Introduction To Animation With Blender | Nodiken 3D | Skillshare

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Introduction To Animation With Blender

teacher avatar Nodiken 3D, 3D Artist and Animator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

10 Lessons (2h 45m)
    • 1. Class Introduction

      1:40
    • 2. Getting Started

      9:15
    • 3. Animation Timeline

      14:08
    • 4. Auto Keyframes

      17:50
    • 5. Dope Sheet

      17:21
    • 6. Graph Editor

      20:59
    • 7. Animating The Camera

      11:44
    • 8. Rigging And Shape Keys

      26:00
    • 9. Particle System

      26:21
    • 10. Character Animation

      19:43
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About This Class

Hello everybody and welcome to introduction to animation with blender course. This course is for all beginners who would like to know how to animate in blender.

Through this course, we are going to learn all tools for making basic animation. We will learn about keyframes, graph editors' dope sheets, and much more. First I will introduce you with the basics of animations and how to add keyframes. Later we will create six different projects where we are going to learn new things about animation for each project.

The first project is going to be a very simple project with a few keyframes. The second project is about graph editor and how we can use the graph editor to get the bounce effect. The third project is about animating camera along the curve.

The fourth project is about rigging and we will create simple Rigg and the small scene which we will animate. The fifth project is about particle system and you will see how we can use a particle system for creating cool effects and animation. The last project is about character animation and in this project I will show you where you can find free characters with animation which you can use for your projects.

So let's begin and learn how we can animate with blender software.

Meet Your Teacher

Teacher Profile Image

Nodiken 3D

3D Artist and Animator

Teacher

Hi, my name is Dino, a graphic designer, and 3D artist. I have a Bachelors's degree from the faculty of Fine Arts department Graphic design. I have done lots of work for a wide variety of businesses over the years.

In 2019. I joined Awesome Tuts (The Ultimate Game Development Academy)where I become a teacher and graphic designer and with my colleagues, together in our academy, we made over 80 courses about game development, graphic design, and 3D art.

I have a passion for art, teaching, and helping students not only learn but have fun while doing so. I've been passionate about art my whole life and look to instill that passion in my students through my teachings.

In addition to teaching, I'm head of design at Cycle (a start-up working on a n... See full profile

