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Unreal Engine 5 Beginner Tutorial Part 17: Animation & Sequencer Basics

Bad Decisions Studio · 6,312 words · 29 min read

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0:00[Music]

0:00by the end of this video you'll be able

0:02to use this sequencer which is also

0:04known as a timeline to create any

0:06animation that you want like basically

0:08activating your spaceship and animating

0:11the Stormtroopers to walk towards it

0:13look at this super cool see you guys in

0:16the video what is up beautiful people we

0:19are here at chapter 17 and we are going

0:21to talk about

0:25animation this is going to be one of the

0:27most important chapters of this Unreal

0:28Engine tutorial series so let's right

0:31get into it let's get right

0:36into that's good but do you know we

0:39actually said every chapter is the most

0:41important chapter up until now it is

0:44very important we chose the most

0:46important topic yeah but we're just

0:49trying to make sure you guys understand

0:50the importance of every

0:53chapter okay enough enough enough all

0:55right let's get right into it all right

0:56so let's go ahead and talk about

0:57animation but before we do that let's

0:59look at the Storm Troopers right after

1:02the previous chapter we closed on real

1:04engine and opened it again and that

1:05caused our console variables to reset

1:08again so what we have to do is we have

1:10to paste the same command in our console

1:12variable again so we have it here saved

1:15right we're going to leave in the

1:16description box below again so you guys

1:18can go ahead and just copy and paste now

1:20there is a way you can make sure that

1:23this doesn't reset every time you can

1:25create presets of console variables

1:27let's say like 10 of them and just have

1:28them apply every time you open the

1:30engine we're going to be talking about

1:31that in one of the final chapters which

1:33is render settings and console commands

1:35so make sure you check that one out too

1:38for now let's move into animation now

1:40animation has to do with objects in

1:43motion cuz currently if you look closely

1:45to our scene there's absolutely nothing

1:46moving so we have no animation and at

1:49the end of the day we're doing all of

1:50this cinematics because we want things

1:51to move am I right yes okay cool so if

1:54you want things to move you need to know

1:56at 0er seconds where is that specific

1:59object and at 3 seconds where is it now

2:02is it moving is it going forward is it

2:04going backwards we need to have a

2:06timeline so if you've edited videos

2:09before fire you've done it like videos

2:10before of course Da Vinci yes right so

2:13in Da Vinci you have a timeline right

2:15premere you have a timeline here we

2:16don't have a timeline you have a

2:18sequencer absolutely but a timeline and

2:20a sequencer work exactly the same way

2:22right yes so how can we go ahead and

2:24bring the sequencer or the timeline from

2:27now on we're going to refer to the

2:28timeline as a sequencer so in order to

2:30add a sequencer we are going to go to

2:33this drop down right here and then we're

2:35going to click on ADD level sequence

2:38it's going to prompt us to create a

2:39folder or save it somewhere in our

2:41content drawer and we're going to do

2:43exactly that we're going to create a new

2:44folder called it sequencer and because

2:46per level you can have multiple

2:49sequencers that's why I recommend you

2:51open up a new folder just allocate it

2:54towards sequencers so for instance you

2:56can have one sequencer one timeline for

2:59the jet door opening and you can have

3:01another one where Darth Vader is talking

3:04to the the Stormtroopers on the other

3:06side of the spaceship right just

3:08different timelines so we're going to

3:09call this spaceship door opening yeah

3:12beautiful

3:14naming opening okay cool the moment you

3:17go ahead and save your sequencer you'll

3:19notice that you'll have the sequencer

3:21docked in the bottom part of your screen

3:23and it's consisting of three parts you

3:24have these drop downs up here which

3:25control some of the settings on the left

3:27side you're going to have access to all

3:29of the objects that are going to be

3:30animated and on the right side you're

3:32going to see their animations so we're

3:34going to go ahead and start with a

3:36simple object and try to animate it f

3:38what object should we go for let's add a

3:39sphere okay and then what sort of

3:41Animation do we want to do okay let's

3:43put them beside the jet fighters and

3:45then let's shoot it all the way to the

3:47spaceship okay so can we pretend as if

3:50this is one of the droids yeah we can do

3:52that R2-D2 yeah and it's just like

3:54rolling is it it's not R2D2 what about

3:56the new one which one is the new one the

3:58new one in the new series the one that

4:00is actually spherical oh I don't know

4:02the name of that one okay anyways so

4:05this one what we want to do as farad

4:07said we want to go ahead and start on

4:09the left side and we want to go all the

4:11way to the right side so if you've ever

4:13worked in any editing software then you

4:15would know that you have to use key

4:17frames and key frames basically are

4:19snapshots in time that say at this

4:22specific second at this specific frame

4:24these are the properties of my object so

4:27first things first we need to add our

4:29object into to our sequencer there's

4:30multiple ways you can do that farad can

4:32you tell us what is one of the ways you

4:33can do it one of the ways is click that

4:35track plus button at the ADD but like

4:38the add icon and then the track yes so

4:41and then and then you could see actor to

4:43sequencer the first one so we have all

4:45of these different things that we can

