Blender Animation Series 1.1 | Joe Baily | Skillshare

Blender Animation Series 1.1

Joe Baily

Blender Animation Series 1.1

Joe Baily

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9 Lessons (46m)
    • 1. Welcome To The Class

      1:07
    • 2. Set Up

      2:33
    • 3. A Simple Animation Using Keyframes

      6:40
    • 4. Adding More Keyframes And Animating Multiple Properties

      7:09
    • 5. Deleting Keyframes And Adding Markers

      6:28
    • 6. Moving Keyframes And Duplicating Them

      5:26
    • 7. Length Of Animation And Frame Rate

      5:35
    • 8. Resolution Output And Render Engine

      7:36
    • 9. End Of Class Challenge

      3:46
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About This Class

Blender Animation Series 1.1

Welcome to the first class of our blender animation series where we learn how to animate using blender 3D. Over the course of these classes, we will be learning how to use Blenders tools sets to create limitless animations in Blender, how to rig objects to control there behaviour, how to apply the 12 principles of animation and more.

In class volume 1.1 we introduce the concept of animating properties in Blender by using keyframes, which act as the start and end point for each animated property. We will learn how to manipulate these keyframes by adjusting their position, deleting them and adding markers for organisation.

It is recommended to have Blender installed before beginning this class. this class is recommended for beginners to blender and beginners to animation in general.

Meet Your Teacher

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Joe Baily

Teacher

My name is Joe Baily and I am an instructor for 2D and 3D design. I specialise in 3D modelling using software platforms such as blender and 3DS max to create virtual models and assets for video games and animations.

My alternative job involves teaching sport and PE in schools and so I have 1000's of hours teaching experience in multiple various fields. My goal here is that I always find great instructors in websites like youtube who are great but never give out enough content to really satisfy my own hunger for learning. Therefore, my goal on skillshare is to provide comprehensive quality teaching on any subjects that I cover, such as blender 3D.