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Transcripts

1. Class Introduction: Hello, everybody, and welcome to introduction to Animation course this courses for all beginners. Who would like to know how inanimate? Using softer blunder Through this course, we're going to learn all tools for making basic animations. We will learn about key frames, graph editors, dope sheets and much more. First, I will introduce you with the basic off animation and how to add key frames. Later, we will create six different projects where we are going to learn new things about animation. For each project, the first project is going to be very simple. We will add a couple of key frames and we will make simple animation. The next one is about graph editors and how we can use the graph editor get to the bus effect. The 30 project is about animating camera using the current. The fourth project is about drinking and we will pay simple rink and the small scene which we later on meet. The fifth project is about particle system and you will see how we can use the particle system for creating cool effects and animation. And the last project is about character animation. And in this project, I will show you where you can find three characters with reanimation we should can use for your projects. So let's begin and learn how we can animate with glanders after you will see how easy it can be. 2. Getting Started: Heller, but the and welcome to our first video. So first thing that we are going to do, we're going to go and open our blender. And here under new file, we can choose between different forced spaces. So some of them are for we dare think visual effects sculpting. And we also have the detonation thunder. But usually what I'm doing the most. I'm creating a new file under general because here I will be able to add all the work spaces that I need in orderto to start working and great thinking. Glenda. So here, as you can see on our report So this is your port. We have all the necessary tools to begin. So we have camera. We have one light, and we have our default killed. So let me just real quick turn my screen cast, Adam. So this Adam will allow me toe two guest all the shortcuts that I'm using in this course. So here, first thing that I'm going to do, I get rid of everything and we're going to start from scratch. So blender is very probable saw Thurman comes three d animation, and right now I'm going the case a little bit interface resolution. So with me to 1.2 so now our icons are going toe become a little bit larger so we can see it better. And now with shifting a I'm going toe, bring new monkey toe are seen Suzanne Monkey. So I find it under here monkey and this is Suzanne and Suzanne is basically a complex mash that bundle use for presenting, representing materials and textures. And if you want toe, have another and different complex mashes like this one you can go and turn on had done so under edit. Preface is confined had done. Just write down objects and hear this ad mash extra object. And now, with shifting A, you will have a different and more complex objects. Toe add. So, for example, get fined. Let's find it. Uh, for example, we can find the boat famously boats so they put are used in other suffers like Maya and empty desk Max. Let's see what you have next. So we have this the pyramids and on a comp. But for now I'm going to keep on Lee and let's kill it a little bit by pressing s and scale it and Now the next thing that we need for our animation is going toe be camera so you can find camera with 15 a and he'll be ableto add. It all can go here and basically get the same result. So now I'm going to move my Suzanne monkey with three and next to the site. And here it is our camera. So you see how it looks. And now you can go and struggle between camera view and you put by going here pressing this cycle here or compresses here on your non pit and you will be able to enter in camera you, By the way, if you don't have not better, you will not be able to do this. And in order to fix it, even need to go on. The preface is in booked, and here you need to turn on Emily not fit. So now your numbers on your people about letters, letters are going to behave as you have mounted. And if you're president, you will be able to enter a camera. So the next thing if you want to move your camera, you can go and manually in Newport Breschi ever on and move it to decide, you know, so, Luckett, on the access z z y x, and also you can just go and do it mine early. But if you want to have more simple way to move your camera to that shift, and I believe the name of this game is grave key, So this key is above tab on on your on your keyboard, and here you will be able to enter in camera view like Emeril. So now you can use your key boat and moved with your camera around your treaty, your boat. So if you rescue, you will be able to go down and e you will be able tow tow. Move your camera up and you can just fly around. By the way, you want to increase the speed you need toe scroll up your mouth field as you can see. And if you want to decrease it too, needs just toe. Scroll down your mulch feel so this is the best in the simplest way to move your camera around. So what's the point? Our camera on our sneakers. So three Dickerson is the place which you will, which can help you a lot. So industry tickers are only objects are going to appear. So let's say we have annual stooped are seen. You can see that it behaved it. It appears on our daily coarser. And if I hold shift, you will be able to wear going to be able to move our three D course. Or so let's save our course air here at Cube and you can see that it appears here. My dear, if you want, don't ready, coarser in the middle of your great you need to press shift in. Si and Wei snapped back out to the cursor in the middle so you can also double it here on Speak it so three divorces also can be very, very powerful when it comes to animation. So, for example, if you want to write it this cube, you can see that it's rotating around itself around its order point. And the point is this year orange dot So it means that that this object is born here and just to go move nice to them. So now you can see if you write it this cube, you conceited threaten thing around itself. And if you're scaling, you can see that this killing from that point here. So what you can do, you can go. And for example, you can move your three. Move your mash the side and chicken breast, right click set ordering. And, for example, it can change the origin point off this cube, for example, to three new cursor. And now, if you wrote it, you can see that this object is rotating around three D coarser. And if you scale it, you consider scaling from that point, so those those are some of the tips that you can use for your animation. So let's return our origin to center of Mass. And actually, let's return our origin toe treaty coarser. And if you want to snap back your mess, you need to go set or right click set Origin and Jim torture. And now our cube is snapped back toe original position. By the way, if you go in edit mode by pressing tab and, for example, if you move your mashed site and go out of edit multi conceded our order point state in the middle, so be careful about that, so if you have any problem with those, you will just need to search for those stuck. And that's the best way to figure out why your MASH isn't irritating or scaling as you wish . So I could see if I move it in object mode Now our medical, our order bourbon stays the same. But if we are moving out, machine are much in every mode. You can see that Are you change position? But Dr Buying stayed the same. So let's get treated this and let's back to our Suzanne. So here we have our timeline. So this is how your animation is going. Toe have frames, and we're going to talk more about that in the next video. 3. Animation Timeline: but the end all come back to our second video discourse. So in the previous video, we talk about treating order points and also three d orser. They also know now how bad Machin camera and so on. I also showed you how you can use a couple of evidence or getting more blacks, objects like deep book and so on. And now in this video, we are going to focus a little bit more on animation itself and the first step off that is going to be this time. So if you want to animate this is the place very are going to Spain spent most of the time in a blender. So here on our time line, we can see all number of frames that we are going to use on our animation. So right now you can see here we have start and this this means that our animation is going to start from first brain and it will. And on the 253. So basically, frames are just one single pictures and in orderto have animation, we will need a couple of images. Toe appeared in seconds. And that's the way how we are going to make motions in Hunters Point a day, and those are the basic principles off animation. So as all the dimension here we have a the starting point of our animation, which is number one. So this means that our own emissions going toe begin from free number one, and it will end on 250 fame. Also, you can go and strange that numbers so here to see that we can increase and decrease the number of frames. And, for example, let's let's write down 204th year. So also, if you want to zoom in, zoom out. You need to school up and down your mouth feel, and if you go, wait toe pick and he wants to move. You can just pulled and slight this bar, or you can hold your middle mouse and to decide enters. You can see blender allows you to go out the frame, and those are how you know there are two ways how you can navigate in the in the timeline. So actually, it's very simple. You just calling up and down and hold middle mouse and you'll be fine. So now you can also hold this All this bar if you want toe change the number of frames. So here you can see the active gay friend current frame and also you can just you want to be more precise. You can write down here or you can hold arrows on your keyboards. So right for right there. Oh, for for moving this bar on the right side and left arrow for the moving for the morning on the left side. So here, as other dimension we have our mission went to start from the first time and it will end on the 243. So right now, the next thing, we can go and go under al profiles and here you can see that we have our friend rate. So frame rate is number off frames that are going toe appear in number or frames that are going to appear in one second. So that's basically FBs. So this appears and it means frames per seconds. And here you can see that we have 24 which is standard for animation. But if you want to have more quality, more, more, more fluid animation, you can go upto, actually can write down custom, but there is not no need for going beyond 60 frames. And even though that's way too much so my address you should go 24. If you want toe, have your own animation. If you want to work for televisions or commercials, go 25 the maximum you should go is 30. So there is no need for spending too much time on rendering, so I can just go on 24 frames. And here you can see as a mention our friend Matus, 24. And if you multiply 24 frames per seconds, let's say that we want the tree once, UH, 10 seconds long animation we can go and the populations here some multiplied with them, and here you can see that we have a number 240. So blender is very cool. Softer because here you can go, for example, minus one seconds. So one seconds is 24 frames, and you can just do calculation stepped off a couple eating on your own. And those are some of the tips that can increase your speed ful and effectiveness in blender. So the next thing here we have markers and we're going toe a little bit late. We're going to talk about those a bit later. But now I'm going to show you how you can very quickly and simple animate with blender. So let's bring a simple job because going to be much easier to explain you with the Cube. So let's go on our