4:47add for example we can add an audio

4:49track but as far said we want to go

4:51ahead and bring an actor right remember

4:52when we merged actors right your objects

4:55can also be called actors so actor to

4:57sequencer and the object that is

4:59selected will be automatically appearing

5:01on top of our list if we didn't we can

5:03search it we can search it here so

5:05sphere right which is the same one at

5:07the Top If youve notied now multiple

5:09times within on new engine 5 if you have

5:11an object selected it's going to pop

5:13into the other sections when you're

5:14trying to call it right so always try to

5:16select the objects you want to call and

5:18then at the top it's at sphere okay

5:19we're going to hit it now we got it over

5:21there now we got it over there I'm going

5:22to delete this really quickly and it's

5:25asking me do you want to delete this are

5:27you sure yes we do far what is another

5:29way can bring in the object I think you

5:31deleted the sphere oh yeah okay that's

5:34why it was asking you're sure sorry do

5:37not delete the sphere don't have the

5:38sphere selected here you just want to

5:40select it here in the sequencer and then

5:42delete it from here actually that's a

5:44good problem to have because you guys

5:45have to understand the difference sorry

5:47I had to read the error message okay F

5:49what is another way I can drag the

5:50sphere in here drag and drop absolutely

5:53so I have this sphere selected I can

5:55drag it from the outliner and drop it

5:57into my sequencer just like that so two

6:00different ways you can bring in the

6:01objects track actor to sequencer or drag

6:04and drum so once you have your character

6:06here as you notice what your actor we

6:09have the name right here called sphere

6:10and then underneath it we have transform

6:13do you remember where else we had

6:14transform in details panel absolutely so

6:17it will consist of your location

6:18rotation and scale and you can animate

6:21any of these parameters absolutely and

6:23these are not the only things we can

6:25animate the reason why the plus icons

6:28exist on the right side is because you

6:30have more options now they're kind of

6:32complicated and we're going to touch on

6:34them in a moment but for now just wanted

6:36to let you know that you can explore

6:37them later on so for now let's just go

6:39ahead and talk about location cuz we

6:40want to move the sphere so at zero

6:43frames this is in frames by the way so

6:46we're talking about zero frames and if

6:47you go all the way to the end I'm just

6:49dragging my timeline right now and just

6:52looking all the way I can go all the way

6:54up to 150 frames that's because we are

6:5630 frames per second that's 5 Seconds

6:58absolutely so this is 150 frames that

7:02means our render stops right here if I

7:04want to go ahead and actually pull this

7:05longer I can go ahead and just drag this

7:08I think it's red I'm color blind but

7:10that marker is basically defining how

7:12long our animation will be so I can just

7:13leave it at any specific number I want

7:16um and then I can go back to the

7:17beginning of my frames which is zero by

7:20clicking this button and what I want to

7:23do is I want to say okay at zero frames

7:26I want to go ahead and key frame this EX

7:29exactly this position is going to be

7:31where I want to be at 0 seconds and zero

7:33frames so I can go ahead and hit the

7:37plus icon there's another plus icon

7:39right here as you can see beside every

7:40one of these parameters which means hit

7:43and enter a key frame the shortcut for

7:45it is enter literally as soon as you

7:47bring your mouse here click on the

7:48timeline you can hit enter to enter some

7:51key frames or alternatively contr contrl

7:53Z for undo you can go ahead and manually

7:56click any of these now if you go ahead

7:58and click the ENT

8:00on or or this button on transform it's

8:02going to create a key frame for scale

8:04rotation and location if you're changing

8:06all of those variables but in this case

8:08we're not so we're only going to be

8:10doing the key frame for location so hit

8:13this exact button right here we have the

8:15key frame we can zoom in by control

8:18scroll and zoom out by control scroll as

8:21well and if you need to move around the

8:23timeline the way you can do that is by

8:26hitting right click and dragging

8:27yourself just like in the mat seral

8:29graph do you remember that yep perfect

8:31so fire what should we do next now that

8:33we want to bring this guy over here so

8:36let's go to our final frame for example

8:38150 is our final frame no it's not I

8:40pulled it I pulled it out so if you want

8:42to go to you can have it at 150 right if

8:44I want to have it exactly at 150 I can

8:47use this number right here so this

8:49number is defining the current frame we

8:51have our marker on so I want to go to

8:53150 as farad said so 1 15 to be precise

8:56okay and where do I want to land and we

8:58want to move this sphere all all the way

8:59to the box right in front so now we have

9:01three ways of doing that we can well go

9:04ahead and drag this guy right here

9:06contrl Z we can go ahead and use these

9:09sliders as we learned before drag it

9:11right here or we can even do the same

9:14change Within These sequencer so I'm

9:16going to drop down my location I'll see

9:18my X Y and Z just like I do here same

9:20values and I can use these sliders and

9:23drag it across here far are we good with

9:25this yes okay so the advantage of using

9:28this ERS within the sequencer is that it

9:31automatically makes the key frame for

9:33you so you can see that I have now two

9:36key frames with a line connecting in

9:37between if I go ahead and pull my marker

9:41all the way back and press space I can

9:44see the

9:47[Music]