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Transcripts

1. Welcome To The Class: Hello ladies and gentlemen, and welcome to this blend up beginner's class on animation in a blender. In this class, we are going to be introducing the properties of animation and how to create simple animations using blend up Friday, a free open source software from the blend of foundation. This course is going to be covering the absolute fundamentals. So by the end of this class, you are going to be able to create a basic animation for a 3D object by using things such as keyframes, timeline controls, and transforms. We are also going to be learning how we can set the blender up to make the process of creating and rendering animations as simple as possible by looking at things like firepower, Bob's frame rights, resolution and more. 2. Set Up: Before we begin with animating in blender, we're going to first set blender up so that week and begin playing around with some of these animation tools. Now this is the default layouts that you will see when you open up lambda. But we're not going to be using this workspace that is titled as layout. Instead, we're going to be spending our time in this class on the animation workspace, which is set up for easy manipulation of animations for our selected objects. In this workspace, we have two panels representing the 3D viewport. One, which allows us to pan, zoom and orbits in 3D space. And another that allows us to preview our scene, foodie eyes of our objects. We also have our outline, a panel for seen organization and also our Properties panel, which is where we're going to be taking a look at some of the more important render settings for our animation, such as the dimensions and output. We also have down below the timeline, where we can use the timeline controls to play back our animation. And the dope sheet directly above, which will allow us to edit the animations that we create. Before we move on to the next lecture, we're going to make one change to this setup. We're going to get rid of our defaults cube. So left-click to select, hit the Delete key. To delete the cube objects. It should no longer be present in i about the fluidity viewports or the viewport through the camera. We're going to replace it with our own actress for the role of animating in Blender. Today's actress is going to be Suzanne. So hit shift, I add a new mesh and select monkey. This allows us to add the Susanne object to our scene. We're going to be using this object to learn at the fundamentals of animating in Blender. 3. A Simple Animation Using Keyframes: In this video, we're going to be creating the simplest of animations for our actress Suzanne. We're going to have Suzanne rotates on her own axis, 360 degrees. We're going to be doing this by creating keyframes for her rotational values. Now, there are hundreds of elements within blender that can be animated. It can be difficult to spot which ones can be animated and which can't. So let's test this buyer animating Suzanne's rotation. We're going to use the dope sheet as our visual marker for our frames. At the moment, you can see that we are constantly on prime one. If I left-click in the dope sheets, I can reposition what frying we are currently using. So left-click, change what frying is the active flying. You can click and drag to move this blue bar across so you can reposition it anywhere you want. Within your timeline. We're going to position it back to the first frame. And you can see which frame you are on in the timeline as well. By coming over to this value. And you can actually use these arrow keys to move forwards and backwards through out your animation frame by frame. You can also left-click and type in the frame that you want to move to. Let's move this back to one. And let's add a key F9. Key frames are used to tell Blender when an animation will starts and finish. So we needed to tell blender that we want to start animating a property at frame one. What I'm going to do is I'm going to animate the z value for Suzanne's rotation. Now if you don't see this side panel, you will probably see this. Press the Enter key on your keyboard to open up the side panel and make sure you are in the item tab. Now when it comes to creating keyframes, We can do so very easily by pressing the key on our keyboard. We also right-click on our mouse. We get the inserts he frames option as off first option here. We can also add a singular key. Fine. We have many other options underneath. For now. I'm just going to use the I key on my keyboard. Hover the mouse over the value and press i. You will see that the x, y, and z values for rotation. Have all been given a key frames. You can also see that the dope sheet looks a lot more busy as well. So each of these yellow dots represents a key file. This is the sort of like the outline up within the dope sheet that will allow you to locate any elements that have key frames assigned to them. Currently, the only elements that have keyframes assigned the x, y, and z rotation values. What we're going to do here is we're going to change our frying. So we can go to, for example, find 240 and G. You will see that these values are no longer yellow. They are green. The color green indicates that there is a key frame for that specific element or property. However, the key F9 is not inserted on the active frame, which in this case is 240. What we're going to do is we're going to change the Z value formers 0 to 360. Now, you first of all notice that Suzanne hasn't moved in the viewport at all. And that's because we've literally done a free 60. If we change this to another value, you can see that we are rotating Susanne in real-time. You will also notice that the c value is self has gone from green to orange. When a value goes from green to orange, that means that the value is different from the original key find that was set. What we're going to do here is we're going to once again press i to create the new key frames at F39, 240. So you should now see this. You should now see a series of key frames at frame one and a series of key frames at 240. If we go back to frame one and then press the play button in our timeline. You can see that we are playing through our animation in real time, both in the dope sheet and the 3D viewport. Lender is set to play this on a loop. So to stop this animation, just click on the pause button. And then the side where you want to go in terms of your frames. So let's just go back to find one, for example. That is really the absolute basis, the foundation or creating any animation in Blender. Finding elements or properties that you can animate and inserting starts and end key frames to those properties. It can, of course, gets a lot more complex than this, but this is the foundation for all animations in 3D space when using Blender. 