WEBVTT

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Welcome to animating with physics so animating physics were one thing to remember is blender actually

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allows you to annamay Almost everything.

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Now moving of animation she usually thinking about just moving something.

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But we can use this feature of blender to toggle whether we are in control of I.e. we were running an

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animation moving something let's say or the physics engine itself is in charge of the mesh.

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Now Blender's physics engine is great it will remember what has just happened in the animation.

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So if it was travelling at a certain speed it will continue travelling that certain speed.

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But then with physics applied to it and we're also going to have a quick peek at the graph Ed and that

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will become apparent why we need to do that as soon as we hop on over in a blender.

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Okay so we're over in blender and the first thing we need to do here is set the scene so I'm going to

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add a plane.

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So we've got a ground and scale that up by now them a large number.

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So well actually that's very large.

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Never mind that will do.

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And I'm going to immediately apply a rigid body physics to the ground and make it passive.

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I'm going to lift the cube out to the ground he says having grap the wrong thing.

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There we go.

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Let's move it on the z axis so GZ one lift it up and I'm going to duplicate that so there's the extra

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cube and I'm going to move that new one.

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G Why.

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I don't know three.

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There we go.

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So they are separate.

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So we've got two cubes here and I'm going to add a rigid body to both of them.

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So we're ready to go.

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Now the the thing to bear in mind here is this little check box when we're dealing with an active rigid

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body there's a little tick box that tells the blender basically whether or not it's animated or not.

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And that's the thing that we can toggle with a key frame.

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So first of all let's let's set up a key frame for both of these.

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In the starting location now there is a couple of ways of doing this and I'm going to open up the properties

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panel and using the Iki to insert a key frame.

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I'm going to hover over the area.

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I want to key in and we will see a yellow bar appear here.

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So let's go ahead and do that so I've got this cube here selected.

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I'm going to press I and we can see a little yellow bar.

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So if I move that has appeared which means that it has remembered exactly where it is I'm going to do

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the same to this cube here I'm going to hover over its location and press I.

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Excellent.

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So that's a great start.

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We've keyed in the beginning position.

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Now we need to move one of them by a certain amount of code to move them both to the same place.

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First of all so I'm going to go to the side view in orthographic sides of the relined.

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There we go.

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Move them positive x and I'm going to turn snapping on so we can align them perfectly and then move

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it along here and then up to about here.

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He says having not locked in fully and I'm going to do the same to the other one here.

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Okay.

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Now I did fiddle about.

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Fortunately I've not lost anything which is good.

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I really should place the frame first because if you go over the top.

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In fact I'm going to do it.

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If you go over the top of a Already key framed it moves along some and the set this at 30 frames.

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And we've got our cube up here.

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Fortunately it seems to have remembered that it had been moved which is good.

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So we're going to set it at 30 and we can see the no frame we're on both here in the 3D window and the

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lower left and also down here as well on the timeline.

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So I'm going to key in that one and are going to click again and key in the other one.

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Okay so now both of them are keyed in and if we play the animation will see that it moves from one place

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to the other.

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No it doesn't.

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So why doesn't it.

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It's just behaving with physics at the moment because we have not said to animates it.

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So now we've put a tick in the animated box.

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We should find it moves from one place to another.

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Our turns out here both the key frames are in the same position.

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Okay so it didn't hold that.

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Let's move that one and move this one.

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Okay excellent.

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Let's key in that.

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And key in the other one hovering over and pressing eilerts to make sure it is working now.

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Excellent.

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So the one thing I want to do here is actually move one to the same place but in a lot shorter time

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and then we can compare the two when we switch physics off.

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So I'm going to go to where it is at 30.

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But this time actually key in these figures earlier on say it's fifteens it's moved very quickly.

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So when I go to frame 15.

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I took notes of one of them there and this was five and six I believe six.

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So this cube here is going to get to the end location a lot quicker than the other one and I'm going

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to keep that in.

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Now I need to remove what I've already keyed in.

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So see we've got a she got a key frame applied here.

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So that particular cue which would be a bit disastrous if we wanted the physics engine to take over.

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But what we can do here is simply delete that particular one.

