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HOW TO ANIMATE DINOSAURS - part 1 — Transcript

by Balbreker · 3,820 words · 628 segments · language en · Watch on YouTube

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  1. 0:09Hello everyone.
  2. 0:11I am Ball Breaker and welcome to the
  3. 0:14first ever episode of me trying the best
  4. 0:16I can to explain how to animate any
  5. 0:18creature.
  6. 0:20For this particular episode, we're going
  7. 0:21to use uh a carnotaurus
  8. 0:25as requested by a lot of people. So, I
  9. 0:28figured why not?
  10. 0:30Now, for most of you who uh are new to
  11. 0:34Blender, which is a free 3D modeling and
  12. 0:39animation software,
  13. 0:41um this may be a little bit
  14. 0:43overwhelming. There's a lot of different
  15. 0:45tabs and buttons, and there's a lot
  16. 0:48going on here.
  17. 0:50Uh so let me just uh let me just explain
  18. 0:54uh what some of these mean and uh we'll
  19. 0:57just go from there.
  20. 0:59So this is obviously going to be our uh
  21. 1:01main port, the 3D port. And also we're
  22. 1:05going to use this uh this little part
  23. 1:08right here, which is going to be um
  24. 1:11where all our key frames
  25. 1:15are going to be uh in the near future.
  26. 1:19And so first of all,
  27. 1:22um when you download Blender and you got
  28. 1:25it working and uh and set up and
  29. 1:27everything,
  30. 1:29uh if you want to work inside the source
  31. 1:31engine, uh the first thing you should do
  32. 1:35is
  33. 1:37install this source engine extension,
  34. 1:40which allows you to export and import in
  35. 1:43SMD files, which is key.
  36. 1:46So, more information on this um will be
  37. 1:51found uh on Steam because there's a
  38. 1:55whole tab dedicated to developers and
  39. 1:57stuff. So, once you got that set up, um
  40. 2:01we obviously import our model and this
  41. 2:04is what it looks like.
  42. 2:06So
  43. 2:10yeah, it's just a model with a skeleton
  44. 2:12inside
  45. 2:14and the skeleton is going to look
  46. 2:18something like this.
  47. 2:20Like all these balls here.
  48. 2:24Uh they are they supposed to be uh
  49. 2:27representing the bones.
  50. 2:31Uh, normally when you do your um your
  51. 2:34modeling yourself
  52. 2:36and you're going to make your own rig,
  53. 2:39these bones are going to be looking a
  54. 2:40little bit different, like less like
  55. 2:42balls and more like
  56. 2:46this, only thicker,
  57. 2:48but it shouldn't really matter.
  58. 2:53So, first of all,
  59. 2:55um,
  60. 2:57for any good animation, you're going to
  61. 2:59need animation controllers. which
  62. 3:01basically mean that you have um you make
  63. 3:05one extra bone
  64. 3:09which in a certain way you uh connect to
  65. 3:12for instance this headbone right here.
  66. 3:20As you can see, I can't really rotate it
  67. 3:22by itself. But if I take this, I can
  68. 3:29and I can move it in in very uh
  69. 3:32particular ways.
  70. 3:35Um,
  71. 3:37and the neck will move like some sort of
  72. 3:40like some sort of chain.
  73. 3:43Now, I'm going to show you how to set
  74. 3:45this up. Like I already did most of them
  75. 3:47except for this one right here.
  76. 3:51Uh so first of all let's do that.
  77. 3:55So here we have uh all our axes
  78. 4:00uh z being upwards, y being horizontal
  79. 4:05and um well x2 actually but you know
  80. 4:10forward backwards left right
  81. 4:13and for our orientation the minus y
  82. 4:18which is this one is going to be the
  83. 4:20forward direction of our Oh,
  84. 4:24so this is very important to keep in
  85. 4:26mind because if you're going to export
  86. 4:27it like maybe rotate it 90 or 180°
  87. 4:34it will not uh function properly in
  88. 4:36Sword Engine. It will be backwards.
  89. 4:39So we're going to look from the side. So
  90. 4:42you can just press on
  91. 4:45the either the minus or the positive.
  92. 4:48Doesn't really matter. We're going to
  93. 4:49have a nice side view like this.
  94. 4:53And we want to go into this tab right
  95. 4:56here, which says pose mode.
  96. 4:59And we're going to want to change that
  97. 5:01to edit mode. So now everything changes.
  98. 5:06We can see that all these little bones
  99. 5:09now transformed into sticks
  100. 5:12with two tiny balls on each end which
  101. 5:16you can select as well as the whole
  102. 5:18thing.
