When to go from BLOCKING to SPLINE - EP 04 - Season 02

00:20:23
https://www.youtube.com/watch?v=TIBzcsOt2FU

Summary

TLDRIn this video, the speaker, an animator, shares insights on when to transition into spline during the animation process. Addressing a student's question, they explain that many new animators struggle with the timing of this transition. The speaker emphasizes that before entering spline, animators must ensure they have provided sufficient keyframes and detail to avoid ‘mushy’ animations. They demonstrate this with a sample animation, showing how to analyze key placements and the importance of feeding enough data into Maya, the animation software. The video provides tips on refining animations using the graph editor and maintaining fluidity in character movements, ensuring a better outcome when finalizing animations.

Takeaways

  • 🎨 Understand when to go into spline during animation.
  • 🔑 More keyframes equal better animation quality.
  • 🕒 Ensure sufficient data before hitting the spline button.
  • 📊 Use the graph editor for fine-tuning your animations.
  • 👟 Start developing poses before smoothing them out.
  • ⚙️ Keep analyzing and updating animation elements like hips and spine.
  • 🧠 Leverage your past experiences to create smoother animations.
  • 📖 Animation is a blend of traditional practices and modern techniques.

Timeline

  • 00:00:00 - 00:05:00

    The speaker discusses an unexpected question from a student about when to transition into spline animation. They acknowledge a common struggle among animators when deciding this step and aim to share insights gained from their experience to help others.

  • 00:05:00 - 00:10:00

    In a continued explanation, the speaker showcases a specific animation scene they have been working on for six years. They emphasize the importance of adding sufficient animation data, as a lack of it leads to poor spline results. Good timing and detailed key framing are highlighted as critical to producing quality animation.

  • 00:10:00 - 00:15:00

    The speaker provides practical examples of how to improve animation by adding more keyframes and refining movements. They explain the issues of poor poses and the need for clearer silhouette and movement before committing to spline, illustrating the importance of animation preparation to avoid chaos in the spline process.

  • 00:15:00 - 00:20:23

    As the discussion wraps up, the speaker reiterates that animators should first acquire ample information through keyframes to ensure a smoother transition into spline. They stress that learning to effectively use the graph editor takes time, and encouraging traditional animation methods of creating keyframes will lead to better results as animators become familiar with Maya's capabilities.

Show more

Mind Map

Video Q&A

  • What is the importance of going into spline in animation?

    Going into spline allows for smoother transitions and more fluid animations, but it's crucial to first ensure there is enough data (keyframes) for the software to work with.

  • How do you know when to go into spline?

    You should go into spline when your animation has enough keyframes and information to prevent it from looking 'mushy'.

  • What should you do before hitting the spline button?

    Make sure to add enough detail and keyframes to your animation to give the software adequate information to interpolate correctly.

  • What is the difference between stepped and spline in animation?

    Stepped is used for blocking out poses, while spline smooths out the transitions between these poses.

  • Why is adding enough keys important?

    More keys provide crucial data to the software, leading to more interesting and fluid animation as it interpolates those keys.

  • What are some common mistakes when transitioning to spline?

    A common mistake is attempting to transition with too few keyframes, leading to poor quality animations that require significant troubleshooting.

  • How does the speaker suggest improving existing animations?

    By analyzing and adjusting each part of the animation, particularly focusing on key elements like hips and spine, to enhance overall fluidity.

  • What is the role of the graph editor in animation?

    The graph editor allows for fine-tuning of animations by manipulating keyframes and tangents, but it's recommended to understand key placements first.

