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+ "text": " Hey everyone, so now we've covered how to actually use the action editor and to set up basic poses. I want to start actually blocking out my animation. So the first thing I just wanted to touch on was there's a free YouTube channel here called Alex On Story. This is a great YouTube channel about how different animations work and the different styles of animation. So I definitely would recommend checking these out. For somebody who's like a bit newer to animation, such as myself as well, I found these really helpful. So you can see that in this example, there's three different types of animation. You have pose to pose straight ahead and layered. And he covers like a more in-depth look at each of those workflows within these videos. It's like a series of videos that you can check out. And so just to briefly describe each one of them, pose to poses basically where you block out poses and then kind of blend between them. Straight ahead is working from the start of the animation to the end and making sure you get all the timings and everything correct. And then layered is more where you have a focus on one particular movement and then you add to that movement over time basically as like a layered approach. So I just wanted to briefly cover that. I think the workflow we're more likely to go with is straight ahead. For this particular example, I'm gonna start blocking out animations and everything for the flying animation from start to finish and then we'll sort of layer up different animations but yeah so straight ahead we'll be working from the start of the from the animation and getting the timings and everything correct and then from there we can obviously add extra flourishes and detail and polish to the animation so that's my current plan as far as animating is concerned. So here I just want to take a high level look at the animation that we're actually going to be covering and and sort of how that that can, how that's actually gonna look when we bring everything together here. So I'm just gonna make sure we extend our timeline here to the correct amount of frames. So in terms of the animation, this is just a preview of the animation basically playing out. You can see the B-tool is flying and then he lands back in the same place and then sort of the animation will cycle. So it sort of repeats, right? So that's the basic animation. And so I use a combination of actions here. So these individual animations here, these are individual actions. So we have the actual animation of the wings opening up. So that's one animation. Then the beetle itself is taking flight. So he's flying up and moving around and his legs are moving and everything. And then we also lay it on top of that. We have the actual wing flapping animation as well. So those are the basic actions that we're gonna create to create this animation. And then from there, as we get back to the last part of the animation, we basically play the wings opening up in reverse. So everything will then close back up again. So the wings come back in and then the animation can cycle. So it ends up being in the same place that it started once the animations have finished out there. So I just wanted to briefly show that. So we're gonna be working on those individual actions and defining that sort of look. So the first thing I want to do here as I start making my first action is I want to actually define the frame rate for the project. So when we first start out, if we click on this output here, we can see that we have a frame rate of 30 FPS. So you have a couple of options when it comes to the frames per second that you choose. I think the default here is 30 FPS. If you wanted to have a smooth animation, you could switch it to 60 FPS or sort of more traditional cinema style animation generally is at 24 FPS. So you can have some choice there in terms of how this stuff generally tends to look. For my animations, I actually have them as 30 FPS, but you can choose, that obviously has an impact on the way it looks. And it also has an input on the actual output and speed of the animation. So for example, if we rendered at 30 FPS, that's gonna be half the speed of, Um, as or a double the length of a 60 fps for example, right? So because you've got 60 frames per second or 30 frames per second So it can speed up the animation if you're looking at 60 versus when you're looking at 30 So something to keep in mind You can scale your animations really easily. So don't worry too much about selecting the right value here, but I'll just leave it at 30 fps And for the frame start and end we can adjust this but this is the basic total length of your animation So it's going to start at frame zero and finish at frame 290 and so if you're going to render out your animation you have to render out 290 frames for this animation so something to consider as well This for me when I rendered 290 frames at 30 FPS it was about nine seconds long the animation so just to give you an idea of that as well but you can obviously just do the total frames divided by 30 and that will give you the amount of seconds how long it would actually be the animation so that gives you an idea and indication on that side of things so the first step here is just getting an action actually figured out so we're over here in the action editor and as the kind of overall example showed the first thing I'm gonna want to do is basically have my beetle get ready for flight, right? And so I'm gonna look at the reference that I have here. This was the the reference that I had that I looked at before and I think this is really nice because it just shows a general feeling of how this beetle actually takes off and you'll notice like a couple of things I noticed when I looked at this and some of the things I put into the animation was that firstly he kind of moves around a bit like his legs are moving right so he's not stationary you know you can see that you look at some of his head bits and everything the certain movement to things the wings are moving that kind of stuff it's not he's never entirely stationary in a lot of places right and then what generally tends to happen before he takes flight is his body kind of raises up right so you can see this in fact let me screenshot this here so So you'll notice he was at an angle straight to the log here, and then what's happened now is his body is kind of arched up as he gets ready to fly. So a couple of things that you kind of can tell about that is his legs, his front legs are obviously very straight, they are obviously pushing him up in that direction. So you end up with this, the bottom of the body faces up towards the sky. So that's something that I noticed he does before he flies. So something I wanted to also think about building into the animation. And then just as he takes off, I'm not worried for this particular part of the animation, I'm not too worried about him actually flying and what's going to happen there, but you can see that before he goes into flight, his wings are going to open up. So the shell is coming almost like parallel to the body, so rotating out to the side, and then his wings will unfold. So that's the first kind of animation or action that I actually want to cover. And then we can start to think about the flight and the other parts of this. So yeah, so that's what I'm focusing on. And so to start with that, the first thing we're going to do is just some basic key framing here. So we have our object selected. We can jump into pose mode with control tab. And so then I can select the individual bones that we have here. So you can see that I have the body bones selected. I can move these around and everything. So the first thing I'm gonna wanna do is I want to key frame this body bone to create that look I was mentioning before about this. And just getting the timing right on this is the most important thing. So the first thing I'll do is I'll just press I to put a key frame in for the body. And so this is our action that we've created. So we'll just create this as we're gonna do for the class. So we'll do animation class. So we know what this one is. I've still got some of the other animations in there just in case I need to look at those as reference, but Yeah animation class and then this is going to be takeoff. So we'll just rename this so we know What's going on here? And then we also have these options here this one will just basically duplicate the action or we can Press the cross this isn't going to delete the action the action will always be there So if we just remove the action, you'll see that it goes away We can always Reselect that so we have our class animation and then the fake user is basically Just means that it will essentially if this isn't used in the scene in any way and it's not referenced Then when blender closes this will remove this animation and this Just prevents that so it's always a good idea just to click that little lock button there And that's essentially something just to safeguard your work. So cool So that's the first thing and then what I want to do I think for this