4. Adding More Keyframes And Animating Multiple Properties: In this video, we're going to be demonstrating two things. We're going to be demonstrating an animation that uses more than two key frames. And we are also going to be demonstrating an animation that uses keyframes for more than a single property. So we have our very simple rotation of suzanne going 360 degrees across our entire animation. But what you can also do is you can create keyframes in-between the start and end fines. It's always ideal, in my opinion, to start by creating the first frame of your animation and the end, trying to get an idea of where you want your character or you, wherever you want you animation to start and where you want it to finish. Once you have these two key frames, you can then start adding shrines in between. Now you do not have to create keyframes on every single framing your animation. You only really needs create keyframes in most cases where you want the behavior of that animation to change. For example, I'm going to go to find 60. I want to create a keyframe He that is going to change the behavior. So I want to first of all hit the icky to create my keyframe. And you can see the Z value is set to 55 degrees. Then I want to form this point, reverse my rotation. So today rotates the other. Why? Going back to frame 120? So I select 120 and is currently set to one 79. I'm actually going to decrease this back to 0. Then I'm going to press again to insert another keyframe. So we have four keyframes for our animation. We're going to start at 0 degrees to move up to around 55 degrees on find 60. It's then going to reverse and go back to 0 by fine 120. And then it's going to go through the full 360 degrees between frames one hundred and twenty and two hundred and forty. So let's test this out. Let's hit the Play button. Assuming we're on frame one. We go to 60, change rotation. Change rotation again, and then complete our loop free a 160 degrees. So just by adding a couple more key frames, we have increased the complexity of this animation. But what about animating more than a single property? What if we wanted to animate our location as well? So let's say we wanted to adjust our y rotation or y location. Well, what we can do is we can go back to find one. And then as we did for the rotational values, hit the icky to creates a key fine for our location. If we open up the object transforms here. You can now see that we have p famous for the x, y, and z locations. You will also see that there is a yellow line or an orange line that goes all the way through for our x and y values. You will see this whenever you have key frames set, but having the sine values. So what I mean by that is with the x rotation and y rotation, they starts with 0 and they remain at COO throughout the entire animation. So because they don't change, you see this orange line going through the timeline to indicate that even though we have key frames set for those values in different positions, the value itself is not changing. But anyways back to our x, y, and z locations. Let's go to frying 240 again. And let's move out objects on the y-axis to about here. So we're in the top corner of our cameras view. Then we'll hit the IK. To insert the animation. You can now see that because the x and z locations have not been changed, we get these orange lines that appear in our dope sheet. If we were to go back to the beginning and play our animation, we can see that it is both rotating, same as it did before, but it's also now moving on our y axis. Again, we can make this animation appear a little bit more complex. By perhaps guns who find 120, for example. And changing the value on the y axis. So here I'm setting it to about minus 2.7 and then press the icky to insert new keyframes for our free location values. Now, my animation is going to move towards this corner first. And then it's going to move towards this corner to finish the animation. So we now know how to use additional key frames for our animations to improve their complexity. We also know that we can animate these properties independently from each other. And we also know how to recognize whenever we have values that do not change from one key F9 to another. In our Dope Sheet. 5. Deleting Keyframes And Adding Markers: In this video, we are going to be learning both how to delete key frames that we no longer want to use and how to add markers, which are a very useful means of arranging your animations so that you know exactly what actions you want to perform at what finds. Now, first of all, how did you delete a key frame? We'll add the moment we have all of our frames selected for this animation. And you can tell they are all selected because they all appear yellow. If I just left-click away from any of these keyframes, you will see that they become white. Now, none of these keyframes are selected. This will allow us to left-click individual key frames and then manipulate them how we see fit. For example, when it comes to the rotation values, I want to rotate on the Z value, but I'm not interested in the one or x values. They're not going to be changing at all for my animation. So what I can