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Subtitles
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  • 00:00:00
    one of my students in my class asked me
  • 00:00:02
    a question
  • 00:00:03
    that i didn't expect which was all about
  • 00:00:06
    when
  • 00:00:06
    do i go into spline and it's funny
  • 00:00:10
    though because i've been animating for a
  • 00:00:12
    while
  • 00:00:13
    and i think after a while you kind of
  • 00:00:15
    forget
  • 00:00:16
    that this is a problem i had this
  • 00:00:18
    problem
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    and i think that today i'm going to do
  • 00:00:22
    my best to kind of showcase to you guys
  • 00:00:24
    on when you can go into spline
  • 00:00:26
    and why so let's get started with this
  • 00:00:29
    episode 4
  • 00:00:30
    of animation power tips
  • 00:00:39
    [Music]
  • 00:00:42
    welcome to episode number four this
  • 00:00:44
    series is sponsored
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    by autodesk thank you so much for
  • 00:00:48
    watching for sponsoring this series
  • 00:00:50
    and um yeah um shout out to my student
  • 00:00:53
    jiang um he's a very talented animator a
  • 00:00:57
    lots of potential
  • 00:00:58
    i'm pretty sure he's going to go to
  • 00:00:59
    places great places very soon
  • 00:01:01
    but yeah we spent quite a few weeks
  • 00:01:04
    working together
  • 00:01:05
    and then at some point he did ask me how
  • 00:01:08
    do i know
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    when to go into spline that was
  • 00:01:11
    specifically his question
  • 00:01:13
    and he kind of caught me off guard
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    because
  • 00:01:16
    to me he's just a given that i know
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    if i follow all the steps that i
  • 00:01:22
    normally do to animate
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    i know i have a sense of when i need to
  • 00:01:26
    go into spline
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    and what the next step is after that in
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    order to clean up my animation
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    from a brand new student and a brand new
  • 00:01:34
    person coming into animation
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    everybody tells you that you have to go
  • 00:01:37
    into stepped or you have to take your
  • 00:01:39
    reference
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    and then after that you go into stepped
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    and you block out your poses
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    and then you do your in-betweens and
  • 00:01:45
    then eventually you go into spline
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    so it's that uncertainty of going from
  • 00:01:48
    blocking to spline that
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    is always daunting or new animators he
  • 00:01:53
    actually dunked me for years
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    and i tried to find that answer and
  • 00:01:58
    funny enough the answer is simpler than
  • 00:02:00
    i thought
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    and hopefully if i share that answer
  • 00:02:03
    with you guys and i share some of the
  • 00:02:05
    things that go through my mind
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    as i animate hopefully it will highlight
  • 00:02:09
    to you guys when you guys can go
  • 00:02:11
    into spline when you work on your
  • 00:02:12
    animations without further ado
  • 00:02:14
    let's jump on the computer and let me
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    show you guys how i go about this
  • 00:02:23
    [Music]
  • 00:02:26
    this scene you guys have seen before if
  • 00:02:27
    you've been following the channel for a
  • 00:02:29
    little bit
  • 00:02:29
    is an uncompleted scene that i've been
  • 00:02:32
    trying to work on for a while
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    and um i haven't worked on this
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    for how long has it been now six years
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    i i did this way back in the day and
  • 00:02:44
    then i left at b
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    and i think this is a great example
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    because some bits and this animation
  • 00:02:49
    are going to be getting close to going
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    into that spline step and some bits
  • 00:02:54