9:49animation now I'm going to hit space

9:52again to pause and then I'm going to hit

9:53contrl Z so that I undo if I were to use

9:57the arrow I'll have to manually enter

9:59the key frame because it still doesn't

10:01know if I'm done right or the same thing

10:03here so if you do that make sure you go

10:05ahead and hit enter on the location okay

10:09select it or you can also go to

10:11transform remember to put the key frame

10:13for everything it's up to you so at this

10:16point we have done this animation and

10:19you also notice that you can see and

10:21visualize the path upon which the sphere

10:25will travel and you can see it clearly

10:27now let's say I want to go ahead and

10:29make some more changes to my animation

10:33fire what kind of changes can we make we

10:35can maybe scale the sphere while it's go

10:38all the way to the spaceship absolutely

10:40so that's very simple right we can go

10:42all the way to the beginning and say hey

10:45I have my scale at one so let's go ahead

10:47and key frame that yeah or maybe

10:48actually this time around let's inverse

10:50it I want to start at I want to stop at

10:52one so I want my scale to be this at the

10:56very end so I'll go to my next key frame

10:58now this is actually a very good lesson

11:00there's multiple ways you can go ahead

11:02and control scroll and Eyeball where

11:04your next key frame is if you want to be

11:05exact or this is going to come in real

11:08handy these Arrow buttons beside the key

11:11frame are actually saying go to the next

11:13key frame wherever that is so right now

11:15this key frame is on my location right

11:18so I want to go to the next key frame

11:19I'm going to hit this arrow and it's

11:20going to exactly land on where I want to

11:23scale so I'm going to say I want this to

11:25be one so I'm going to go ahead and hit

11:28the key frame button on my scale and I'm

11:31going to go all the way back with this

11:32button to frame zero and I want to say I

11:33want to start at Z 0.1 0.1 okay 0.1 so

11:38I'm going to hit 0.1 for this and then

11:41I'm going to click that contrl + C and

11:44then paste it into the Y and Z as well

11:47and right now we can see our sphere is

11:49extremely small and if we hit space look

11:51at what

11:52happens wow we're scaling beautiful now

11:57that we have this specific animation we

11:59can go ahead and make more changes using

12:02a graph if you come from other 3D

12:04software you'll be familiar with this

12:06but you can imagine when you have a

12:07human walking and you want to be really

12:10precise with the way the animation is

12:11working per bone of the animation you're

12:14going to need to work with a graph and

12:15the way you access that graph is right

12:18here with this button so if you go ahead

12:20and press this we'll see now that we

12:22have the sphere and then if you click

12:23that we'll see the actual graph that is

12:26demonstrating to us the motion of the

12:28sphere now don't be intimidated by this

12:31we'll explain to you exactly how it

12:32works so first thing we're going to do

12:34is drop down a transform and then we

12:36know that we're working with location

12:38and scale right so technically if you

12:40were to click rotation look at what

12:41happens we're just seeing a flat line

12:45nothing happens nothing changes exactly

12:47so if you worked with graphs before on

12:48both scales nothing is actually

12:50happening but if you go to our location

12:53and drop it down technically we're

12:55moving in one axis right so technically

12:57two of our axes should have no changes

13:00and that should be our Z because we're

13:02not moving up and down in space and our

13:05y because we're not going left and right

13:07well left and right from where I'm

13:09looking but if you look at our X we'll

13:11actually notice the movement we're

13:13making in the x- axis so sometimes

13:16depending on how big that movement is

13:18your graph might not even the the

13:20beginning and the end might not fit so

13:22let's say that's the case you can use

13:24this button right here to go to a

13:25normalized view which is going to bring

13:27everything between 0er and one so it's

13:29going to compress all those values so

