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Add transcription for: Motion Beast 2 Lesson 11 Part 2.wav

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+ "text": " The second part of the lesson is animation. In this case, we need to recreate the cycle of a 2D animation that was added to the background of the front view. So let's start with these rectangles. We should make them roll, but at the same time, they shouldn't move forward. There are several ways for animating objects rolling. The first method is to use the rollit plugin. It's free of charge. You can find a link to it in the lessons description. After installing it in the list of tags, you will see the tag of this plugin. I apply it to rectangle 1. Now when we move the object by the x-axis it will roll. But as you can see now it looks quite weird. As if it's sliding. To ensure that it works better, we need to add the floor. Create a plane, configure its size, and add this object to the plugins tag. Now it rolls as expected. Let's try to animate it. I create the keys on the X parameter. To ensure that the object is in the center of our attention, in this case we need to animate the camera. we won't manage to preserve its position. For example, I grouped this object and animated it by the x-axis in the opposite side, so that it stays at the same place. As you see, something went wrong. That's why I abandoned the idea of using this plugin for this task. It's inappropriate for this animation. The second method is to use the node operators. To add it, go to asset browser. In the search field, enter transform elements. drop it into the rectangle object, this node deformer enables you to additionally transform the object. In the given case, we'll use the parameter transform rotation. The second node transformer we'll need is geometry axis. Added to the object called rectangle 1, the object is automatically placed in the origin of coordinates, we need to move it upwards. That's why go to the Inputs tab and set the slider of the Y-axis to 100%. You can now close the Asset Browser. Now by changing rotation, you will create the effect of the object rolling in one place. It's exactly what we need. But this method has some disadvantages as well. I create the keys for animation to demonstrate it to you. I need the cylinder object to move simultaneously with the rectangle object. I assume that the first thing you will do is drag and drop the cylinder into this object. But unfortunately, it doesn't work like that. As you see, we didn't achieve the expected result. Node deformers influence every object separately. We can't link to it. In this case, we need to animate the cylinder manually. That's why this method is not appropriate for us either. What is more is if you have an older version of Cinema 4D, you won't have these node deformers. We can animate the cube manually. To do this you need to set axis to the corner and animate the rotation around the axis. Then move the axis and animate the rotation again. This process takes too much time and is hard to control. So we need to automate it somehow. We'll do it using Express. This method is quite old but it's most suitable for our task. Also we need to create several null objects. Press Ctrl G and name it rotation null. We need to place it at the edge. Thus, click enable access, modification, hold shift to turn on the Quantize mode and move the axis to the corner. I create one more null, it will be Position. Now create an express tag. We move position null into it. We only need the x parameter in the coordinates tab. Move it to the red area to ensure that it's added to the node. Add an expression to the rotation of the null object. In this node, we need to add the rotation along the B-axis and movement along the X-axis. Now using the search, find the node range mapping. I name it rotation. Let's configure it. In the Output Range select Degree. In the Input Upper parameter set the width of the cube. It's 170. Set Output Upper to 90 degrees. Link the nodes. Now when I move the x-axis we see that the object is sort of rotating. But we haven't finished yet, thus it doesn't function as it should. Change the height range mapper and name it position. In the output range parameter, select user defined. In the output lower and output upper parameters, set the values 85 and minus 85 correspondingly. It's half of the cube's length. I connect the node. Now when I move the x-axis, the cube rolls, but it falls down. That's why in Range Mapper we need to select the Modulo checkbox. Excellent. The cube rolls perfectly. Now we need to compensate the movement of the cube to ensure that it stays in place all the time. I group this object and rename it. I add an express tag to it. We move this object in the tag and add the X parameter to the node's input. Add position null and to the node's output add the X parameter. the negate node and connect it. Now when we change the X parameter of the null position, the cube will rotate. At