animation I want to decide maybe this is going to be 60 frames long for this first takeoff animation. We can always Adjust this later as well if it's not long enough But when we hit the space bar, this is going to basically play out the animation and it will just cycle between That's starting in so that's pretty handy when it comes to figuring stuff out So maybe at around sort of 20 frames. I'm going to try I might actually go for 30 So I can move this up and then maybe rotate him so we get that angle And then we can press I to enter a keyframe and you can see that that's sort of arcing up, right? Which is pretty cool and then one of the other things That you can also do here is this little button down the bottom is an auto keyframe So if you enable this So if we enable this and then we move our keyframe frame, say to 15 as an example, and then we were to move this up higher. You'll see that it will automatically enter a key frame. So you can see that that's sort of giving us like quite an interesting look, but I just wanted to show and demonstrate that auto key there as well. I will often turn that off so I can manually enter keys where I want them and it doesn't just add lots of keys everywhere. So I prefer to just have a bit more control over it, but it's up to you how you want to to use that. So you can see here that the first thing we have in there is our him kind of arcing up, which is cool. And then the next thing I want to do is I also want to open up the shell and open up the wings. So he's going to just take this real simple kind of animation where he opens everything up. So after 30 frames, I might have a little bit of a delay. There we can put in our keyframes and just select both of these and key in the shell. and then we'll just rotate our shell into position here. And so within this, I want the shell to open up and I also want the wings to open up. So I'm gonna allow a bit of space here for those wings once I do the wings, but we'll just open this guy. And then this was actually kind of parallel to the body in the example. It kind of goes more along the lines of this, right? But I don't really want to do that. I want the shell to still feel like it makes sense and functions with the hard surface design. So I probably will just have him rotate a little bit there. So that should be pretty good. And you'll see that depending on the rotation as well that we have a little bit of space for this to actually, it kind of ends up clipping, right? So what we can also do to prevent that is maybe just move this guy a little bit. If he's locked, we can always just unlock him and just maybe move the shell. So it doesn't clip as much. That's something that we can experiment with there. And then, or ultimately, it doesn't really matter too much because you don't tend to see this detail because we're gonna be looking at the flying animation from a distance anyway. So a little bit of clipping in this is actually okay for me, but if you were worried about that, you can always just move that around a little bit as well. So then we'll just enter a key frame for this guy. And I tend to just do that in the 3D view. If you try to do it here in the graph editor, we'll bring up another menu. So it's a bit easier if you just do it here. And then for this one, we're gonna wanna copy that pose so we can right click and copy and then just paste, flipped. And then in this one now, we can insert the key frame for this. And if we find that we wanna change these later, Now it's not really a problem, we can rotate these out and then just update the key frame. So just press I and where it's shading yellow, this is nothing has changed and where it's orange, it's changed. So as we hit I, you'll see that it changes from orange to yellow. So that gives us like the first little basic part of our animation and you can see the shell opens up there and it's looking pretty good. So we're just blocking out basically this kind of start animation, right? So getting this takeoff animation and we're gonna polish and we're gonna refine as we go. And then the next thing I wanna do is I wanna open up the wings. So the first stage of opening up the wings here and I have also got these plates in here. So we can hide, let me just hide the plates cause these aren't relevant for this tutorial as much. So let's just get rid of those. So we're just looking at the wings in here. So the first thing we wanna do is we wanna unfold the wing so that the wing, well, we probably wanna rotate the wing out and then as a secondary movement, we'll have it unfold the rest of the wing. So we're looking at this particular area here of the wing. So we wanna kinda rotate him out like this. So let's look at that. So at sort of 40 frames, we'll select the wings. I'm gonna come over into my rig here and I'm just gonna select all of the wing bones and we'll just enter keyframes for these. So basically this means that those, that's like it's default state, right? They're not gonna change. And then as we move to frame 50, we can then keyframe the movement of this guy outwards. So it's always a good idea to put in a sort of pose before the animation you wanna do as it's kind of like resting pose. and then we'll actually animate this guy out. So then the next stage for 60 frames, we're gonna come in and we're gonna rotate this one out. This can be a little bit tricky to rotate. You can see that just sort of goes a bit crazy. So what I found easier with this one was just to basically enter the rotation for this manually. So I don't know why it does kind of weird stuff there. Maybe also if we just have it locked to the Y rotation, that won't be so bad. I think actually we kinda wanna do this though, right? Cool. Okay, and then let's look at that animation now. It's probably gonna look a bit weird. It's actually not looking too bad. I thought that might look a bit odd when it was rotating out, but that's looking fine. And then the other thing about these is you can see that they're also bent because we have them conformed to the shape of the body. So to kind of fix that issue as we get to 50 frames or as we get to 60, this is where we want the wing to be completely straight. So let's kind of key frame that and get that actually looking good. So you can see here we straightened out that wing. So that's using these two bones and we'll just enter a key frame for that at 60. So you'll see that it will go from nice and bent to basically straightened out like this, which is cool. And then we can do the other one as well. So let's take this guy and we'll just bend him, oops, bend him straight, and then also straight for this guy. So select both of those, key frame those, and you'll see that now we have that wing stuff. So we wanna copy that animation of the wing coming out over to the other wing, so that we basically get the same movement on both sides. So to do that, what we can do here is we can just, Let's hide some of our bones. So we're just working now with the wings. And I'm just gonna select these wings on the left-hand side. And then we can just do the same thing. So copy and then on the right-hand side here, let's delete these keyframes and we'll just do a paste flip. And now you can see that we have that animation on both sides. So we've already kind of roughed out our first action, which is this guy of the wings opening. I think I wanna make a couple of tweaks just before we move on to our next action and sort of polishing things more. And so the first thing I wanna do actually is I want this guy at this frame to basically be rotated to be more in the middle, something like this. That's my current thinking. So I'm gonna do that, sort of rotate that up, just enter a keyframe, and then we can just copy this keyframe and we'll just paste, flipped. Actually, I think I need to try and do copy and then try and do paste flip. There we go, great. So now you can see, this is looking pretty good and the wings also rise up. Because the wings clip a little bit with the shell, I'm actually gonna refine the position of the shell as well. So let's hide that and we'll enable the shell as well. So let's go to maybe the end there. So sometimes you'll have this kind of scenario where you need to animate, you'll notice that the bone for the shell is animated at this point at frame 40, but we need to see the animation of it at frame 60 to adjust the shell so that we can adjust the clipping, right? So we can do that, just adjust it here at frame 60, so we get it into like a pretty good place. Just we'll key frame it at frame 60, delete the frame at frame 40, and then just drag it back to frame 40. So now you can see that that's in a good spot basically. And then we're just gonna need to copy this guy, so copy and then we'll paste on the other side as well. So delete this one, paste flipped. Now you can see we've got a pretty good basic animation which we've roughed out with the action. So that's looking pretty cool already. Great, and then the next step from there is to start bringing this into the overall sequence which is gonna be using the NLA editor. So to do that, we can just split up our NLA editor and