1
00:00:05,930 --> 00:00:11,580
All right let's go ahead and continue with this animation that we got going here and what we're going

2
00:00:11,580 --> 00:00:21,020
to do now is actually create the floor so that we're able to crack it when he throws in the signposts

3
00:00:21,120 --> 00:00:22,240
into the floor.

4
00:00:22,260 --> 00:00:25,290
I want it to crack over here.

5
00:00:25,290 --> 00:00:28,160
Now how do we make it crack.

6
00:00:28,170 --> 00:00:34,570
Well we're going to be using a lattice modifier and it's pretty sweet how we're going to do it.

7
00:00:34,650 --> 00:00:37,370
So let's do it right away.

8
00:00:37,390 --> 00:00:45,200
Hitting tab to go into it mode when you hit Control are an add in tulip cuts here.

9
00:00:46,610 --> 00:00:50,060
As wide scale on the y axis.

10
00:00:50,360 --> 00:00:59,240
Let's actually go to frame whatever frame he's on where he throws the signpost into the floor and making

11
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sure that these are right there on the signpost and that they are wide enough to hold it or that they

12
00:01:09,950 --> 00:01:16,350
are just going outside of the size of the sign post.

13
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Now he didn't control our twice again.

14
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Are there aspects to scale on the x axis.

15
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I always feel weird saying I say it's all right.

16
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Scale is on the x axis is what I mean.

17
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Too like that.

18
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And then what we can do is we can even

19
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see to bring it out over here like this.

20
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I'm actually going to put this on the opposite side.

21
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Then hit Control are twice once again as X and then G next and bring it right next to the other one.

22
00:02:06,740 --> 00:02:07,220
All right.

23
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So that's the centerpoint of the domination for the destruction of the floor.

24
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Now what we want to do is hit Control are adding a couple of cuts here.

25
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Right click to confirm I'm just adding in a random amount not being exactly precise on each side.

26
00:02:30,440 --> 00:02:33,260
And now we're going into top view.

27
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Let's go ahead and select these right here.

28
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Just these two.

29
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There we go.

30
00:02:44,500 --> 00:02:47,200
These two are separate Fisher Fisher lines.

31
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I believe they're called and we're just going to bring them out so that it looks like they are cracking

32
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the floor.

33
00:03:05,360 --> 00:03:09,480
And just bring them out like so however you want your cracks to look like.

34
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Same thing with over here.

35
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And of course the skin can be exaggerated crack as as it is with all my animations.

36
00:03:25,950 --> 00:03:30,060
I'm going to move this out so that's not on top of the mushroom.

37
00:03:30,100 --> 00:03:32,910
I kind of wanted to go around him that looks pretty cool.

38
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I don't know if I'm going to make a crack all the way out to the edge of the scene.

39
00:03:42,050 --> 00:03:49,940
That's seems like quite a big crack for such a tiny sign post warning flag.

40
00:03:50,550 --> 00:03:52,630
All right.

41
00:03:52,670 --> 00:03:54,800
So Zig-Zag these babies

42
00:03:57,760 --> 00:03:59,040
were almost there.

43
00:03:59,080 --> 00:04:04,730
This is another one of those tedious things that went back.

44
00:04:04,930 --> 00:04:07,100
But we're almost done.

45
00:04:07,170 --> 00:04:11,410
So stay with me for two more seconds.

46
00:04:14,310 --> 00:04:16,390
All right.

47
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Bring these out as well.

48
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Almost there.

49
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Just grabbed those two last.

50
00:04:27,070 --> 00:04:29,080
All right so that's cool.

51
00:04:30,110 --> 00:04:32,140
Oh see

52
00:04:35,700 --> 00:04:36,800
how cool.

53
00:04:36,830 --> 00:04:42,860
So I'm going to have an exaggerated crack on here because this is a pretty big crack for such a small

54
00:04:42,860 --> 00:04:43,880
signpost.

55
00:04:44,180 --> 00:04:48,320
But you know what it's all about exaggeration for me over here.

