Transcripts
1. Intro: Hello, my name is
Ingrid now Ota. And today we're going
to learn how to create this animation in Blender. Just didn't make a
quick overview of the workflow we're
going to follow. First, we'll upload an animated
character using Mixamo. Second, we'll animate
the camera to follow a circular movement and
track the character. Next, we'll create a
natural environment using sculpting tools
and particle system. We'll learn how to create
a crystal from scratch. Then we'll set up a sky and set up the Leiden
for the scene.
2. Assets: Now I'm going to show
you where to find the assets we've used
on the animation. Go to Sketchfab, and on the
search bar and search more D. We've used this one. Click here. This model here on the left. Made by 3D land free low poly. We've got our grasses and
the bush from turbo squid. The bushes called for new Tenex. It's this one here. Made by X frog. Download here. Make sure to open an account to download the acid. And the grasses name. Grass texture. Is this one right here. Made by adult crafts shop.
3. Mixamo: So let's animate the character. Open the exam or
on your browser, the character is
already uploaded, but I will upload it again
just to show how it's done. Click Upload character,
Select Character file, find the file selected
and click Open. Wait for a couple of seconds. When the character
appears on this window, make sure it's on
the front view and posing on a straight
vertical line. If not, you can fix that
by clicking these buttons. Then click Next. Now
let's set up the markers. Use this reference photo to be more accurate. Click Next. This process takes a bit longer. Now this is a preview
of the rig to see if the markers are
placed correctly. If your character
doesn't move like this, turn back and repeat
the process and make sure you place the markers
like the reference photo. Now click Next and let's
choose the animation. The animation we're going
to use is running tired. Switch it up here,
and select it. Now as you see, the
character walks a bit at first and then puts
his hands on his head. We don't need the first part so we can shrink the animation, adjusting the slider,
set it to 30. Now we have a small issue. As you see, his hands are
clipping through his head. So to fix that, we can adjust the slider character on space. It widens or narrows the
space between the characters. Hans, set it up to 75. Okay, Now before we downloaded, check on the bottom-left corner, there you can see
the total amount of frames animation has. Here it shows a 147. We need 210 frames because the animation will
be seven seconds long. And 30 frames per second. 30 times seven equals 210. So to prolong this frames, we can adjust the
overdrive slider, which controls the
speed of the movement. Set it to 20. Now it's
exactly 210 frames. Let's download the character
choosing FBX format, 30 frames per second with
skin. Click download.
4. Workspace: Now let's jump in blender. Before we start working. First, I like to
set up my space. There's divide this
into four parts. But the cursor on the corner
here, click and drag. You can adjust it here. If you want to merge two parts. Put the cursor here, click and drag in
this direction. If an arrow appears,
you're doing it correctly. So let's divide this
into four parts. One for the viewport, for the rendered view, one
for the shader editor, and won't for the timeline. Next, we'll set up
our render engine, go to the render properties. Render engine, set it to cycles. Device, CPU or GPU, depending on your computer. Set the maximum samples to
32 because we don't want the image on the rendered view
to render for a long time. Go to Output Properties and set the resolution
to 10809020. Because we're, we're posting this animation in a real format. Set the frame rate of 30 frames. Frame start one
and end frame 210. With a render this animation in PNG format to create
a PNG sequence. To do that, go to
the file format on Output tab and select
the PNG, PNG format. Select RGB or RGBA. Here. Click on the folder to
select the folder where the images will
be important too. Create a new folder and accept.
5. Character: Now that everything is ready, we can start to work. First. Let's delete the cube as everyone does and add
a new collection. Try to keep your assets
as organized as possible. Click on the
Collection and upload the animated character file. Import FBX, select Running
tired, and import it. Now the character is very small, so select the armature
and size it up a bit. Click the camera on the
rendered view window and place it in front
of the character. You can grab the
camera and adjusted on the viewport or press Shift
and the backwards sign. Navigate with the arrows and E and q for adjusting the
height of the camera, please, the light in front of the character to an
increase in radius. So the light spreads is more. Select the light and click
here to change the properties. As you can see, the character
has no materials because we imported it on
Mixamo in OBJ format. I use OBJ format because
it tends to be safer and doesn't cause any bugs
during the Reagan process. In this case, we will
make the materials ourselves because
it's not complicated. But if you have
another character with custom materials uploaded in Blender and copy the
materials from it to the animated character
you got from Mixamo. Now let's add the materials. Click on the hair and click
New on the shader editor. Click on base color
and make it brown. Here you can adjust
the lightness or darkness of the color. So let's set this
down and select orange color around here. If you want, you can
change the roughness. Increasing, it will create a less reflective
surface, decreasing. We'll do the opposite. I'm not changing the roughness
in this case. Let's add the materials
for other parts. Do. Now the character is ready.