13:30that you can visualize the beginning and

13:32end of your graph so honestly this might

13:35be confusing if again if it's this is

13:37your first time but it's really not that

13:39difficult pay close attention we're

13:41saying this is our sphere okay I'm

13:44looking at it right now and this is at

13:46the very beginning this is its location

13:48in the x-axis so I'll go to the very

13:50beginning us using this button and I can

13:52now move this to

13:53change where it

13:55begins quite simply right and also I can

13:59do the same thing if I go all the way to

14:01the end and then I find my sphere so

14:04this graph is just defining where it is

14:07so I can just move this so this is just

14:09playing with these values that we key

14:11framed earlier on so you can be really

14:14precise with your movements so I can

14:15just come here and say okay I wanted to

14:17land exactly in front of the door which

14:20is right here what if I want to change

14:23the speed of the ball that's a very good

14:25question I wanted to start accelerating

14:28much faster but at the end I want it to

14:30be really really slow okay cool that's a

14:32very good question and we're going to do

14:34just that cuz right now if you take a

14:36look at our graph what this what this

14:39basically shape is telling us is that

14:42we're starting slow right we're starting

14:44flat and then we're increasing our speed

14:47over time and then as we come closer to

14:50our end we're also slowing down again

14:53we're slowing down again so farad is

14:55saying you want to speed up quickly in

14:57the beginning right you don't want to

14:58speed up or you want to start with a

14:59high speed yes okay so if you want to

15:01start with a high speed you want to go

15:03and change these points cuz right now if

15:05I were to change these points I can only

15:07drag it down which works but if I want

15:09to go ahead and make it larger or

15:11smaller I can I can make it faster sure

15:13that works but if you want to have full

15:15control over this you can select both

15:17key frames go to this Arrow right here

15:21and then change to weighted tangents

15:23these are just different ways the points

15:25can be treated so weighted tangents in

15:28Onre engine allow us to fully control

15:31these handles they work extremely

15:33similar to the rig rail of our camera if

15:35you remember how we were controlling the

15:36handles same thing here so I can say

15:39Okay I want to pull this all the way up

15:40so this is going to start real slow and

15:42then shoot real fast check this out real

15:44slow and then super fast and then stop

15:47this shape is basically showing us that

15:49or as firad said when you want to start

15:52super fast and then go slow am I right

15:55so this is precisely that so check it

15:57out I'm going to hit G to remove the

16:00overlays and I'm going to press play did

16:03you see that

16:05wow did you see that yep okay boom just

16:09like that we controlled it okay so we

16:13can go ahead and do the exact same thing

16:15with basically our scale so we're going

16:17back to our scale we change all the X Y

16:20and Z so if I'm unhappy with how small

16:23it is I can click all three and now I'm

16:26basically looking at all three I can

16:28just go ahead and drag this guy I'm not

16:30happy with how small it is I want it to

16:31be bigger and actually I'm going to zoom

16:33out control scroll this is my end this

16:36is my one right I want to bring this I

16:38want this to be bigger in the beginning

16:40so it's actually much bigger like that

16:43and then it's going to get smaller so

16:45check this

16:46out press

16:50play boom boom just like that and now

16:53we're going to go ahead and hit save and

16:56exit the graph now guys the graph itself

17:00can take an entire course and we're not

17:03trying to teach you just the graph we

17:04just wanted to teach you guys the basics

17:06so that you know how to make changes to

17:09your animation let's animate now

17:11something for real let's animate the

17:13door of the spaceship okay so when it

17:16comes to animating the door of the

17:18spaceship fad to be very honest with you

17:20this is going to be much easier because

17:21technically we're not really changing