    are still very far away from that and
  • 00:02:57
    need more information
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    either way on this animation there's
  • 00:02:59
    quite a lot of things that need to be
  • 00:03:01
    improved on
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    but hopefully it will give you an idea
  • 00:03:04
    on how you actually can think
  • 00:03:06
    about your shots and how you can
  • 00:03:08
    actually kind of make that step
  • 00:03:09
    to go into spline right so this shot
  • 00:03:13
    basically
  • 00:03:13
    i just grabbed the piece of the shot so
  • 00:03:16
    i'm just going to grab
  • 00:03:19
    from around there so let me just go into
  • 00:03:22
    perspective so you guys can see the
  • 00:03:23
    whole scene
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    and i'm just going to grab a piece of
  • 00:03:28
    the shot
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    so around there
  • 00:03:32
    and then he turns and like kicks the
  • 00:03:35
    ball
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    maybe like let's give the turn in as
  • 00:03:37
    well and jump
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    so i've talked about this piece before
  • 00:03:41
    because i have
  • 00:03:42
    i actually spent quite a lot of time
  • 00:03:44
    taking the reference of this
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    and the process is actually quite
  • 00:03:48
    interesting because it kind of showcases
  • 00:03:49
    how much time you need to spend
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    kind of like getting your reference down
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    before you go into animation especially
  • 00:03:56
    if you have different types of
  • 00:03:57
    references
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    as you go through so if you haven't
  • 00:04:00
    checked that video make sure you check
  • 00:04:01
    it out
  • 00:04:02
    so this piece right now in the state
  • 00:04:05
    that it is at the moment
  • 00:04:06
    rough and ready it's basically like this
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    this guy is kind of like doing a kpip on
  • 00:04:12
    the ball and then
  • 00:04:13
    kicks and turns right now
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    as you can see if you look at my
  • 00:04:18
    timeline here on the bottom
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    you see that i have lots of space
  • 00:04:22
    between keys
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    right there right so i have a keel at 30
  • 00:04:26
    another one at 33 another one at 37.
  • 00:04:29
    so it's roughly in threes or twos
  • 00:04:32
    as you actually go through now because
  • 00:04:35
    this is a fast motion
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    and he needs to get the ball and there's
  • 00:04:38
    a lot of detail all
  • 00:04:40
    over his body in this shot specifically
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    i decided to actually go as as deep
  • 00:04:47
    as going into ones and this is just for
  • 00:04:50
    one controller this is just for the hips
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    now the main key here and this is the
  • 00:04:55
    stuff that you guys should remember
  • 00:04:56
    is that animation it's all about data
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    right the more data you feed to maya the
  • 00:05:03
    better
  • 00:05:04
    animations you will get because as i
  • 00:05:07
    mentioned in a previous video
  • 00:05:09
    maya is the worst inbetweener in the
  • 00:05:12
    world
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    if you use plugins you can get something
  • 00:05:14
    better but normally you're going to get
  • 00:05:16
    the half
  • 00:05:17
    you don't want to get the half you want
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    to get something interestingly happening
  • 00:05:21
    between
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    all your keys so this is why you need to
  • 00:05:24
    add as many
  • 00:05:24
    many keys as possible in order for you
  • 00:05:28
    to feed information to maya so maya can
  • 00:05:30
    then interpolate your keys
  • 00:05:32
    and give you interesting animation now
  • 00:05:34
    in order for you to do that and let's
  • 00:05:36
    jump back in
  • 00:05:37
    you need to basically do what i did here
  • 00:05:39
    which is like kind of add keys
  • 00:05:42
    as you go through and just start kind of
  • 00:05:44
    like setting up your timing correctly
  • 00:05:46
    now here for example there's bits in the
  • 00:05:48
    hips