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Now a couple of ways of doing that I'm going to switch over to the graph Ed in a second because one

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of the problems if you look at half a cube are going to play the animation here see it move.

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Notice that it's it's dampened at the end it's start slowing down.

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And that is because of the graph Ed.

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It's not linearly going between one place and another as she starts a little slower speeds up and then

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slows back down again.

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So I'm going to change this view this that's actually move this up so we can see more and more changes

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view here to the graph ed.

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So here we go.

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We've got the cube that we've got selected.

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And we can see that there's a slight S curve going through.

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Now this is actually controlling how it's moving in the x and z z direction there.

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And it's got no movement in the Y which is absolutely fine that is what's happening.

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But here we have the actual points themselves.

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And it's this this set over here the end ones that we don't want anymore.

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So I'm going to right click on those.

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The selection is just like it is normally.

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And then hit the X and delete the key frames.

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There we go.

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That's that sorted.

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The other thing I want to sort out whilst I'm in this graph editor and I'm going to play with anything

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else but like a Bezier curve it has handles and we can change the type of handle and we can do that

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by going to key as in the key frame itself and handle typing you can see the shortcut key.

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Just like that Bezier curve is V.

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And if I set it to a vector it will become straight it will tend to carry on rather than doing anything

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else.

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We can see it's actually changed the motion a little.

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And going to go to the beginning one and also hit V.

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Instead it is a vector.

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In fact in this case because I want them all to be vectors and then a select everything hit v m vector.

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There we go is moving along and select the other square and do exactly the same.

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Some GLA select all and hit V and vector then they're just linearly moving between the two places.

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Okay so now we've done that.

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The next thing we need to do is make this toggle switch here where it says whether it's animated or

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not because of we turn it off.

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It behaves with the physics engine and was it's on.

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It just follows whatever path we've had set for it.

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So I'm going to go back to the timeline view.

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A bit less cluttered and what we need to do here is go to the beginning frame and where it says animated.

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I'm going to press I over the top of that and we can see it's gone yellow and will select the other

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Q And press I so it's animated.

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And now I just need to work out which cube is which some scanner play for the animation so this is the

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one that reaches there first and it's the one we've got selected.

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And so at frame 15 as it reaches there we can see it frame 15.

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It literally stops at its final resting place.

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But at that point we can actually turn off animation song and change it so that we've toggled animated

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off and hit the Iki.

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And what we should find now is when we play the animation it will remember its velocity an arc away.

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Excellent.

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Now this other one is going to is different place which is fair enough but those are going to the same

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place but it's getting there at a different speed.

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So we should see a difference between these two in terms of how high they go and how far they go when

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they hit the ground.

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So let's go ahead and it's at frame 30 I believe if I selected so I can see the little yellow blob brain

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thring 30 that's fine.

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And that toggle animated and press the key to keep that in.

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Now when I make the animation itself just a little bit longer.

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And let's see what happens when we play that.

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So let's go to it and a.

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And let the animation start it fresh rather than waiting it to go.

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So this one's got a lot more initial velocity than this one so goes further even though they go to the

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same point.

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So it's remembering where it was before and we can make that even more extreme.

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We can go back so this one that's going further go ensue.

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The graph Ed again where we've had this before and I'm going to use border selects like we've done 3D

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Ed and select those three they're using the geeky amulets you going to move it back.

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So this is going to make it move a lot lot faster because it's going to get to that.

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Oh I wasn't planning on it going that fast.

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There you go it's flying away.

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So.

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Wow okay.

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So let's maybe move that down to 10.

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Which is still significantly faster than 15.

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So that's drop it up a little.

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And there we go.

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So that just shows you though go into the same position but completely different times and they go a

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lot further or can cango a lot further they're brilliant.

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Okay so we've learned a little bit there.

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And if these were to come into contact with any other bodies that have physics applied they're going

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to interact with them which is really really useful because that's going to be a good bit of the challenge

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for you.

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Okay I'd like you to go and throw a primitive at the wall that we've created so annamay any primitive

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you light towards the wall itself.

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Switch the physics engine before impact and let the physics engine just do the rest and see what happens.

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Now do remember to experiment and have fun.

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I certainly have when I've been trying this out.

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Don't be put off if you throw something at the wall it doesn't go through it.

