WEBVTT 1 00:00:00.330 --> 00:00:02.164 All right, time to add some life to a 2 00:00:02.164 --> 00:00:06.530 puppet by using the physics behavior and Dangle feature. 3 00:00:06.530 --> 00:00:09.748 All right, so one of the biggest challenges for 4 00:00:09.748 --> 00:00:13.604 an animator is creating the illusion of life. 5 00:00:13.604 --> 00:00:15.236 There's even a book by that name, 6 00:00:15.236 --> 00:00:17.250 and you should check it out. 7 00:00:17.250 --> 00:00:22.292 And oftentimes what makes things feel alive is 8 00:00:22.292 --> 00:00:26.706 physics and what it's called secondary motion. 9 00:00:26.706 --> 00:00:31.260 So right now, our man Rob has earrings that 10 00:00:31.260 --> 00:00:33.628 are sort of stuck to his ears as well. 11 00:00:33.628 --> 00:00:37.298 His goatee just sort of feels very fixed. 12 00:00:37.298 --> 00:00:39.792 So what we're going to do is actually make his 13 00:00:39.792 --> 00:00:44.896 earrings dangle, and give his goatee a little sway, and 14 00:00:44.896 --> 00:00:47.760 we're going to do that right up here. 15 00:00:47.760 --> 00:00:54.240 So I'm going to go to rig, and here we go. 16 00:00:54.770 --> 00:00:59.060 What I'm going to do is I'm going to go to his base. 17 00:00:59.060 --> 00:01:01.156 That's basically his head there. 18 00:01:01.156 --> 00:01:02.452 So inside his head? 19 00:01:02.452 --> 00:01:06.370 Yeah, there's all these little parts, but the cranium. 20 00:01:06.370 --> 00:01:06.852 Yeah. 21 00:01:06.852 --> 00:01:11.640 That object is called base. Okay. 22 00:01:11.640 --> 00:01:14.184 Now, I realize it's all highlighting here. 23 00:01:14.184 --> 00:01:18.744 So if I made the base independent, you would see 24 00:01:18.744 --> 00:01:21.052 all of the objects that are contained in that. 25 00:01:21.052 --> 00:01:24.124 But again, this would make it kind of float awkwardly and 26 00:01:24.124 --> 00:01:27.880 not be attached, at least not in an organic way. 27 00:01:28.410 --> 00:01:31.568 Okay, so I've got the goatee, and I've got 28 00:01:31.568 --> 00:01:34.384 my earrings, I've got the ears, and what I 29 00:01:34.384 --> 00:01:37.230 want to do is let's start with the earring. 30 00:01:37.230 --> 00:01:42.298 So to make Dangle work within the physics behavior, 31 00:01:42.298 --> 00:01:45.844 first thing I'm going to do is zoom in. All right? 32 00:01:45.844 --> 00:01:49.108 And I'm zooming using the pinch, but 33 00:01:49.108 --> 00:01:52.130 you could use the magnifying glass or, 34 00:01:52.130 --> 00:01:54.452 you know, whatever you're comfortable with. 35 00:01:54.452 --> 00:01:57.730 But I'm going to move the anchor point for left earring 36 00:01:58.390 --> 00:02:02.344 to where it would actually attach, and the next thing I'm 37 00:02:02.344 --> 00:02:05.060 going to do is bust out the dangle tool. 38 00:02:05.610 --> 00:02:09.148 So the dangle tool is down here, and what 39 00:02:09.148 --> 00:02:12.988 it allows me to do is basically click where 40 00:02:12.988 --> 00:02:17.628 I would imagine the lowest point of that object 41 00:02:17.628 --> 00:02:19.794 feeling sort of the most weight. 42 00:02:19.794 --> 00:02:21.488 So this is going to serve as sort of 43 00:02:21.488 --> 00:02:23.520 an anchor, and then this is going to provide 44 00:02:23.520 --> 00:02:27.488 some sort of direction for it to Dangle. Okay. 45 00:02:27.488 --> 00:02:28.800 And it's that simple. 46 00:02:28.800 --> 00:02:31.936 So it's an independent object. Right. 47 00:02:31.936 --> 00:02:34.148 So back in, illustrator would have a plus next to 48 00:02:34.148 --> 00:02:36.388 the name, or I could just put the tag on 49 00:02:36.388 --> 00:02:40.692 here, and I've got an anchor point, and I've got 50 00:02:40.692 --> 00:02:43.928 a dangle tag, and I can see over in my 51 00:02:43.928 --> 00:02:47.590 tags panel here that physics dangle has been applied. 52 00:02:47.590 --> 00:02:48.632 Okay. 53 00:02:48.632 --> 00:02:54.232 If I go back to record, notice that it now 54 00:02:54.232 --> 00:02:58.410 dangles, but it looks a little bit kind of gooey. 55 00:02:58.410 --> 00:03:02.882 Okay, so let's change that over here in my puppet 56 00:03:02.882 --> 00:03:06.396 behaviors, which, by the way, you want to make sure 57 00:03:06.396 --> 00:03:10.998 that if you have rob's source selected, that's where you'd 58 00:03:10.998 --> 00:03:14.822 get the proper behaviors for that particular puppet. 59 00:03:14.822 --> 00:03:17.558 Okay, so if I go to my physics behavior 60 00:03:17.558 --> 00:03:21.814 for Rob, you could see that I've got gravity. 61 00:03:21.814 --> 00:03:23.242 I've got gravity direction. 62 00:03:23.242 --> 00:03:24.548 There's even wind. 63 00:03:24.548 --> 00:03:26.640 Lots of fun things we could do with these. 