  • 00:05:49
    that you really don't need one key every
  • 00:05:51
    time this is just making everything
  • 00:05:54
    so when you get to a certain point let's
  • 00:05:56
    say like i am happy
  • 00:05:58
    with the animation that is happening
  • 00:05:59
    here because all my body
  • 00:06:01
    is kind of like working correctly so
  • 00:06:03
    let's say my animation
  • 00:06:04
    is just this bit here right
  • 00:06:08
    right in the beginning so if this is a
  • 00:06:11
    whole timeline the whole animation
  • 00:06:12
    i know for sure that i need to add more
  • 00:06:15
    information
  • 00:06:16
    so if you look at the animation you can
  • 00:06:18
    see that this arm is all broken and
  • 00:06:19
    weird
  • 00:06:20
    um and this is just me going through the
  • 00:06:22
    motions um
  • 00:06:24
    this pose looks very tweened like it's
  • 00:06:27
    very much like
  • 00:06:28
    semi-semi as as you go through
  • 00:06:32
    the character is not really looking the
  • 00:06:33
    nicest in terms of posing
  • 00:06:35
    not great um and as you go through it's
  • 00:06:38
    the same thing
  • 00:06:39
    all throughout here like this leg is not
  • 00:06:41
    really doesn't have a silhouette
  • 00:06:42
    especially if i go going to the camera
  • 00:06:45
    um going to the camera that i'm going to
  • 00:06:46
    shoot and all that stuff this is a
  • 00:06:48
    little bit better
  • 00:06:49
    but i know that i need to add more
  • 00:06:51
    information here doesn't matter if he's
  • 00:06:53
    actually within the keys that i already
  • 00:06:55
    set
  • 00:06:55
    or if he's in between so i need to make
  • 00:06:58
    sure that i go through this piece
  • 00:07:00
    and i start adding more information as i
  • 00:07:02
    go through because if i actually
  • 00:07:04
    were to change this into spline right
  • 00:07:06
    now what i will get
  • 00:07:08
    is basically a mush of information
  • 00:07:12
    of this specific area so let me just
  • 00:07:15
    showcase this to you now if i select
  • 00:07:18
    everything
  • 00:07:20
    and within this boundary here
  • 00:07:24
    of time if i select everything
  • 00:07:27
    and add it and set it to spline
  • 00:07:32
    this is what i would get
  • 00:07:35
    see what i mean not enough information
  • 00:07:38
    so the character looks
  • 00:07:39
    super bad didn't look so bad when it was
  • 00:07:41
    tapped but like the whole thing is like
  • 00:07:44
    super weird like the whole thing is
  • 00:07:47
    weird so
  • 00:07:48
    you need to basically revert back and
  • 00:07:50
    sort out your animation here
  • 00:07:52
    because this is what's basically what's
  • 00:07:54
    missing on the information at least that
  • 00:07:56
    i had when i was
  • 00:07:58
    learning how to animate like you're not
  • 00:08:00
    giving enough information to maya
  • 00:08:02
    therefore when you hit that spline
  • 00:08:03
    button
  • 00:08:04
    everything becomes horrible and because
  • 00:08:08
    everything becomes horrible and you
  • 00:08:09
    already committed to going to spline now
  • 00:08:12
    you have to
  • 00:08:12
    clean up your mess in spline which is
  • 00:08:15
    more difficult
  • 00:08:16
    so you want to make sure that you sort
  • 00:08:18
    out the problems that you have
  • 00:08:20
    in your animation instead because spline
  • 00:08:23
    should be
  • 00:08:23
    just about making your animation better
  • 00:08:26
    instead of
  • 00:08:27
    sorting out the issues the animation
  • 00:08:29
    have right now
  • 00:08:30
    i'll show you what i mean if we actually
  • 00:08:32
    go to this more detailed area here
  • 00:08:35
    so if you go to here let me just change
  • 00:08:37
    my my
  • 00:08:38
    timeline here to make sure that we have
  • 00:08:41
    this
  • 00:08:42
    and he's doing the kpip so right now
  • 00:08:46
    everything is at is on once pretty much
  • 00:08:49
    and the animation looks a little bit
  • 00:08:50
    more alive right when he's doing the
  • 00:08:52
    kpip right there
  • 00:08:55
    so if i actually select everything and
  • 00:08:57
    do exactly the same exercise
  • 00:08:59
    so i select everything and i go to here
  • 00:09:02
    and
  • 00:09:02
    i highlight my timeline and then i go
  • 00:09:05
    out to tangent
  • 00:09:07
    and now everything is in a spline
  • 00:09:10
    and if i press play look at that
  • 00:09:15
    right it looks like the animation is
  • 00:09:17
    pretty much getting there right it's not
  • 00:09:18
    perfect
  • 00:09:19
    but you can see that he is moving with
  • 00:09:22
    intent
  • 00:09:23
    and the all information is there because
  • 00:09:25
    you gave enough information to maya