  103. 5:20Now what we want to do is
  104. 5:23take this most I guess you could say
  105. 5:26forward part uh the one that points into
  106. 5:29the direction uh of its uh children. So
  107. 5:34in um
  108. 5:36in these type of bone structures you
  109. 5:38have um what you call uh parent and
  110. 5:41children. So a parent bone is going to
  111. 5:44be like this bone right here and its
  112. 5:46children are going to be the one um
  113. 5:50attached to it like these ones right
  114. 5:52here. So you move this bone uh these
  115. 5:56bones will move as well uh but not the
  116. 5:59other way around.
  117. 6:02So
  118. 6:04that's what that means. So we want to
  119. 6:07get the the part that uh that's closest
  120. 6:11uh to its children. So, this part.
  121. 6:14Then we're going to go over here
  122. 6:16down here, extrude.
  123. 6:19And we want to extrude
  124. 6:22straight out.
  125. 6:26And so the trick here is uh to make sure
  126. 6:29that it extends
  127. 6:32uh perfectly straight
  128. 6:35out of its original bone.
  129. 6:41So
  130. 6:43once we did that, we uh we're going to
  131. 6:46want to select it,
  132. 6:48uh right mouse button, go into parent,
  133. 6:52and then clear, and then clear parent.
  134. 6:58Now we can go over to pose mode once
  135. 7:00more.
  136. 7:03We first select our created bone
  137. 7:07and then the bone we are going to want
  138. 7:09to manipulate in this case the footbone.
  139. 7:12Hold shift and select
  140. 7:15and then we want to hold shift and press
  141. 7:18I which is going to bring up this add IK
  142. 7:22inverse kinematics target selected bone.
  143. 7:25We will select that.
  144. 7:28And now if we go down here and press the
  145. 7:31blue bone
  146. 7:32at bone constraints,
  147. 7:35we can see all our options here for this
  148. 7:38constraint. And you can see this uh this
  149. 7:41yellow line,
  150. 7:44this yellow dot and green yellow dotted
  151. 7:46line uh goes straight to the root bone
  152. 7:50right here. This is the root bone.
  153. 7:55So we want to set this up properly.
  154. 7:58We want to make sure that this line
  155. 8:01uh extends no further
  156. 8:04than the thigh bone. So the bone that is
  157. 8:08going to be controlling here this upper
  158. 8:10part of the leg. Uh we don't really need
  159. 8:13much more than that as it will cause
  160. 8:15issues.
  161. 8:17So right here we have chain length. And
  162. 8:20this basically means that if you for
  163. 8:23example have uh three working joints,
  164. 8:28you're going to want a chain length of
  165. 8:30three or maybe four. In this case, four
  166. 8:35because it's one, two, three, four. And
  167. 8:38all these other bones, they don't really
  168. 8:39matter because they're just for the
  169. 8:42physics jiggle bones stuff.
  170. 8:46So now we have the right amount of
  171. 8:48change
  172. 8:50chains.
  173. 8:52Uh right now really important is um if
  174. 8:57we are going to move the the body and we
  175. 9:00want to keep the feet still for uh in a
  176. 9:04moment when we're going to try to make a
  177. 9:06little idle animation or maybe even a
  178. 9:08running animation [snorts] or anything
  179. 9:11for that matter. You want to make sure
  180. 9:13that if it's not using its feet and it's
  181. 9:16going to be stationary
  182. 9:18um you know you want to have like the
  183. 9:21the the movement in the body and stuff
  184. 9:23and you want to going to um animate the
  185. 9:26root bone
  186. 9:28but you want the feet to keep still. Now
  187. 9:31the way we have it set up like this
  188. 9:35uh if you move it
  189. 9:38like this
  190. 9:40now you can see that the foot
  191. 9:45does not stay still.
  192. 9:48I mean the bone stays in one place but
  193. 9:52it's allowed to rotate freely.
  194. 9:59So very easy to fix that. You go over
  195. 10:02here, rotation, and you check it.
  196. 10:06And because we had our bone aligned
  197. 10:08properly,
  198. 10:10it will stay exactly in the same place.
  199. 10:12If this bone was misaligned, like for
  200. 10:16example, uh I have it uh I had it
  201. 10:19sticking out that way, then it would
  202. 10:21snap to our controller bone.