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Think why isn't it going through that wall.

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What would what would make it go through the wall would one make it knock the wall over a bit better.

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Does it need to be heavier.

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Does it need to be moving faster.

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These two things are very important.

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I'm sure you'll figure it out.

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But now is time to pause the video.

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Have some fun and give it a go.

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Okay guys welcome back.

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Let's go through a primitive at the wall.

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Okay so we've opened up a V wall here that we've been working on and I need a place something to go

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and impact it's all going to go over here and add ourselves all lots of choices of primitives which

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one shall I pick a cone see if it can force its way through the wall.

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I'm going to rotate it.

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I think 90 degrees on the x axis Yeah.

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And I'm going to lift it up.

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Ever since flying business off the ground is of five blending units Six okay.

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That should be fine.

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I'm just going to literally fire it straight.

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Just going to flip around from one side to the other.

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So it's going to impact slot slots there on the wall.

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So I'm going to move it forward ever so slightly an up ever so slightly.

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But let's key in its current position.

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First of all so let's go to frame zero.

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Let's go to the beginning of the animation frame one in this case and key in its current location.

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Excellent.

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Let's go ahead and move it all.

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Let's go to frame 10 let's say and move it forward a couple of blender units and maybe up 1.

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Excellent.

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Let's keep that in and let's make sure that is running on a lesson the keys here or the the frame sorry

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to 50 in total just so it can loop quickly there's our wall.

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Let's play that and just make sure it's moving it is moving that's fine.

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We still got that brick falling off.

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Let's give it a rigid body then it's going to flock to the ground which is fine.

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We're going to tell it is animated.

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And it should move.

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Excellent.

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And we just need to tell it went to forget the animation now so let's go to the very beginning and say

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hey blender.

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This is animated so we've keyed that in and let's go to the end of the animation and key it.

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But this time with it toggled off okay here's the moment of truth.

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Let's fire that's at the wall.

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Oh no.

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What.

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What's a flop.

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Okay so this is relatively straightforward to fix because we just need to move the two closer together

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until we get the desired results or the switch to the graph.

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Ed I'm going to make all of those of vector like we've done before and I'm just going to use and could

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select everything in using border so let's build a make this bigger so I can select things than with

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select those nodes there and literally just shift them all back at once.

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So I try that again I mis clicked on it.

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There we go.

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Okay so we got those go g and just move them back slightly.

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I need a lock these to an axis it's the x axis here.

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I'm going to make its five frames and play that and see what happens.

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How Okay so it's going to have to be less Let's move them all let's just do one frame and see what happens.

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I've gone too far back haven't I solist just undo that G x and go back to frame.

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That's the right one.

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Let's see if that works.

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Okay so that's not actually working that's all doing the desired result so the other thing we can do

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here is just get it to move a bit further.

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In that tight time frame itself so this time let's go back to the time line itself will stop it from

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running Let's go to that place where we keyed in the movement which is frame 10 but instead of it having

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this position let's literally just shift it further forward and key in that new position.

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Now was there.

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Wish the would be some sort of active thing to say that you've keep that in or might come up in the

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console that is possible in all of this junk up here.

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But I don't think it is.

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By the looks of it.

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So no not there.

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Let's see if we can run this animation.

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Haha and it hits the wall and does almost nothing.

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How about that.

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So why is it doing almost nothing.

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Well it weighs a kilo and the what the wall weighs a lot lot more.

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So let's make it heavier let's make it 50 kg and see what happens then.

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Excellent.

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So that's bust the hole straight through the wall.

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Let's make it five tons that's make it five thousand kilos to see what happens.

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So there we go.

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Not that much different actually it seems to be busting through the wall before doing anything else

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X and suddenly at 50 that seems to have a good effect.

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Then we go to the camera view here.

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Let's make my 3-d windage the little bit on the bigger side so see what's going on.

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And in fact in this case and on the move the camera out that's in completely the wrong place.

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Any way to capture anything cool and rotate it around and we've got all of this brick work flying out

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perfect that looks brilliant.

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How did you guys get on.

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Did you disintegrate your wall in a similar manner to me or did you come up with something more inventive.

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Please share your work in the discussions over on the forum and I will see you guys in the next lecture.