  • 00:09:27
    in order to for maya to actually
  • 00:09:29
    interpolate those keys correctly
  • 00:09:31
    now here's a bonus tip when you actually
  • 00:09:34
    get to here your animation is not done
  • 00:09:36
    whatsoever but you can be happy at least
  • 00:09:39
    that you know that when you press the
  • 00:09:41
    spline button because you gave
  • 00:09:43
    my enough information things are not
  • 00:09:45
    turning into mush
  • 00:09:47
    or everything is there right you can see
  • 00:09:49
    it right when you press play
  • 00:09:51
    everything is kind of like working right
  • 00:09:53
    but there's bits that are floating
  • 00:09:54
    there's bits that are off
  • 00:09:56
    that has bits that is missing that
  • 00:09:57
    animation magic
  • 00:09:59
    so this is when you actually go in and
  • 00:10:01
    you start always with the hips
  • 00:10:03
    and then start dissecting what's wrong
  • 00:10:05
    and what's making it
  • 00:10:06
    uh floaty and feeling weird right so you
  • 00:10:09
    start with your translates and then you
  • 00:10:11
    go into your rotates
  • 00:10:12
    so i normally got like to start with
  • 00:10:14
    translate zed
  • 00:10:16
    just a course of habit i guess i've been
  • 00:10:17
    doing a lot of walk cycles and stuff
  • 00:10:21
    but like you go into something like this
  • 00:10:23
    and then you start kind of like
  • 00:10:24
    analyzing
  • 00:10:25
    exactly what's going on as you can see
  • 00:10:26
    there's lots of unevenness on this bit
  • 00:10:28
    and there's bits here that i have to
  • 00:10:30
    kind of like have to
  • 00:10:32
    add all the tangent and making sure that
  • 00:10:34
    things are not
  • 00:10:35
    like this is boring time that actually
  • 00:10:39
    is very weird so you need to make sure
  • 00:10:41
    that
  • 00:10:42
    whatever is happening here that is not
  • 00:10:45
    taking away from your animation
  • 00:10:46
    so i would actually go to here and most
  • 00:10:49
    likely
  • 00:10:50
    do something like this
  • 00:10:54
    and you don't want to actually be flat
  • 00:10:56
    so you want to add a little something
  • 00:10:58
    to your tangent to make sure that
  • 00:11:00
    there's a little bit of movement but
  • 00:11:02
    it's not a hundred percent flat you can
  • 00:11:05
    see this there's a
  • 00:11:06
    feel here that there's a snap as you go
  • 00:11:09
    as you go through by the way you can
  • 00:11:11
    change the camera side the
  • 00:11:13
    you can change your camera angle to like
  • 00:11:15
    face the
  • 00:11:16
    axis that you need to see in this case
  • 00:11:19
    would probably be like
  • 00:11:21
    uh front no uh
  • 00:11:26
    left
  • 00:11:29
    yeah so from the front what's going on
  • 00:11:32
    so now you can see
  • 00:11:33
    there's a little snap right there so you
  • 00:11:36
    would
  • 00:11:36
    make sure that you go into that
  • 00:11:38
    animation enter that key correctly
  • 00:11:41
    and then there's a little bit of noise
  • 00:11:43
    as you go through here
  • 00:11:44
    make sure that that's clean going in
  • 00:11:47
    and shazam that's much better as you go
  • 00:11:51
    through
  • 00:11:51
    you don't want to change your keys too
  • 00:11:53
    much because you already did the work
  • 00:11:54
    previously
  • 00:11:55
    animation is not great but you already
  • 00:11:57
    did the the work previously
  • 00:11:59
    and the animation is pretty much there
  • 00:12:01
    right
  • 00:12:03
    so i can already see that whenever my
  • 00:12:05
    character goes to the left here
  • 00:12:07
    way too much so i need to change the
  • 00:12:10
    timing of this
  • 00:12:12
    to be much more closer to
  • 00:12:15
    the end goal that i need which is around
  • 00:12:18
    there
  • 00:12:18
    so i will play around with my keys as
  • 00:12:20
    i'm doing right now even though this is
  • 00:12:22
    not clean whatsoever
  • 00:12:24
    but it will give you a better feel of
  • 00:12:26
    where you're going with this
  • 00:12:27
    so i need to favor this key right there
  • 00:12:32
    as i go through
  • 00:12:38
    i need to kind of like go into that left
  • 00:12:40
    a little bit smoother
  • 00:12:48
    bam and then go down that's a little bit
  • 00:12:50
    better it doesn't feel so robotic
  • 00:12:52
    so i really don't need that key i need
  • 00:12:55
    to go into
  • 00:12:56
    this other key
  • 00:13:00
    and then fall
  • 00:13:08
    yeah so that's starting to actually look
  • 00:13:09
    better so that's one axis
  • 00:13:12
    same thing with the translate y you're
  • 00:13:13
    actually going three through here and as
  • 00:13:15
    you can see this is
  • 00:13:16