  203. 10:27Yeah. which can cause uh all kinds of
  204. 10:30awkward stuff
  205. 10:33because there's a lot going on in
  206. 10:35between Blender and source
  207. 10:39like the way uh you you recompile these
  208. 10:42models with uh the animation data. If it
  209. 10:45has for example
  210. 10:48um now bear with me on this one a faulty
  211. 10:52rest pose then this can show up through
  212. 10:55all your animations. I had this before.
  213. 10:57It's kind of a lot to explain, but um
  214. 11:01those are things you should look out for
  215. 11:03and should be avoided, but now uh the
  216. 11:06way we just uh we did it just now, it
  217. 11:08will be fine and will cause no issues
  218. 11:10whatsoever.
  219. 11:13So, if you can see right now,
  220. 11:16if I move this, the feet stay perfectly
  221. 11:20still.
  222. 11:23Right. So now we've set up our first
  223. 11:27uh inverse kinematic constraint
  224. 11:30controller.
  225. 11:31So good for you.
  226. 11:33So right now we're going to do the rest
  227. 11:35of the stuff. So we obviously have uh
  228. 11:38one more right here for the body, which
  229. 11:42actually works pretty awkward,
  230. 11:47but it's not meant to be moving a lot
  231. 11:50over the Y-axis. Anyway,
  232. 11:53I will show you how you're going to be
  233. 11:55using that in just a sec. We got the
  234. 11:58head here.
  235. 12:00It's a little bit of awkward movement.
  236. 12:03Obviously, now there are ways to uh work
  237. 12:06around this. Like for example,
  238. 12:08uh we can change
  239. 12:11the orientation of some of our bones to
  240. 12:13fix this.
  241. 12:16Like something like that, or maybe this.
  242. 12:20uh just what works in that moment.
  243. 12:25But yeah, sometimes it's just like this
  244. 12:29and there's not much you can do about
  245. 12:31it,
  246. 12:39but it will do. So, right now, I'm just
  247. 12:43going to make uh a little bit of a
  248. 12:44hierarchy among these bones. So, I'm
  249. 12:47going to go back to edit mode.
  250. 12:51And as you can see, I've had set up
  251. 12:53these three bones which are going to be
  252. 12:56controlling uh different parts.
  253. 12:59Now I want to uh parent the root bone
  254. 13:04to this one
  255. 13:06which may seem pointless.
  256. 13:10Keep offset. Very important,
  257. 13:13which may seem pointless,
  258. 13:16but as you'll find out, can actually be
  259. 13:19really useful.
  260. 13:24I'm going to be doing the same for this.
  261. 13:26Um, [clears throat]
  262. 13:28so I want to take this and this bone
  263. 13:32while keeping shift pressed and
  264. 13:35selecting it. Now I want to pair in both
  265. 13:38of them to this bone. So I have one
  266. 13:41controller that can control the entire
  267. 13:45uh forward half of the body so to speak.
  268. 13:50So I have these ones selected. Then I'm
  269. 13:52going to press shift again and select
  270. 13:54this one. And as you can see the ones
  271. 13:56the one that is selected last will be
  272. 13:59highlighted uh
  273. 14:02in green
  274. 14:05like a lot more brighter than these two
  275. 14:07which are also green I suppose.
  276. 14:10So now we're going to right click parent
  277. 14:13make and keep offset.
  278. 14:17Very important. If you don't this is
  279. 14:19what happens.
  280. 14:22the bones snap immediately
  281. 14:26to their respective parent pawn,
  282. 14:31which is uh not great.
  283. 14:35So, we're just going to go ahead and
  284. 14:37undo that.
  285. 14:40Instead, we want to parent make and keep
  286. 14:44offset.
  287. 14:50Look, this is the result we are after.
  288. 14:59So now I've done that for this one.
  289. 15:01[clears throat]
  290. 15:03And now
  291. 15:06we have a controller that controls this
  292. 15:09part of the body and one that only
  293. 15:11controls the root bone.
  294. 15:14Uh, but we also want to have a
  295. 15:16controller that controls also the feet.
  296. 15:19So, we can move the entire thing, which
  297. 15:22is really useful in um especially
  298. 15:25running animations, but also in uh
  299. 15:28interactive combat with uh like two
  300. 15:32different dinosaurs.
  301. 15:35um because you have to animate
  302. 15:39both of them at the same time but you
  303. 15:41want to export them separately. So for
  304. 15:44instance um you want to first export
  305. 15:47this one
  306. 15:49so this one is placed nicely in the
  307. 15:51center
  308. 15:52um right way facing forward.
  309. 15:56then export the model um and turn it
  310. 15:59around exactly 180° so the other one
  311. 16:02stands here on this exact same spot and
  312. 16:05then export it again.
