode and

10
00:00:40,720 --> 00:00:44,800
we're going to be using something called the dope sheet.

11
00:00:44,800 --> 00:00:49,360
Now don't let the name for you it's Dober than it sounds.

12
00:00:49,360 --> 00:00:50,800
Actually it's pretty cool.

13
00:00:50,830 --> 00:00:58,690
So going to the dope sheet it's basically kind of like well it's kind of like a graph like a graph editor

14
00:00:58,720 --> 00:01:03,860
but it's used for armatures and you'll see exactly how it is used.

15
00:01:03,880 --> 00:01:12,840
Now the first thing I want to do is actually first make sure my mushroom is out of camera which is fine

16
00:01:12,850 --> 00:01:20,520
I'm just going to move the camera a bit and then with the mushroom I want to position him in the starting

17
00:01:20,520 --> 00:01:22,590
position that he's going to be in.

18
00:01:22,590 --> 00:01:29,790
So just to give you an example for the scene he's going to be jumping or bouncing here then taking the

19
00:01:29,790 --> 00:01:36,550
flag or the sign planting into the ground and then hammering it in the.

20
00:01:36,750 --> 00:01:43,980
So let's do that Troll 3 or also for this.

21
00:01:43,980 --> 00:01:48,200
I'm just going to select these vertices.

22
00:01:50,480 --> 00:01:55,770
Mouse let me select the verses.

23
00:01:56,870 --> 00:01:58,750
What is up with my mouse.

24
00:01:58,970 --> 00:01:59,790
OK.

25
00:01:59,860 --> 00:02:02,940
Go ahead see and then left click the.

26
00:02:03,370 --> 00:02:04,620
I was ridiculous.

27
00:02:04,790 --> 00:02:10,250
I don't want to wait let you guys wait here all day for it's like double clicking and not letting me

28
00:02:10,250 --> 00:02:11,110
click.

29
00:02:11,140 --> 00:02:14,060
I'm going to extrude that and scale it down.

30
00:02:14,520 --> 00:02:16,100
Oh man that was ridiculous.

31
00:02:16,490 --> 00:02:23,850
And I'm just going ahead w merge at center make it pointy All right.

32
00:02:25,040 --> 00:02:33,390
Now let's pose him into how he would be in the starting position to close his mouth.

33
00:02:35,320 --> 00:02:37,110
And closes bottom lip

34
00:02:40,080 --> 00:02:44,540
can't have him to have a.

35
00:02:44,710 --> 00:02:46,490
I do want him a little bit happy though.

36
00:02:47,820 --> 00:02:48,760
Too much.

37
00:02:49,170 --> 00:02:51,880
I just like that.

38
00:02:52,020 --> 00:02:53,210
All right.

39
00:02:53,520 --> 00:02:54,760
Grabbing the arms again.

40
00:02:54,780 --> 00:02:55,980
Move them forward.

41
00:02:55,980 --> 00:03:09,210
I want to kind of like sort of a relaxed kind of those are easy to rotate this bring it forward you

42
00:03:09,210 --> 00:03:11,880
know rotate the how much.

43
00:03:12,230 --> 00:03:13,880
OK guys stop that.

44
00:03:13,870 --> 00:03:16,930
When you rotate the hammer are easy twice.

45
00:03:16,940 --> 00:03:27,560
So that's straight and then I'm going to grab the sign here and kind of rotate it like this

46
00:03:32,210 --> 00:03:34,650
I rotate the sign you are at Z twice.

47
00:03:35,430 --> 00:03:42,190
So that's kind of following along with that one right there Harzi twice once again and I'm not going

48
00:03:42,190 --> 00:03:46,210
to bend them for words because he's going to be jumping.

49
00:03:46,420 --> 00:03:52,990
And right now we're just going block in the main parts of it and then we're going to go back in and

50
00:03:53,320 --> 00:03:56,680
add smaller detail and smaller movements.

51
00:03:56,700 --> 00:03:58,990
But right now we're just doing the the main.

52
00:03:58,990 --> 00:04:03,370
So it's mainly going to be the hands the body right here.

53
00:04:05,350 --> 00:04:14,100
So our x twice bending forward a little bit.

54
00:04:14,640 --> 00:04:17,990
The sign is ridiculous.

55
00:04:17,990 --> 00:04:18,780
All right.

56
00:04:19,040 --> 00:04:21,740
I'm going to grab the sign hit G and Z twice.

57
00:04:21,740 --> 00:04:22,830
Bring it up.

58
00:04:25,880 --> 00:04:28,570
Actually I'll just bring his hand up.

59
00:04:28,630 --> 00:04:32,290
I don't know why I didn't think that our ex-wifes

60
00:04:34,920 --> 00:04:38,680
Sometimes the simplest things can elude you.

61
00:04:38,900 --> 00:04:45,360
Or maybe it's just me and then I'm going to squash him down.

62
00:04:47,980 --> 00:04:48,660
Not that much.

63
00:04:48,660 --> 00:04:49,820
Go ahead G.

