All right let's animate this guy.
You still got a fine name for him but it will pop into my mind.
Guys give me some give me some name suggestions over here.
All right so for animating.
Finally we're getting to it.
No more delaying.
Let's jump into it.
When you hit t to close that we don't need that and that and over here to close that properties panel
and know how we're going to animate it is of course we're going to be using the armatures in mode and
we're going to be using something called the dope sheet.
Now don't let the name for you it's Dober than it sounds.
Actually it's pretty cool.
So going to the dope sheet it's basically kind of like well it's kind of like a graph like a graph editor
but it's used for armatures and you'll see exactly how it is used.
Now the first thing I want to do is actually first make sure my mushroom is out of camera which is fine
I'm just going to move the camera a bit and then with the mushroom I want to position him in the starting
position that he's going to be in.
So just to give you an example for the scene he's going to be jumping or bouncing here then taking the
flag or the sign planting into the ground and then hammering it in the.
So let's do that Troll 3 or also for this.
I'm just going to select these vertices.
Mouse let me select the verses.
What is up with my mouse.
OK.
Go ahead see and then left click the.
I was ridiculous.
I don't want to wait let you guys wait here all day for it's like double clicking and not letting me
click.
I'm going to extrude that and scale it down.
Oh man that was ridiculous.
And I'm just going ahead w merge at center make it pointy All right.
Now let's pose him into how he would be in the starting position to close his mouth.
And closes bottom lip
can't have him to have a.
I do want him a little bit happy though.
Too much.
I just like that.
All right.
Grabbing the arms again.
Move them forward.
I want to kind of like sort of a relaxed kind of those are easy to rotate this bring it forward you
know rotate the how much.
OK guys stop that.
When you rotate the hammer are easy twice.
So that's straight and then I'm going to grab the sign here and kind of rotate it like this
I rotate the sign you are at Z twice.
So that's kind of following along with that one right there Harzi twice once again and I'm not going
to bend them for words because he's going to be jumping.
And right now we're just going block in the main parts of it and then we're going to go back in and
add smaller detail and smaller movements.
But right now we're just doing the the main.
So it's mainly going to be the hands the body right here.
So our x twice bending forward a little bit.
The sign is ridiculous.
All right.
I'm going to grab the sign hit G and Z twice.
Bring it up.
Actually I'll just bring his hand up.
I don't know why I didn't think that our ex-wifes
Sometimes the simplest things can elude you.
Or maybe it's just me and then I'm going to squash him down.
Not that much.
Go ahead G.
Z twice.
Point three.
Negative.
When I see amortise negative point three and then grab the main bone right here and just hit G and Z
and bring him back down to where the bottom of him is and the floor.
And then we've got to raise his hammer because that's the way to beg.
All right looks like he's crying.
He's either going to war or to protest.
I don't know which one but one of those two rotate his elbow down a little bit to
get just a little bit.
All right.
No that's fine.
We'll tweak it more later.
Getting paid to select everything.
We're now going to hit I and select location rotation scaling and you'll see right away in a dope sheet.
So we got all these buttons and things everywhere.
So these are all the names of the bonds and these right here are basically keyframes for all those bones.
So just like keyframe for an object we have friends for our bones now and it's really cool because you
could select them and hit G H key g to move them around so you can actually move the keyframes very
easily.
You can even copy them.
So if you want the same pose get shifty and copy them and etc. But we're going to be getting into that.
So let me not jump ahead of myself.
No pun intended because we're making the mushroom jump.
But let's go to frame 10 and make the mushroom jump.
So I'm going to frame go hitting one.
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
everything and just hit G and move them to frame 1.
I'm just going to hit the up arrow actually.
Actually that doesn't do anything any more I guess I was an older version so I only got a frame to grab
the mushroom and hit G X let's name let's move on point five.
No she x negative 2 g x negative to GZ.
So that's pretty far enough jump.
So G.
X negative 2.
And I'm also going to head.
Actually that will be when he lands.
It now G x negative 2.
I'm going to hit I location rotation scale and then I just want to see how far of a jump that would
be.
And back on frame 10 of course I'm going to hit G and Z point I mean GZ to
Slover to I have a jump.
GZ 1
and kind of want to exaggerated.
GZ one point five for the jump and then hit I.
Location rotation scale.
So you could see right now he's moving along and you could see that for some reason I place on frame
13 7 10.
So just grabbing these right here you could actually place them on top of other key for him.
So selecting the ones where he's up in the air right here let's just hit G and grab it and place it
there.
But I'm sure you make the same mistake as me.
So it's completely fine.
So now he's jumping up.
And with this jumping up I want him to stretch.
So with this grab right here I'm going to hit G.
Or actually first I'm going to hit up g to clear it and head g z twice.
Point three
and then hit I location rotation scale.
Now you can see what happens he jumps up and squashes and stretches
cool.
Now we got that in.
Let's go ahead and
also rotate his body and an easier way so we don't have to hit eye location or rotation scale every
single time.
Let's go and turn on automatic keyframe insertion and that way whenever we move a bone it's just going
to insert it right away.
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
after I'm just putting up a rough kind of you know what jump.
If that's where you want to call it what jump.
All right cool.
Now let's go ahead and select the main base right here.
Jump ahead to frame 20.
We're going to move g.
I believe we moved him to correct.
It was too negative G x negative to believe it was too.
So let's move in there and then hit G Z.
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
Z so that we could then put it into the floor and I have to redo it after we remove the squashing and
selecting this middle portion is going to hit us are to clear that rotation maybe bend them forward
a little bit and there we go.
So now we have a hoop jump and he lands back down and I actually want to make him squash more song and
I grab this and
beat
I just I paused it two seconds.
All right Alex make sure to delete all this.
OK.
I ask if you need to go.
All right so now I actually want to make him squash back down a little bit.
But instead of bringing this down I want to have the same exact value that we started out with.
So if I select this bone you can see that right here this is the name of the bone squash stretch bottom
and right here is the value that we started with when it's squash there.
So I'm just going to go here.
Select this keyframe or this.
Yeah let's keep it right here.
Hit shift D.
And then just copy it and bring it to right there so that we have the same values on that key on that
frame and selecting the main bone.
Well it's hedgy and Z and bring it back down through the floor and there we go.
So now our mushroom is jump in and he's got the jump and then back down and squashing and stretching.
Cool.
So now we're just going to continue with that and make him jump across the rest of the scene and then
come in here and tweak some more of the facial expression and the arm movement and all that but we're
going to block off block out the main movements and we'll have to fix elbow low because it's looking
a little bit weird but we'll see in the next territorial Choe of our.