  313. 16:08So for now I'm just going to parent this
  314. 16:11one this one
  315. 16:15well actually all of them.
  316. 16:24So
  317. 16:26the last one uh that should be selected
  318. 16:28is this one
  319. 16:31make parent and keep offset.
  320. 16:35So if we go back into pose mode
  321. 16:38this should move everything [snorts]
  322. 16:42which it does.
  323. 16:46Let's see if everything works. Yes,
  324. 16:49everything is set up.
  325. 16:55So, now we're going to Oh, by the way,
  326. 16:57one more thing before I forget
  327. 17:01the tail.
  328. 17:04I guess I should start from the start.
  329. 17:07The carnotaurus was a pretty strange
  330. 17:12creature.
  331. 17:14like it was believed to be I think
  332. 17:17related to the abosaurids
  333. 17:19on account of them having like these
  334. 17:22four little fingers instead of three or
  335. 17:25two that most typical therapods have.
  336. 17:30Now, these horns, I don't really sure if
  337. 17:34the evidence suggests or even uh
  338. 17:38remotely
  339. 17:41supports the idea that these guys you
  340. 17:44use their horns for head bunning like
  341. 17:46like a goat.
  342. 17:49I think they would be
  343. 17:52more like uh like the Spinosaurus
  344. 17:56for display,
  345. 17:58but I don't know. I'm not exactly an
  346. 18:01archaeologist,
  347. 18:04but the tail,
  348. 18:06this tail should actually be much
  349. 18:09thicker
  350. 18:11because one things that um that was uh
  351. 18:14kind of special about this dinosaur in
  352. 18:16particular is the fact that the tail had
  353. 18:20um these like Yshaped tail vertebrae
  354. 18:25which would anchor massive muscles that
  355. 18:28would sit right here which would act I
  356. 18:33guess kind of like its glutes
  357. 18:37uh in the sense that they um pulled the
  358. 18:40leg backwards and propelled the animal
  359. 18:43forward
  360. 18:45and because um because of that shape the
  361. 18:48muscles on top which would keep the tail
  362. 18:51uh up and stable would have uh much less
  363. 18:55space and would as a result be much
  364. 18:57weaker.
  365. 18:59And so uh a solution for that problem
  366. 19:02would be to
  367. 19:04kind of interlock these vertebrae
  368. 19:07which would uh solve that problem
  369. 19:11but would also um but would also make
  370. 19:15the the tail kind of stiff if you know
  371. 19:18what I mean. So that of course is
  372. 19:20something important to keep in mind for
  373. 19:23if we're going to be animating this
  374. 19:25tail. It would not make sense to have it
  375. 19:28be like wiggly like like a tentacle like
  376. 19:32the tail of a lizard or something like
  377. 19:35that. It would not be the same.
  378. 19:38But
  379. 19:40because we are animating for a video
  380. 19:42game, I guess some of these scientific
  381. 19:46[snorts] accuracies
  382. 19:49uh can be taken with a grain of salt
  383. 19:51because after all we are going for uh
  384. 19:55for like a cinematic effect. So no one
  385. 19:58really cares about if it's you know
  386. 20:00accurate for that matter. Dinosaurs are
  387. 20:03extinct anyway. So the fact that you're
  388. 20:06even seeing them in the first place is
  389. 20:07in itself also fake. So doesn't really
  390. 20:10matter. But but with that said to be
  391. 20:15convincing in uh portraying a creature
  392. 20:19these are of course things to keep in
  393. 20:21mind.
  394. 20:24So normally what I would do is select
  395. 20:28the last one
  396. 20:30and then hold shift press the next then
  397. 20:34press control shift C and we want to
  398. 20:39select dampened track.
  399. 20:44So now we keep uh for the first one we
  400. 20:47keep the influence at 100%. But for the
  401. 20:50next one, we want to do this again. We
  402. 20:53want to pull the influence down a little
  403. 20:55bit. And which each one
  404. 20:58the influence will be reduced.
  405. 21:04Yeah, this is fine.
  406. 21:07So now we have the tail done.
  407. 21:11Let's see about an animation. So to
  408. 21:14start, we want to press this key right
  409. 21:16here, auto keying.
  410. 21:20So from this point forward, we uh are
  411. 21:23going to have to manually
  412. 21:26put the first key frame in here. So what
  413. 21:30I like to do is just select everything
  414. 21:32and then you can press I
  415. 21:35which adds a key frame.