we'll go to the non-linear animation. And so what you'll see is that we have, currently we have this animation class takeoff anim. So this is the action that we've just created, right? Where we have this guy opening up. And so this button here is basically gonna push this down the timeline in the NLA editor so we can click that and you'll see that now we have that animation in here right. So there's a couple of cool things you can do with the NLA editor which make this a useful thing to when you're combining together actions and combining together one big animation. So if we extend this and we'll just extend it to 300 frames so we've got enough area to play with you can actually shift D and duplicate this and you'll see that we can get the same animation again. So what will happen is that we can have this guy kind of play out and then this is basically just going to keep playing out. So essentially we'll repeat the animation. The other thing you can also do is you have a few controls here. So you can choose when the animation will start and end and then these controls here are for blending between different animations, how they add together. you can also play the animation in reverse. So that will play it backwards rather than going forwards. And you can also cycle. If you click this, it's going to essentially, if you have the same animation at the start and the end of the NLA track, it is going to essentially allow you to make a cycle animation. So it kind of is perfectly aligned the next time it kind of plays out. That makes sense. So that's something that you can also do there and then you can do other things as well So you can actually just repeat the animation like a bunch of times So we could repeat the animation say five times. So this is going to be really useful when we get to doing our Wing flight animation because we only want to just animate it to flap once and then just repeat that a bunch of times You could also speed up the animation So if you were to put this at times five or point five, sorry, that's gonna play it twice as fast So we couldn't actually use this guy to basically control the speed of our animations, which is really nice But we're gonna leave that at playback one and so for this all we want to do actually is just duplicate our animation and then just move it to The last frame and then just enable reverse. So what will happen is when it lands back, it's gonna close up, right? So that's the the basic first animation and then what we'll do next is move on to creating the other one So we're going to create the in-flight animation And then we'll also create the wing flapping and then we'll start to blend those together So that would be the next step. Okay, so now we've got our animation for the taking flight I want to create the next animations which is for the Wing flapping and then also for our actual flight itself. So the first thing I'm going to do here is I'm going to create a new action And we're going to call this let's do that here. So we'll call this animation class Wing flap So do the wing flap first. So this one we probably only going to want a small amount of frames Maybe like 10 frames or something So we'll start at maybe frame 60, which is when This one actually ends and then we'll finish at frame 70. So that should give us a Pretty short window just to play out that animation And so the first thing I want to do I'm going to turn off everything except the wing and so at frame 60 This is actually where we want to start with our keyframes, right? Because this is fold out from the previous area So we probably want to make sure that this is absolutely Looking how we want it to at the moment. There's a bit of a bend in this wing So I'm just going to jump back over into the take off one here. And so what I'm going to do is let's just get rid of our frames again. And I want to just make sure that this guy at frame 60 is rotated to be straight and we'll just keyframe that. This one I want to just refine a little bit to be more straight and we'll just update those keyframes. So now that should be looking good. I might need to copy these to the other side potentially. Let's just do that just to make make sure that we definitely have got all of those keys how we want those to be. Okay so copy and then on the other side Let's just put them here and Paste flipped Okay, great. So now I'm pretty confident that we have a good straight wing that I want in terms of that guy So we can just save and I'm just gonna Cancel that one and we'll change back our animation Frames again back to 60 and 70 and then we're gonna select the action here for the animation class and we're going to do wing flap. So the first thing we want to do is we'll just do it on the left wing and then we can mirror obviously to the right. So here I want to just insert the keyframes for all of the wings and then I'm going to create just to make this nice and easy I'm going to create this in the middle of here we're going to bring up the wing so like rotate it upwards and we'll just keyframe it. Actually, let me look at this. Yeah, keyframe it here. We can change the animation speed anyway if we need to. And then, yeah, we basically want, I think actually what we want to do is bring this up here and then I want another keyframe. We'll space these out a bit better in a minute. All the way to the bottom. So that's creating one one flap and then returning to the same point so it will repeat basically so you can see that when we play this out it kind of goes up and down right which is looking pretty good so that's our basic kind of wing flap animation we can refine this way more in in polish and everything but i just want to sort of get that basic animation working so you can just kind of see that if we want to as well so these ones we've got sort of 10 frames I'm just gonna space these out so that's three frames in then we have a space between four so maybe we should make this maybe nine frames long so that everything is a bit more even maybe something like that and that will kind of even everything out then this would sort of animation would end at frame 69 rather than frame 70 so you kind of see like something along those kind of lines right okay and then we also want to select all of our wings on the left hand side and we're just going to copy all of our wings all of our keyframes copy here and then we're going to just paste flipped this will give us an issue an error which is basically there's no keyframes to paste into so what you can do here is just press I to keyframe and then paste flipped and that will now give us that wing flap right. You can see we've got our wings flapping which is pretty cool. The next step for this particular one is just to push this back down in the animation here in the NLA editor. So let's just expand this a little bit we can have a look at this. And so we're going to want that animation to repeat until it gets to the next frame there. So let's just make this timeline back to say 300. And so for this we're going to push down the animation and we can create a new track for this as well. So this one we can actually bring. Actually yeah, so let's, should select the action here. Let's just do that. It should create a separate track for that when we when we push that down so I was just gonna see if I could actually get that to work. It seems to be pushing it down into this track just because it's um let's maybe do it okay yeah that's fine okay we can just push this into a into another track here um below it and then we can just do this right we can just move these between the different tracks that should be fine so for this one we're gonna want to call this just wing flap. I'm just going to rename my tracks a bit and then these are takeoff track. That's fine just to keep myself a bit organized and then we'll move this one down as well and then for here we're going to repeat this so we bring the end panel up and we can just repeat the animation so you just want to select a value and then what you'll see as well is that for the the wing flap maybe at 10 frames. Okay, so you can see that there's a weird kind of issue here at the moment where it doesn't seem to be playing out the animation for the wings. So they're starting kind of off here and then you're not seeing that animation of the wing play out, which is something you can see here. So what we need to do is we need to experiment with the different blending type. Okay, so I figured it out. So essentially what I needed to do here, so you can see now it's blending, is I needed to set the extrapolation from hold. So when it was holding, you'll see that we have this bar, it's orange bar, which basically means that it's extending the animation out kind of either side. So if you do hold forward, it's gonna hold that animation in place. It's not gonna change the animation. So once we get to the flapping area, just see that it kind of stops, right? So if we actually, let's repeat this a little bit less, I can kind of demonstrate my point here. So what happens is the animation plays as normal and then it flaps and then what you'll notice is it kind of just keeps it