first frame. So this is the frame where your animations going to begin. And here you can see that if you played this information, you can play with space bar or incomplete and right here and here you can see that we can wait from the right and if you want to go backwards, you can just pay played here. But don't forget that urination when he ran, the brutality is going toe move from the left to the right. Also, you can go and jump on the first and the last by going on those shortcuts. And here we don't have any key frames. But if you be, if you have, we can go and just best to jump on the next keeping also we have out the king out king, and this is very useful toe. When it comes to animation, but we're rental to talk a little bit more later about this future. Here, let's start animating car killed. So in orderto have animation will need to keep frames. So the way we are adding key frames are by pressing high. And here we have instant differing many. And as you can see here, we have a lot different defense that you can add. But I want for now just application. And if you you can see that we immediately have this, this group here, which means that we have now won key frame on our first give frame on our animation. But if you play this animation exit that nothing is happening, and the reason for that many is because we have only one key frame, and this key frame is now beating on all key frames on our timeline. So let's add second key fame. So let's say, for example, on 120 fame way we're going to press G and X and let's move are you to decide? And now I can just go and rest I and location another key frame just for location. And if you play this an emission, we can see that nothing is happening until we have go. And that moment girls are far from the first keeping until 223 and you can see that when goes after 128 fame it nothing is happening. And that's because now this gift for him is being on all these other key frames under 228 frame rich. Later on, if you play this animation from 203 40 frame it. This is the end of the animation, but you play from Begin is going toe appear again that are Cuba this morning. So now also, if breast em you can see this transform menu here and now we could see this key frames in action. So we inserted the key frames for the allegation. And now on the first different, we can see that we have this yellow yellow color, which means that we have key frames on those on those on those location bars. And now if you move it to the side, you can see that we have green color, which means that we have different on those. But now it's calculating until the next different so I can see that we have moved our cube only on the X and Onley. Numbers on the X are going to be changed until toe 120 28 frame and he deceived it became again became again yellow and as you can see later on way have only bring color and nothing is changing does because we have gay friends on X, Y and Z and our last name is this one here. So let's change the difference here, for example, I want to be 77 meter on the X My, I want my cube to move seven meter. You can see that we have now orange color instead of yellow color. And that means that we have changed something in our difference. But we didn't change it as we should Israel want. And now I can prove it to you. So play this animation and go on the 123. You can see that it doesn't change the Giffin and we only changed the number here, but we didn't replace the key frame or we didn't put another different on top off this key frame in order to say those can just we need toe breast, I flick and here you conceived it. We can find replace key, frame my breast in crowd slick and replaced. Give him or you can do it by going. But speech it. Let's go, for example, until here and you can do the same by pressing are and now we have different defense on 123 . So let's say we want this to go here and now we want to go back on our first key frame on our first position on keep them. And we can simply do it by duplicating this first different So we can duplicated, bashed using shortcuts, shifting day. And now you can see that, for example, if it duplicated until here, you can see that we have this land which means that this give him is duplicated and those on those frames we will not see any changes. So you can go and rest G toe, move it and you can see immediately when we jump About 120 of fame way are going. We will not no way will not longer see this bar this land here. So let's move it all the way until the last different. And you can see that this morning until this friend and now he's going back toe are first mystery, which is doctor Gated conceded. Here, that is way have all zeros here. And if you play this animation, we have this kind of moment and does it could see it's actually very simple toe animate in blender, but you need just to exercise and practice practice. So the next thing that I want to show you and explain you is he considered we also have difference on the Y and Z, and those are sometimes are unnecessary, which means it can complicate it. Do you and here just press right big and, for example, breath briskly, keep things. But if you press it clear difference, you can see that way. We don't have any key frames, and basically it's clearing the whole the whole system off defames on on the allegation and we don't need it so we can just go and press clear single key frames. So now we don't have any key frames on the why, and we're going to do the same on Z, and now we have all the green color on the X and when it comes to give, hims became yellows. And it's a little the same again when we come until the end and on our first gifting. So that's it about this video. Stay tuned. Stay tuned. Because the next revere, we're going to talk a little bit more about animation in wonder, So see you there. 4. Auto Keyframes: everybody and welcome to our video and the schools so here can see if you play this animation. We made a very simple animation that this cube is going from the read rights to the left side, and now we're going to make it more bless. And we're going toe a little bit more about key frames and all the stools in the timeline. So first I'm going to press and and now I would be able to see all the location station scale. So So here you can see that that we have 240 fame and now, for example, what you can do also, For example, we could go and it's a key frame on the 60th frame. For example, let's move this cube up. I'm dizzy location. So let's say find me meet there is going to be fine. And now I breast I for consisting location. And now, as you see, are you suddenly move up? And that's because the only key frame that this active on the sea is going to be this giving here, which is fine meter, and now we will need to fix it. So here I'm going to press zero. And here, as you could see that now we have three different colors on the location on our first keep frame. So let me just show you what this means. So here you can see that we have giving on the X and also we have differing on the why. But this one is going. And that's because the only active key frame on the Y is zero key frame, and that key frame is on the 60th frame. So here, if you go back, you can see it that we have this give him on the life and now, as you could see if you change it, tear as honorary mention. This means that he made changes on defense, but we didn't make it different. So we have changed it. But me need right now to it's a key frame on the sea as well. And as you can see here, we have also interested get key frame on the while. And right now we don't have any colors except yellow, which means that all key frames are now set. Why? And now if you play this animation, you can see that Wonder is calculating the MBT in between frames to be to move our cube from Z up. And now this morning with the left. And as you can see, way didn't place our last keeping. So he wanted to leave defame. You can just press selected here in timeline and press text and delete key frames. Oregon also clean key frames and clean channels. So right now I'm going to live different. And now I'm going to like this first frame and with shifting d I moved all the way down all the way until the last frame and now you can see that are killed is moving and slowly returning original position. And now, as you can see, blender is culpability from disposition. Does this position here? So let's say we want this cute more a little bit up and to stay for a while on this position. So the simplest way to do it is by using shifting d and drag it here. They're using the same key frame on the location. Now it stays here, and after that is going on, this giving here and you can see that we, for example, if we want toe keep those numbers zero and five on the Y and Z will need to do the same here. So we are already have it on the why. But we will need here to insert same. And now you can see it that way. Have the same height on the on dizzy all the way until 128 frame. And now it's just turning back toe its original position. So now I'm going to talk a little bit about a little bit more about those settings here on the timeline. So here under view, you get for example, turn on show seconds and now you can see second instead of gay frames. So here to see that we have Dan, which means 10 seconds. So here is our 1st 2nd and no, for example, deceived that this is our 1st 2nd are off our animation, which means that this is went toe rent it for seconds and basically this frame rate east. We will tell you the number off seconds off your give him. So let's try and change it toe 25 here immediately can see that we don't have now. We don't have now won second, and that's because we change it toe 25 seconds. So I'm going to return it back on our feet on our friend. May 2 B 24 seconds. I'm going to turn off now, and here we can have We can see all the different stuff that we need for our animation. We can have, for example, seeing visible range or show markers and so on. And basically, markers are just things that will help to stay organized on our animation. So, for example, we can go on our first gifting, and here we can add market. And now we can go and rename Market, for example Start. And here you can see that we have market here and we can also jacket with left withholding left mouse, click and drag it through your from timeline. And we can add second K fans, for example, here at key frame. And now we can go and dream it. For example, pull this up, give and those are just helping us to stay organized if we need it. For example, if you send this to second animator or somewhere else, so does the easiest way to stay or guys also, For example, we can go and delete markers as you see, And let's see what we have else you can go and select marker, and here we can jump from next. Previous markets became lock markets from being moved. And also we can more markets with G and and so so basically those air settings for the markets right now with didn't need Marcus for this because we are going to make some simple small animation. So right now I'm going, for example, that was lead all the key frames for now. Select everything, by the way, can go and pressed a and immediately you will be able tow let and the select everything. So, as you can see if we don't have our activities, have any key frames. So let me just show you. For example, I'm going to go and bring another cylinder, bring Newsome their door scene, and here I'm going just to go institute key frames on the cylinder. And now, as you can see, if you don't like if you don't have any active measures, we don't have any key frames here on our time line. But if you select our Children there, we will have those two. And now you can see that we can have a lot of the frames and different mashes, so you just need to follow and be careful. And my advice is don't don't trash. When you on everything in a render, you just need to slow it down and think about what what you're aiming for and what you're doing. So right now I'm going to delete my cylinder