17:24anything we're not making the animation

17:25ourself the animation's there we just

17:27have to call it so from from your

17:29experience how do we call the animation

17:31first what do we need to do first we

17:32need to bring the spaceship to our

17:34sequencer hold on did you guys know you

17:36can speed up your workflow by using poly

17:39Cam's photogrammetry instead of modeling

17:41and texturing yeah you just snap a

17:42couple of photos a voila plus your

17:44objects will automatically look photo

17:46realistic because they're actually real

17:49shout out to polyam for sponsoring this

17:51course and giving you guys 30% off the

17:54Pro Plan promo code and Link in the

17:56description so far how can I goad and

17:58add this spaceship into my sequencer

18:00it's very easy select the spaceship

18:02uhhuh click plus track actor to

18:05sequencer and you will see it up there

18:07perfect oh why do we have an animation

18:10row right above transform well the

18:12sphere didn't have it this time we do

18:14have it because first of all this is a

18:16skeletal mesh so it's bound to have an

18:18animation because it has armatures and

18:20unre engine knows that therefore we have

18:22the animation layer now all we have to

18:24do is go to the plus icon remember we

18:27told you guys the plus icons always have

18:28more compartments check it out we have

18:30the plus icon and we can already see the

18:32animation that belongs to this Armature

18:35and we're going to hit it and just like

18:36that we see a little bit of a change to

18:38our spaceship because it just went to

18:40frame zero of its animation now we can

18:42go ahead and press anywhere on our

18:44sequencer to make sure we select it it

18:46wouldn't work if we select our viewport

18:48press your sequencer and hit space to

18:50watch the magic happen but faras I want

18:54to play only the last seconds of the

18:56animation yeah it is kind of weird right

18:59now because we're starting with the

19:01wings inside the floor and so the way we

19:04can fix this as far mentioned is to just

19:06pull this back it's as simple as

19:07dragging it and bringing the animation

19:10before frame zero so we don't see it

19:12ever so we're going to go to frame zero

19:14and then just pull this back to maybe

19:16just just right here before these guys

19:19the legs the legs are in the air yes

19:21okay so here okay perfect so now if we

19:23hit space look at what happens so at the

19:26beginning of our animation we're going

19:27to see the door of the spaceship open

19:31that is beautiful amazing that is

19:34wonderful let's animate our Storm

19:37Troopers okay very cool so I'm just

19:39going to go ahead and delete this sphere

19:41cuz we don't need that anymore we have

19:44the the the the spaceship right now

19:47animated and the next thing we want to

19:49do is animate our Stormtroopers so here

19:52what do we have to do first of all we

19:54have to go ahead and bring in a

19:55stormtrooper skeletal mesh remember the

19:58ones we have in the Army right now are

20:00static Mish so we can't animate them we

20:02can't we can't have animations on their

20:04bones cuz they don't have bones we can

20:05move them but they're going to move like

20:07a statue so we're going to go to control

20:09space we're going to find our

20:12Stormtroopers and as I told you guys

20:14before as my default I always like to

20:16bring in the skeletal mesh which has no

20:19animation attached to it and once you

20:21have your skeletal mesh all you have to

20:22do

20:23is add it to your sequencer yes add it

20:26to your sequencer pay attention

20:29ption okay so we're going to drag this T

20:33animation that's the name of it into our

20:35sequencer and as soon as it's there

20:37again it's a skeletal mesh so we have

20:39the animation layer so if I click the

20:41plus button now I should see all the

20:42animation that we brought from mixo yes

20:44so the more animations you have the more

20:46choices you will have here okay and it's

20:48really as simple as just choosing the

20:50animation you want so's choose walk want

20:52walking absolutely and let's see what

20:54happens so if I just hit the sequencer

20:57and press

20:59space

21:00oh

21:03[Music]

