All right so let's go ahead and continue this with our thrusting mushroom.
All right.
That's a horrible name.
But now let's go ahead and continue.
Also another reason that I'm mainly blocking it out and not doing all the finer details as if for whatever
reason we need to change some of this animation we don't want to spend a lot of time tweaking all the
little details and the eye movements and and the twitching of his face or whatever we make him do.
And then we have to change it and we just did all that for nothing.
So it's always best to block it off and then put in finer detail.
Just like with anything else such as the sculpting or whatnot they're now going to here we could see
we're on frame maybe four.
Let's move ahead.
Ten frames seems to be a good number as a reference point.
Twenty four frames will be one second and you can see that right here the F piece the frames per second
is going at 14.
So it's actually going half of the speed right now.
If I want to see it go for speed what I could do is go to the my first half of the mushroom and turn
down the subdivision to one in the view and what that will allow for us to do is actually be able to
calculate faster.
So you could see that our mushroom actually jumps across the scene much faster because right now the
frames per second is at 24.
Sometimes it's going to 25 for some reason.
But you could see that his jump is not as slow as we thought it was which is even better because I was
actually going to scale down the keyframes to make it faster.
Again if you bump it up to two the more stuff you haven't seen the slower it will be.
So this works in our benefit because this is kind of a speed that I want.
Anyways All right let's go ahead and continue over here going to frame 84.
I'm going jump ahead 10 frames so frame.
Let me put the in frame higher now.
Frame 94 I believe is correct.
And here I'm just going to straighten him out a little bit crooked right now heading up.
Are to clear that up bring his arms down.
I can find the arm handle which is right there when you kind of bring it down like that all are to bring
that up.
Kind of want a relaxed pose although relaxed pose is a little tricky.
Well first Also let's clear this so that we have more more space and height to work with because right
now he's a little bit squashed.
So hitting all ye on this and then going grab this on GZ.
Bring that up.
There we go.
Now we got a little more height for our Shorty.
All right cool.
Now could relax just a little bit more.
It looks a little bit tight with his arms all the way up grabbing those down.
Also are to clear that as well.
I'm going to let you know what rotation I'm in bring this here.
So something like that let's see what that looks like.
He jumps down and then straightens out
and of course
right here you could see we have a problem being that the bottoms are not in the floor so lng and Z.
Let's bring his bottom to the flow to the flow
and then he straightens up.
Called Alex pretty cool I think for the straightening up parts.
I want it to be a loss.
You wanted to be a little slower.
Let me see how fast that is.
Jump in.
Yeah I want it to be WAY slower so I kind of want like him to jump down.
I want him to stay down here for a little bit.
So what I'm going to do is select all of these By be selecting shifty
moving him over maybe three or four going to this whatever frame that is making sure that we're on this
new section.
I did and I'm going to kind of just rotate this down a little bit.
It's going to be kind of like he had some impact to the floor.
So we could see what that looks like.
On and rotated down.
Not a
see what that looks like.
All right there we go.
So it just kind of has you know like
you know what it's called it jumps he's in the same position and kind of goes down a little bit from
the impact of the shock and then gets up.
And now with these last frames that we are in school like these and hedgie and move him out quite a
bit so that he gets up a little bit slower kind of like a slow motion bad a mushroom looks pretty cool.
Well I'm going to make it even longer.
Make him get up even make him take longer to get up is what I meant.
Let's see how that looks.
Oh we got mist over here.
Well Bob
just a tad bit too slow I'm going to bring these back a little bit.
Let's try that.
I like that he gets up.
And then after he gets up I want him to stay in this position for just like a second song and head chef
there to copy all these
ring him over.
And then what I'm going to do is going to this frame 121 I'm going to jump ahead 10 frames a 31 and
I'm what I want him to kind of look first to the left.
That way I'm going to hit rotate that and
swing his arm around a little bit to the top view different views are definitely good.
Oh well up top you kind of rotate his arm with it so that his arm kind of swings with the motion
and maybe the top of the mushroom too.
So if we want to animate the top of the mushroom here we want to make sure to put a keyframe before
because right here if we go back to this one you could see that mouse you are not listening to me.
You can see that right here the mushroom top has no keyframe.
So all this frameless hit I to insert the location rotation scale
and then go to this one right here.
And then hit our are twice maybe I'm kind of going to rotate it like this like a them that's more of
what event was too high pitched.
Like I often kind of look at if we don't have this keyframe before on the mushroom top it would basically
transition it from the very beginning or from the last keyframe which is this one to this one so we
transition from here all the way to here.