do is I can left click for example, on perhaps this x rotation value here. And also maybe even shift left-click to select this wire rotation key Fight, fire, both selected. And you can see that the dots above are also selected. And this is because these are all links in the hierarchy to the elements above. So what I can do here is I can right-click and choose to delete key frames. I can also press the delete key on my keyboard to bring up the delete menu and choose to either delete key frames, cleaning key fines, and clean channels. Ignore these two options for now. If I choose to delete the key frames, you will see that the key frames for the exploitation and y rotation at frame 60 have both been deleted. We still have the rotation key fine, for the Z value. What you can also do it, you can select an entire row and you can see this when it's highlighted green. Go to where it says channels. So each of these are different channels. And then you can go delete channels, form this menu. When you do that, all keyframes associated with that property will be deleted. We can do the same for the y value here. Say Go to channel and delete channels. And we are left with the sea rotation value. We can also take a look at the location values for x, y, and z, and the moment we are only using the y location. So that means that we can simply select the x location, delete, see location, delete. And now we've actually cleared up our Dope Sheet quite a bit because we no longer have channels here that we are not using. And it makes it a lot easier for us to understand what is going on in this panel. Now, the second thing we're going to cover in this lecture is how to add markers. Markers are a great way of visualizing what you want your character or model to do at certain points in the animation. So for example, here at frame one, we could go to the marker menu and we can add marker. We can also use the MK. So let's do that. Make sure that your mouse cursor is in the dope sheet. And press M. You will see that we have this f 01 marker appearing at frame one. If we go back to the marker menu, we can see that we have the opportunity to rename this marker. We can also use the hotkey control m. So if I use Control and m. Now in my build commonly for blended version 2.90, this hawk, he is not actually working. So if I try and go control m, It doesn't do anything. But that's not a problem because we can just go rename a marker here. And it brings up the rename marker operator. So here we can change the name. So we can tell this, say rotates one and then click OK. So that signifies that this is the first rotation. We can then want our second rotation at frame 60. So he M to add the marker and then go to our rename marker option. You can see that the name by default is F, which stands for frame. And then the actual frying that it is on. We're going to change this to rotate for the second rotation. And then finally our third rotation is going to go here at frame 120. So hit M to create the third marker and rename that as Rotate free. And that's just a very basic example of how you can use markers to visualize what is going on in your timeline and dope sheets. 6. Moving Keyframes And Duplicating Them: In this video, I'm going to demonstrate how you can both move keyframes and also duplicate them. It's very easy to move. Keyframes. Simply select a key fine, and then click and drag. You can move it to any other finds that you want. This will change how your animation behaves. So if I move this shrine He to find 30, what do you think will happen to our animation? Well, we've set the second rotation much sooner in the animation. It's going to do two things here. The first thing it's going to do is it's going to make the initial rotation much faster. The reason why is because it now has less time to go from the 0 degree value set he to the 55 degree value, that is sets he. Now if we were to test this and then press play, you can see that the initial rotation was quicker, but then the second rotation appeared much slower. And the reason why is the opposite, because there is more time in-between the two key frames. It's going to change the behavior of our rotation to match this. You can also, by the way, selects a marker and move it to a new key frame as well. Now, one thing you might have noticed here is that this key F9 is not actually own any specific. Fine. If I left-click to move to find 30, you can see that it seems to be just after frame 30. If I move, it's a frame 31. It now looks like this keyframe is happening just before. So it's actually possible to have key frames not positioned on an exact fine. And that's possible when we have this option here, no auto snap. So it doesn't snap to any specific fine. What you can do here and what should actually be the default is you can choose something like nearest, fine. So now if I click and drag this key fine, it will land on the fines. Exactly. So if I move it to here, you will be able to see that it's now positioned exactly on frame 30. I can do to sign with my marker position, it's at frame 30. Now, what we can also do is we can duplicate our key findings. So I'm just going to reset this back to frame 60. And if we were to right-click to bring up the context menu for the dope sheet. We can see that we have the option to duplicate selected frames with shift and date. So I'm going to hit shift and they to create a duplicate of those key frames. And as soon as I move my mouse, you can see that we have created this new key fine, for the z rotation. So I'm going to do is I'm going to move this to find 180. And then left-click. Now, if I play my animation, we're going to end up with an additional rotation. C. You can see that the behavior has changed once again because of this additional key frame that has been added. The properties for this new keyframe are exactly the same as the one we duplicated it form. The only thing missing from our Dope Sheet here is a new marker to signal this new rotation. So making