21:04cool Okay cool so there's a couple of

21:07problems that we need to solve number

21:08one it's walking in place but that's

21:10precisely what we want if you remember

21:12but the second problem is that the

21:14animation is extremely short we need to

21:16Loop it so by default the best thing

21:19about mixo is that these animations the

21:21walking animations are loopable all you

21:23have to do is just repeat them and

21:25repeating them in onreal engine 5 is

21:27really simple

21:29all you have to do is drag the timeline

21:32of your animation so we're just going to

21:34go ahead and pull this back so we start

21:35from frame zero so it's going to snap

21:38and at frame zero we have the walking

21:39animation now all we have to do is just

21:41go ahead to our walking animation and

21:43just pull this top layer which controls

21:45the entire animation as long as we want

21:48and we're going to see the loops happen

21:51with these vertical lines but if you go

21:54over them you'll notice that there's no

21:56jittery movement there's no snapping

21:58it's looping perfectly so we can make

22:00him walk for Miles without noticing any

22:03breaks so we're going to pull this all

22:05the way until the end of our animation

22:07uh timeline and then we're going to hit

22:08space and see it but we need now our

22:11stor Trooper to move from point A to

22:13point B absolutely and that's exactly

22:15what we're going to do and it's just

22:17going to be about you eyeballing it and

22:19just knowing one trick in the sequencer

22:21which we're going to teach you right now

22:22so first thing we're going to do is

22:23we're going to go all the way back we're

22:25going to rotate this guy cuz we want him

22:27to be moving towards the spaceship right

22:29so we're going to rotate him on the Z

22:32axis for 90° and we're going to have one

22:35of these guys here I'm going to bring

22:38this guy over here and I want to

22:40duplicate this guy because I want two of

22:42them and we're going to bring this guy

22:43over here okay this guy will have no

22:45animation right now cuz he's not in the

22:46sequencer we're going to worry about him

22:48later I just wanted to have him there so

22:50starting with the first guy right he is

22:52starting from here and we want him to

22:54move to here so very similar to our

22:56sphere we need to go ahead and animate

22:59his location on the xaxis we already

23:01know that so we're going to pull down

23:03the transform and we're going to go to

23:05location and on the x-axis we're going

23:07to drop a key frame and then we're going

23:10to move all the way to here where the

23:14door has opened and then we're going to

23:16say I want you to move to the right side

23:18here so we're just going to go ahead and

23:20use maybe the arrow just so I can be

23:22precise where where I want to go and

23:24then I'm going to go ahead and hit the

23:26key frame button one more time the key

23:28frame is created and I can see the line

23:30connecting them now let's go ahead and

23:32play this back and see how it looks it's

23:35probably not going to look good press

23:36space Oh my god it feels like those

23:39escalators in the airport when you walk

23:42it feels exactly the same way so there's

23:44a couple problems number one if you

23:46notice the sliding is happening which is

23:50because the movement in the x-axis is

23:53far more than the amount that he's

23:55walking right it's not compensating for

23:57it so we need to change that but the

23:59second problem is that far I do you no

24:01this the second problem actually I think

24:03because the animation is easing in and

24:05easing out we need a uniform motion

24:07because he's walking in uniform speed

24:09actually that is true so he's not

24:11starting to walk and he's not stopping

24:14at the very end he's walking for the

24:16entire animation so which means it's

24:18weird to have him start slower and end

24:21slower and accelerate in the middle we

24:23need a constant motion and in order to

24:25do that the shortcut for it is US

24:28changing the points remember how we

24:30changed the weighted tangents in the

24:32graph Editor to basically control it

24:35well right now it's ease in and ease out

24:37which I believe the shortcut for that

24:39the name for it is auto but we want to

24:41change it to linear linear means it's

24:43going to be constant motion so we're

24:45just going to do what we did in the

24:47graph editor but instead we're going to

24:48do it here in the sequencer we're going

24:50to select both of these points right

24:52click on them and then we can see the

24:55key interpolation options so remember we

24:57had the weighted tangent over there

24:59which we can access inside there for

25:00some reason the name is not here but we

25:02can actually just read this so by

25:04default you're on cubic Auto this is

25:06your ease in and ease out we want to

25:08change it to linear if we change it to

25:09linear which is represented by that

25:11triangle we're going to see that it's

25:13changing right the shape changes and

25:15let's look at what happens to the

25:16movement it's moving at a constant speed

25:20and then it stops right it's perfect

25:23this is precisely what we want if you

25:25change it to something like constant

25:27constant means there's no motion between

25:29it's just one and zero so look at what

25:30happens constant means it's going to

25:32stay there and then at the next cre