in place, which is what this is saying. The extrapolation is holding that animation in place forward. And so it was set to hold before and afterwards, which is why you see that the wings are just staying in the place that they are. So if we set this to nothing, then the animation will play of it opening up and then we'll get our wing flapping and then everything will close up. So you can see, obviously we don't have any flight yet, but you can see that we've got the basics of our animation. The wing flapping is a little slow. So if we want to increase that speed, we can come in here to the playback speed here and just do that. And then what you'll notice is now the wings will flap at a much faster rate, which is cool. And so one of the other tweaks I would do here in the NLA editor. And to zoom in on this, you just hold control and middle mouse wheel. It's a bit of a confusing control for that. Is I would just overlap this a little bit with the other animations. And then we can just repeat the amount of this until we get to another similar kind of area. So let's just do 45 for that. And then we can actually blend between the animations. So you'll see that we have kind of going straight to flapping and it doesn't really look very smooth between what happens there. So to kind of blend in and out of those animations, you can select this one and where we see if we come over into the options here, we have our blend in and blend out. So we can control this value and you can choose how many frames it's going to blend in through. So and then we can do the same kind of here. So we could choose say 12 frames to blend out. And then what you'll notice is now that blend will be a lot smoother. So that's something that you can also do just to interpolate between the animations a little bit easier. So now you can see that we have the wing flapping and everything is looking good. Okay, so so far now in the class we've managed to get our takeoff animation figured out and also our wing flapping. And we're getting a pretty good basis for our animation, our flight animation already, which is cool. So the next step now is to make the final part of this which is the animation or action that we're going to use to actually control The Beatles flight like where is it going to fly and how is it going to move and translate as it flies? So we're going to turn on the head and the body for those particular Areas and also the legs I think for this maybe we don't actually need the head for now Just maybe the body So the first thing we want to do is create another action. We're going to just hit new This one we're gonna do animation class again, and we're gonna call this flight So that's pretty cool. And the first thing we want to do so we're gonna take flight from 60 60 frames so if we go to 60 here and we can limit the animation again, so let's go from 60 frames and We'll just select I'm mostly interested in the body for now because when I move the body around You can see that I can kind of control the way he flies and his feet The IKs are not attached to the body bone. So what I'm most likely going to do here is animate the foot Controls so we'll move the IKs for the feet We'll animate these guys at the same time as the body. So essentially we can move this guy up But what's nice about that is we can use this to create some some sort of drag from the legs So it looks like the legs have been affected by gravity, right? So you can sort of see that there. That's that's a pretty nice like effect So that's something that we're going to be using our controls to do So first thing I want to do is just keyframe all of those controls. So we'll keyframe the body and the leg ik's So we'll just insert a keyframe for those and that's at just 60 frames at stationery And then maybe we'll go to around 80 frames. We can always change the timing of this obviously later But what I want to do next is kind of move the body up and just keyframe The body so we can get a feeling for like how that's gonna look right so he kind of just flies up and his legs Stay where they are there and then while he's in flight. Let's try and do the return as well So we'll go to kind of the frame where we expect him to basically land again, which is frame 240 And we'll just copy that keyframe and I'm going to limit the end of the animation again And we'll just paste that keyframe in there So now what's going to happen is he's going to fly up and then he's going to slowly Return back to where he is because we haven't keyframed Him to stay in the position at the top So we key frame him to stay in the position at the top again. We can do that By just think the difference here is around 20 frames. So I'm gonna just do the same thing kind of over Here so we have 240 will come back to maybe 220 and just paste those keys So what you'll see now is he'll kind of fly up. He'll stay in position where he is and then he's gonna land again, right? so that's How he's how it's currently? Sort of looking and then what I want to do while he's in the air is I want him to just kind of move around a little bit I don't want him to just be stationary in one spot when he's flying around I want him to just be moving a little so to do that. That's really easy It does come in two different points in the timeline and we'll just try and move him a little bit So let's move him somewhere over here to begin with and we'll put in a keyframe for that So now you'll see that he's gonna fly up and kind of move over to the left and Then we'll put another one. I'm just gonna get him to do a really basic kind of Circular Movement so he just flies around a little bit in this in a circle and the reason I want to do that and not change His position too much is because when I come to render Him I basically want him to be sort of in a similar kind of location, like in a similar spot, and we can sort of spread these keyframes out a little bit as well, just to alter the timing. So essentially I'm just looking at this stage, I just want him to kind of move around a little bit in a circle, and so the first bit you'll notice is he doesn't really move very much, so in the first little part of that when he's flying he just moves really slowly, and then he kind of speeds up in where he's kind of moving around and I quite like maybe something in the middle of both of those in terms of the amount of speed he has. So this stage we're just looking at the overall speed of his movement and his animation and everything. I'm not worrying about his legs, I'm just worrying about his body. The other thing as well is he's just moving at the moment and horizontally. We could definitely get a couple of these keyframes and you can use these buttons here to basically jump between the different key frames. So if you want to alter the position of a certain key, I use these guys to just basically jump there. And so we look at the kind of central part of this, and you can see kind of how much he's going to jump between the different areas. So he was originally kind of more centralized. And then when he jumps between these keys, he doesn't move all that much. So for this one, I'm going to pull it out a little bit and then and then just update the key frame by pressing I. And then this one I'm gonna move forward a little bit and press I as well to update. And then let's just play out that animation and see kind of how that's feeling. So yeah, he's kind of moving around. I think maybe I wanna sort of spread these ones out between keys a little bit more so it's a bit more smooth. Yeah, so that's not bad. Like that's given a pretty good kind of, he's flying around in a spot and then he's gonna land back. So yeah, so that's given us a pretty good basis. And now what I wanna do is I wanna push my animation down in here. So this is just a block out for now. We're essentially just trying to get everything in place. And then in the next part of the videos here, we'll look at polishing up some of these animations to get something a bit more final. So let's push this down here. that's our animation flight. And so we should see that at the moment, well the wings are working great even with this set to the hold because we don't actually animate the wings, right? So you'll see that they're gonna play together quite nicely already, which is great. And so now if we want to just preview our whole animation, let's go over to 300 and we'll just bring this back to the start. So now what we can do is we can just click this button here to hide all of the Overrides in the displays and then just basically play out our animation. So if we play that out, you should see that this is gonna fly up One thing you are noticing though is that in this area because of the hold the body now is not rotating up So what we want to do is actually set this to nothing on both of these So now you'll see that the body will rotate up everything will come in, will fly up in the air and then he'll sort of circle around and then he'll land again. So that's our animation blocked out and so now we have something that's looking pretty decent we can actually start to polish everything.",