the same time, it will stay in one place. Excellent. It's exactly what we need. We can easily control this animation, because only one parameter is animated. In In order to avoid repeating the very same procedure, I copy this object, rename it, and adjust its position. Now we can place the cylinder object in rectangle 1 and they will rotate together. Cool, let's animate these objects. But before that, let's configure the project a bit. Call the project settings menu. To do this, go to edit or click the hotkeys control D. I set FPS to 30, and compositions duration should be 30 frames. That is one second. This will be enough for a loop. Now in rectangles, I select position null, and in the X parameter, create the animation key. The timeline slider should be in the zero frame. Switch to the 30th frame and set the value 170 to ensure that the object rotates by 90 degrees. Create an animation key. Switch to the 15th frame and create an animation key with the value 85. We needed to ensure the correct easing in the animation. In this moment, there will be a tiny slowdown. To ensure that the keys are set automatically when we change the value of any of the parameters, we need to enable automatic keyframes. Click this button. Open the timeline with the keys and the graphs. Hover on the selected objects. Right click the mouse and select Show Tracks to open the animation keys. And select Show F Curves to open the animation graphs. You can switch between them using these buttons. I select all keys and apply Easy Ease by clicking this button. Now I select the edges of the keys and decrease them to the minimum. to that the animation will be more rapid. Now to highlight the pause in the middle of the rotation, I select the middle key and holding Ctrl pressed I increase the ends. Pressing Ctrl captures them so that they don't move vertically. The animation looks quite good, but it's rather slow. Select the animation keys and speed it up to 15 frames. Now to avoid creating new ones at a cycle. When selecting objects in the Timeline section, in Attributes Manager, a Track section appears. In the Parameters before and after, set Repeat. When you switch to the F Curves mode, you see that the graph is copied an endless number of times. If you set 1 in Repeat, the animation will be repeated only once. That's why we can preserve the default value. I continue configuring the graph. I reduce the ends of the middle key to shorten the pause. To watch the animation you can disable the auxiliary elements in the viewport, go to the filter parameters and select geometry only. Now you see only the geometry in the viewport, nothing unnecessary is displayed. I set offset to one frame. In this way the animation will look better. I experiment with the graphs a bit more. Excellent. Let's keep it like this. Now let's animate the next element. I disable the geometry only mode. We need to move the circle object. But before that, we need to place some other elements in it to ensure that they move together. Move Sphere 1. Place the pyramid in it. Now, when we rotate Sphere 1, the pyramid will follow its moves. And all other elements in the pyramid will move like that too. Now, to ensure that everything functions correctly, we need to set the object's axis in their bottom parts. Enable the Edit Axis mode, move it. Repeat the same for the sphere and the pyramid. We need to ensure the balance. You can achieve it quite easily. Select all three objects, circle, sphere 1, and pyramid. Animate the rotation parameters by the B axis. In the zero frame set the value to 10, set the animation key. To display the keys on the timeline, Right mouse click on the animated parameter, go to animation and select show track. Please note that the objects won't appear on the timeline if they contain no animation keys. Switch to the 30th frame, create the animation keys without changing any parameters. In a 15th frame set the value to 10. I select the objects and apply Repeat. Now configure the offsets. I move the animation keys belonging to the sphere and the pyramid forward by several times. Let's see what we got. I'll keep it like this. It looks awesome. I add some more rotations to the circle object. In the zero frame, I set the value and create the keys. Let's set minus 5 and 5. the last frame, and in the 15th frame, I set the opposite values, 5 and minus 5. Apply repeats and make the offsets. Now we need to make the up and down movement for the circle object so that it follows the rectangle's elements. Animate the Y parameter. In the zero frame, I create an animation key. Next repeat the same, create it in the 15th and 30th frames, because in these frames the the rectangles are on the floor. Switch approximately to the middle between the 15th and the 30th frames. Move the circle object slightly upwards and copy the value and paste it in the seventh and eighth frames. Holding Ctrl pressed, drag and drop the key in the necessary place. Let's watch what we got. We need to configure