    up going up here this is kind of boring
  • 00:13:20
    so we can see if you can do something a
  • 00:13:22
    little bit more pushed a little bit
  • 00:13:24
    better
  • 00:13:25
    as you go through your keys
  • 00:13:28
    like maybe like more hang time
  • 00:13:32
    as you go through the keys and then when
  • 00:13:34
    you fall down there's a little bit of a
  • 00:13:36
    burp
  • 00:13:36
    right there you're gonna make sure that
  • 00:13:38
    you either exaggerate it so you kind of
  • 00:13:40
    like leave it hanging for longer
  • 00:13:42
    and then it falls or you make it make it
  • 00:13:46
    like a smooth fall down
  • 00:13:47
    right as you go through animation
  • 00:13:54
    and then when he falls down most likely
  • 00:13:56
    he needs to bounce
  • 00:13:57
    down we need to have like a
  • 00:14:02
    maybe you can bring it to break your
  • 00:14:03
    tangents here
  • 00:14:05
    make sure that you can actually kind of
  • 00:14:06
    like have a little bit of a
  • 00:14:09
    hard fall and then you can go into this
  • 00:14:13
    this key a little bit harder
  • 00:14:17
    so you feel it but you don't really like
  • 00:14:20
    kind of like
  • 00:14:20
    see it in your animation as you kind of
  • 00:14:22
    come down you kind of go pam
  • 00:14:24
    and then go down same thing here you
  • 00:14:26
    kind of bounce back
  • 00:14:28
    do you want that bounce to keep up a
  • 00:14:29
    little bit and then go down
  • 00:14:34
    yeah you want that as you can see
  • 00:14:37
    there's a little bit of something
  • 00:14:40
    going down as he as he kind of like
  • 00:14:42
    comes through
  • 00:14:43
    and then after i actually go through
  • 00:14:45
    every single channel
  • 00:14:47
    on that one and that controller and i
  • 00:14:49
    clean everything
  • 00:14:50
    i would go into the next one now there's
  • 00:14:52
    going to be times that you're going to
  • 00:14:54
    have a controller that depends on others
  • 00:14:56
    so for example the spine
  • 00:14:57
    and i'll show you guys here quickly uh
  • 00:15:00
    the spine
  • 00:15:02
    here in this case this this character
  • 00:15:03
    only has two
  • 00:15:05
    but this oh no actually has three so
  • 00:15:08
    these three controllers here
  • 00:15:10
    they are normally related right because
  • 00:15:13
    when you
  • 00:15:13
    like bend your spine you always do it
  • 00:15:16
    this way wait let me just i think is
  • 00:15:20
    this
  • 00:15:21
    this one and that one yeah
  • 00:15:26
    yeah so when you bend your spine you
  • 00:15:27
    always do it that way right you
  • 00:15:29
    kept the three controllers and you
  • 00:15:30
    connect them so
  • 00:15:32
    they are going to be correlated so you
  • 00:15:34
    can actually go
  • 00:15:36
    through every single controller here for
  • 00:15:39
    example rotate
  • 00:15:40
    rotate and
  • 00:15:50
    there you go so when you go rotate
  • 00:15:54
    and then rotate and then
  • 00:15:57
    rotate you want to pick up those three
  • 00:15:59
    controllers at all times and see what
  • 00:16:01
    happens
  • 00:16:02
    together and see what happens together
  • 00:16:05
    as
  • 00:16:05
    they go through so i can see that
  • 00:16:07
    there's some dirt right there
  • 00:16:09
    that are happening between the three and
  • 00:16:12
    what is this uh i forgot to actually
  • 00:16:15
    kind of like set auto tangent on this
  • 00:16:16
    one but
  • 00:16:17
    there's a little something going on
  • 00:16:20
    right there and like if i delete it
  • 00:16:22
    that better yeah there's a little bit of
  • 00:16:25
    rotation
  • 00:16:26
    over there so you can actually delete
  • 00:16:29
    that see how that feels
  • 00:16:30
    make sure that everything is kind of
  • 00:16:32
    nice
  • 00:16:33
    same thing when you actually start kind
  • 00:16:34
    of like going through and
  • 00:16:36
    exaggerating things make sure you select
  • 00:16:40
    the keys that you have keyed and
  • 00:16:41
    actually making the difference make sure
  • 00:16:43
    you kind of like select them and
  • 00:16:44
    move them at the same time as you are
  • 00:16:48
    moving your keys same thing here as you
  • 00:16:50
    go through
  • 00:16:51
    make sure that when you exaggerate
  • 00:16:53
    anything
  • 00:16:55
    that you do it in tandem that you do it
  • 00:16:57
    together
  • 00:16:58
    it's gonna get to a point you're gonna
  • 00:16:59
    have to offset those keys to make sure
  • 00:17:02
    that you have the overlap of the spine
  • 00:17:04
    but as a first pass you need to make
  • 00:17:06
    sure that they're all together because
  • 00:17:07
    you key them all together when you're
  • 00:17:09
    doing the blocking