64
00:04:50,160 --> 00:04:52,800
Z twice.

65
00:04:52,800 --> 00:04:54,010
Point three.

66
00:04:54,120 --> 00:04:55,980
Negative.

67
00:04:55,980 --> 00:05:03,950
When I see amortise negative point three and then grab the main bone right here and just hit G and Z

68
00:05:04,020 --> 00:05:10,770
and bring him back down to where the bottom of him is and the floor.

69
00:05:10,920 --> 00:05:17,570
And then we've got to raise his hammer because that's the way to beg.

70
00:05:18,470 --> 00:05:19,860
All right looks like he's crying.

71
00:05:20,000 --> 00:05:25,200
He's either going to war or to protest.

72
00:05:25,640 --> 00:05:32,840
I don't know which one but one of those two rotate his elbow down a little bit to

73
00:05:42,240 --> 00:05:49,090
get just a little bit.

74
00:05:49,100 --> 00:05:49,940
All right.

75
00:05:49,960 --> 00:05:50,940
No that's fine.

76
00:05:50,940 --> 00:05:52,300
We'll tweak it more later.

77
00:05:52,300 --> 00:05:54,260
Getting paid to select everything.

78
00:05:54,300 --> 00:06:03,750
We're now going to hit I and select location rotation scaling and you'll see right away in a dope sheet.

79
00:06:03,940 --> 00:06:07,700
So we got all these buttons and things everywhere.

80
00:06:08,190 --> 00:06:15,770
So these are all the names of the bonds and these right here are basically keyframes for all those bones.

81
00:06:15,810 --> 00:06:20,940
So just like keyframe for an object we have friends for our bones now and it's really cool because you

82
00:06:20,940 --> 00:06:27,300
could select them and hit G H key g to move them around so you can actually move the keyframes very

83
00:06:27,300 --> 00:06:28,000
easily.

84
00:06:28,170 --> 00:06:29,600
You can even copy them.

85
00:06:29,640 --> 00:06:35,700
So if you want the same pose get shifty and copy them and etc. But we're going to be getting into that.

86
00:06:35,700 --> 00:06:38,270
So let me not jump ahead of myself.

87
00:06:38,340 --> 00:06:41,040
No pun intended because we're making the mushroom jump.

88
00:06:41,250 --> 00:06:44,700
But let's go to frame 10 and make the mushroom jump.

89
00:06:45,030 --> 00:06:49,030
So I'm going to frame go hitting one.

90
00:06:49,530 --> 00:06:55,050
And also I see something right here that we're on frame 0 so I want to get to frame one at a to select

91
00:06:55,050 --> 00:07:00,610
everything and just hit G and move them to frame 1.

92
00:07:00,780 --> 00:07:04,700
I'm just going to hit the up arrow actually.

93
00:07:04,710 --> 00:07:11,910
Actually that doesn't do anything any more I guess I was an older version so I only got a frame to grab

94
00:07:12,060 --> 00:07:20,130
the mushroom and hit G X let's name let's move on point five.

95
00:07:20,140 --> 00:07:30,320
No she x negative 2 g x negative to GZ.

96
00:07:30,780 --> 00:07:32,940
So that's pretty far enough jump.

97
00:07:33,020 --> 00:07:33,660
So G.

98
00:07:33,700 --> 00:07:37,070
X negative 2.

99
00:07:38,690 --> 00:07:43,620
And I'm also going to head.

100
00:07:44,790 --> 00:07:46,970
Actually that will be when he lands.

101
00:07:47,010 --> 00:07:50,620
It now G x negative 2.

102
00:07:51,600 --> 00:07:59,730
I'm going to hit I location rotation scale and then I just want to see how far of a jump that would

103
00:07:59,730 --> 00:08:00,440
be.

104
00:08:00,840 --> 00:08:09,330
And back on frame 10 of course I'm going to hit G and Z point I mean GZ to

105
00:08:12,710 --> 00:08:14,510
Slover to I have a jump.

106
00:08:14,780 --> 00:08:16,030
GZ 1

107
00:08:21,820 --> 00:08:24,470
and kind of want to exaggerated.

108
00:08:24,500 --> 00:08:29,570
GZ one point five for the jump and then hit I.

109
00:08:29,640 --> 00:08:31,800
Location rotation scale.

110
00:08:32,550 --> 00:08:42,920
So you could see right now he's moving along and you could see that for some reason I place on frame

111
00:08:42,920 --> 00:08:44,720
13 7 10.

112
00:08:44,730 --> 00:08:49,940
So just grabbing these right here you could actually place them on top of other key for him.

113
00:08:49,950 --> 00:08:56,010
So selecting the ones where he's up in the air right here let's just hit G and grab it and place it

114
00:08:56,010 --> 00:08:56,620
there.

115
00:08:56,910 --> 00:08:59,160
But I'm sure you make the same mistake as me.

116
00:08:59,160 --> 00:09:01,510
So it's completely fine.