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+ "text": " Hey everyone, so now we've covered how to actually use the action editor and to set up basic poses. I want to start actually blocking out my animation. So the first thing I just wanted to touch on was there's a free YouTube channel here called Alex On Story. This is a great YouTube channel about how different animations work and the different styles of animation. So I definitely would recommend checking these out. For somebody who's like a bit newer to animation, such as myself as well, I found these really helpful. So you can see that in this example, there's three different types of animation. You have pose to pose straight ahead and layered. And he covers like a more in-depth look at each of those workflows within these videos. It's like a series of videos that you can check out. And so just to briefly describe each one of them, pose to poses basically where you block out poses and then kind of blend between them. Straight ahead is working from the start of the animation to the end and making sure you get all the timings and everything correct. And then layered is more where you have a focus on one particular movement and then you add to that movement over time basically as like a layered approach. So I just wanted to briefly cover that. I think the workflow we're more likely to go with is straight ahead. For this particular example, I'm gonna start blocking out animations and everything for the flying animation from start to finish and then we'll sort of layer up different animations but yeah so straight ahead we'll be working from the start of the from the animation and getting the timings and everything correct and then from there we can obviously add extra flourishes and detail and polish to the animation so that's my current plan as far as animating is concerned. So here I just want to take a high level look at the animation that we're actually going to be covering and and sort of how that that can, how that's actually gonna look when we bring everything together here. So I'm just gonna make sure we extend our timeline here to the correct amount of frames. So in terms of the animation, this is just a preview of the animation basically playing out. You can see the B-tool is flying and then he lands back in the same place and then sort of the animation will cycle. So it sort of repeats, right? So that's the basic animation. And so I use a combination of actions here. So these individual animations here, these are individual actions. So we have the actual animation of the wings opening up. So that's one animation. Then the beetle itself is taking flight. So he's flying up and moving around and his legs are moving and everything. And then we also lay it on top of that. We have the actual wing flapping animation as well. So those are the basic actions that we're gonna create to create this animation. And then from there, as we get back to the last part of the animation, we basically play the wings opening up in reverse. So everything will then close back up again. So the wings come back in and then the animation can cycle. So it ends up being in the same place that it started once the animations have finished out there. So I just wanted to briefly show that. So we're gonna be working on those individual actions and defining that sort of look. So the first thing I want to do here as I start making my first action is I want to actually define the frame rate for the project. So when we first start out, if we click on this output here, we can see that we have a frame rate of 30 FPS. So you have a couple of options when it comes to the frames per second that you choose. I think the default here is 30 FPS. If you wanted to have a smooth animation, you could switch it to 60 FPS or sort of more traditional cinema style animation generally is at 24 FPS. So you can have some choice there in terms of how this stuff generally tends to look. For my animations, I actually have them as 30 FPS, but you can choose, that obviously has an impact on the way it looks. And it also has an input on the actual output and speed of the animation. So for example, if we rendered at 30 FPS, that's gonna be half the speed of, Um, as or a double the length of a 60 fps for example, right? So because you've got 60 frames per second or 30 frames per second So it can speed up the animation if you're looking at 60 versus when you're looking at 30 So something to keep in mind You can scale your animations really easily. So don't worry too much about selecting the right value here, but I'll just leave it at 30 fps And for the frame start and end we can adjust this but this is the basic total length of your animation So it's going to start at frame zero and finish at frame 290 and so if you're going to render out your animation you have to render out 290 frames for this animation so something to consider as well This for me when I rendered 290 frames at 30 FPS it was about nine seconds long the animation so just to give you an idea of that as well but you can obviously just do the total frames divided by 30 and that will give you the amount of seconds how long it would actually be the animation so that gives you an idea and indication on that side of things so the first step here is just getting an action actually figured out so we're over here in the action editor and as the kind of overall example showed the first thing I'm gonna want to do is basically have my beetle get ready for flight, right? And so I'm gonna look at the reference that I have here. This was the the reference that I had that I looked at before and I think this is really nice because it just shows a general feeling of how this beetle actually takes off and you'll notice like a couple of things I noticed when I looked at this and some of the things I put into the animation was that firstly he kind of moves around a bit like his legs are moving right so he's not stationary you know you can see that you look at some of his head bits and everything the certain movement to things the wings are moving that kind of stuff it's not he's never entirely stationary in a lot of places right and then what generally tends to happen before he takes flight is his body kind of raises up right so you can see this in fact let me screenshot this here so So you'll notice he was at an angle straight to the log here, and then what's happened now is his body is kind of arched up as he gets ready to fly. So a couple of things that you kind of can tell about that is his legs, his front legs are obviously very straight, they are obviously pushing him up in that direction. So you end up with this, the bottom of the body faces up towards the sky. So that's something that I noticed he does before he flies. So something I wanted to also think about building into the animation. And then just as he takes off, I'm not worried for this particular part of the animation, I'm not too worried about him actually flying and what's going to happen there, but you can see that before he goes into flight, his wings are going to open up. So the shell is coming almost like parallel to the body, so rotating out to the side, and then his wings will unfold. So that's the first kind of animation or action that I actually want to cover. And then we can start to think about the flight and the other parts of this. So yeah, so that's what I'm focusing on. And so to start with that, the first thing we're going to do is just some basic key framing here. So we have our object selected. We can jump into pose mode with control tab. And so then I can select the individual bones that we have here. So you can see that I have the body bones selected. I can move these around and everything. So the first thing I'm gonna wanna do is I want to key frame this body bone to create that look I was mentioning before about this. And just getting the timing right on this is the most important thing. So the first thing I'll do is I'll just press I to put a key frame in for the body. And so this is our action that we've created. So we'll just create this as we're gonna do for the class. So we'll do animation class. So we know what this one is. I've still got some of the other animations in there just in case I need to look at those as reference, but Yeah animation class and then this is going to be takeoff. So we'll just rename this so we know What's going on here? And then we also have these options here this one will just basically duplicate the action or we can Press the cross this isn't going to delete the action the action will always be there So if we just remove the action, you'll see that it goes away We can always Reselect that so we have our class animation and then the fake user is basically Just means that it will essentially if this isn't used in the scene in any way and it's not referenced Then when blender closes this will remove this animation and this Just prevents that so it's always a good idea just to click that little lock button there And that's essentially something just to safeguard your work. So cool So that's the first thing and then what I want to do I think for this animation I want to decide