Now we have our nation.
And the first phase is almost normal shrink animation a bit.
So inside we have different phase of stiffness,
but at the end,
I will use the same and our inflating,
I decrease the animation to 74 timeline,
going to control the clear cache play.
And we'll see what we get. Question.
Then.
Inflating. Very good.
Maybe put it to here.
And now we can extend our animation to a 100 frames.
And I think the second phase of
these pressure manipulation should be much more further in the timeline.
I will click this frame all button to see all of them.
Maybe you're doing something like this.
And play. Bass.
Deformation is good.
Then we'd start to raise the pressure, the stiffness,
going down, deforming, and start to restore the shape and powers back.
I think this is almost what I want to get.
I just like to shorten the phase of
our racing values like this and go into Control D,
make chicken the animation bounds.
Almost, almost.
I would like to shrink down the first phase.
Maybe two, this one.
Gather the value.
We get.
95 to nine, pressure,
70, maybe to 85.
And there is random control d,
clear cache, bake, hitting play.
And now we don't get
the proper effect too fast, lowering the stiffness.
And we don't have proper value to Bush all elements from each other.
Whereas in 20, rising to 100.
Pushing here, pushing their control D, Clair cash.
Make checking.
Play. Great.
Everything is working great.
But we need a lot more smoothing.
Maybe we combine this, saying.
Maybe we delete this 0 frame because the duplicating,
something like this one.
Control D, Clear, cash ME.
Pretty smooth. The second phase is much better than the first one.
Let's combine the long face.
And I think this will be one of
the last baking procedure, inflating and inflating.
And now we have problem,
that value is not propagated.
Go into stiffness.
This one, this one, this one.
And raising to 15,
maybe n here, have already 20.
So up to two x value,
clear bake, play bounds.
Yes, this value will get the result I want to achieve.
And now we can start to play with lighting and rendering.