56
00:04:48,470 --> 00:04:50,700
When you hit Control are you going out in a loop.

57
00:04:50,720 --> 00:04:58,980
Cuts in between all of these what's happened there.

58
00:04:58,980 --> 00:04:59,600
There we go.

59
00:04:59,600 --> 00:05:08,330
So now if we all out right click the middle look cut if we had G and Z you could see what the crack

60
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is going to look like it's going to look something like that except it's not going to go all the way

61
00:05:12,950 --> 00:05:15,800
out to the edges of course.

62
00:05:15,800 --> 00:05:19,350
Now how do we animate this crack.

63
00:05:19,610 --> 00:05:24,410
Well we're going to be using a lattice modifier once again the trusty lattices and is going to show

64
00:05:24,410 --> 00:05:30,530
you a different way that you can use lattices instead of just using it for squishy characters and balls

65
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and beach balls.

66
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We could actually use lattices for something that you wouldn't think would be used for such as a stone

67
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floor.

68
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Now the way we're going to do it is that the lattice can grab the vertices and bring them down.

69
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But here we have a problem of not being well.

70
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Again not a problem.

71
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But that being that it's going to take the vertices and bring him down except right here I wanted to

72
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animate it.

73
00:05:54,260 --> 00:05:56,850
And because there's so little vertices in between.

74
00:05:56,960 --> 00:06:03,110
It's basically going to animate it like this and it's jumping way too far so it's going to crack like

75
00:06:03,230 --> 00:06:13,850
boom boom boom like way too way too sharp of a crack because it's going to do this this and then whatnot.

76
00:06:13,860 --> 00:06:21,140
So to soften it out we're going to add a bunch of lube cuts here so that it has a nice smooth transition

77
00:06:21,450 --> 00:06:28,210
and not so sharp like that hitting control are going out a bunch of loose cuts here.

78
00:06:28,210 --> 00:06:31,730
Don't ask me how many because I have no idea.

79
00:06:31,750 --> 00:06:34,750
So now when we animate it's going to look more like this.

80
00:06:35,470 --> 00:06:39,150
And it's going to have a smoother transition.

81
00:06:39,160 --> 00:06:44,950
Now obviously we're not going to animate all those by hand but you'll see exactly what I mean.

82
00:06:45,280 --> 00:06:49,770
So now we're going to tell you I'm just going to add in a bunch of loop cuts everywhere.

83
00:06:50,850 --> 00:06:57,760
Or control our mouse wheel up left click right click again don't ask me how many I'm adding.

84
00:06:58,380 --> 00:06:59,760
I couldn't tell you.

85
00:07:00,060 --> 00:07:03,630
I'm just scrolling up to a good feel.

86
00:07:03,630 --> 00:07:11,180
They say I have a good mouse fingers so should be some decent amount of cuts here.

87
00:07:12,400 --> 00:07:12,650
All right.

88
00:07:12,670 --> 00:07:17,360
And then in the other direction to see how fast we can do this.

89
00:07:18,780 --> 00:07:22,970
Boom boom there's a little bit less there but it doesn't matter.

90
00:07:30,040 --> 00:07:30,300
All right.

91
00:07:30,310 --> 00:07:31,470
All right.

92
00:07:31,780 --> 00:07:33,080
Well making progress.

93
00:07:33,660 --> 00:07:38,030
All those there we got it.

94
00:07:38,040 --> 00:07:39,700
All right cool.

95
00:07:39,730 --> 00:07:44,840
And we don't need to loop cuts here because that's not going to do anything.

96
00:07:44,850 --> 00:07:46,420
Now selecting.

97
00:07:46,500 --> 00:07:55,170
All right clicking these loop cuts in the middle of our fingers for our crack.

98
00:07:55,470 --> 00:07:59,460
Let's go to the Virtex have an adding a Virtex group.

99
00:07:59,580 --> 00:08:06,870
We're going to name it rack and assign it not that kind of crack.

100
00:08:06,960 --> 00:08:07,870
All right.