  416. 21:39Very important because this is going to
  417. 21:41be your starting point.
  418. 21:44So let's see if it took
  419. 21:47looking good.
  420. 21:50Yeah. Right. So first of all, we want to
  421. 21:54take the root.
  422. 21:56Going to reduce this because we're only
  423. 21:59going to need like 84 frames.
  424. 22:05So we're [clears throat] going to start
  425. 22:08very simply by going 12 frames apart.
  426. 22:13pressing this down slightly,
  427. 22:17then going here, then going up slightly,
  428. 22:21and then repeat that.
  429. 22:24And then of course at the end we have to
  430. 22:27copy this key frame and paste it right
  431. 22:30here. So it ends exactly the way it
  432. 22:34started, which is key for a looping
  433. 22:37animation, of course.
  434. 22:40And this is the result.
  435. 22:42So, as you can see, because of our
  436. 22:44dampened track effect, this tail is
  437. 22:49already doing
  438. 22:51its own animating, so to speak, which is
  439. 22:55going to save us a lot of time and will
  440. 22:57give us
  441. 22:59actually a very decent effect.
  442. 23:02Now, let's go over to the head
  443. 23:05or actually first the torso. Yes. So, as
  444. 23:10this moves down and it's starting to go
  445. 23:13back up,
  446. 23:15the torso would in reality still be
  447. 23:19moving down like in a delayed sort of
  448. 23:24pattern
  449. 23:26as we are going to discover.
  450. 23:31So, this is a little bit too much
  451. 23:33movement.
  452. 23:35So it goes a little bit down before it
  453. 23:40goes up and then before it goes down
  454. 23:42again it will go a little bit up even
  455. 23:45more.
  456. 23:49So I can copy this one go here
  457. 23:54like
  458. 23:55one to three frames apart I think would
  459. 23:58be the sweet spot in this case. It's not
  460. 24:01that massive.
  461. 24:04So,
  462. 24:07we are going to have to improvise here.
  463. 24:13Yeah. So, I guess that is too much.
  464. 24:17So, I kind of liked this position.
  465. 24:21Yeah. This is going to do well. And so
  466. 24:24right here, [clears throat and cough]
  467. 24:27you see now I've um decided that I liked
  468. 24:31this as a starting position better.
  469. 24:35Um
  470. 24:37you know, we want to keep this this
  471. 24:39shifted
  472. 24:41placement
  473. 24:43uh all the way through here. It's going
  474. 24:46to be a little hard because yeah,
  475. 24:48there's not really any reference. So
  476. 24:51we're going to create that now.
  477. 24:54So here at the 48 uh frame mark or at
  478. 24:59the end of your animation which uh in
  479. 25:02this case is right here. Um as you can
  480. 25:05see I went a little bit beyond uh that
  481. 25:08uh
  482. 25:10you know the end.
  483. 25:12I'm going to put the slider here and
  484. 25:16we're going to simply press I and then
  485. 25:20all channels which creates a key frame
  486. 25:23which we can copy and place at the
  487. 25:26start.
  488. 25:29And then we can take this one,
  489. 25:32put it right here.
  490. 25:34And so now
  491. 25:37look at that. We we got this little
  492. 25:40delayed wave motion going on.
  493. 25:44Awesome.
  494. 25:45So now for the head. First of all, let's
  495. 25:47close its jaw because
  496. 25:53this is very cringe.
  497. 25:56Look at that. Little bit of freaking
  498. 25:58artifacts going on there. Shouldn't
  499. 26:01matter.
  500. 26:03Something like this for now is good.
  501. 26:06Let's take the head.
  502. 26:09So, first we're going to look for
  503. 26:13a pose that
  504. 26:17best suits this monster.
  505. 26:21I guess something like that, right?
  506. 26:24Yeah.
  507. 26:28I don't know.
  508. 26:31Like
  509. 26:33maybe maybe keeping its head down more
  510. 26:35would be kind of like more menacing
  511. 26:37instead of like
  512. 26:40like some sort of excited bird.
  513. 26:44Uh why not? Let's go with this.
  514. 26:48We can make this work.
  515. 26:51So the rest of the body is I think kind
  516. 26:54of positioned rather awkwardly.
  517. 26:57But we can fix that very easily by just
  518. 27:01moving the feet into a more active
  519. 27:04position like it is about to do
  520. 27:07something. It is stabilized.
  521. 27:10So we can put them very narrow
  522. 27:14which is going to make him look kind of
  523. 27:16weak.