  • 00:17:10
    at least you do it like i do so that's
  • 00:17:12
    about it
  • 00:17:13
    that is kind of how you know that you
  • 00:17:15
    can go into spline
  • 00:17:17
    make sure that you add enough
  • 00:17:19
    information
  • 00:17:20
    into your shots before you hit that
  • 00:17:23
    spline button
  • 00:17:24
    because if you don't and if you actually
  • 00:17:26
    go into spline when you have very little
  • 00:17:28
    keys and you're trying to sort out your
  • 00:17:29
    animation
  • 00:17:31
    when you are in your graph editor that
  • 00:17:33
    is basically
  • 00:17:34
    the most complicated way to go about it
  • 00:17:37
    and the reason why i know this
  • 00:17:38
    is because i did it that way and i
  • 00:17:42
    would swear the 20 year old me
  • 00:17:46
    i would swear that if i could actually
  • 00:17:48
    figure out the graph editor
  • 00:17:50
    i could animate completely in the graph
  • 00:17:53
    editor
  • 00:17:54
    and that didn't turn out to be true
  • 00:17:56
    because you need years and years with a
  • 00:17:58
    graph editor in order to find out
  • 00:17:59
    exactly what
  • 00:18:00
    each channel is doing and for you to
  • 00:18:03
    almost know that
  • 00:18:04
    by deleting some keys or adding some
  • 00:18:06
    keys or moving things around
  • 00:18:07
    you can start getting manipulating your
  • 00:18:09
    animation a little bit more
  • 00:18:11
    but when you get started for you to
  • 00:18:13
    actually get your keys and see your keys
  • 00:18:15
    in your
  • 00:18:15
    viewport and your timeline at all times
  • 00:18:18
    is the best way for you to get the most
  • 00:18:20
    out of your animation
  • 00:18:21
    because what's going to happen is that
  • 00:18:22
    over time in years
  • 00:18:24
    you will know what the graph editor is
  • 00:18:26
    doing behind the scenes
  • 00:18:28
    while your animation is playing in your
  • 00:18:29
    viewport
  • 00:18:31
    and when you get to that point that's
  • 00:18:33
    when you can actually play around with
  • 00:18:34
    the graph editor but to get started
  • 00:18:36
    as somebody that hasn't really animated
  • 00:18:38
    or has done anything
  • 00:18:40
    animating the more traditional way of
  • 00:18:41
    actually setting poses
  • 00:18:43
    everywhere in order to get your
  • 00:18:44
    animations as smooth as possible
  • 00:18:46
    is the best way that you can get the
  • 00:18:47
    most bang for the buck so
  • 00:18:49
    the best way for you to think about it
  • 00:18:51
    is almost like traditional animation
  • 00:18:53
    how 2d animators used to animate before
  • 00:18:57
    sheet of paper like a little pencil and
  • 00:19:00
    then
  • 00:19:00
    do one drawing at a time eventually
  • 00:19:03
    between the main animator
  • 00:19:04
    and the in-betweener they would have one
  • 00:19:07
    frame in every single key
  • 00:19:10
    to make sure that they could actually
  • 00:19:12
    get the smooth motion
  • 00:19:13
    of the animation so if you think about
  • 00:19:15
    it that way
  • 00:19:17
    you will find out that your animations
  • 00:19:19
    will need a lot of work and a lot of
  • 00:19:21
    poses and a lot of keys
  • 00:19:22
    in order for you to give enough
  • 00:19:24
    information to maya which is your
  • 00:19:26
    in-betweener that doesn't know how to do
  • 00:19:27
    it properly
  • 00:19:29
    uh for maya to actually um get you in
  • 00:19:32
    between to look amazing
  • 00:19:33
    right because if you work with maya and
  • 00:19:35
    give as much as much information to maya
  • 00:19:37
    as possible
  • 00:19:38
    maya will help you with your animations
  • 00:19:41
    because then you can go to your graph
  • 00:19:42
    editor and then start actually
  • 00:19:44
    manipulating your tangents
  • 00:19:45
    and making sure that it adds to
  • 00:19:47
    animation and doesn't detract from your
  • 00:19:49
    animation
  • 00:19:49
    and that's where you want to be at all
  • 00:19:51
    times and that's all i have for you guys
  • 00:19:54
    i hope it helps i hope it was useful as
  • 00:19:56
    always major thanks to my patreons to my
  • 00:19:58
    the people that helped me every single
  • 00:20:00
    month and kind of support me for
  • 00:20:02
    me to keep going with this channel and
  • 00:20:04
    thanks for autodesk to actually support
  • 00:20:06
    this series as always make sure that you
  • 00:20:10
    keep on animating
  • 00:20:11
    keep focused and stay well till next
  • 00:20:13
    time
  • 00:20:18
    peace
  • 00:20:22
    you
Tags
  • animation
  • spline
  • keyframes
  • Maya
  • tips
  • animation process
  • in-betweens
  • reference
  • clean up
  • spline transition