sure or ways that your frame is on the correct fine. Hit the MKS, add a marker, and then use either control m or CO2 marker. And select Rename at marker and rename it from there. Now, as I follow on from the previous lecture, you may remember that I noted that I was unable to use the hotkey control and m you should be able to do this. No problem. As the reason why I was not able to use the control plus M hockey is because all I am recording the screen for each video. And the software that I use is also using that same key, that same hockey to create markers. You guys, however, should have no problem in renaming your markers by using the hotkey control and m. 7. Length Of Animation And Frame Rate: So far in this class we have been developing an understanding in how keyframes work and how we can create basic animations using those key frames in the dope sheet and applying key findings with the ice hockey in the free DVI ports. But what we're going to do now is we're actually going to take a step back to before we should consider creating keyframes for animations that we are going to want to render. There are numerous factors that we need to take into account before we can actually begin creating our animations. The first factor is going to be the length of the animation. How long is it going to be? The second factor is the fine, right? How many frames do you want to run through each single second? And then the third factor beyond that is the resolution. What do you want the resolution of your animation to be? Because this is going to affect how long it is going to take to render, as well as the frame right, and length of the animation. Then you need to decide on the outputs. Where do you want to save your animation on your computer? Before creating your actual animations for your end of class challenge, we need to make sure that we understand each of these steps. So what I'm going to do now that we've had a bit of practice in creating keyframes, is I'm going to delete everything that I have done so far. To do this, I'm going to press the a key while in the dope sheet to select all of my keyframes. Then hit the delete key and select Delete key frames. Then I'm going to get rid of the markers as well. So shift, left-click to each marker, soda, all of them are selected. Then with your mouse cursor, in this little footer area where the markers are located, pressed the delete key again. This time, instead of being able to delete key frames, we have the option to delete the markers, left-click. To delete those markers. Our object is now set back to having no key frames whatsoever. So I'm just going to do is I'm going to go back to frame one and we store the default values for my objects. Now we're going to take a look at the first two factors that we need to consider before we begin creating our challenge animations. First of all, how long is our scene going to be? How long is our animation going? So last? Well, I want it to be about ten seconds law. Also, What do I want the frame rights-based. So we have to consider these two factors together. Well, I want my frame light to be 30 frames per second. It's currently set to 24 frames per second. So that means that if I want my animation to last for ten seconds and it's going to be 30 frames per second. Then the animation needs to last for free, a 100 frames. At the moment, our animation lasts for 250. This is the default value. How do we change this to free a 100? Where we can do this either by changing the end frying value here. The end frying value, he left-click on this end value and type in the new number. We have now added 55 aims to this animation. Now we can't see all of these fines. But what we can do is we can scroll down on our mouse to zoom out of our timeline. If we scroll up, we can zoom in on the selected frames. So I'm going to scroll out until we can see all of our frames for our animation. Then I need to change the frame, right? Which can be done. So here where it says framework. So just below where we have the end fine. Couple of levels down, we have the frame right. We can left-click to choose any of these five ways or create a custom frame white. I just want to use the value of 30. So I'm going to left-click. And now any animations that I create will run at a speed of 30 frames per second. 8. Resolution Output And Render Engine: So we have already dealt with two of the four factors of what we need to do before we begin creating our key frames. We have determined the length of our animation as well as its frame, right? We now need to determine the resolution. Now when the, when the scenes in Blender, you have to decide on what you want the final resolution to be. Because this is going to determine the quality as well as the amount of time that it takes to render. So obviously, a higher resolution animation psi of balk high animation is going to look very sharp compared to a ten ITP animation. However, it's also going to take four times longer to render on average because it is using four times the number of pixels. Now, since this is going to be the first animation that we are going to render using Blender. We're going to want to make sure that we are using a resolution that everybody is comfortable with. So I'm actually going to reduce the resolution to 720 P. To do this, we're going to go to this option here, labeled render presets. So it's free dots and free lines, left-click. And you'll see an option of presets that we can use. Now, most of these are never really touch. But the two that are most commonly used are high-definition TV ten, ATP, and high-definition TV 720 P. I'm going to use 720 P for this animation. So now it's 1280 by 720. So it's going to be a low resolution, but it's also going to render faster. Now for the final factor of four, when creating 3D animations, the outputs. Before you render your animation, you need to make sure you have the output set so that you know where to find your Animation. Once you have rendered. This is important because