It would be spinning around and we want to make sure to have it before and that after so let's see what
that looks like.
Cool.
And then for this one I actually want to hit our twice and rotate it kind of up like that not just on
the z axis because otherwise it looks kind of funky.
Let's see what that looks like now.
So he kind of looks like this.
You are an x twice.
So he's kind of looking up and then
I want it to be slower or a little bit longer to grab all these
and then just move them out a bit to what's actually doing more precise.
When you move ahead 10 more frames or one 1:41 and grab them and move them out of frame 1:41.
Ladies and gentlemen
and yes animation can be a little bit tedious long process it's not something where there's a button
where you just hit animate or you just press something and it does it for you.
I'm going to remove five frames on that song and put it to one 36.
It's way too slow right now.
So 15 frames in between those two that looks good.
I like that speed right there making sure that your frames are at 24 frames per second.
So if you even need to bump down the subserve modifier to not even visible for your frames per second
to go at the correct speed.
Do that because otherwise you're going to be animating thinking at a certain speed and then realizing
that it's not.
So just make sure your friends for seconds are white and not red.
Now they flicker in and out of white and red that's fine but just make sure that they're at 25.
Now you jump in gets up and then looks that way.
And then I want him to look the other way song and go ahead to frame 20 frames ahead so one fifty six
and then I'm going to grab this right here.
All are to clear it and then are to rotate it to the other side.
Z twice or just once rotate it and rotate it.
R Z that hit r twice rotate it like this.
And then the mushroom top are on your head.
All are for that are x x twice you know kind of I can look at the camera in a way give them like a you
know like he's looking at like
that's.
All right let's see how that looks.
So up up or he looks that way.
And then he looks this way although I want him to stay in that position for a little bit.
Otherwise it looks kind of red.
Siculus just looking over there and then looking back it looks like he's doing some kind of workout.
Oh yeah.
Getting those good news it's the body shape and work out OK.
Anyway back to this.
So sorry that you guys have to listen to my commentary.
It's either a very great thing or a very bad thing.
Let's move these ahead.
And move them.
I had one two whatever move in my head some amount select these shifty.
I'm going to make him stay in that position or a little bit see how that looks
looks way too robotic so that's too long I actually want him to stay in that position maybe for one
two three four four frames.
Yeah.
And then make him move to that other position much faster grabbing these Let's bring him in
much faster than that.
There we go.
I want him to kind of snap to the front and we go that's perfect.
And then of course when we go through this again on the second one we're going to make him move a little
bit so he's not like completely straight like like he's like a statue or something we're going to make
him you know move a tiny bit.
So he now it just looks like he looks in any freezes and then he looks back.
But again that will be on the second pass.
So we go through.
So for now let's take a look at what that looks like.
Cool.
And I actually want to hit our z on this and actually rotated just like this and not up because otherwise
he just looks kind of ridiculous.
Kind of want to rotate it down even Yeah that looks cool to me.
So he's looking he kind of looks around and looks down.
That looks cool because he's going to be planting the sign.
So we want him to look up and then look down and looks up.
I want him to be looking for a little bit longer something like these two right here.
These two columns ring him over just a little bit Whoa whoa whoa mouse.
Come on.
So he looks up and then down.
So obviously when he looks up we're going to have him like kind of move around and kind of look up more
and then look down.
Perfect.
In fact I want to drag it out even more.
Because what I'm going to do when we go to the second pass I'm going to make them look up and kind of
look around and then look down.
Let's increase this and I bring it back just a tad bit.
Look up look around and then look down.
Bring him back.
Just what my mouse is about to be fired.
All right.
Look up and look down.
Cool.
All right so that is that perfect perfect perfect.
And again don't worry if your animation doesn't look exactly the same as mine you know with the arm
rotated at 90 degrees and the hand at 5 millimeters away from the floor and whatnot completely cool
I'm just showing you the workflow and how we're going to go about this.
So in the next part of a tutorial we're actually going to make him let me see how he looks on the camera.
Yeah.
Perfect.
So we're going to make him kind of like well not kind of like what we're going to make him look down
or something and then plant the sign post into the ground and which is going to break the ground where
you plant the flag goes into the ground.
I don't like saying like the signpost of the ground and then him hammering it into there.
So I'll see you there very well.
Make sure to save your project of course as always save as I'd be curious to know what number you guys
are on because I'm on 23 already and yeah it's going up up up and up.
All right I'll see you guys.
Nice video chat.
Very well done.