and now go back on our first giving and here I'm going to press rightly, and I will leave key frames on the location. Actually, we can go and clear Kipling cream. So now we have on the hour killed also, for example, we can go and turn on our out king. So basically, this option will allow us toe have a do immediately 60 frames without pressing chi or anything. But as you can see, for example, if I grab it, you can see that we have here out King on which tell us that we have active king on turned on. And, for example, if I grab this gift, grab this cube and move it to the side, you can see that now immediately. We have key frames on the location, rotation and scale as well. And for example, if I wrote it to this cube scale, it we immediately replaced all the key frames. So, for example, we can go now and jump on the first key frame. And for example, if you're scaling down rotated and, for example, we can go on the 100 frame movie to decide did it as well. So now if you play this information to conceive and going all the way and placing cold difference on the old application of station and scale and also it's changed also on the X , Y and Z. So you need to be careful when you use this option here. So let me just go and leave those on here. I'm going to go on and Greek lean old key frames for each and right now I'm going to go and set that goal toe scale. Toby one entered a Shinto B zero and location as well. So right now, for example, we can go and switch toe perspective. You and for example, I want my tube to go from this position until here and while it's going here, I want to scale it a little bit. So first I'm going to best I insert a location and for this fun, we need only location and escape And this kid TV immediately have location and scale as well. So let me just clear being clean and actually debate this key frame. And now, for example, instead of finding location invitation, we can just go and press are here and are here. So you just need toe hover about and breast. And immediately we have insert gay frames on those location and scale as well. So for example, on 101 100 spring, I want my cube to go all the way here. And, for example, I want to change the scale to be 1.5. So instead of bread that writing down for each of the sternal bomb 0.5, we can go and just left click And here I'm going just depressed 1.5 and immediately we will change game number on all channels here. So as you can see, we have orange, which means that we made change on gay frames but we didn't insert giving, so I'm going to breast I scale and also the location. And now if you play this animation, you could see that are cubes slightly growing up while it's going forward. So, for example, let's say we want this one to the face. And by the way, you can hold left, click and direct through all these generals and, for example, we can now move right and left, and immediately you will able to scale up and down. And by the way, you can hold shift. If you want to have smoother draws on those, so as you can see here, we can go all the way to about here. Orange means that we made changes, but we didn't give them. So now insist. Evening. And now you can see that our cube is growing up. And, for example, if you want to go back on its original position, you just need to duplicate this spring and, for example, we can go on when we told away until last, different, and now he's going back again on its original position. So right now, as I mentioned, you can go and, like, give him and grab it by pressing G and for example, this is the middle, so as a dimension. If you want a toe calculation, you can do it here. So 250 40 divided with do 120. So that's just how you can find the metal off your animation. And now, for example, we can go and changed irritation on this on this 128 frame. But for that before that, I want to instantly fame here on the rotation and also here on irritation as well on the last different. And for this one, for example, we can go and switch it for example. We can go and write down. I did. And here I'm going to rest I. And now you can see the whole cube is rotating and mooring kids scaling gold away. Also, you can play with all of this certain So for example, we can go and scale this cube on the y like this and for example, you can go and rotated Lotus. We can move it also on the Z and now I'm going to rest. I keep names those and you can see it now. Is this Cubist us farming? As you can see, very simple animation we can make. We don't just couple off key frames. So now you know So, for example, one off the advice I could give you when you're animating. For example, if you're it'll eating the key fames, for example, if right now I delete all these key frames if you see that now the origin and location rotation scale are staying the same on your active keeping. So you know this. Have this left. For example, if you delete this difference, you will need toe set the active key frames on. For example, we can set active key friends. Toby, this giving and how If you delete, keep dreams, let me see. We need to delete it here. As you can see, we have defendant different men ease menus when we are in three D view port and different menus when we are on my mind. So to delete key frames, we need to be here. Or we can go and press right click. And here we can let give French spies clearing single key frames or delete key frames here . So right now, as a little mention, I want to leave, give frames and now you can also have different approach. So, for example, we can go dressed. I hear for a location rotation and scale move until 128 frame. Now we can go rest G x and, for example, s and y two skills underway Waken go and slightly updated on the X Bigger here we can go on best purgation rotation and scale and I'm going to duplicated the first frame. And so those are basically very simple ways off on emitting lenders. So decide on what you need. If you want to be more precise, your job issues transforms menus here by pressing can on your objects. Or you can go and clave it the U and consisting gay frames on those. So that's it about this reviewer. Stay tuned and see you in the next one. 5. Dope Sheet: blow everybody and welcome back to another radiant discourse. So here, as you can see, we have burned about how we can use key friends for creating animations. And before we jump on another things about me meeting the wonder, I want to show you that we can use the same effect on different things. So, for example, we can go and drink Suzanne monkey to arson scale it up. And for example, if you want to animate our camera so, President, you be able to after in camera view and, for example, we can go on our first different breast. I while we are having our camera selected and here we are going toe he said Location, rotation and scale and for example, on 128 frame. I'm goingto go camera you by pressing zero. And now with the shift and that key above Tab, I will be a people after camera you, for example, and what my camera to be on 120. Dream on this position here and here I will be able again to go and press location, station and still as well. And now if you played this animation you can see that we immediately animated our camera. Also, for example, you can go and spring points like toe are seen. And now I'm going to switch to render its use. And also you can hold Z and in this by menu, you can just go and move it up. And here you can see that our with the surrender to you, you will be able to see how you're under is going to look like. And, for example, you concede that this is a very dark and let's say they're going to bring power under this life. Properties off the point light, for example, Toe, let's go. Actually, 1000 actually 1000 and 500 like this and, for example, we can go and turn on out the king. So, for example, on 123 a month, this by implies to be here and on our last giving I want it's to be actually mass more it in front of it. So now don't forget off. Give out the key frame so I could see that also we animated are light in blender as well as you can see with this couple of key frames on a few objects we can get very dressing result results sweet. For example, you can go and add deal store. Suzanne also, we can add a day off to our floor. And actually you can see also how easy it can be to animate shadows and camera in blender. So right now I'm going to get treated everything. Go and select everything related. And next I'm going to switch toe active or space, which is animation. This one here are top and basically this is special or space for animation. So basically can also for example, do and may created the same here in the layout. But blender is very good, softer and instead of, for example, separating this window here and, for example, sitting this one toe from time like toe dope Shit, you can just go and switch the whole area for animation. And here I'm going to ask camera. And here, if you can use this workspace only for camera, you can work here for your information. And right now you can see that we have different different after type and this one is a dope shit. So this is a little bit different than the timeline because with the dope shape, we will have a little bit more control on our animation. So let's bring, for example, Suzanne Toe are seen with Shift in a and I'm going to search for my kids. That and as you can see on our camera view, we are not seeing the whole Suzanne. And for example, now you can go and press zero and cranky. And now you set the camera How you like it. So let's say we want our camera toe point here directly on our Suzanne and also, for example, select camera and here under camera, you will have different options. So, for example, under you poor display, you can turn on compositing. There's guides. So if you turn on center, and by the way, could see that we don't have over lease. So those air adoptions that are reset in the animations you can also struggle it here but notice To see those guidelines, you will need to turn on other list. So right now you can see the center off your camera and, for example, can images um, zoom out here. So, for example, you can just go n turn on pace, part out until one sore. Right now, you can only see what your camera sing and nothing else. And also, for example, you can turn other compositing guys like thirds and center as well. And here we have as a re mention our Suzanne and I'm going to scale it up a little bit. So right now, as you can see, we have our first defense going to be first and the last Keep them off. Our animation is going to be 248. So here, in dope shift under summary wouldn't have anything. But for example, if I press ay for inserting location, rotation and skill now we have a lot of different things here in our dope. She's so as you can see here we have 123 for four dots, which means that we have a lot of gay frames here. And if you breast year and open this the whole object of for menu, you can see that we also have the why and ex scale key frames we have those give frames and for rotation, keep aims and end location as well. So here we can go and play with all of these individually and let me just go. And, for example, on the 16th spring I want my system and keep to rotate around 20 z axis, for example, 90 degree. And here I'm going to press rightly. Actually, I'm going to select I, and it's a vocational station landscape. Let's also decrease number off key frames to 60 and now you can see that our Suzanne is turning around Z and, for example, I'm going to go on and I'm going to keep it is just actually actually for now. And let's switch to render it you. So here you could see higher and there is going to look like and now I'm going to add simple deal. Make it, for example. Let's go and make it got the blue and with the shift in a I'm going toe to create a new claim toe are seen. So this is going to be our background, and here I'm going to go and select those tools in edit mode by pressing Tab, and now I can go and press E for extruding this out. So now, while I'm having with