  524. 27:18So for these particular creatures, um I
  525. 27:22like to give them a more wider, more
  526. 27:24stable stance.
  527. 27:27And realistically, we would have uh the
  528. 27:30leg that's forward, a little bit more to
  529. 27:32the side,
  530. 27:34I think. And you can do it like this,
  531. 27:37but that's a little bit too, you know, I
  532. 27:40don't know. That's too much.
  533. 27:44Something like this feels more natural.
  534. 27:47And then maybe even bring it down all
  535. 27:52the way. Well, I guess.
  536. 27:56Can I? Yeah, I just animated this. So
  537. 27:59now I cannot use this one because if I'm
  538. 28:03going to move this down in this frame,
  539. 28:05it's only going to be down on this
  540. 28:07frame. But we want to move that down
  541. 28:10throughout the whole animation.
  542. 28:14And so in cases like this, it's pretty
  543. 28:17useful to have
  544. 28:20another bone which is kind of empty.
  545. 28:24So now I can take this
  546. 28:28and this
  547. 28:32and just put it down
  548. 28:35to somewhere I feel like
  549. 28:39it's believable.
  550. 28:45something like this, I guess.
  551. 28:48Right. So, we have our basic motion. Um,
  552. 28:52and now to complete this, uh, of course,
  553. 28:55the head needs a little bit of motion,
  554. 28:57too. So,
  555. 29:00let's see.
  556. 29:03So this comes down
  557. 29:07and then right after it's starting to
  558. 29:09move up right here, we move the head
  559. 29:12down a little bit.
  560. 29:16Yes. And now the same here. Move its a
  561. 29:19little bit. Let's see how that looks.
  562. 29:22That's maybe a little bit too much.
  563. 29:27Yeah, I guess something like that will
  564. 29:31do nicely.
  565. 29:37So, do pretty much the same thing.
  566. 29:46And there we go.
  567. 29:55So that's kind of like
  568. 29:58actually the wave pattern I was talking
  569. 30:01about in my uh introduction video
  570. 30:04in which uh when the center of mass
  571. 30:07moves here. Well,
  572. 30:11yeah, I guess that should be the center
  573. 30:12of mass because that's where the legs
  574. 30:14are attached and the creature should be
  575. 30:16perfectly balanced. with the tail and
  576. 30:18whatnot.
  577. 30:21But um in any case,
  578. 30:25the the root of this creature where the
  579. 30:27legs are attached,
  580. 30:29which obviously gets the most direct
  581. 30:32power, is going to move first.
  582. 30:35And then because you know this has uh a
  583. 30:39lot of weight
  584. 30:41as this moves up
  585. 30:44uh this will move up in a delayed
  586. 30:47fashion because you know it takes more
  587. 30:49energy to get it upwards.
  588. 30:52So anything with uh a lot of mass is
  589. 30:54going to be harder to accelerate than
  590. 30:56something that has uh very little of it.
  591. 31:00And so you go further down the line. the
  592. 31:02further it is from the center
  593. 31:05um or the root motion uh the more of a
  594. 31:08delay obviously uh is going to
  595. 31:10experience also that depends on uh how
  596. 31:15rigid or how uh flexible
  597. 31:19the appendage is. For example, a tail uh
  598. 31:23which has um a lot less mass and a lot
  599. 31:27more joints obviously is going to
  600. 31:30experience much more of a wave pattern
  601. 31:32like this than the heavily musculared uh
  602. 31:36head and torso.
  603. 31:38But there we go. We have a very basic
  604. 31:41idle animation now. And it wasn't even
  605. 31:43that hard. So right now, of course, this
  606. 31:46is a base. And from here you're going to
  607. 31:49add a lot of details. Uh and of course
  608. 31:52you have to keep in mind that this is
  609. 31:54three dimensions not two or four
  610. 31:58actually because not only do we have the
  611. 32:00three spatial dimensions we actually
  612. 32:03also have a traversible dimension of
  613. 32:07time.
  614. 32:08We go forwards
  615. 32:12and also backwards.
  616. 32:16Funny thing.
  617. 32:18So, I guess I'm going to leave this
  618. 32:20here.
  619. 32:23I mean, it is already a pretty long
  620. 32:25video as it is right now.
  621. 32:30Blocking in at about 40 minutes.
  622. 32:33Damn. Well, I guess time flies when
  623. 32:35you're having fun. That's it for now.
  624. 32:38Thanks for watching and until the next
  625. 32:40time.
  626. 32:45>> [music]
  627. 32:56[music]
  628. 32:58>> Heat.

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