101
00:08:08,190 --> 00:08:18,150
Let's assign it to weight of one and out hitting well I'm going to do is selecting this middle vertex

102
00:08:18,150 --> 00:08:18,910
on art.

103
00:08:19,060 --> 00:08:27,760
Where are impactors shift desk cursor to selected and I'm going to add shift day add a lattice hitting

104
00:08:27,760 --> 00:08:28,670
G and Z.

105
00:08:28,680 --> 00:08:36,320
Bring it right under the floor and let's make the W zeros just a flat plane.

106
00:08:38,170 --> 00:08:41,990
We're going to scale it way up with the ASCII

107
00:08:44,640 --> 00:08:53,700
and then turn the is the U and the V to something like 40 ohm already.

108
00:08:55,390 --> 00:08:57,290
And now selecting the plane.

109
00:08:57,460 --> 00:09:01,400
Let's go ahead and go to my modifiers tab out a modifier.

110
00:09:01,510 --> 00:09:06,850
Oh that is good find a word you go there it is.

111
00:09:07,070 --> 00:09:11,440
Object lattice vertex group.

112
00:09:12,490 --> 00:09:15,070
Let's go ahead a name or latus as well.

113
00:09:16,440 --> 00:09:17,760
Gurlitz name it.

114
00:09:20,240 --> 00:09:21,900
It's already named latus.

115
00:09:22,010 --> 00:09:27,660
So on a name it crack or I cool.

116
00:09:27,670 --> 00:09:32,780
Now we hit tab to go into any motor the latticed we can see we have a lot of different points here just

117
00:09:32,780 --> 00:09:34,650
like we did with the ball or the mushroom.

118
00:09:34,650 --> 00:09:43,280
But many many more if we select the the the points on glass you can see that when we bring it down you

119
00:09:43,280 --> 00:09:44,380
can see what's happening.

120
00:09:44,390 --> 00:09:47,990
Every point is assigned a different part of the crack.

121
00:09:48,000 --> 00:09:53,060
Virtex pretty freakin cool.

122
00:09:53,110 --> 00:09:55,090
So let's light one of these two right here.

123
00:09:55,100 --> 00:10:03,550
That's in the center of our crack I mean it's like this one and that going to the lattice modifier we're

124
00:10:03,550 --> 00:10:05,480
going to add in a shape key.

125
00:10:05,500 --> 00:10:11,260
But first we need to go into object mode out of shape key out a second one.

126
00:10:11,680 --> 00:10:16,060
Bring the value all the way to 1 and hitting tab to go into edit mode.

127
00:10:16,060 --> 00:10:18,700
Let's turn on proportional editing.

128
00:10:20,020 --> 00:10:29,040
And now if we hit G and Z bring it down and scroll up you can see what's happening.

129
00:10:29,130 --> 00:10:31,450
Pretty sweet.

130
00:10:32,340 --> 00:10:36,480
So look at that and you can see that lattice how it's moving.

131
00:10:36,720 --> 00:10:45,600
It's basically because of the proportional fall off it takes a center first and then kind of transitions

132
00:10:45,690 --> 00:10:55,800
out more further out the more you scroll it up let's it G and Z and just bring this to however big you

133
00:10:55,800 --> 00:10:56,580
want your crack.

134
00:10:56,580 --> 00:11:01,680
I would not suggest to bring it all the way out because otherwise your crack is going all the way to

135
00:11:01,680 --> 00:11:07,950
the edge of the plane so I would leave it to somewhere like there is.

136
00:11:09,700 --> 00:11:11,430
Kind of want to exaggerate a little bit.

137
00:11:11,470 --> 00:11:16,380
I want to like that so to click for that tab to go into object mode.

138
00:11:16,390 --> 00:11:28,540
And now you can see that if I move this value we got our rack going and it's basically fracturing the

139
00:11:28,540 --> 00:11:29,140
floor.

140
00:11:29,260 --> 00:11:40,240
So we're going to animate this value when the character strikes his signpost into the floor so this

141
00:11:40,240 --> 00:11:47,930
value is basically going to animate and it looks like it's actually cracking the floor.