the selection, I can go and press control be and here My schooling cup. I will be able tow ad this back drop and also to battle those at this year. So right now I'm great Change shading to smoke. And now also I will go And for example, I could go and rotate it around to see so about here and now I'm going also toe ad. Let's see that material So basically read Mattila, Medea and also translating to smoke. And now with the shift in a I'm goingto bring some toe are seen and have increased strength fit toe and we can go and, for example, just pulled this little bit up. I've told something off our overlays because we need it for now and for example, I can go on just move it forward and this Santa on actually, let me just go and rotate it in front. So right now we can see how our animation is going to look like when we render it out and I'm going to turn off shadows for now. Go on and wanted directly on Suzanne. So something like this. So as you can see that all our key frame suddenly disappeared And that's because we didn't select our Suzanne. And here you could see a lot of different things that is happening here. So as you can see on all all our key frames, we have the same the same value. So here you can see that we have those those about the dimension before in this course, which means that this key friend is copied on the 60th for him. And we don't have any changes on X locations, so you can see it Here did our X y z So basically those g it doesn't have any any changes you can see and follow it here as well on dope shit. And also we don't have any changes on those as well. So the only thing that is changing is going to be this one here on the Z for 90 degrees. So here we can go and for example Look, those as you can see, we can lock the whole object responds. So right now we cannot change anything here. But for example, if you want toe lock those settings here and we want, for example, only toe have Z irritation active, we can just go and enable it on Z. And right now we can go and playing off only for R C Z irritation General. So also, let me show you one more thing. So for example, if you want toe enemy material, for example, you can also do the same here by pressing art and here to see that we immediately have a different different key fame here. So right now I'm going toe deleted because I want toe leave it for the next video. And here under dope shit, we have different things as you can see here. So here we can decide to show only select selected key frames. And also here we can so also hidden wants and all errors. And here on the on this filter, you will be able to select what you want to see on dope. Shit. Also here on this on this dock managerial can select how how your keep things are going to be snapped. So here you can see that you can turn on out the snap frame step second step near stream and also nearest market as well. And here also under select, you will be able to select all and also you can see all the short cuts here, Selectman in selection, you can also use be or box election. So, as you can see here can be quite complicated. So right now I'm going toe. They're all turn off all of these lock downs and, for example, you can see that now I can go and select only this part it box selection, and those are very useful things. And by the way, you don't need toe use. Be short, but you can just go and hold left. Click, and you can just go and try. Select all the key friends that you want to be toe select. So let's go on the 30th stream. And, for example, let's change skating here to be to about here. So let's make one, actually, and I breast rightly. And here I'm going to insert the frames on the scale. So as you can see here now, we have different keep fame's. But now it's only on the X y and Z. So right now, if he's killed this, you see that our Suzanne is scaling down, and after that is scaling up and, for example, let's see what would happen if we, for example, move this key frame. This is the scale with it before so I can see that Suzanne is crushing down and after that is dating the same way. So as you can see waken go and play with all of the settings. So you need to think about what you want to animate it and how how you want to be un emitted as well. So right now, as you can see, if you go under under properties, you can see that they are using a V and for now we're going to keep everything as this. But here in this output per protests, you will be able to change the and I think on the resolution. And also here you will decide when your friend is going to start and when is going toe toe end. And if you want to render this information, you can go and changed the file former toe every day pick. We're going to talk a little bit more about those settings. But for now, I want to show you how you can under this out and here, under output settings you will be able to select, you will be able to select a location where your render is going to be seeing. So for example, you can find create the new folder and let's call this animation and here compressed except And now you don't think that you need to do is you will need to go on the render and here just restaurant there animation and you're rendering is going to begin. So here you can see how many frames is all the D rendered and as it gets, surrender Israel time, and it's very first, so it will not take too much toe under the whole animation out. So that's it about this video. Stay tuned because the next videos, we are going to talk about graph editors, and we're going to start animating more complex things. Life. Garrick tears and show you how you can use bombs for breaking your mashes in blender. So see you there. 6. Graph Editor: everybody. And welcome back to our sixth video in this course. So here concede that we are already talk about dope, shit and how we can use the option to manipulate to be the key frames. And now I'm going to show you a little bit more advanced technique for manipulating the defense, and that one is going to be graph editor. So first thing that I'm going to go, I will get rid of Suzanne Monkey. And by the way, if you want to maximize the some of these windows chicken, breast control and deep and you will have the full screen off your workspace and if you want to go back, you just need to press control and space. One more thing. So now first, let's add something to our scene. So with shifting a I'm going to search but say for bring simple star to our scene, and now I'm going to rotate it on the Y for 90 degrees and also on the Z for 90 degrees as well. So now I will go and avenue material to it. And let's switch colors on those on this background as well. So let's make this one but seeing something like this is going to be fine. And right now, if you breast and and go underwrite them, you can see that we have different numbers and I want toe apply all the transform that I did on this star. So if you go under object, you can go under, apply and here you will be able to apply old transforms. And now you can see the three step recent all location, rotation and scale want. And those are on zero. So first, let's try toe right it this around itself. So first, I'm going to go on first gift for him, and I instantly gave imitation and scared. So this is going to be our for a supposed and with shifting day. I'm going to duplicate it on the 60th frame. But I next to go on the 60th cream and here instead of zero, I will write down, But safety 160. As you can see, it became orange. And here I'm going to press right click. And as you can see it, we changed the rotation on the Z axis. Right now I think it's a little bit too fast. So here I'm going toe go and increased number off key friends to be, let's say, 150 Now I'm going to grab gravity's. I was like this energy. I moved away till the end. And now if you press space, you can see that we have this simple animation. So right now in between those gay frames is going to be 70 50. Dream. And here I will go and move my star a little bit up to about here. And as you can see here, we have different give frame. So I'm going toe insert, give frames on all of this and now you can see that our star is moving up and down And maybe we should go and skill off our star, for example, heat here to be as you 0.5 I was a place, that key frame And here also same 0.5. So now scaling up and now he's going down again. Also, I want to add a little bit more on camera animations. So first I'm going to select my camera. Let's see. So this is off camera and here on our first brain, my camera toe be here and now on this frame here among my camera to move slightly slightly up. And now I'm going to go and select my camera here. So this is the key frame for gamer and with shifting d, I will duplicate it all the way till the end. So something like this and here maybe we can go. And actually, we are going to keep cities for now. So now I'm going to show you how you can edit those key frames with graph editor. So first I'm going to select Star. And here, instead of those shit, I'm going to change my type two b ref writer. So here, I'm going to zoom in, zoom out. And if you open it here, you can see that we have those curves that you can manipulate in order to change the set things off. It also, I'm going to press a to select everything and in order to see them so you could see how big it is. I'm going to press, normalize, and now zoom in and here I will be able to see all those. So right now I'm going toe turn to hide all of this. And here you can see that for example, if you select this one here so you can see that all of them explication while by location and the location are here. But the only thing that are changed is going to be this Z location. So you can see that here you can see that our delegation I'm going to hide all of this. So now, as you can see, we have three key frame street dots. I'm going to zoom in so we can see it clearly. So first, that second up. And that there that So those dots are basically key frames and you can see the sea location istan done. So this is the only active girl active key frame that we can manipulate. For example, we can go and grab this one and, for example, we can go and press G and pulled this up. So let's say to about here and you can see that it goes way to up and coming great down. So let me just also you can see it clearly. So off this one here and here. If you go in on this 75th frame, you can see that this one if you move this up and down. You can see that also, the value on the Z is changing. So basically, because this is today, we don't We cannot use G and Z Luckett on the Z instead of that, we are going to use G. And why normally do manipulate manipulate those discovered here. So also, for example, if you want to be, go and change the starting point off this one here. So, for example, if we want our start to go down from beginning so we can go on our first thing and here you can see that instead off writing down and replacing key frames here we can go and change the location. I'm dizzy just by moving this graph editor up and down liturgy also we can do it the same here and here as well. So basically here zero means zero and if you go here on 70 frame, you can see that our value is right now. So about 4.8 and it's it's about here zooming to see it. That way we have the same value on this graph editor as well. And those are key frames and those here are numbers destro us value off. It so basically instead, off working treatment, those manipulators hearings and writing down here, we can have better and better preview off all of these settings. And here, for example, we can go. And you considered, we have When we select a friend, we have those two dot as well and those we can also manipulate. So let me just show you real quick so you can see that our land is coming very narrow and later on slowing down so me, it means that it will go faster and at the end it will slow down. So for example, what we could do, we could go and select this one here. This girl here and for example, we can go and pull this