the animation graphs. The object should fall quickly and freeze in the topmost point. That's why I adjust the lower points on the graph like this. I make the upper parts wider, repeat and try to make an offset. Offset doesn't look that good. Specifically, the animation too rapid at the moment of falling. Let's smooth the graph in the bottom points. We can add offset to one frame. Excellent. Let's keep it like this. Let's animate the spheres. Let's start with the smile. It will nod. the necessary parameter, we need this axis. In the zero frame, create a frame. Now add the spheres to the timeline. With control pressed, I copy the key and insert it in the 30th and 15th frames. Approximately in the 7th or 8th frame, I changed the rotation, and I copy this key to the 21st frame. We need to intensify the animation. That's why I changed the rotation to minus 10 in the first 15th and 30th frames. Let's have a look at the result. Yes, excellent. I like it. Let's keep it like this. Now let's animate the spheres in the pyramid. them in the Object Manager, slightly change their positions so that they don't overlap in the animation. Now I select all three objects and set the keys on the position parameters. Add them to the timeline, right mouse click, show f curves, I switch to the keys display mode and copy them in the first frame and paste them into the 30th frame. I go back to the 15th frame and randomly change the position of the spheres. It's a quite simple process, so that's why I speed up this part. Now, let's add repeats and apply offsets. I have noticed that one sphere overlaps with the pyramid, so adjust its position. Excellent. Now we proceed with the animation of the spheres inside the circle object. They're going to jump away from the walls. I will ensure that the jump away is even with the linear speed of 5 frames. I select a sphere, create the animation keys on the position parameters, open it on the timeline, you can immediately copy the keys from the zero frame to the 30th frame. Now after every 5 frames, I move the sphere to imitate that it's jumping away. So I revert the action because we need to slightly move the objects so that they don't overlap in the animation. Excellent. Now let's get back to the sphere. Set the animation keys. As I have previously mentioned, I will set the new keys every 5 frames to imitate that the sphere is jumping away. You can use the reference for guidance, but it isn't that necessary in this case. Now, I select the keys and apply Linear to ensure that the objects move by linear trajectories and have easing. Now I slightly adjust the sphere, so it slightly touches the circle object. you Next, we need to make the stretching of the sphere object. To do this, I will use the deformer, squash and stretch. Create the deformer and add it to the sphere. For stretching, we'll use the parameter factor. But as you can see, now it doesn't work correctly. We need to zero the deformer's position. To do this, go to the coordinates tab. In the rotation parameters, set zero to ensure that the deformer moves to the sphere's center. Next, we need to configure the deformer. We should set the value for top and bottom based on the sphere's size. The sphere's radius is 9 centimeters. That's why we set 9 in the top parameter and minus 9 in the bottom. Now when you change the value of the factor parameter, the stretching is performed correctly. To ensure that there is no rounding of the object's edges in the curvature parameter set 0. Now the sphere is stretched in the way we need it to be. One more point. Now when the sphere is stretched, the object becomes too thin. To make it bigger, you need to increase the sphere's radius. For example, to 15 centimeters. At the same time, the deformer is in range from 9 to minus 9. That's why we get such a bug. To prevent this issue, we should set the values higher here. I know that the sphere will be increased maximum to 15 centimeters. That's why I set these values in top and bottom. I revert the sphere's size to the original size, move the timeline slider to the zero frame and create a key on the radius parameter, switch to the deformer, set the initial value of the factor parameter and create an animation key. As you see, the squeezing isn't on the movement of the objects. We need to animate the sphere's rotation parameter. Rotate the object in the direction of its movement, set the animation key, capture this position. Next, move on by one frame. At this moment, we can start making the stretching of the object. I select the deformer, and in the factor parameter, I set the value 300%. Now I want to enlarge the object, so I go to Sphere and set the radius to 15 cm. After that, move by several frames forward to the moment when we need to remove the spheres squeezing. Capture the parameters of the sphere's size, rotation, stretching in the keyframes. In this frame, we set everything back to the standard sizes. Repeat the sphere in the movement direction. Go to the next