Full transcript
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