down. Or actually, we can go and split up. So right now you can see what's going on. So basically, this the star is coming out the frame, so I'm going feel big toe. Just zoom out and here I'm going to scale this one so you can see, actually, that this start is going up a little bit tired. Dan, didn't we want and basically this handle is controlling the behavior off it. So also, you can scale it down. And for example, if you want this one toe go ultimate slower down we can go and just hate it. But as you can see, we cannot manipulated the on on this one. And in order to change that, we will need to change the handle type. So here, I'm going to like this middle key frame. And if you breast f actually, if you breast you will be able to change a different mental types. So, for example, that could set free. And right now, if it's like this one, you can now see that the only handle that is changing is going to be this one here. And also we can go and do the same for this one here. And as you can see it quickly going down and it's slowly coming till the end also here, for example, we can go. And if we want our start to stay a little bit longer in here, we can go and you can see is staying longer and now real quick going down. So, basically, for those types, we can go and change interpellation mode. So right now I'm going to select all of this and actually, I'm going to turn on scale as well. And here, actually, I will de select those and I want toe let all of this and I want to do the late those key frames because I want to have only available z location. Actually, we can go and even delete those as well if they don't need. So let's only work on the why location in order to explain the whole animation process with Graff, editor and curves. So here, as I already mention, we have those curves and here be made a little mess and now we can go and fix it. So here, if you breast e you can see that we have different, different interpolation and here we can see how our lines are going to look like when we change the interpolation mode. So, for example, if you press constant now, if you play this animation, you can see that we have constant constant girls girls and for example, if you go all the way, you can see that nothing is changing. Only the thing that is changing is going to be on the 75th frame and on our last frame when it goes down. So those types off interpellation most are very, very also when we are start adding key frame star seen but later on, we will need to change it. So, for example, let's just clear my camera. Give him So now we have on the are starting focus. So this is how our constant interpellation world world works And for example, if you said to linear, you can see the speed off it is going to be the same all the way. And those type of off animation are good for, for example Look, lope animation. So you can see that it doesn't change any speed means going up and down and you can see that we don't have any changes. Here is it's actually just going straight until the next point. And here, for example, we can go and pull it up and down and playing with those settings as well. And here, if you set busier and also this one here, we're going to return toe original position. So here, I'm going to change this to a line. Now I'm going to rotate it as well. Also, this one here I will just go, and actually we can go and select all of this. And now I'm going to press s why and zero to make it. Let also we can do the same on the other side as well. But it's always deflect there. And now I'll go and press s Y and zero here, that s why. And zero to make it like this one here and now, for example, we can go and scale this on the X actually actually moved this one toe the X. So now, as you see, it's slow going up, and now you start slowing down until the end. So right now we can go and change different type off interpellation mode on this middle one , and now you can see that in immediately going down and after that is slowing as well. So you can play old with all of these settings. So here we have circular way. Have two big back bones here, for example, concede that we have bones. It's going come on down. And basically those are the finest venous that chicken use for smoothing out your animation . And also one more thing that I want to mention in graph Editor Rick Impress em and here you have modifiers. And basically, here we have a couple of modifiers that we can use. We can use limits, no site cycles for making cycle animation and so on. So, for example, if you select noise and if you play this animation, you can see that we have noticed on our girl and it's basically immediately changing the values. So those are those sometimes can be useful. For example, if you animate camera that is moving, shaking or something like that, you can use this one here. And for example, if you change that just this so we can see a lot of these shorts shortcuts. So here, for example, we can increase the scale of it. We can increase strength. You can see how this this current is behaving here. You can change the offset of it. You can also press right like toe onset and recent default. It changed the face and also depth of it. And here you can just cancel it because we don't need it right now. So also here you can also add all of these markers and also you can select everything linked and so on. And now you can go and render the whole scene out. And here, for example, less. I don't know shadow. And right now I'm going to go and pull this older wait up and I will just go and change my camera type. So here I will go. And for example, my camera. Let's try somewhere else. So let's say to about here, I'm going to kill this one here. Actually, we don't need now backdrop. Now we can use only simple plain Let's make it orange and now I will just go and pull it down. So like this and also I want to add rotation on this one on 75th fame. So here I will go on our first differing, I pressed I for insisting rotation boots on the last frame. But here on the 75th 3 I want toe go and press Plus and here we can go on right insert the key frame for 180 degrees. And on our last gift frame, we can go and right down one plus 180. And here we can go and at one more time, plus 180 here I would just go and replace the key thing. So now you can see that our star is rotating and now is bouncing Beck. And also, for example, for this one waken go and turn on ambient occlusion blowing and also skins based reflection . So let's go on at a little bit mission as well. Actually, we cannot do it like that. We will need to select our star first and here, actually, I keep it off a mission for now on this one here and now we can go and change our files to be animation. I'm going to change the name off this one second animation, I will keep file format A J pick. And here I was rendered our second animation for the schools. So that's it about this video state your because in the next video we are going to create a little bit more complex and nation, and we will have another project to work on 7. Animating The Camera: everybody. And welcome back to our seventh video in the score. So here you can see that we are done with animating our star. And also we learned how we can use rough editors to manipulate with key frames. So now I'm going to go and start admitting camera so you can see how we can animate camera to rotate around objects. So first I'm going to get rid of my plane. And also I will get rid of my star. And now, as you can see here, we only left with the camera and son. So you pick, I will turn on my screen guest at done. And here for this video, we will need to turn on also, one more, which is blended. Get so right now. If you go under adults and search for blender kit here, you can find it, and it's called Blender Kit Online assets library. And here you will just need to enable it. And if you press end here, you will be able to find this blender. Get Adam and here, concern for a lot of free acid etiquette news for your projects. Some of them are locked and you will need to pay for them, but you can find a lot off for free. So, for example, we can find different vehicles, as you can see here, and you can scroll toe, see the whole library there. And also, for example, the search, different styles. And not only they have the three assets, but they also have a materials free handles, some brushes. So first, I'm going to find this under character and their assets. And for this course, I want to use this old human school model, so I'm going to drag it toe are seen, and here it is. So we don't need this when they get out there anymore. Somebody hard it. And also you can see that we have a lot the field there's that will help us to find much easier things that we want for our project. So now I'm going to press in tow, hide it. And now, as you can see, we need to scale our asking like this. And now with the shift in a I'm going to bring no pain toe are seen. So now we can go and switch to render it so we could see how it's going to look like and I'm going toe Add a new material door plain and let's make it black. And also, I want toe increase a little bit more roughness, actually decrease it. I want to have a reflection on this, but apart And I'm going toe use 0.3 spectacular for this kid. So now if you press zero, you will be able to enter in camera view. And now I'm going toe Try to position our camera should be so to about here. Now I'm going to skill my plane and let's see what else we can go. So now, as l the dimension, I want my camera to rotate around object and we can do it by adding with a shift in a we can have circle toe are seen And now I'm going to switch toe so solid you so we can see it better. And now I will skill this this girl around school. So here, as you can see, we have properties and here we have resolution beginning case geometry if it as you can see . But we don't need it. We don't need toe be reasonable in on Orender. But with the discover I will be able to add constraint toe the camera so it follows the curve around and we can animate that. So right now I can go and select camera, and here I can find follow bet. And here for the target, I can use this eyedropper store and, for example, I can go and find this busier circle. And now, if you played this animation, you can see there's nothing is happening. That's because we need to rest here and animate our debt. So right now, if you play this animation, you can see that it's going around. But as you can see, we need to fix those. So first thing that I want to go, I want to go. And I want the position, my camera on the original position. So here it is a bit up, and right now I need to rotate it. Also, you need to press full of girl. And right now I can go and brought status the world Israel. So now, for example, we can go and position our camera a little bit more better, so I will press and and under item are months here to be zero. So let's see and also I want so actually I want let's try those to be zero as well. Now we can go on our first thing and here go up And here also I will write down 90. Actually, we need to write down minus 90. And also I'm going to go and rotate it also towards our school. So the balls here so lesage to look them all so we can see and here concede that we need toe move down our school. So now if you played this animation, you can see that is going around. And also I want this circle to scale a little bit. So I will speak back toe So you Now I'm going to select my circle. So to about here. And also I was like back my camera. And here I will just position it in the middle off the head. Maybe just a little. Get more down. So decent. Be careful. Toe scaled the plane as much as possible. Do you have any and the empty spaces around? So the next thing that I want toe animate is goingto be. I was need to select my camera and here on the camera. Let's see we can go on and play with the focal. And so I'm going to keep my, for example, 40 like this. Now I can stop it. And also, if it's like this busier curve and here you