frame and repeat the same to ensure the stretching. We can preserve the radius, rotation, and stretching of the object until the next moment of rotation. Move back and make the stretching. Put the keys on the factor parameter and increase the spheres diameter. Further, I will repeat the same actions. That's why I speed up the video here. you you you So, the first sphere is ready, let's have a look at the result. I select the keys of the position to check the animation graphs. They must be linear. Make sure that they are. Now let's move on to the next sphere. In the zero frame, create the keys on the position parameter, add the sphere to the timeline, Now again create some random jumps of the objects every 5 frames. Select all keys and apply links to the key. Select all keys and apply Linear to ensure linear graphs. I also create the animation keys on rotation parameters and radius. After that, add the deformer squash and stretch. Zero its position to ensure that it's in the center of the sphere and configure it. I set the parameters top and bottom with excessive 20 cm. I turn the sphere in the necessary direction. Next we repeat the same that we did with the previous sphere. Change the rotation of the object, make the stretching when the object jumps away and remove the stretching when the object touches the wall. That's why I speed up this part of the video. you you you you you you you you All three spheres are ready. Let's have a look at the result. It looks quite good. Let's add offsets to make the animation even better. To begin with, I select all three objects and add them to the timeline. Now I apply a repeat to them. Let's make the offsets. I committed a mistake somewhere and didn't save the rotation. That's why when I move the key, the object is not turned in the movement direction. Let's deal with the animation keys. We need to save the rotation of the objects in the last frame of its animation. Also, let's configure the same for the second sphere. Now let's watch. The result is awesome, I like it. Now let's proceed with animating. We need to animate the sphere at the top. Firstly, let's make its basic movement, that is, when it jumps away from the pyramid, after that we'll polish the animation and add the stretching using the deformer Squash and Stretch. I select the object, move it to the tip of the pyramid, in the zero frame I set the animation keys on the transform parameter. Now I switch to the fifth frame and move the object upwards. Ah, I have forgotten to add the sphere to the timeline. After that, in the fifteenth frame, the object should hit the pyramid again and in the seventh frame it should be at the top. top. Fly over the pyramid. Then in the 20th frame, it should be at the top again. I paste the keys from the 0 frame in the 30th frame, so we get such a jump. Of course, we still need to improve it. Now I slightly edit the position of the sphere in each key. Move to the graph configuring mode. We are interested in the upper green graph. I make the arch more rounded. You should get such a graph, similar to mine. Excellent. Excellent. Now let's add deformer, squash, and stretch. Move it in the sphere. Zero its position to ensure that it's in the center of the sphere. Set the parameters top and bottom. Set curvature to 0%. Create an animation key on the factor parameter. When the sphere touches the pyramid, it will be slightly squashed. I set factor to 80%. I set the animation key on the zero frame. Also, we need to add the deformer to the timeline to see the animation keys. Move on by one frame and make the stretching for the sphere. I set factor to 120%. Next at the moment when the sphere freezes at the top, set it back to its initial shape. I set factor to 100%. Next, right before the sphere touches the pyramid, I make the stretching of the object to emphasize its falling speed. I set factor to 140%. At the moment when the sphere touches it, squash the sphere. Okay, let's get back to the moment of jumping away. Here I also set the factor to 140% to intensify the stretching effect. To ensure that the shape doesn't change so rapidly, I move the keys of stretching by one frame forward and backwards. Now select them and copy them for other parts of the animation, because it repeats. Excellent. It looks quite good. Now finalize the animation, ensure a small inclination to the side of the sphere's movement direction. I slightly turn it to ensure that it rotates exactly following the movement trajectory. And now animate the rotation at the B axis. Save the initial position in the zero frame, set the animation key, rotate the object by several degrees. Next at the moment of freezing, bring it back to the initial position and at the moment of falling, rotate it once again. Copy the keys for further animation. I have forgotten that here I need to set the opposite value for rotation. So let's set the rotation parameter. So let's have a look at the final result. I'm quite satisfied. So let's move on to the next stage. Dev and Render.",