117
00:09:01,510 --> 00:09:04,120
So now he's jumping up.

118
00:09:04,890 --> 00:09:08,960
And with this jumping up I want him to stretch.

119
00:09:09,440 --> 00:09:15,070
So with this grab right here I'm going to hit G.

120
00:09:15,570 --> 00:09:24,890
Or actually first I'm going to hit up g to clear it and head g z twice.

121
00:09:24,900 --> 00:09:26,010
Point three

122
00:09:28,980 --> 00:09:34,110
and then hit I location rotation scale.

123
00:09:34,170 --> 00:09:39,450
Now you can see what happens he jumps up and squashes and stretches

124
00:09:42,620 --> 00:09:44,300
cool.

125
00:09:44,300 --> 00:09:45,750
Now we got that in.

126
00:09:46,010 --> 00:09:47,720
Let's go ahead and

127
00:09:51,510 --> 00:09:57,960
also rotate his body and an easier way so we don't have to hit eye location or rotation scale every

128
00:09:57,960 --> 00:09:59,020
single time.

129
00:09:59,070 --> 00:10:04,530
Let's go and turn on automatic keyframe insertion and that way whenever we move a bone it's just going

130
00:10:04,530 --> 00:10:08,130
to insert it right away.

131
00:10:15,830 --> 00:10:24,290
I'm just going to kind of roughly move it around I'm going to we're going to tweak it and do it more

132
00:10:24,290 --> 00:10:33,530
after I'm just putting up a rough kind of you know what jump.

133
00:10:33,590 --> 00:10:36,850
If that's where you want to call it what jump.

134
00:10:36,860 --> 00:10:37,940
All right cool.

135
00:10:37,940 --> 00:10:44,170
Now let's go ahead and select the main base right here.

136
00:10:44,270 --> 00:10:47,130
Jump ahead to frame 20.

137
00:10:47,150 --> 00:10:49,020
We're going to move g.

138
00:10:49,850 --> 00:10:53,080
I believe we moved him to correct.

139
00:10:53,180 --> 00:11:01,100
It was too negative G x negative to believe it was too.

140
00:11:01,100 --> 00:11:05,280
So let's move in there and then hit G Z.

141
00:11:05,810 --> 00:11:15,260
And before we hit GZ let's before we hit GZ Let's bring this back down so Allt G on the squash and then

142
00:11:15,650 --> 00:11:25,710
Z so that we could then put it into the floor and I have to redo it after we remove the squashing and

143
00:11:25,710 --> 00:11:33,030
selecting this middle portion is going to hit us are to clear that rotation maybe bend them forward

144
00:11:33,030 --> 00:11:35,280
a little bit and there we go.

145
00:11:35,280 --> 00:11:45,790
So now we have a hoop jump and he lands back down and I actually want to make him squash more song and

146
00:11:45,790 --> 00:11:48,120
I grab this and

147
00:11:57,910 --> 00:11:58,200
beat

148
00:12:01,920 --> 00:12:04,930
I just I paused it two seconds.

149
00:12:04,950 --> 00:12:07,170
All right Alex make sure to delete all this.

150
00:12:07,260 --> 00:12:08,550
OK.

151
00:12:09,540 --> 00:12:12,560
I ask if you need to go.

152
00:12:12,590 --> 00:12:16,870
All right so now I actually want to make him squash back down a little bit.

153
00:12:16,880 --> 00:12:22,130
But instead of bringing this down I want to have the same exact value that we started out with.

154
00:12:22,130 --> 00:12:28,460
So if I select this bone you can see that right here this is the name of the bone squash stretch bottom

155
00:12:28,790 --> 00:12:33,290
and right here is the value that we started with when it's squash there.

156
00:12:33,290 --> 00:12:35,430
So I'm just going to go here.

157
00:12:35,690 --> 00:12:38,060
Select this keyframe or this.

158
00:12:38,150 --> 00:12:39,260
Yeah let's keep it right here.

159
00:12:39,260 --> 00:12:40,570
Hit shift D.

160
00:12:40,760 --> 00:12:47,240
And then just copy it and bring it to right there so that we have the same values on that key on that

161
00:12:47,240 --> 00:12:50,790
frame and selecting the main bone.

162
00:12:50,890 --> 00:12:57,860
Well it's hedgy and Z and bring it back down through the floor and there we go.

163
00:12:57,860 --> 00:13:09,000
So now our mushroom is jump in and he's got the jump and then back down and squashing and stretching.

164
00:13:09,050 --> 00:13:09,350
Cool.

165
00:13:09,350 --> 00:13:14,900
So now we're just going to continue with that and make him jump across the rest of the scene and then

166
00:13:14,900 --> 00:13:20,000
come in here and tweak some more of the facial expression and the arm movement and all that but we're

167
00:13:20,000 --> 00:13:26,480
going to block off block out the main movements and we'll have to fix elbow low because it's looking

168
00:13:26,480 --> 00:13:30,740
a little bit weird but we'll see in the next territorial Choe of our.