64 00:03:27.170 --> 00:03:31.018 But in addition to that, I have dangle in dangle. 65 00:03:31.018 --> 00:03:33.018 It's telling me that there is one dangle 66 00:03:33.018 --> 00:03:35.950 handle that's the dangle tag we just added. 67 00:03:36.710 --> 00:03:39.048 What I can do is say, hey, I really don't want 68 00:03:39.048 --> 00:03:42.952 it to be quite so gooey and sort of rubber like. 69 00:03:42.952 --> 00:03:47.528 So if I crank up the stiffness, you can see that 70 00:03:47.528 --> 00:03:52.626 it's getting less sort of diss, I don't know, deformed. 71 00:03:52.626 --> 00:03:53.770 Okay. 72 00:03:53.770 --> 00:03:55.068 And still has a little bit 73 00:03:55.068 --> 00:03:57.772 of that sort of swinging quality. 74 00:03:57.772 --> 00:04:00.454 Now, if I crank up things like the gravity, 75 00:04:00.454 --> 00:04:03.630 you can see it can get a little elongated. 76 00:04:03.630 --> 00:04:06.736 We could have no gravity, all right? 77 00:04:06.736 --> 00:04:09.020 But it gives it just a little bit of life. 78 00:04:09.630 --> 00:04:12.404 All right, now the challenge is I'm going to 79 00:04:12.404 --> 00:04:15.090 do the same thing, let's say, for the goatee. 80 00:04:15.090 --> 00:04:19.594 But physics has already been applied with these values. 81 00:04:19.594 --> 00:04:21.555 So I might want to have a different 82 00:04:21.555 --> 00:04:24.788 set of physics values for the goatee from, 83 00:04:24.788 --> 00:04:26.660 let's say, the rest of his head. 84 00:04:26.660 --> 00:04:28.888 So let's solve that problem. 85 00:04:28.888 --> 00:04:32.104 I'm going to go up to rig, and I'm going to 86 00:04:32.104 --> 00:04:37.774 go to his goatee, which also has the crown tag applied. 87 00:04:37.774 --> 00:04:40.424 And in other words, back in illustrator, it would 88 00:04:40.424 --> 00:04:41.900 have a little plus sign next to it. 89 00:04:41.900 --> 00:04:43.836 And again, if it doesn't, you can always 90 00:04:43.836 --> 00:04:46.412 add it in the rigging panel here. 91 00:04:46.412 --> 00:04:50.108 And what I'm going to do is I'm going to zoom out here. 92 00:04:50.108 --> 00:04:52.418 You can use the pan tools 93 00:04:52.418 --> 00:04:54.368 and the zoom tools right here. 94 00:04:54.368 --> 00:04:56.416 And what I'm going to do here is a little bit 95 00:04:56.416 --> 00:04:59.462 different because it's not just sort of one little spot. 96 00:04:59.462 --> 00:05:02.190 I need it to attach in multiple places. 97 00:05:02.190 --> 00:05:05.318 So I could start by grabbing just the selection 98 00:05:05.318 --> 00:05:07.812 tool, and that could anchor that spot down. 99 00:05:07.812 --> 00:05:10.690 But I really need these to be locked down, too. 100 00:05:10.690 --> 00:05:13.172 So what I'm going to do is grab the 101 00:05:13.172 --> 00:05:18.230 pin tool and establish a couple more fixed points. 102 00:05:18.230 --> 00:05:19.944 And with the pin tool, notice that I 103 00:05:19.944 --> 00:05:22.830 get a modifier that says, hey, that's fixed. 104 00:05:22.830 --> 00:05:25.278 So this is going to all be fixed, 105 00:05:25.278 --> 00:05:27.560 and I'm going to put dangles down here. 106 00:05:28.330 --> 00:05:31.596 So I'll grab the dangle tool, and 107 00:05:31.596 --> 00:05:34.200 let's put in a few of these. 108 00:05:35.210 --> 00:05:35.960 Okay. 109 00:05:36.570 --> 00:05:39.552 Now, if I go back to record, it 110 00:05:39.552 --> 00:05:43.200 will work, but it's not nearly enough, right? 111 00:05:43.200 --> 00:05:45.408 It's really not doing it. 112 00:05:45.408 --> 00:05:50.128 So what I want to do is go back and say for 113 00:05:50.128 --> 00:05:56.026 this particular object, the goatee, I need to add a behavior. 114 00:05:56.026 --> 00:05:59.988 So I'll select goatee, go down to behaviors, and I 115 00:05:59.988 --> 00:06:02.730 need to say that this has its own physics. 116 00:06:02.730 --> 00:06:05.912 So down here, I've got physics, and 117 00:06:05.912 --> 00:06:08.088 I can tell it for this object. 118 00:06:08.088 --> 00:06:09.730 There's a lot of gravity. 119 00:06:10.470 --> 00:06:15.224 Maybe it's got almost no stiffness, and we 120 00:06:15.224 --> 00:06:18.908 can readjust this, but it's telling me there 121 00:06:18.908 --> 00:06:21.290 are three handles that it's looking at. 122 00:06:21.290 --> 00:06:24.764 Let's start with that and just see how we did. Okay. 123 00:06:24.764 --> 00:06:27.692 And now you can see that the earrings dangling one 124 00:06:27.692 --> 00:06:31.560 way and the beard or the goatees dangling another way. 125 00:06:32.650 --> 00:06:34.556 And again, that would be something that would be 126 00:06:34.556 --> 00:06:37.756 very time consuming to have to keyframe and just 127 00:06:37.756 --> 00:06:40.620 gives things a little bit of life.