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+ "text": " The second part of the lesson is animation. In this case, we need to recreate the cycle of a 2D animation that was added to the background of the front view. So let's start with these rectangles. We should make them roll, but at the same time, they shouldn't move forward. There are several ways for animating objects rolling. The first method is to use the rollit plugin. It's free of charge. You can find a link to it in the lessons description. After installing it in the list of tags, you will see the tag of this plugin. I apply it to rectangle 1. Now when we move the object by the x-axis it will roll. But as you can see now it looks quite weird. As if it's sliding. To ensure that it works better, we need to add the floor. Create a plane, configure its size, and add this object to the plugins tag. Now it rolls as expected. Let's try to animate it. I create the keys on the X parameter. To ensure that the object is in the center of our attention, in this case we need to animate the camera. we won't manage to preserve its position. For example, I grouped this object and animated it by the x-axis in the opposite side, so that it stays at the same place. As you see, something went wrong. That's why I abandoned the idea of using this plugin for this task. It's inappropriate for this animation. The second method is to use the node operators. To add it, go to asset browser. In the search field, enter transform elements. drop it into the rectangle object, this node deformer enables you to additionally transform the object. In the given case, we'll use the parameter transform rotation. The second node transformer we'll need is geometry axis. Added to the object called rectangle 1, the object is automatically placed in the origin of coordinates, we need to move it upwards. That's why go to the Inputs tab and set the slider of the Y-axis to 100%. You can now close the Asset Browser. Now by changing rotation, you will create the effect of the object rolling in one place. It's exactly what we need. But this method has some disadvantages as well. I create the keys for animation to demonstrate it to you. I need the cylinder object to move simultaneously with the rectangle object. I assume that the first thing you will do is drag and drop the cylinder into this object. But unfortunately, it doesn't work like that. As you see, we didn't achieve the expected result. Node deformers influence every object separately. We can't link to it. In this case, we need to animate the cylinder manually. That's why this method is not appropriate for us either. What is more is if you have an older version of Cinema 4D, you won't have these node deformers. We can animate the cube manually. To do this you need to set axis to the corner and animate the rotation around the axis. Then move the axis and animate the rotation again. This process takes too much time and is hard to control. So we need to automate it somehow. We'll do it using Express. This method is quite old but it's most suitable for our task. Also we need to create several null objects. Press Ctrl G and name it rotation null. We need to place it at the edge. Thus, click enable access, modification, hold shift to turn on the Quantize mode and move the axis to the corner. I create one more null, it will be Position. Now create an express tag. We move position null into it. We only need the x parameter in the coordinates tab. Move it to the red area to ensure that it's added to the node. Add an expression to the rotation of the null object. In this node, we need to add the rotation along the B-axis and movement along the X-axis. Now using the search, find the node range mapping. I name it rotation. Let's configure it. In the Output Range select Degree. In the Input Upper parameter set the width of the cube. It's 170. Set Output Upper to 90 degrees. Link the nodes. Now when I move the x-axis we see that the object is sort of rotating. But we haven't finished yet, thus it doesn't function as it should. Change the height range mapper and name it position. In the output range parameter, select user defined. In the output lower and output upper parameters, set the values 85 and minus 85 correspondingly. It's half of the cube's length. I connect the node. Now when I move the x-axis, the cube rolls, but it falls down. That's why in Range Mapper we need to select the Modulo checkbox. Excellent. The cube rolls perfectly. Now we need to compensate the movement of the cube to ensure that it stays in place all the time. I group this object and rename it. I add an express tag to it. We move this object in the tag and add the X parameter to the node's input. Add position null and to the node's output add the X parameter. the negate node and connect it. Now when we change the X parameter of the null position, the cube will rotate. At the same time, it will stay in one place. Excellent. It's exactly what we need. We