maybe this is going to be 60 frames long for this first takeoff animation. We can always Adjust this later as well if it's not long enough But when we hit the space bar, this is going to basically play out the animation and it will just cycle between That's starting in so that's pretty handy when it comes to figuring stuff out So maybe at around sort of 20 frames. I'm going to try I might actually go for 30 So I can move this up and then maybe rotate him so we get that angle And then we can press I to enter a keyframe and you can see that that's sort of arcing up, right? Which is pretty cool and then one of the other things That you can also do here is this little button down the bottom is an auto keyframe So if you enable this So if we enable this and then we move our keyframe frame, say to 15 as an example, and then we were to move this up higher. You'll see that it will automatically enter a key frame. So you can see that that's sort of giving us like quite an interesting look, but I just wanted to show and demonstrate that auto key there as well. I will often turn that off so I can manually enter keys where I want them and it doesn't just add lots of keys everywhere. So I prefer to just have a bit more control over it, but it's up to you how you want to to use that. So you can see here that the first thing we have in there is our him kind of arcing up, which is cool. And then the next thing I want to do is I also want to open up the shell and open up the wings. So he's going to just take this real simple kind of animation where he opens everything up. So after 30 frames, I might have a little bit of a delay. There we can put in our keyframes and just select both of these and key in the shell. and then we'll just rotate our shell into position here. And so within this, I want the shell to open up and I also want the wings to open up. So I'm gonna allow a bit of space here for those wings once I do the wings, but we'll just open this guy. And then this was actually kind of parallel to the body in the example. It kind of goes more along the lines of this, right? But I don't really want to do that. I want the shell to still feel like it makes sense and functions with the hard surface design. So I probably will just have him rotate a little bit there. So that should be pretty good. And you'll see that depending on the rotation as well that we have a little bit of space for this to actually, it kind of ends up clipping, right? So what we can also do to prevent that is maybe just move this guy a little bit. If he's locked, we can always just unlock him and just maybe move the shell. So it doesn't clip as much. That's something that we can experiment with there. And then, or ultimately, it doesn't really matter too much because you don't tend to see this detail because we're gonna be looking at the flying animation from a distance anyway. So a little bit of clipping in this is actually okay for me, but if you were worried about that, you can always just move that around a little bit as well. So then we'll just enter a key frame for this guy. And I tend to just do that in the 3D view. If you try to do it here in the graph editor, we'll bring up another menu. So it's a bit easier if you just do it here. And then for this one, we're gonna wanna copy that pose so we can right click and copy and then just paste, flipped. And then in this one now, we can insert the key frame for this. And if we find that we wanna change these later, Now it's not really a problem, we can rotate these out and then just update the key frame. So just press I and where it's shading yellow, this is nothing has changed and where it's orange, it's changed. So as we hit I, you'll see that it changes from orange to yellow. So that gives us like the first little basic part of our animation and you can see the shell opens up there and it's looking pretty good. So we're just blocking out basically this kind of start animation, right? So getting this takeoff animation and we're gonna polish and we're gonna refine as we go. And then the next thing I wanna do is I wanna open up the wings. So the first stage of opening up the wings here and I have also got these plates in here. So we can hide, let me just hide the plates cause these aren't relevant for this tutorial as much. So let's just get rid of those. So we're just looking at the wings in here. So the first thing we wanna do is we wanna unfold the wing so that the wing, well, we probably wanna rotate the wing out and then as a secondary movement, we'll have it unfold the rest of the wing. So we're looking at this particular area here of the wing. So we wanna kinda rotate him out like this. So let's look at that. So at sort of 40 frames, we'll select the wings. I'm gonna come over into my rig here and I'm just gonna select all of the wing bones and we'll just enter keyframes for these. So basically this means that those, that's like it's default state, right? They're not gonna change. And then as we move to frame 50, we can then keyframe the movement of this guy outwards. So it's always a good idea to put in a sort of pose before the animation you wanna do as it's kind of like resting pose. and then we'll actually animate this guy out. So then the next stage for 60 frames, we're gonna come in and we're gonna rotate this one out. This can be a little bit tricky to rotate. You can see that just sort of goes a bit crazy. So what I found easier with this one was just to basically enter the rotation for this manually. So I don't know why it does kind of weird stuff there. Maybe also if we just have it locked to the Y rotation, that won't be so bad. I think actually we kinda wanna do this though, right? Cool. Okay, and then let's look at that animation now. It's probably gonna look a bit weird. It's actually not looking too bad. I thought that might look a bit odd when it was rotating out, but that's looking fine. And then the other thing about these is you can see that they're also bent because we have them conformed to the shape of the body. So to kind of fix that issue as we get to 50 frames or as we get to 60, this is where we want the wing to be completely straight. So let's kind of key frame that and get that actually looking good. So you can see here we straightened out that wing. So that's using these two bones and we'll just enter a key frame for that at 60. So you'll see that it will go from nice and bent to basically straightened out like this, which is cool. And then we can do the other one as well. So let's take this guy and we'll just bend him, oops, bend him straight, and then also straight for this guy. So select both of those, key frame those, and you'll see that now we have that wing stuff. So we wanna copy that animation of the wing coming out over to the other wing, so that we basically get the same movement on both sides. So to do that, what we can do here is we can just, Let's hide some of our bones. So we're just working now with the wings. And I'm just gonna select these wings on the left-hand side. And then we can just do the same thing. So copy and then on the right-hand side here, let's delete these keyframes and we'll just do a paste flip. And now you can see that we have that animation on both sides. So we've already kind of roughed out our first action, which is this guy of the wings opening. I think I wanna make a couple of tweaks just before we move on to our next action and sort of polishing things more. And so the first thing I wanna do actually is I want this guy at this frame to basically be rotated to be more in the middle, something like this. That's my current thinking. So I'm gonna do that, sort of rotate that up, just enter a keyframe, and then we can just copy this keyframe and we'll just paste, flipped. Actually, I think I need to try and do copy and then try and do paste flip. There we go, great. So now you can see, this is looking pretty good and the wings also rise up. Because the wings clip a little bit with the shell, I'm actually gonna refine the position of the shell as well. So let's hide that and we'll enable the shell as well. So let's go to maybe the end there. So sometimes you'll have this kind of scenario where you need to animate, you'll notice that the bone for the shell is animated at this point at frame 40, but we need to see the animation of it at frame 60 to adjust the shell so that we can adjust the clipping, right? So we can do that, just adjust it here at frame 60, so we get it into like a pretty good place. Just we'll key frame it at frame 60, delete the frame at frame 40, and then just drag it back to frame 40. So now you can see that that's in a good spot basically. And then we're just gonna need to copy this guy, so copy and then we'll paste on the other side as well. So delete this one, paste flipped. Now you can see we've got a pretty good basic animation which we've roughed out with the action. So that's looking pretty cool already. Great, and then the next step from there is to start bringing this into the overall sequence which is gonna be using the NLA editor. So to do that, we can just split up our NLA editor and we'll go to the non-linear