1
00:00:05,820 --> 00:00:12,790
All right ladies and gentlemen let's go ahead and continue with the mushroom walking or hopping across

2
00:00:12,850 --> 00:00:13,990
our scene.

3
00:00:14,230 --> 00:00:18,540
So we got the first jump in which looks pretty awesome.

4
00:00:18,580 --> 00:00:22,360
Now let's make him we go into the camera view.

5
00:00:22,490 --> 00:00:26,430
We want him to go to about the center of the scene.

6
00:00:26,440 --> 00:00:35,020
So continuing with this the way we're going to do that is just select the main bone right here going

7
00:00:35,020 --> 00:00:44,240
to frame 30.

8
00:00:44,250 --> 00:00:45,650
Let's go ahead and head g.

9
00:00:45,720 --> 00:00:55,150
X. I believe we are moved in to negative and then hitting G and Z.

10
00:00:55,310 --> 00:01:02,840
I believe it was one point five for the height and we still have our very keyframe insertion which is

11
00:01:02,930 --> 00:01:03,810
awesome.

12
00:01:03,830 --> 00:01:09,110
So it's already inserted that keyframe.

13
00:01:09,120 --> 00:01:13,340
Now let's go to frame 40.

14
00:01:14,770 --> 00:01:18,230
And then let's bring him down.

15
00:01:18,410 --> 00:01:19,050
G.

16
00:01:19,400 --> 00:01:22,200
X negative 2.

17
00:01:25,250 --> 00:01:28,320
And then bring him down to the floor G.

18
00:01:28,420 --> 00:01:29,030
Z.

19
00:01:30,450 --> 00:01:36,210
We can even hear GZ negative one point five.

20
00:01:36,270 --> 00:01:38,060
How precise are we.

21
00:01:38,130 --> 00:01:41,490
Very very precise.

22
00:01:41,490 --> 00:01:44,180
All right so now he's jump and jump in.

23
00:01:44,630 --> 00:01:50,670
So right here you can see we have a small problem but not so much a problem.

24
00:01:51,210 --> 00:01:52,260
There are no problems.

25
00:01:52,260 --> 00:01:58,840
A temporary thing and that is that he looks like he's gliding.

26
00:01:59,130 --> 00:02:05,580
So what we want to do for this right here this frame where he hits the floor we want him to stay there

27
00:02:05,970 --> 00:02:08,450
for a minute or so more.

28
00:02:08,490 --> 00:02:20,120
So what we're going to do is hit select this hit shift D and move it across one two maybe two frames

29
00:02:20,120 --> 00:02:24,190
or try with that that looks good.

30
00:02:24,250 --> 00:02:32,490
And then we're going to see like these move these across two frames as well using the Jiechi of course.

31
00:02:32,660 --> 00:02:40,360
And then on this one we're going to make him kind of you know wobble a little bit.

32
00:02:40,360 --> 00:02:48,260
So that's not so stationary but we'll do that in the next future to Tauriel when we go through the second

33
00:02:48,260 --> 00:02:53,470
pass where we add in more detail.

34
00:02:53,490 --> 00:02:57,580
So for now let's just go ahead and make him jump across the whole scene.

35
00:02:57,760 --> 00:03:04,160
Well add in the part of the animation after on the second pass as well.

36
00:03:04,350 --> 00:03:10,950
And actually we collided easily now by

37
00:03:14,300 --> 00:03:17,390
actually will do it the second time because what we'll do is save time.

38
00:03:17,420 --> 00:03:25,100
We'll just have one up jump with all the arms and everything moving in the right way and then we'll

39
00:03:25,100 --> 00:03:30,590
just copy all these to all the other ones and then we can always tweak a little bit to change it up

40
00:03:30,590 --> 00:03:31,010
a little bit.

41
00:03:31,010 --> 00:03:36,890
So he's not jumping exactly the same on every single jump but that way we'll save time and not have

42
00:03:36,890 --> 00:03:38,920
to go through every single one.

43
00:03:38,990 --> 00:03:48,280
So let's just do the main part of the jump which is just with the main bone going to frame for 52

44
00:03:51,210 --> 00:04:05,380
moving ahead 10 frames grabbing this G x negative 2 on the x axis and g z 1.5 and then going ahead 10

45
00:04:05,380 --> 00:04:07,410
more frames to frame 62.

46
00:04:07,420 --> 00:04:18,430
If my math is correct over here G x negative to Z negative 1.5

47
00:04:21,350 --> 00:04:22,950
alright cool let's see where he's at.

48
00:04:22,950 --> 00:04:24,710
In proportion to our camera.

49
00:04:25,200 --> 00:04:27,550
Well he's a little slow as.

50
00:04:30,720 --> 00:04:38,010
All right so maybe one more jump or so let's go to a frame frame 72

51
00:04:40,530 --> 00:04:50,790
G x negative to GZA 1.5.

52
00:04:50,790 --> 00:04:51,790
All right.

53
00:04:51,970 --> 00:04:53,690
Pretty self-explanatory.

54
00:04:53,920 --> 00:04:55,220
Frame 82.