can easily control this animation, because only one parameter is animated. In In order to avoid repeating the very same procedure, I copy this object, rename it, and adjust its position. Now we can place the cylinder object in rectangle 1 and they will rotate together. Cool, let's animate these objects. But before that, let's configure the project a bit. Call the project settings menu. To do this, go to edit or click the hotkeys control D. I set FPS to 30, and compositions duration should be 30 frames. That is one second. This will be enough for a loop. Now in rectangles, I select position null, and in the X parameter, create the animation key. The timeline slider should be in the zero frame. Switch to the 30th frame and set the value 170 to ensure that the object rotates by 90 degrees. Create an animation key. Switch to the 15th frame and create an animation key with the value 85. We needed to ensure the correct easing in the animation. In this moment, there will be a tiny slowdown. To ensure that the keys are set automatically when we change the value of any of the parameters, we need to enable automatic keyframes. Click this button. Open the timeline with the keys and the graphs. Hover on the selected objects. Right click the mouse and select Show Tracks to open the animation keys. And select Show F Curves to open the animation graphs. You can switch between them using these buttons. I select all keys and apply Easy Ease by clicking this button. Now I select the edges of the keys and decrease them to the minimum. to that the animation will be more rapid. Now to highlight the pause in the middle of the rotation, I select the middle key and holding Ctrl pressed I increase the ends. Pressing Ctrl captures them so that they don't move vertically. The animation looks quite good, but it's rather slow. Select the animation keys and speed it up to 15 frames. Now to avoid creating new ones at a cycle. When selecting objects in the Timeline section, in Attributes Manager, a Track section appears. In the Parameters before and after, set Repeat. When you switch to the F Curves mode, you see that the graph is copied an endless number of times. If you set 1 in Repeat, the animation will be repeated only once. That's why we can preserve the default value. I continue configuring the graph. I reduce the ends of the middle key to shorten the pause. To watch the animation you can disable the auxiliary elements in the viewport, go to the filter parameters and select geometry only. Now you see only the geometry in the viewport, nothing unnecessary is displayed. I set offset to one frame. In this way the animation will look better. I experiment with the graphs a bit more. Excellent. Let's keep it like this. Now let's animate the next element. I disable the geometry only mode. We need to move the circle object. But before that, we need to place some other elements in it to ensure that they move together. Move Sphere 1. Place the pyramid in it. Now, when we rotate Sphere 1, the pyramid will follow its moves. And all other elements in the pyramid will move like that too. Now, to ensure that everything functions correctly, we need to set the object's axis in their bottom parts. Enable the Edit Axis mode, move it. Repeat the same for the sphere and the pyramid. We need to ensure the balance. You can achieve it quite easily. Select all three objects, circle, sphere 1, and pyramid. Animate the rotation parameters by the B axis. In the zero frame set the value to 10, set the animation key. To display the keys on the timeline, Right mouse click on the animated parameter, go to animation and select show track. Please note that the objects won't appear on the timeline if they contain no animation keys. Switch to the 30th frame, create the animation keys without changing any parameters. In a 15th frame set the value to 10. I select the objects and apply Repeat. Now configure the offsets. I move the animation keys belonging to the sphere and the pyramid forward by several times. Let's see what we got. I'll keep it like this. It looks awesome. I add some more rotations to the circle object. In the zero frame, I set the value and create the keys. Let's set minus 5 and 5. the last frame, and in the 15th frame, I set the opposite values, 5 and minus 5. Apply repeats and make the offsets. Now we need to make the up and down movement for the circle object so that it follows the rectangle's elements. Animate the Y parameter. In the zero frame, I create an animation key. Next repeat the same, create it in the 15th and 30th frames, because in these frames the the rectangles are on the floor. Switch approximately to the middle between the 15th and the 30th frames. Move the circle object slightly upwards and copy the value and paste it in the seventh and eighth frames. Holding Ctrl pressed, drag and drop the key in the necessary place. Let's watch what we got. We need to configure the animation graphs. The object should fall quickly and freeze in the topmost