142
00:11:47,920 --> 00:11:49,810
So pretty cool.

143
00:11:49,810 --> 00:11:51,880
If I do say so myself.

144
00:11:51,910 --> 00:11:52,420
All right.

145
00:11:52,450 --> 00:11:54,430
So that's this part of the tutorial.

146
00:11:54,430 --> 00:11:55,930
I'll see you in the next one.

147
00:11:55,930 --> 00:11:56,740
Very well done.

148
00:11:56,740 --> 00:12:00,400
We just made it so that we can crack our floor.

149
00:12:00,460 --> 00:12:09,510
In fact before we head on to the next Tauriel Let's go ahead and make this animated So let's see right

150
00:12:09,510 --> 00:12:13,190
when he hits the floor which is right here.

151
00:12:13,770 --> 00:12:16,000
Right around there.

152
00:12:16,050 --> 00:12:21,870
So just before let's select this and hit I for the value of 0.

153
00:12:22,200 --> 00:12:29,900
And then on the next frame let's put that value to.

154
00:12:30,410 --> 00:12:35,780
Let's put it to 0 and we've got automatic keyframe insertion as well so whenever we move a value it's

155
00:12:35,780 --> 00:12:37,360
going to automatically insert it.

156
00:12:37,550 --> 00:12:48,390
So keep that in mind as well and you can see that the lattice modifier actually has keyframe in it because

157
00:12:48,390 --> 00:12:50,020
I completely forgot to take that off.

158
00:12:50,020 --> 00:12:53,220
So this is a lesson for me and for you.

159
00:12:53,340 --> 00:13:08,320
Let's make sure to hit all eye on these to remove the keyframes.

160
00:13:08,550 --> 00:13:17,760
And what I'm going to do with this is actually go to the graph editor select the lattice go to f curves

161
00:13:19,000 --> 00:13:29,190
and just select all these x and delete the keyframes from the loudest modifier.

162
00:13:29,430 --> 00:13:31,460
Oh my bad.

163
00:13:31,460 --> 00:13:32,900
Go back to the dope sheet.

164
00:13:34,660 --> 00:13:36,640
And I don't believe we moved anything else.

165
00:13:36,640 --> 00:13:40,660
No we just move the lattice modifier for the lattice object.

166
00:13:40,670 --> 00:13:42,310
Sorry.

167
00:13:42,340 --> 00:13:43,310
So that's a lesson.

168
00:13:43,310 --> 00:13:49,170
Make sure that Mike Freeman's version is not on when you're moving objects around.

169
00:13:49,190 --> 00:14:00,640
All right so now back to this going to frame that frame I'm going to bring this to this value.

170
00:14:02,460 --> 00:14:12,200
And I turned her locate the the keyframe and then go to where his flag is completely slanted in there.

171
00:14:12,570 --> 00:14:22,730
And I'm actually just going to leave it like that because when he hammers it in is when the the cracks

172
00:14:22,730 --> 00:14:26,050
are going to go further and deeper and.

173
00:14:26,260 --> 00:14:26,900
All right.

174
00:14:26,910 --> 00:14:27,930
So cool.

175
00:14:28,080 --> 00:14:34,390
I'm going to also go to the frame right before that and set the value to zero of course.

176
00:14:34,560 --> 00:14:39,620
I and there we go you could see what happens.

177
00:14:39,650 --> 00:14:42,630
So he just stuck incident.

178
00:14:42,650 --> 00:14:44,240
Pretty awesome.

179
00:14:44,240 --> 00:14:50,090
So there is a couple of lessons in there that's how you use the lightest modifier for using cracks and

180
00:14:50,150 --> 00:14:56,060
also making sure that you're automatically Freman assertion is off before you move anything otherwise

181
00:14:56,570 --> 00:14:59,980
you're going to create some things that you do not want.

182
00:14:59,990 --> 00:15:00,540
All right.

183
00:15:00,570 --> 00:15:01,570
See in the next Tauriel.

184
00:15:01,580 --> 00:15:02,330
Very well done.