6. Camera: Now we need to
animate the camera to follow a circular movement. To do that first we
need a circle, shift, a curve, select circle. Now go to Edit
Mode and select 1. Press Shift S, and click
on cursor to select it. Now click on the camera. Shift S and click
selection to cursor. Now the camera is
connected with a circle. To make the camera
focus on our character, we will need an empty, shift, a empty select Plain Axes, movie empty to the character. Next, select the camera and go to Object Constraint properties. At Object Constraint,
select track two on target, select the Mt. Next, select the
camera hold Shift, then select the circle, right-click and
select follow path. Now, if we play the animation, we can see the camera moving. Adjust the position and the
rotation of the camera using g SNR to change the distance between the
character and the camera, just the size of the circle using S. Now, the camera is ready.
7. Terrain: On this part, I will
explain how to create a natural environment using particle systems and
some sculpting tools. First, let's add a plane, shift, a mesh plane. Scale this up a bit. Before we start sculpting, Let's go to Edit Mode and sub-divide are playing
20 to 30 times. Right-click and sub-divide. Open this little window and type a number between 20 to 30. We need to subdivide our
plane because then we can edit it on Sculpt Mode, exit edit mode, and
go to scalp node. We're going to use
only these tools. The first second, the
first one creates bumps, the other one does the opposite. These controls the strength
and the radius of the tools. On this part. You
can be creative with the type of terrain
you want to make, but makes sure it doesn't block the camera view
during its movement. To prevent that,
with the first to create some little bumps
around the circle of the camera at some parts and make bigger bumps
for some variety. At some bumps around
the character to the lower the
bumps you don't like. Use the second row. At this point. Go
to object mode, right-click and shade smooth. If you want to go
the extra mile, you can add a
subdivision modifier. Go to the modifiers, add a subdivision modifier, set this setting
to two and apply. This will be a terrain
with grasses and bushes. So let's make this
plain green colored, add a new material and change the base
color to dark green. Also, I decided to increase the roughness because I don't want the surface
to be reflective. Before we move on to
the particle systems, I'll show you a cool trick to add a retro wave
element of the scene. Duplicate the plane,
pressing Shift D, and then right-click
to leave it in place. Add a modifier,
select wireframe, adjust the thickness and
check, replace original. Now that we have this grid, Let's make it glow. As you see, because
we duplicated this plane from
our terrain plane. It has the green
colored material. To fix that, click
on this button here to separate the materials
and then we can edit it. Delete the principled shader
and add an emission shader. Shift a mission, set
the emission color to cyan or some light color and increase the strength
to around five. Now it looks better.
8. Crystal: Now let's go to the fun part. To create a crystal in Blender
is not very complicated. We're going to use an
ecosphere as a base mesh. So shift a mesh and
select ecosphere, scale it up on the z-axis, pressing S, then z. Let's make the bottom
part a bit flatter. Go to Edit Mode and
select the bottom vertex, grab it and move it up. Pressing Z, if you want to affect all the vertices
during the edit, activate this option,
proportional editing. Now, if you move the vertex, it affects the
neighbor vertices. You can change the
area affected by scrolling up or down
with the mouse. Now let's make it pointy. Select the top
vertex and move it up to make the mesh taller. Now, move randomly some vertices to make it look more natural. Then go to modifiers
and select decimate. This modifier removes
faces from the mesh, decrease the ratio to
around 0.7. Then apply. Now add a new material
to the crystal, rename it here crystal, and delete the
principled shader. At a glossy and a glass shader. Add an edge shader and connect the dots with a
surface or material output. Now we need to adjust the
roughness on both shaders. Decrease the roughness
on the glossy shader and increased roughness
on the glass shader. Keep the colors white because they reflect
the line better. I'll make another crystal for some variety and add them on a separate particle system following the same
steps as before. To use the same material
for our second crystal, we can select it in this window.