point. That's why I adjust the lower points on the graph like this. I make the upper parts wider, repeat and try to make an offset. Offset doesn't look that good. Specifically, the animation too rapid at the moment of falling. Let's smooth the graph in the bottom points. We can add offset to one frame. Excellent. Let's keep it like this. Let's animate the spheres. Let's start with the smile. It will nod. the necessary parameter, we need this axis. In the zero frame, create a frame. Now add the spheres to the timeline. With control pressed, I copy the key and insert it in the 30th and 15th frames. Approximately in the 7th or 8th frame, I changed the rotation, and I copy this key to the 21st frame. We need to intensify the animation. That's why I changed the rotation to minus 10 in the first 15th and 30th frames. Let's have a look at the result. Yes, excellent. I like it. Let's keep it like this. Now let's animate the spheres in the pyramid. them in the Object Manager, slightly change their positions so that they don't overlap in the animation. Now I select all three objects and set the keys on the position parameters. Add them to the timeline, right mouse click, show f curves, I switch to the keys display mode and copy them in the first frame and paste them into the 30th frame. I go back to the 15th frame and randomly change the position of the spheres. It's a quite simple process, so that's why I speed up this part. Now, let's add repeats and apply offsets. I have noticed that one sphere overlaps with the pyramid, so adjust its position. Excellent. Now we proceed with the animation of the spheres inside the circle object. They're going to jump away from the walls. I will ensure that the jump away is even with the linear speed of 5 frames. I select a sphere, create the animation keys on the position parameters, open it on the timeline, you can immediately copy the keys from the zero frame to the 30th frame. Now after every 5 frames, I move the sphere to imitate that it's jumping away. So I revert the action because we need to slightly move the objects so that they don't overlap in the animation. Excellent. Now let's get back to the sphere. Set the animation keys. As I have previously mentioned, I will set the new keys every 5 frames to imitate that the sphere is jumping away. You can use the reference for guidance, but it isn't that necessary in this case. Now, I select the keys and apply Linear to ensure that the objects move by linear trajectories and have easing. Now I slightly adjust the sphere, so it slightly touches the circle object. you Next, we need to make the stretching of the sphere object. To do this, I will use the deformer, squash and stretch. Create the deformer and add it to the sphere. For stretching, we'll use the parameter factor. But as you can see, now it doesn't work correctly. We need to zero the deformer's position. To do this, go to the coordinates tab. In the rotation parameters, set zero to ensure that the deformer moves to the sphere's center. Next, we need to configure the deformer. We should set the value for top and bottom based on the sphere's size. The sphere's radius is 9 centimeters. That's why we set 9 in the top parameter and minus 9 in the bottom. Now when you change the value of the factor parameter, the stretching is performed correctly. To ensure that there is no rounding of the object's edges in the curvature parameter set 0. Now the sphere is stretched in the way we need it to be. One more point. Now when the sphere is stretched, the object becomes too thin. To make it bigger, you need to increase the sphere's radius. For example, to 15 centimeters. At the same time, the deformer is in range from 9 to minus 9. That's why we get such a bug. To prevent this issue, we should set the values higher here. I know that the sphere will be increased maximum to 15 centimeters. That's why I set these values in top and bottom. I revert the sphere's size to the original size, move the timeline slider to the zero frame and create a key on the radius parameter, switch to the deformer, set the initial value of the factor parameter and create an animation key. As you see, the squeezing isn't on the movement of the objects. We need to animate the sphere's rotation parameter. Rotate the object in the direction of its movement, set the animation key, capture this position. Next, move on by one frame. At this moment, we can start making the stretching of the object. I select the deformer, and in the factor parameter, I set the value 300%. Now I want to enlarge the object, so I go to Sphere and set the radius to 15 cm. After that, move by several frames forward to the moment when we need to remove the spheres squeezing. Capture the parameters of the sphere's size, rotation, stretching in the keyframes. In this frame, we set everything back to the standard sizes. Repeat the sphere in the movement direction. Go to the next frame and repeat the same to ensure the stretching. We can preserve the