have this pat animation. So here on our first rain waken go and press one. But this is different here. So actually here is deciding when our animation is going t start, it's going to write it for 100 degrees for 300 insisted the base. So here on our first frame, actually, let's make it here 150 frames And don't forget to turn on this. Follow that Children to rotate along the bet. Also increase the resolution here and I'm going to increase resolution here has leveled toe 44 64. So now we can go and stand on this previa. So let's see how it's going to look like. And he considered we have really cool animation ready to be rounded out, so also under output under under settings, you can go and change the look of it. So, for example, that can increase the contrast of it. If you want to have higher contrast than before and actually, I'm going to give my medium high contrast and let's see if everything is OK here. By the way, if you want to have more higher quality and render introduce always cycle. But for now, I think I'm going to keep it just because off the faster rendering output. And this is exercise anyway, So you can see that we have really cool animation done. And now we can turn on and with occlusion on bloom as well. And now we can go and set the output setting. So this is our third animation. So we have those store and only to call this 1/3 animation. I'm going to keep everything as this and here I will keep full tasty. And now I can go and surrender the whole scene out by going here on the render and rendered animation. So here in this, we do you learn how you can use busy worker and also constraint follow pet to animate the turnaround camera. And as you can see, we are going to get very easy and fine results for our projects. So that's it about this video. Stay tuned and see you in the next one 8. Rigging And Shape Keys: blow everybody and welcome back to another reading the score. So here can see that you are done with enemy tick our camera. And now I'm going to show you how you can use bones and reading for animating blundered toe . Find it. So first thing that I'm going to do, I will get rid of my school. And also I get rid of my plane and we don't need this one as well. Actually, let's delete everything. So, with shifting day, I'm going to bring new camera tour scene. And for now I'm going just to move it to decide about here and also with shifting a I want to have one simple son, Darcy. So first thing that I want to show you is how you can use rigging for for creating animation and how it can be helpful. And what is the purpose for it? So first thing, let's go and create, For example, Simple cube. Darcy. I'm six. I'm going to switch toe solid. You. I will scale this down all the way, and I pressed us and ex to scale it on the X. So we have this Long cube and now I will go in edit mode and here with control and there I'm going to add edge loops around. And also I'm going toe add also on those sites as well. And above that, I will also give one simple subdivision as well. And I will change shading to smoke. So we have something like this. So, for example, if we want to break this down and toe actually bent this one here, we will need to you speaking or using shape. So first I'm going to duplicate this and I will vote. I haven't show you both of these how you can use and later on we are going toe animate with those new something else. So first thing that I want to show you is how you can rig models like this and what is reading? So reading is basically adding bones toe mash. So with shifting a we can go and bring amateur star seen and basically this is just simple bomb. So the first thing that usually you need to do you need to go under view poor display, and here you will select in front. So right now, no matter where you are, you will be a always able to see this bone here. And also real quick tip. You can turn on this field, therefore selection. And as you can see here, we are going to disabled son from being selected. So basically, this is just simple bone and you can also rotate it, scale it down and and more delegation as well. So first thing that I'm going to go, I will rotate this for 90 degrees on the wife and I will move it by President re indexed to the side. So now I can go in edit mode and here, for example, you can go. And just with all the way here and by the way, you compressed right, like to subdivide those and I do it twice. So right now, as you can see, we have four bones here as well. So now if you go in post more, suppose mode is used for testing, reading. And also, I think, how are your IQ is going to behave? So as you can see, this bone is rotating all other bones. This bone is rotating those toe front and this bone is rotating. Only this one in the front, by the way, can also renamed all of these bones. And as you can see, the next step is toe attach these bones toe mash. So for that, we will need to wait paintings and wait baiting his, I think, wait, toe these bones so we can go and select both of this entry control big. Actually, first, we will need to select mesh if you want tohave Bone street. And after that we will add bones. They told the shift and now is your best control anti. You can go and search for example set parent with automatic grades. So, for example, if you now go both mode while we were selected one of the bones If you go right now in the post, you can see that actually we can go and bent to the whole The whole cube very simple and very is so right now I'm going to speak back toe toe object more 10 time in case number off subdivision Also, I had two subdivision on the side as well and now I can go and select my bones back and here I will be ableto bent His bone very simple and very is as you can see also there is one more thing that you can change and that one is been the bones. So here you can go in abject moat. Actually, first, I will go in both malt, And in order to return this to original position, you will need to press out and air actually out with C disliked everything. And here you press out the air toe reset day irritation off the bones. So now, in object mode, you can go on there, you poor display and change the display as people. So this Babel means Ben the bone. And now, if you go on the bendy boned, you can, for example, the case number off segments. So let's go and search toe four also for this one here and for the rest is well, so now this bone is bending a little bit better than the previous one. And you can now really, really simple bend the whole bone. So, for example, now how we can animate this, we can go on our first frame and, for example, I want the whole thing to be in this boast, and we can just breast simply, actually, we need to be both boat and here I will return my preset my rotation. And here are the best eyes and incident, location, location and escape. And, for example, on the 20th fame I want my toe. Let's say Stop going up this I was left a for selecting the whole everything. And here have instant, another key frame. And now, for example, from the 14th frame we can go and that turn this back. So something like this And here are the best for insect implication, rotation and scale and, for example, we can go and duplicate the first a key frame. So now you can see what we have here. So as you can see, it's very simple toe animate with perfect wreaking for Romash. So this is just a basic creek for the character. You will need a lot off to learn. There is a lot of the needs for a gay character, and also it will take a lot of time to explain this in one course, Maybe in the next course we will talk more about rigging. So for now, this is just fine for knowing how Rick is working and how it's behaving. And by the way, I want toe. Explain how this weight painting is working. So here I will select both of this. And here If you go on the weight painting, you can see. Actually, this blue means that there is no nothing attached toe this bone. And here we have. For example, this is the first bone here and to concede that red means full control. And those goers are telling us that we have a little bit control on this area here also for the second born. So this area is controlled the most by second bone and basically does the weight they think . And also, for example, paint and fix some audition If you have, for example, if you want this bone to control a little bit more on the whole to have a little bit more control on the whole mash, you can just go and paint it to it and so on. And if you want, you can go under this active toe workspace settings. You can change the from the drug to sub strict, and here you be able to remove the whole mesh. Also, you can do it manually. If so, basically you can go, for example, for like this first bone here. And if you go in edit mode, for example, they can go and select all of these bone. And now you assign this boom with this one here pressing, assigned. And now if you go back, you can see that we signed that bone toe the other ones as well, so you can see how easy it can be. Toe break some something like this. Usually when it comes to regain character or animals, it's becoming very difficult in many heart because you will need to think about how how much we truly want on each bone, and you need a lot more balls than for something like this. Also, there is another way to toe animated this, and that one is with the shape. Shake it so basically, this one is helping us toe have different shapes and we can animate between those. So, for example, on our first thing we can best twice plus, here on this date the properties Object Data Properties and, for example, on this second different, we can go and let's see. I'm going to see turn on my X ray and title 62 proportional editing toe and, for example, we can go and pull this up on dry State as well. But it did here and here. You can see that on our 2nd 1 We can just manipulate with those while you're here and for example, we can just go and rest here toe insert key frame on our first frame and on our second frame, we want to go and toe change its shape on this tented things. So now if you play this information, you can see that is going toe the second shape key, which is the shaky that the biggest needed. And for example, it can go, for example, something like this. And it doesn't matter just to go and change the shape to it and, for example, if duplicated toe go in original position. But this one is really hard and it's complex. But for something like I blinking, it's going to be helpful. And right now I'm going to show how easy it can be to make eye blinking. So with shifted A, I'm goingto bring Cuba, you sphere, you are seeing have changed waiting to smoke, and I also dated for 149 to respond X. So now this point is facing towards us. And right now we can go and add another us fear. Now I'm going to select this bottom part. I would lead those vortices by pressing X. And now I can go and press l two select everything linked and breast extras to select the whole but part. Now I can go on like this up and for example, we can go and actually not magical and select this one and train shading to smote. And also I add us I will add Solidified So now we have a little bit more jam ity inside and here I will also increased the thickness if it so right now I'm going toe go and change my Didi point here to the side And basically I will go and change my origin Point Toby, according to the treaty coarser And now you can go and And he made blink by just pressing here, for instance, Implication, imitation and scale and for example, on the 20th faith killed Go and pull this up, as you can see So now we can go on duplicate this one rotated for one actually. Were people need for this one toe the key frames and I will take this one for 180. So this is our first key frame on this one. We will need here to misapplication, rotation and scale. And let's say for this one here we can go and another location, rotation and scale and actually really needs this to decide. So I'm going to go and I need to fix the issue