55
00:04:56,910 --> 00:05:00,680
And once again you guessed it GX.

56
00:05:01,020 --> 00:05:06,980
Negative 2 GZ negative 1.5.

57
00:05:06,980 --> 00:05:09,640
All right now that's going to be stuck in your head forever.

58
00:05:09,690 --> 00:05:10,550
Cool.

59
00:05:10,620 --> 00:05:12,100
That's exactly what I wanted.

60
00:05:12,360 --> 00:05:16,940
All right so now we are mushroom kind of in the center of our scene.

61
00:05:17,220 --> 00:05:18,330
Let's see what it looks like.

62
00:05:18,330 --> 00:05:20,250
Let's actually head all day to play it

63
00:05:23,950 --> 00:05:25,600
we go.

64
00:05:26,020 --> 00:05:27,780
And I want to see the beginning.

65
00:05:30,590 --> 00:05:31,520
All right cool.

66
00:05:31,520 --> 00:05:41,000
So obviously it's looking a little bit rough because we haven't added any of the other shapes in there.

67
00:05:41,460 --> 00:05:46,140
So it looks a little bit a little bit dollars right there.

68
00:05:46,320 --> 00:05:50,140
But we're definitely going to add in some more movement over here.

69
00:05:50,970 --> 00:05:52,110
Actually right now.

70
00:05:52,110 --> 00:05:54,610
So let's go ahead and do just that.

71
00:05:55,830 --> 00:06:00,780
So what I'm going to do is actually going to Leite

72
00:06:04,150 --> 00:06:05,430
go to the first jump

73
00:06:08,790 --> 00:06:10,690
and let me see how this looks.

74
00:06:10,690 --> 00:06:11,100
First

75
00:06:22,000 --> 00:06:30,410
all right I want to exaggerate it way more because sometimes with characters and animations just like

76
00:06:30,410 --> 00:06:36,890
theater work you mean next you need to exaggerate the movements because they will look a lot better.

77
00:06:36,890 --> 00:06:44,210
So going over here with this one first actually.

78
00:06:44,240 --> 00:06:49,760
Well I'm not going to squash it down that much but just squash it down quite a bit more.

79
00:06:51,990 --> 00:06:53,880
To something like this.

80
00:06:56,620 --> 00:06:58,600
Grab this backdown GZ

81
00:07:05,020 --> 00:07:14,450
and of course grab as Hammer saws hammer and grab the other hand bring it up and rotate this on the

82
00:07:14,450 --> 00:07:17,600
x axis a bit more double x axis

83
00:07:20,630 --> 00:07:23,000
and then let me see.

84
00:07:23,420 --> 00:07:25,160
I also want to clear this right here.

85
00:07:25,160 --> 00:07:26,540
All are clear that

86
00:07:34,140 --> 00:07:43,670
is going to position this down like this.

87
00:07:43,880 --> 00:07:44,810
Try to see.

88
00:07:45,180 --> 00:07:51,210
I actually want his arms to be a little more forward so that when he jumps in the air his arms pull

89
00:07:51,210 --> 00:07:51,990
back.

90
00:07:52,140 --> 00:07:58,120
So kind of like you know dry hump ocean.

91
00:07:59,880 --> 00:08:08,840
Or we could yeah I kind of want in his arms to go back because it's like he's thrusting himself forward.

92
00:08:08,840 --> 00:08:11,210
So how sexy does that sound.

93
00:08:11,210 --> 00:08:14,640
He's our mushroom is thrusting himself forward.

94
00:08:14,810 --> 00:08:16,720
I'm actually going to rotate that back down.

95
00:08:17,820 --> 00:08:20,400
And rotate this back down as well.

96
00:08:23,980 --> 00:08:28,180
And the hat or the head right here.

97
00:08:28,290 --> 00:08:28,900
Have this

98
00:08:32,220 --> 00:08:43,000
beat down a little bit.

99
00:08:43,250 --> 00:08:44,930
That looks good.

100
00:08:44,930 --> 00:08:45,360
All right.

101
00:08:45,410 --> 00:08:48,150
Cool.

102
00:08:48,490 --> 00:08:48,850
All right.

103
00:08:48,850 --> 00:08:50,620
So that's four there.

104
00:08:50,740 --> 00:08:51,760
And then we jump up

105
00:08:54,840 --> 00:08:55,760
and get there.

106
00:08:55,760 --> 00:08:57,090
There we go.

107
00:08:57,170 --> 00:09:01,440
Grab his stretching thingy here.

108
00:09:01,760 --> 00:09:04,070
Let's exaggerate it.

109
00:09:04,070 --> 00:09:06,250
Bring it just about there.

110
00:09:06,480 --> 00:09:11,500
My look better exaggerated and his arms look ridiculous right now.

111
00:09:11,690 --> 00:09:19,280
So let's go ahead and hit all are to clear.

112
00:09:19,450 --> 00:09:20,430
Actually up.

113
00:09:20,440 --> 00:09:30,850
Gee I want to see which side you are here it would be the front view kind of bring them back out.

