Modern animation software like Autodesk Maya and Blender have an excellent tool that let you control Follow-through, Overlap, and Slow Ins and Outs: Tangents. Tangents let you control the way your animation flows from one keyframe to the next by altering the way animation is interpolated. Learning how to use them will speed up your workflow tremendously.
- [Narrator] Adapting the principle of slow in and out…to animation software is quite easy.…In many animation packages, there's a way to manipulate…something called key frame tangents.…Tangents allow you to control the way…your animation moves from one key frame to the next.…Let's look at our ball from our previous chapters.…Now if you're paying attention,…you'll see that the first bounce feels kind of soft…while all the other ones have a nice hard bounce to them.…What's going on is that right as soon as the ball's…about to leave the ground, it just slowly pulls out.…
Now if you remember our video reference,…balls almost immediately pop out of the ground…the moment they bounce back up.…So we're gonna wannna highlight these two key frames here…and convert them to linear tangents.…That will make it so that the ball immediately…pops out of the ground.…Now if you look at this arc, it looks kind of nice…but it looks a little bit like a triangle,…whereas all of these other arcs over here…look like nice big bounces.…
Author
Released
10/24/2016Animation has evolved tremendously in the last century, but some principles always stay the same. This foundation will serve you for a lifelong career.
- A history of character animation
- Squash and stretch
- Anticipation
- Staging
- Pose-to-pose animation
- Secondary action
- Timing
- Exaggeration
Skill Level Beginner
Duration
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Introduction
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Welcome34s
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1. An Overview
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2. Squash, Stretch, and Anticipation
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3. Staging
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Principles 3: Staging1m 21s
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4. Straight Ahead and Pose-to-Pose
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Principle 4: Straight ahead5m 10s
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Principle 4: Pose-to-pose3m 48s
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5. Follow Through and Slow In and Out
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Principle 6: Slow in and out2m 13s
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6. Arcs and Secondary Action
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Principle 7: Arcs3m 8s
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7. Timing
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Principle 9: Timing4m 50s
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Principle 9: Spacing2m 26s
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8. Exaggeration, Solid Drawing, and Appeal
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Principle 10: Exaggeration2m 36s
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Principle 11: Solid drawing4m 40s
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Principle 12: Appeal1m 53s
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Conclusion
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Next steps55s
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Video: Using tangents to control slows/fasts