25:34frame it just jumps to the next one boom

25:36so different key interpolations means

25:39different motions so just remember that

25:40you can play with these we're going to

25:42go back to linear and now we need to fix

25:45our sliding so as you can see it's

25:47sliding forward which means it's moving

25:49too much so I need to go ahead and maybe

25:52either pull the end back or pull the

25:55front forward and I'm going to pull the

25:57front forward cuz I want him to stop

25:58here so I'm going to have him start

26:00somewhere here and then I'm going to go

26:01ahead and press the key frame again to

26:04update the key frame at frame zero and

26:06let's see that far much better but it's

26:09still sliding still a bit okay so let's

26:11go back and let's have him start here

26:15maybe and I don't need to press the key

26:16frame cuz I use the the actual key

26:18frames in the sequencer oh much better

26:21sliding still sliding still sliding

26:23still sliding a little bit okay let's

26:26try this okay sliding still sliding yes

26:29just a bit okay now it should be perfect

26:33yes yes look at him his foot is stuck to

26:36the ground okay amazing that is

26:38fantastic now I don't like the fact that

26:40my animation is going for so long I'm

26:42going to end my animation right here

26:44when he reaches the end and when the

26:45door opens so check it out one more time

26:47from the beginning let's check it

26:50out wow

26:54wow congratulation guys you have

26:58animated the door of the spaceship and

27:00animated the Stormtrooper now F what I

27:03want to do is go ahead and do the exact

27:05same thing for the other Stormtrooper

27:07now there is a way to make this faster

27:09show me okay so we can actually go ahead

27:11and copy his motion onto this

27:14Stormtrooper so we'll go to his

27:16animation right click and we're going to

27:18hit copy and then we're going to go and

27:20bring this guy to our sequencer cuz he

27:23doesn't exist there so we can go ahead

27:25and drag him and drop him right here he

27:28has the animation layer but it has

27:29nothing so let's try to go ahead and

27:30right click and paste animation and see

27:33what happens so look at that oh can we

27:36copy the transform as well absolutely we

27:39can so right now we have already copied

27:41the motion and now we're going to go to

27:43our transform right here we're going to

27:44go ahead and right click copy and then

27:47we're going to go to our transform down

27:49here and we're going to go hit it right

27:51click and paste now if you play this

27:55look at what happens we have a slight

27:56problem and the reason that happening is

27:58because we have two transform layers we

28:00have the old one and the new one check

28:02it out we have one transform at the top

28:03here it's being blocked by this 61 items

28:06I wish I could hide it but basically

28:08there's one transform layer here and the

28:10new one that we pasted all you need to

28:12do is just go ahead and delete the old

28:14one to have the transform work correctly

28:17so delete it with backspace or delete

28:19and then if you go back and play this

28:21you're not going to notice the second

28:23Stormtrooper because he's actually

28:25hidden not hidden it's right they're all

28:27on top of each

28:28exactly they're on top of each other so

28:30what okay that sounds wrong but what we

28:32need to do is go ahead and just separate

28:34them so if you go ahead and click the

28:35second Stormtrooper technically there's

28:38no animation on the y axis so if I were

28:40to open this up in the y axis if you

28:42notice there's no key frame so all I

28:44have to do is just pull this guy to the

28:46other side amazing right I don't even

28:49need to press any key frame because I

28:50have not said change the Y AIS Conant y

28:54yeah it's just the same y so all I had

28:56to do is just pull them to the side and

28:57it's going to be the exact same

28:59animation if I play it so I'm going to

29:00go here play this and check this but

29:04this is a bit odd we never have exact

29:07animations can we have some offset on

29:09one of them yes you're absolutely right

29:11cuz they're they're precisely the same

29:12right okay so let's go ahead and do that

29:14it's very simple honestly first of all

29:16we can just go ahead and have this guy

29:18right start with a bit of a different

29:21offset on the animation so if you go

29:23ahead and look at the animation layer

29:25for this guy it starts precisely at zero

29:28just pull this animation so this guy is

29:30maybe walking with the other foot or

29:32maybe he's like somewhere in the middle

29:35something like that and then if you play

29:37it their position is the same yes now

29:40it's much more natural yes but they're

29:42walking differently yes right yes much

29:45more natural this is perfect this is so

29:49cool congratulations guys you have

29:52animated the door of the spaceship and

29:55also the Stormtroopers wow so you

29:57basically learned the basics of

29:59animation and you now know how to use

30:02the sequencer to move anything in your

30:05scene in the next chapter we are going

30:07to set up our shots the shots that are

30:09going to make our cinematics are we

30:11ready I'm absolutely ready because this

30:13is where we take everything we learned

30:16and then go ahead and pour it all to

30:17create this Dope video so see you guys

30:19in the next chapter ciao

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