animation. And so what you'll see is that we have, currently we have this animation class takeoff anim. So this is the action that we've just created, right? Where we have this guy opening up. And so this button here is basically gonna push this down the timeline in the NLA editor so we can click that and you'll see that now we have that animation in here right. So there's a couple of cool things you can do with the NLA editor which make this a useful thing to when you're combining together actions and combining together one big animation. So if we extend this and we'll just extend it to 300 frames so we've got enough area to play with you can actually shift D and duplicate this and you'll see that we can get the same animation again. So what will happen is that we can have this guy kind of play out and then this is basically just going to keep playing out. So essentially we'll repeat the animation. The other thing you can also do is you have a few controls here. So you can choose when the animation will start and end and then these controls here are for blending between different animations, how they add together. you can also play the animation in reverse. So that will play it backwards rather than going forwards. And you can also cycle. If you click this, it's going to essentially, if you have the same animation at the start and the end of the NLA track, it is going to essentially allow you to make a cycle animation. So it kind of is perfectly aligned the next time it kind of plays out. That makes sense. So that's something that you can also do there and then you can do other things as well So you can actually just repeat the animation like a bunch of times So we could repeat the animation say five times. So this is going to be really useful when we get to doing our Wing flight animation because we only want to just animate it to flap once and then just repeat that a bunch of times You could also speed up the animation So if you were to put this at times five or point five, sorry, that's gonna play it twice as fast So we couldn't actually use this guy to basically control the speed of our animations, which is really nice But we're gonna leave that at playback one and so for this all we want to do actually is just duplicate our animation and then just move it to The last frame and then just enable reverse. So what will happen is when it lands back, it's gonna close up, right? So that's the the basic first animation and then what we'll do next is move on to creating the other one So we're going to create the in-flight animation And then we'll also create the wing flapping and then we'll start to blend those together So that would be the next step. Okay, so now we've got our animation for the taking flight I want to create the next animations which is for the Wing flapping and then also for our actual flight itself. So the first thing I'm going to do here is I'm going to create a new action And we're going to call this let's do that here. So we'll call this animation class Wing flap So do the wing flap first. So this one we probably only going to want a small amount of frames Maybe like 10 frames or something So we'll start at maybe frame 60, which is when This one actually ends and then we'll finish at frame 70. So that should give us a Pretty short window just to play out that animation And so the first thing I want to do I'm going to turn off everything except the wing and so at frame 60 This is actually where we want to start with our keyframes, right? Because this is fold out from the previous area So we probably want to make sure that this is absolutely Looking how we want it to at the moment. There's a bit of a bend in this wing So I'm just going to jump back over into the take off one here. And so what I'm going to do is let's just get rid of our frames again. And I want to just make sure that this guy at frame 60 is rotated to be straight and we'll just keyframe that. This one I want to just refine a little bit to be more straight and we'll just update those keyframes. So now that should be looking good. I might need to copy these to the other side potentially. Let's just do that just to make make sure that we definitely have got all of those keys how we want those to be. Okay so copy and then on the other side Let's just put them here and Paste flipped Okay, great. So now I'm pretty confident that we have a good straight wing that I want in terms of that guy So we can just save and I'm just gonna Cancel that one and we'll change back our animation Frames again back to 60 and 70 and then we're gonna select the action here for the animation class and we're going to do wing flap. So the first thing we want to do is we'll just do it on the left wing and then we can mirror obviously to the right. So here I want to just insert the keyframes for all of the wings and then I'm going to create just to make this nice and easy I'm going to create this in the middle of here we're going to bring up the wing so like rotate it upwards and we'll just keyframe it. Actually, let me look at this. Yeah, keyframe it here. We can change the animation speed anyway if we need to. And then, yeah, we basically want, I think actually what we want to do is bring this up here and then I want another keyframe. We'll space these out a bit better in a minute. All the way to the bottom. So that's creating one one flap and then returning to the same point so it will repeat basically so you can see that when we play this out it kind of goes up and down right which is looking pretty good so that's our basic kind of wing flap animation we can refine this way more in in polish and everything but i just want to sort of get that basic animation working so you can just kind of see that if we want to as well so these ones we've got sort of 10 frames I'm just gonna space these out so that's three frames in then we have a space between four so maybe we should make this maybe nine frames long so that everything is a bit more even maybe something like that and that will kind of even everything out then this would sort of animation would end at frame 69 rather than frame 70 so you kind of see like something along those kind of lines right okay and then we also want to select all of our wings on the left hand side and we're just going to copy all of our wings all of our keyframes copy here and then we're going to just paste flipped this will give us an issue an error which is basically there's no keyframes to paste into so what you can do here is just press I to keyframe and then paste flipped and that will now give us that wing flap right. You can see we've got our wings flapping which is pretty cool. The next step for this particular one is just to push this back down in the animation here in the NLA editor. So let's just expand this a little bit we can have a look at this. And so we're going to want that animation to repeat until it gets to the next frame there. So let's just make this timeline back to say 300. And so for this we're going to push down the animation and we can create a new track for this as well. So this one we can actually bring. Actually yeah, so let's, should select the action here. Let's just do that. It should create a separate track for that when we when we push that down so I was just gonna see if I could actually get that to work. It seems to be pushing it down into this track just because it's um let's maybe do it okay yeah that's fine okay we can just push this into a into another track here um below it and then we can just do this right we can just move these between the different tracks that should be fine so for this one we're gonna want to call this just wing flap. I'm just going to rename my tracks a bit and then these are takeoff track. That's fine just to keep myself a bit organized and then we'll move this one down as well and then for here we're going to repeat this so we bring the end panel up and we can just repeat the animation so you just want to select a value and then what you'll see as well is that for the the wing flap maybe at 10 frames. Okay, so you can see that there's a weird kind of issue here at the moment where it doesn't seem to be playing out the animation for the wings. So they're starting kind of off here and then you're not seeing that animation of the wing play out, which is something you can see here. So what we need to do is we need to experiment with the different blending type. Okay, so I figured it out. So essentially what I needed to do here, so you can see now it's blending, is I needed to set the extrapolation from hold. So when it was holding, you'll see that we have this bar, it's orange bar, which basically means that it's extending the animation out kind of either side. So if you do hold forward, it's gonna hold that animation in place. It's not gonna change the animation. So once we get to the flapping area, just see that it kind of stops, right? So if we actually, let's repeat this a little bit less, I can kind of demonstrate my point here. So what happens is the animation plays as normal and then it flaps and then what you'll notice is it kind of just keeps it in place, which is what