114
00:09:30,850 --> 00:09:40,060
And I want to grab this one and exaggerate that a bit and grab his head rotate that back.

115
00:09:41,840 --> 00:09:46,830
And rotate this one back as well.

116
00:09:48,620 --> 00:10:00,090
And kind of bring his hand back me clear that clear the rotation that bring his hand back and this one.

117
00:10:00,350 --> 00:10:03,830
Well if we get on him have a hand.

118
00:10:03,830 --> 00:10:12,970
Whoops wrong one.

119
00:10:13,130 --> 00:10:17,650
And I'm going to bring the hammer away from his face because we can't see his beautiful face.

120
00:10:23,120 --> 00:10:27,210
And I say do I want to exaggerate this more

121
00:10:30,930 --> 00:10:37,530
I'm going to exaggerate this way more.

122
00:10:37,680 --> 00:10:38,930
Let me see how that looks.

123
00:10:40,620 --> 00:10:43,650
Who looks a lot better.

124
00:10:43,840 --> 00:10:47,890
I must say so myself and I got to say because I did it.

125
00:10:47,920 --> 00:10:51,860
So I like to compliment my own work now.

126
00:10:51,960 --> 00:10:52,390
OK.

127
00:10:52,570 --> 00:10:53,240
All right.

128
00:10:53,710 --> 00:10:55,000
But I do.

129
00:10:55,000 --> 00:11:01,460
All right so there we go he jumps and they back down.

130
00:11:01,480 --> 00:11:06,430
So let me see like this.

131
00:11:06,460 --> 00:11:08,030
And then he lands.

132
00:11:08,380 --> 00:11:10,540
I kind of like how he lands actually.

133
00:11:10,770 --> 00:11:18,550
So with his hands like this and then on the second one so not the first one where he lands but the second

134
00:11:19,720 --> 00:11:21,710
thing that we added where he stays where he lands.

135
00:11:21,720 --> 00:11:26,340
It's kind of like send him back to this position right here.

136
00:11:27,140 --> 00:11:28,890
Where he gets ready to jump.

137
00:11:29,060 --> 00:11:35,180
So to do that we're actually just going to copy the bones over so let's see which ones we need to copy

138
00:11:35,180 --> 00:11:36,140
over.

139
00:11:36,140 --> 00:11:39,230
It's going to be this one right here.

140
00:11:39,350 --> 00:11:40,580
The hand bone

141
00:11:43,190 --> 00:11:46,490
the elbow bone the other elbow.

142
00:11:46,490 --> 00:11:50,340
On the other hand bone and the face is getting OK.

143
00:11:51,020 --> 00:11:56,450
And the squashing bone not the location one now because he's in a different location.

144
00:11:56,450 --> 00:12:01,150
So these six right here are the ones that you want.

145
00:12:01,370 --> 00:12:04,700
And then over here we can see that the ones are selected.

146
00:12:05,090 --> 00:12:10,560
Let's go ahead and select all of these from.

147
00:12:11,330 --> 00:12:17,930
And that's unfortunate because they get de-selected So I guess we have to somehow remember which one

148
00:12:17,930 --> 00:12:19,620
it is.

149
00:12:19,640 --> 00:12:20,870
All right that works for me.

150
00:12:23,140 --> 00:12:24,070
So these two

151
00:12:26,920 --> 00:12:37,760
actually if you had let me dislike these by hitting be middle mouse clicking on you us select this right

152
00:12:37,760 --> 00:12:39,690
shift right clicking.

153
00:12:39,690 --> 00:12:43,190
So if you just click on it it actually removes the name.

154
00:12:43,200 --> 00:12:45,360
So shift right click on it.

155
00:12:45,420 --> 00:12:50,460
I knew there was a way seemed kind of strange that you couldn't keep the names here while you're clicking

156
00:12:50,460 --> 00:12:55,500
on it which would be kind of more annoying because then you can see which ones that you're clicking

157
00:12:55,500 --> 00:12:58,720
on so select all the ones are highlighted by shift right clicking on them.

158
00:12:59,160 --> 00:13:05,720
And that could shift the we're going to copy them to right here.

159
00:13:05,720 --> 00:13:15,100
So what that's going to do is he's going to jump and then hear where he's going to be like this.

160
00:13:15,760 --> 00:13:20,080
And then he's going to reset to this post right here.

161
00:13:20,080 --> 00:13:23,080
And of course we've got to grab this bone head g.

162
00:13:23,410 --> 00:13:26,750
Z 1.5.

163
00:13:28,380 --> 00:13:31,000
GZ Let's just grab it down.

164
00:13:31,310 --> 00:13:34,790
It's actually not 1.5 that was for the jump after

165
00:13:42,480 --> 00:13:42,780
that.

166
00:13:42,810 --> 00:13:43,260
Right here.

167
00:13:43,260 --> 00:13:46,830
He kind of glanced here and then he resets himself.

168
00:13:48,430 --> 00:13:49,830
To jump.

169
00:13:49,870 --> 00:13:51,170
So let me see this.