radius, rotation, and stretching of the object until the next moment of rotation. Move back and make the stretching. Put the keys on the factor parameter and increase the spheres diameter. Further, I will repeat the same actions. That's why I speed up the video here. you you you So, the first sphere is ready, let's have a look at the result. I select the keys of the position to check the animation graphs. They must be linear. Make sure that they are. Now let's move on to the next sphere. In the zero frame, create the keys on the position parameter, add the sphere to the timeline, Now again create some random jumps of the objects every 5 frames. Select all keys and apply links to the key. Select all keys and apply Linear to ensure linear graphs. I also create the animation keys on rotation parameters and radius. After that, add the deformer squash and stretch. Zero its position to ensure that it's in the center of the sphere and configure it. I set the parameters top and bottom with excessive 20 cm. I turn the sphere in the necessary direction. Next we repeat the same that we did with the previous sphere. Change the rotation of the object, make the stretching when the object jumps away and remove the stretching when the object touches the wall. That's why I speed up this part of the video. you you you you you you you you All three spheres are ready. Let's have a look at the result. It looks quite good. Let's add offsets to make the animation even better. To begin with, I select all three objects and add them to the timeline. Now I apply a repeat to them. Let's make the offsets. I committed a mistake somewhere and didn't save the rotation. That's why when I move the key, the object is not turned in the movement direction. Let's deal with the animation keys. We need to save the rotation of the objects in the last frame of its animation. Also, let's configure the same for the second sphere. Now let's watch. The result is awesome, I like it. Now let's proceed with animating. We need to animate the sphere at the top. Firstly, let's make its basic movement, that is, when it jumps away from the pyramid, after that we'll polish the animation and add the stretching using the deformer Squash and Stretch. I select the object, move it to the tip of the pyramid, in the zero frame I set the animation keys on the transform parameter. Now I switch to the fifth frame and move the object upwards. Ah, I have forgotten to add the sphere to the timeline. After that, in the fifteenth frame, the object should hit the pyramid again and in the seventh frame it should be at the top. top. Fly over the pyramid. Then in the 20th frame, it should be at the top again. I paste the keys from the 0 frame in the 30th frame, so we get such a jump. Of course, we still need to improve it. Now I slightly edit the position of the sphere in each key. Move to the graph configuring mode. We are interested in the upper green graph. I make the arch more rounded. You should get such a graph, similar to mine. Excellent. Excellent. Now let's add deformer, squash, and stretch. Move it in the sphere. Zero its position to ensure that it's in the center of the sphere. Set the parameters top and bottom. Set curvature to 0%. Create an animation key on the factor parameter. When the sphere touches the pyramid, it will be slightly squashed. I set factor to 80%. I set the animation key on the zero frame. Also, we need to add the deformer to the timeline to see the animation keys. Move on by one frame and make the stretching for the sphere. I set factor to 120%. Next at the moment when the sphere freezes at the top, set it back to its initial shape. I set factor to 100%. Next, right before the sphere touches the pyramid, I make the stretching of the object to emphasize its falling speed. I set factor to 140%. At the moment when the sphere touches it, squash the sphere. Okay, let's get back to the moment of jumping away. Here I also set the factor to 140% to intensify the stretching effect. To ensure that the shape doesn't change so rapidly, I move the keys of stretching by one frame forward and backwards. Now select them and copy them for other parts of the animation, because it repeats. Excellent. It looks quite good. Now finalize the animation, ensure a small inclination to the side of the sphere's movement direction. I slightly turn it to ensure that it rotates exactly following the movement trajectory. And now animate the rotation at the B axis. Save the initial position in the zero frame, set the animation key, rotate the object by several degrees. Next at the moment of freezing, bring it back to the initial position and at the moment of falling, rotate it once again. Copy the keys for further animation. I have forgotten that here I need to set the opposite value for rotation. So let's set the rotation parameter. So let's have a look at the final result. I'm quite satisfied. So let's move on to the next stage. Dev and Render."
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