this is saying. The extrapolation is holding that animation in place forward. And so it was set to hold before and afterwards, which is why you see that the wings are just staying in the place that they are. So if we set this to nothing, then the animation will play of it opening up and then we'll get our wing flapping and then everything will close up. So you can see, obviously we don't have any flight yet, but you can see that we've got the basics of our animation. The wing flapping is a little slow. So if we want to increase that speed, we can come in here to the playback speed here and just do that. And then what you'll notice is now the wings will flap at a much faster rate, which is cool. And so one of the other tweaks I would do here in the NLA editor. And to zoom in on this, you just hold control and middle mouse wheel. It's a bit of a confusing control for that. Is I would just overlap this a little bit with the other animations. And then we can just repeat the amount of this until we get to another similar kind of area. So let's just do 45 for that. And then we can actually blend between the animations. So you'll see that we have kind of going straight to flapping and it doesn't really look very smooth between what happens there. So to kind of blend in and out of those animations, you can select this one and where we see if we come over into the options here, we have our blend in and blend out. So we can control this value and you can choose how many frames it's going to blend in through. So and then we can do the same kind of here. So we could choose say 12 frames to blend out. And then what you'll notice is now that blend will be a lot smoother. So that's something that you can also do just to interpolate between the animations a little bit easier. So now you can see that we have the wing flapping and everything is looking good. Okay, so so far now in the class we've managed to get our takeoff animation figured out and also our wing flapping. And we're getting a pretty good basis for our animation, our flight animation already, which is cool. So the next step now is to make the final part of this which is the animation or action that we're going to use to actually control The Beatles flight like where is it going to fly and how is it going to move and translate as it flies? So we're going to turn on the head and the body for those particular Areas and also the legs I think for this maybe we don't actually need the head for now Just maybe the body So the first thing we want to do is create another action. We're going to just hit new This one we're gonna do animation class again, and we're gonna call this flight So that's pretty cool. And the first thing we want to do so we're gonna take flight from 60 60 frames so if we go to 60 here and we can limit the animation again, so let's go from 60 frames and We'll just select I'm mostly interested in the body for now because when I move the body around You can see that I can kind of control the way he flies and his feet The IKs are not attached to the body bone. So what I'm most likely going to do here is animate the foot Controls so we'll move the IKs for the feet We'll animate these guys at the same time as the body. So essentially we can move this guy up But what's nice about that is we can use this to create some some sort of drag from the legs So it looks like the legs have been affected by gravity, right? So you can sort of see that there. That's that's a pretty nice like effect So that's something that we're going to be using our controls to do So first thing I want to do is just keyframe all of those controls. So we'll keyframe the body and the leg ik's So we'll just insert a keyframe for those and that's at just 60 frames at stationery And then maybe we'll go to around 80 frames. We can always change the timing of this obviously later But what I want to do next is kind of move the body up and just keyframe The body so we can get a feeling for like how that's gonna look right so he kind of just flies up and his legs Stay where they are there and then while he's in flight. Let's try and do the return as well So we'll go to kind of the frame where we expect him to basically land again, which is frame 240 And we'll just copy that keyframe and I'm going to limit the end of the animation again And we'll just paste that keyframe in there So now what's going to happen is he's going to fly up and then he's going to slowly Return back to where he is because we haven't keyframed Him to stay in the position at the top So we key frame him to stay in the position at the top again. We can do that By just think the difference here is around 20 frames. So I'm gonna just do the same thing kind of over Here so we have 240 will come back to maybe 220 and just paste those keys So what you'll see now is he'll kind of fly up. He'll stay in position where he is and then he's gonna land again, right? so that's How he's how it's currently? Sort of looking and then what I want to do while he's in the air is I want him to just kind of move around a little bit I don't want him to just be stationary in one spot when he's flying around I want him to just be moving a little so to do that. That's really easy It does come in two different points in the timeline and we'll just try and move him a little bit So let's move him somewhere over here to begin with and we'll put in a keyframe for that So now you'll see that he's gonna fly up and kind of move over to the left and Then we'll put another one. I'm just gonna get him to do a really basic kind of Circular Movement so he just flies around a little bit in this in a circle and the reason I want to do that and not change His position too much is because when I come to render Him I basically want him to be sort of in a similar kind of location, like in a similar spot, and we can sort of spread these keyframes out a little bit as well, just to alter the timing. So essentially I'm just looking at this stage, I just want him to kind of move around a little bit in a circle, and so the first bit you'll notice is he doesn't really move very much, so in the first little part of that when he's flying he just moves really slowly, and then he kind of speeds up in where he's kind of moving around and I quite like maybe something in the middle of both of those in terms of the amount of speed he has. So this stage we're just looking at the overall speed of his movement and his animation and everything. I'm not worrying about his legs, I'm just worrying about his body. The other thing as well is he's just moving at the moment and horizontally. We could definitely get a couple of these keyframes and you can use these buttons here to basically jump between the different key frames. So if you want to alter the position of a certain key, I use these guys to just basically jump there. And so we look at the kind of central part of this, and you can see kind of how much he's going to jump between the different areas. So he was originally kind of more centralized. And then when he jumps between these keys, he doesn't move all that much. So for this one, I'm going to pull it out a little bit and then and then just update the key frame by pressing I. And then this one I'm gonna move forward a little bit and press I as well to update. And then let's just play out that animation and see kind of how that's feeling. So yeah, he's kind of moving around. I think maybe I wanna sort of spread these ones out between keys a little bit more so it's a bit more smooth. Yeah, so that's not bad. Like that's given a pretty good kind of, he's flying around in a spot and then he's gonna land back. So yeah, so that's given us a pretty good basis. And now what I wanna do is I wanna push my animation down in here. So this is just a block out for now. We're essentially just trying to get everything in place. And then in the next part of the videos here, we'll look at polishing up some of these animations to get something a bit more final. So let's push this down here. that's our animation flight. And so we should see that at the moment, well the wings are working great even with this set to the hold because we don't actually animate the wings, right? So you'll see that they're gonna play together quite nicely already, which is great. And so now if we want to just preview our whole animation, let's go over to 300 and we'll just bring this back to the start. So now what we can do is we can just click this button here to hide all of the Overrides in the displays and then just basically play out our animation. So if we play that out, you should see that this is gonna fly up One thing you are noticing though is that in this area because of the hold the body now is not rotating up So what we want to do is actually set this to nothing on both of these So now you'll see that the body will rotate up everything will come in, will fly up in the air and then he'll sort of circle around and then he'll land again. So that's our animation blocked out and so now we have something that's looking pretty decent we can actually start to polish everything."
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