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A common mistake newbie animators make, is they tend to animate from one value to another without halting on a value, so you end up with this kind of continuous movement that looks a bit awkward. And that's what we've done here, we've just gone from one value to another. So the robot is continuously moving. What we want to do is put a couple of holds in there. So he maybe holds his head in position for a couple of seconds before he moves it. So if you want to follow along, I'm in chapter04_05.c4d, and I'm in the Standard layer at the moment, or the Start-up layer.
Whichever, one of the two would be fine. And if you have a look down at the bottom of the screen, you'll see my main timeline is hidden. But I can see my kind of mini timeline here, and I can play this by hitting Play Forwards or hitting F8, making sure on the Mac you hold down the Function key when you hit F8. And then we'll just stop playback. Now, at the moment, we can't really see our animation. But if you select Elements, you'll notice that it highlights the key frames for those elements.
So I can start scrubbing through even in this view, and seeing where the key frames are. Now I'm happy with the chest continuously moving, but the neck is moving far too much. The head is wobbling all over the place. So I'm going to select the neck, and you'll see that I've got quite a few key frames in here. So we go from there to there. And also if we select the key frames, we can find out information about them in the Attributes Manager. So, as I move through, I can select the key frames and get values from the key frames, and other information about the type of interpolation, for example.
Now, as I scrub through, I'm thinking to myself. Okay? I want him to move his head up there, but I want him to look up for a while. So, really I want to copy and paste that keys frames maybe here, so that he holds that position and then just suddenly changes from there to there. Okay? So, what I can do is just click on the keyframe in mini timeline and copy it. So Cmd+C or Ctrl+C on Windows, and then making sure the time marker is where I want the new keyframe to appear. Cmd+V or Ctrl+V on Windows just to paste that in.
Now you see he moves his head. He holds in that position for a little while looking up and then he suddenly moves back. Now the other thing I want I remove is this keyframe, I don't really like that position. So I can also select keyframes and just hit the Delete key on the keyboard to delete that key frame. And now you'll see he goes straight from looking forwards to looking sideways. Now, again, I want to copy and paste that keyframe to have a hold in there. So I'm going to copy it, Cmd+C or Ctrl+C, paste it, Cmd+V or Ctrl+V to paste it.
And there we have the neck holding and then suddenly turning. And you'll see that if I play that back now. Okay? We've got a much better result. Now this move here is a little bit too quick as well, so I'm actually going to remove that. And I can remove it while it's playing back, so you'll see now we've got much smoother move as he moves his head around rather than continuously moving as it was before. Just putting a couple of holds can help that.
Now, the only thing about holding keyframes is you can sometimes get little twists in the path, particularly when you're using Spline animation, like we're here. So what I'm going to do, in order to see that, we really need to go to our Animation layout and there we can see our graph. Now, I'm in F curve mode, I'm also going to frame all, shortcut for that is H. And you'll see we've got a hold here between these two key frames. Now sometimes it's not really happening here, but sometimes you can get a little kink in the animation where it actually adjusts values between the keyframes.
And that can be quite problematic. So, in order to fix that, we select both keyframes. And remember you have this button here to create a step interpolation, and that will hold one value till it meets the next value. Now, in order to do that, you need to make sure, I had both keyframes selected, so it's held until here. So, I'm going to Undo that. So we'll just undo a step, and let's Undo another step. When you're in the timeline, you want to actually do the Undo down here.
Or you want to hit Cmd+Z, which will do and Undo in the timeline. So, before we apply it, we just make sure we only have the first one selected. And we just step animation between those two. And that way, we don't have any unwanted movement between those two keyframes. And then he starts to move again afterwards. So, anywhere where you have values holding between keyframes, you really want to put a step interpolation between them, just to avoid any sudden wobbly movements.
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