9. Particle system: Next we'll add some
grass and some bushes. Let's import our assets. I like to keep the assets. I'll use some particle system
as simple as possible. So let's delete the empty, delete this circle
and resize the grass. Give them together
outside the scene. As you can see, the
grass is animated. So let's remove that. Select the keyframes on
the timeline and delete. Before adding a particle system, makes sure you apply all
transforms on the assets. Press Control a, and
select all transforms. Then make sure to set their origin point
to their Geometry. Select the object, click
object here on top, set origin, and select
origin to geometry. This way we avoid complications
on the particle system. Now select the plane, click on particle properties
and click Select here, go to the render tab,
render as collection. And select the collection
we have our assets. Now we're facing a small issue. As you can see, our grasses and bushes are oriented
on the right side. So to fix that, we select our assets, go to Object Properties, find the relations tab
here on the bottom, and change the tracking
axis to Z plus. This will fix the issue. Now that we've fixed that, adjust the size on
a scale slider, what I like to do is I scale the asset a bit bigger and then increase the scale
randomness slider for a more natural look. On the Emission
tab, you can change the number which
controls the density. If you want, you can copy my values or feel
free to change them. Now the particle system is done.
10. Cylinder: I call this part cylinder
because we will set up a sky, a light, and some glitch effects using three cylinders in total. Let's not waste time and
add our first cylinder. Size it up to fit
the plane in it. The height doesn't matter. Then go to Edit Mode, will remove the top and bottom faces using this
option right here. Click on it, then
select the faces. Then press Delete. Then shaded smooth. I removed the thesis because they reflect the light and it gets trickier later when we will set up the lighting
on the scene, add a new material and drag and drop the image we'll
use as the sky. Connect the image
with the base color. If you want the sky
to be more visible, you can connect the
image with the emission to now it's more visible. Before creating
our next cylinder. You see that this
cylinder blocks our view. The things that go to
Object Properties, viewport, display,
and display as wire. Now we can see through, let's create another cylinder. Make it a bit smaller than
the previous and shorter, shaded smooth and
remove the faces too. We'll create a glow effect
using principled volume. Add a new material, renewal the principled shader, and add a principal volume. Added color ramp,
and a separate XYZ. Connect a Z with a factor
of the color ramp, connected color with a density. The color ramp with a separate grader fading effect
on the volume. So it looks like
a glowing light, change the emission
color and increase the emission strength
to around ten. Now for the final cylinder, make it the same size as a glomming cylinder,
but a bit taller. We'll add on glitch
effects as a PNG sequence. To do that first, we need to activate an add-on, go to Edit Preferences, search, Import Images as Planes, and check the box. Now we can import
a PNG sequence, shift a image, select
images planes. Go to the Textures
file and select the first hold Shift
and select the 210, or select how many you need. Just make sure it matches with the total frames
of the animation. Check the box on animate image sequences and
select shade lists. Now we can import it. Move this plane
outside the scene, go to the shader
editor, copy the notes. Now select the
cylinder, delete, it, snows, and paste the notes
we copied from the plane. Disconnect the alpha
from the factor and decrease the factor to make the cylinder look transparent. Before adding the lights,
Let's unhide everything. And on the rendered view window, select the viewport and play the animation to see if
anything blocks the view. As you see the assets block
our view on this part. To fix that, select the camera and adjust
the clip start slider. Set it to around 0.5. Don't put a big number
because you can remove some part of the terrain
is visible on the camera. Always check before rendering. Now the final thing we're going to do is set up the lighting. Take the light we have
and change the color. Then Shift D to duplicate and
move it on the other side. Set another color, then Shift D again to create a
triangle with lights. Change the color
on this one too. Last thing before rendering, go to the render properties
and set the time limit here. They're around 30 seconds. Now we can start rendering. At the end, you can merge
the PNG sequence using video editing software
such as Adobe Premier.
11. Outro: So this is the end and he
will have our PNG sequence. We can upload it in Adobe
Premiere or After Effects or some other video
editing software to do some post-production. I hope you enjoyed the tutorial and I hope it was
helpful to you. By the way, this was my
first ever tutorials, so any feedback would
be much appreciated. Again, hope you enjoy it and thank you for
your attention.