rendering an image in Blender just requires you to go render and render an image. You render the image, and then you go image. Save As it's not quite as simple with a full animation, it's advised to sets the output beforehand. Currently, it's set to the temp file. I'm going to change this by clicking on this folder icon here. And then I'm going to locates a folder on my desktop. So baby, this blend of older renders or maybe even go animations. And let's create a folder within this and label it as practice. You can name yours anything you want. Double left click, and then click it sets. You can now see that the file path has been made here in the Output tab. So whenever we render an animation, it's going to be rendered to this location. Below that, we have the file formats. Now you can choose whether or not you want this to be an image formats or a movie formats. Now this is a very important step. You might think out, that's easy. We'll just choose a movie format because we're rendering a movie and animation. However, if you attempt to render an animation and at some point during the rendering process, that animation files then say if it was taking save, you'd spent two hours rendering the animation and then it just crashed. That's two hours of windowing gone. You can't get that back. That's the risk you take when you are looking to render a movie file. What you could also do is you could render as an image file, say PNG. What this would do is it would render the frames same as before, but it would save them as separate images to the same output location. You could then go back into blunder, into a different workspace and create that image sequence in Blender and convert it to a movie file, which is actually a much safer way of doing things, even if it's Hague's, is that little bit longer. Now, I'm actually going to set this as a movie file. The reason why is because of the render engine that we will be using. Now, before I do anything else, I'm just going to open up this section here that says encoding. And we have many different options here, but the ones that I recommend are to have the video codec set to Haidt book to 64, and the container to be mpeg four. Now, different options might work for you. So quick Times, a very popular one. But I tend to use mpeg four because it seems to give me the best quarter c. So these settings tends to give me the best quality for MPEG-4, H.264. And then decide on your output quantity. So the lower down the list, the better the quality of the animation in terms of its bid, right? So for example, you might want to go higher quality and also determine the encoding speed. I'm going to keep these options as they are. And finally, I'm going to make sure that I am using the render engine that I want. So to render engine is currently set to EV. You can set this to workbench or cycles. I basically never used work Benji, so either EV or slack homes for rendering. If you use EV, you are going to be rendering your frames at a much faster rights. But Evie does not present the most realistic of vendors compared to cycles. So cycles is used for creating the more realistic scenes. But that doesn't mean you can't get some really good animations with EV. And for now, I recommend just sticking with EV because it's going to take a lot less time to render a 10-second animation in EV than its wheel in cycles. So we've now set up everything that we need to. It's now time to move on to our end of class challenge, where we're going to be creating our own animation. 9. End Of Class Challenge: Congratulations, ladies and gentleman, on completing this first volume for the blender animation syllabus. More classes are going to be added in the coming weeks and months. But for right now, we're going to finish with a challenge where we are going to be employing or with the skills that we have learned up to this point to create a new animation. Now please note that many of these are guidelines, so you can actually change this to how you see fit. And I actually advise that you do. But as a baseline, this is what I would like you to do. I would like you to animate the location, rotation, and scale of your objects. I would like you to animate the location for the first third of your animation. Then create an animation for your rotation in the second third, so frames 100 to 200. And then finally, create an animation for your scale from frames 200 to 300. So you're creating free animations. For your final render. A change in location, a change in rotation, and the change in scale. Why would like you to do is, I would like you to get into the process of building animations. So we have gone through the factors that are required before starting our keyframe process. So the total length frying writes the dimensions and the output. We now need to decide what we want our animation to be. And we need to create markers to help guide us in creating the animations. So build up your markers first at the appropriate key frames. And then begin creating the keyframes where those markers are set. So again, create a animation for your location. Create an animation for your rotation, and create an animation for your scale. Once you are happy with your animation in the 3D view port, you can do another couple of things to make your animations look better. You might want to add some text to be rendered in your animation. You might also want to add a material or adjust the lighting of your animation as well. All of these things you can do, and I advise you to do, to try and make your final animation as unique as possible. By the way, to render and animation. Just go to the render option at the top and then select Render Animation. As soon as you press that button, lender will cycle fruit of frames and complete the animation if you are using the EV render engine, this should not take a long time at all. So that's all for me. Congratulations on completing this class. Made sure to try out our end of class challenge, and I will see you next time.