here. So I was changed Origin point there mental. So I will do the same here. So right now it's right here, closer. And now I can go and bullets here. So in our fifth Spain, same here on our first train. I'm going to press I, for instance, application, rotation and scale. And now, for the 2nd 1 we can go and insert it here and here. As we conceive, we need to move this to the side. So I'm going to lead those two and dented thing. I want to be here and on the first plane back to about here so you can see that's something that this can be used for making condemnation for blink. And right now I'm going to leave the whole thing and with shipped and see, I will turn my three d occurs or in the middle. So now I'm going toe go and create a simple tree and here I will disable this from being selected. Also keep the respond the same And let's say with shifting a go and create annual Que Dorsen I was killed is all the way down. And now with the base election, I can go and for example, we can go and extrude is down extra this up so very simple three we are going to make I'm just pressing a for extruding my school and Stuart this one here Maybe this one on I'm going to scale down So we have our base three And now with shifting a we are goingto bring new We too are seeing this year and now we are going just to go and duplicate this couple of times. So with shifting day, I'm just duplicating those And here maybe those are going to be very small. So something like this. Now with the shift in a we can go and, for example, adds trees some some rocks don't So what here instructed the 2nd 1 and also, for example, we can go and add small grass and then slept My cure speeches here and here. I would just go and kill these all the way down. And I would look OK. This couple of times I've stated also so very simple. Simple, Seen as you can see here. So right now I'm going toe add also Deal Street. So this one is going to be brown. I need to change the color here. So something like this. Now I'm going to go. And during all of these together, by pressing control and J And here I would just go. And at base color green also, I will do the same for those control Jay to join those together. Now I'm going to teach colors, Toby some dark, darker green and stones are going to be great. Also this one here. So now I'm going toe enable son from being selected again. And here I would just go and moved to the site. And here I was just go and increase the strength of it. So let's go and make it see. And now I'm going also to change the color off my clean. So something like this. Now I'm going to switch my with my with my camera to be in front. So let's say to about here And also I want now to read the whole tree. So with shifting, they have sweet first toe search back first toe solid eo And now I will join all this together my best frontal j So now we have only one object here And also before reading we are going toe apply Old transforms. So now if you press and you can see that we have zero location, zero invitation and one on skill. So now with shifting a let's bring another amateur toe are seen And here under Vieux Port display visibility we will need to turn on in front. So it's right here. So I'm going to select this one Here I look stood it up both here and this one here as well and I want this one to be there and the 2nd 1 we can go and extrude it all the way. Maybe to about here, I think, is going to be fine. As you can see, very simple, just extruded get out. So let's try and see how this bone is working, and that's exactly what we need. So make sure that we have all of these bones connected like it should be. And now we can go and select first measured an amateur and control be we can catch these bones. And I believe the fee will be able now very simple and easy to oppose the whole three. As you can see, it's moving around. So, for example, let's animate it. So on our first fame, I want my bone, my recto be here and, for example, on 20 fame I want this one toe go up here, for example. Something like this are pressed for incident, implication, rotation and scale. And, for example, on 14 fame, he goes back, so also decreased the number off key frames. And now, for example, we can go and simply just go and add toe. Do you the spheres to represent ice. I'm going to change shading by breast pressing, Dr Vick not on the tree, but on this issue, the sphere. So here I'm going toe go. And right now I could go and hide armature. And now I'm going to duplicate those two together I will join them and here I'll apply this plan developed it. And now breast controlled and J. And also I need to attach those two. So now we can go invade painting, and to fix this, we will need to go under amateur. And here we will need to add to this middle bone. So this one is here and now edit molt. We can just press a sign while we're having our I selected. So now if you go object more back now, you can see that is following that bone there. So right now I'm going to go and try to find a good position for my camera. I'm going to go and my son to the site rotated here, for example. You can go and change the color fit. So let's hide this and you can see very simple character is made for around five minutes and way have really cool results that we can share with our friends and so on. So now we can go and render the whole scene out. So I go and change this one toe. Fourth animation. I would just change the name. I will keep everything the same. And here I can go and press, render and render animation. And our wondering is going to begin so that it about this video stay tuned? Because in the next video, we're going to work a little bit more with the particle system, and I will show you how you can use it for creating animation, So see you there. 9. Particle System: but about the and welcome to another video in discourse about animation in a blender and here considered we did rig ink on our basic mesh. And now in this video, we're going to talk a little bit about particle system in a blender and how we can create something cool and animation for our projects. So first thing that I'm going to go, I would get rid of everything here. And right now I'm going to go, And with shifting today, I will create a simple killed. So here you can see it that we have here particle system on the particle properties in this properties panel here and here. If you press plus, you can see that if you play this animation you're considered, we have some both dar falling down and those air particles. So right now I'm going to increase the number off frames. So let's go. For example, 150 here concede it all particles currently falling down. And as I already mentioned, the reason for that is because we have gravity by fold in blender turned on. So here in the particle settings, we have a lot of particle sessions that we can change and we can play it. So here, under force field settings. Actually, it's under field waits. Weaken, for example, turn off gravity. And right now you can see that our cube is emitting particles from all faces around. So off particles are traveling around. And let's go on our first. I think so. Here we can select the number off particles that out of Cuba is going to be to emit are important in our under as well. So let's decrease this number two, let's say 500. And here it conceded to immediately halve last balls than before. So here changed the seat. So this is like a random, a random, a random randomness off the numbers and off how those particles are behaving here. It is like the number off frame when your animation is going to start. Very your cubed actually is going to emit the particle. So let's say, for example, from the 50th frame, you can see nothing has happened happening, and suddenly it starts emitting those particles. So let's eternity And here, for example, you can decrease number on when you're when you're emitter is going toe and emitting those particles so you can see that it emits only on the first until 50 50 50 frame and then stops. But we still can see way still conceive particles, and that's because we have here Ah, lifetime off them. So here, for example, if I increase the number off lifetime, you can see that they will stay for a longer time on our on our scene and, for example, you can also in case lifetime randomness so suddenly some of them are disappear earlier, and some of them are going to stay for a longer time. So those are basic settings for those. So next we have a source. So here considered, it's emitting from the faces. And, for example, if you select a meeting from the Vertex, there are particles asked getting Toby emitted from the lettuces around and also canoes from the volume. So right now it's emitting from all sides from the volume off this cube here to see strange the different type off distribution you could set to random. You can set toe bring it from the great, and here has left how many faces how many particles are going to be emitted from the face so next is guests. So here is when you have some heavy, some heavy a particle system, you can bake this and is going to be much faster. We lauded and preview the whole animation. So once you bake the particle system, you'll need toe delete the bacon after that Really big again. If you want to change anything on those particle system, next is the last day. So this is speed of the particles and you can play with all of these settings. So here, concede it. It's traveling very fast, and here we have also rotation. You can play a little of the settings here, concede that if you increase the randomness, all practical suffering toe emit from with random random speed as well. Song going to turn off this one and this one for now, and the next one is physics. So here, as you can see here we have Newtonian and this is the basic physical fit. And here we also have Boyd's fluids. And also kid, we're not going to talk about those, but for example, boys can be yours for meeting for following some of the part. If you want toe some of your party goes to behave like a full flocks or something like that . And kids, it is usually necessary. If you want a toe, move your emitter and toe change the location off the whole emitting system. So the next we have here mass and here you can play with the weight off each particles actually off about particles. So the heavier they are going to be slower and here to play with forces that are affecting those particles. Those are the same theory. Consider Jews that there. If if you want toe those particles to die in collision with something, we're not going toe change and anything there for now. And here we can go and came to the the particles it looks. So, for example, I could go. And for example, if I bring with a comb, I'm going to move it on the y I can go. And here under under, uh, on the render, I can choose instead, off Kahlo, I could select object and for the object instance subjects, which is this part here. I can go and use this object as a particle so you can see that now we have the cone emitting from this Cube and here you can select the size of it. And also is the scale off the randomness as well. And here you can hard your render your omitted from being shown in random. But you can still see it in you participate. And if you go all the way under you for displayed, you can just turn it off. And right now, you cannot see you're emitter, but you're seeing only the particles. So right now I'm going toe return everything. And here it is like that. If you want your object of all off the rotation and right now, if you're out there, this object, you can see that others are following as well. And next we have here, you can select that color of you, you poor display. And here you can select a different field ways that you're you're you're particles. He's going toe. Do you have So, for example, you could turn off, turn on gravity and suddenly is going Everything is going to fall down. And also those air sometimes some of the basic set things for the particle systems. There is also not the type of particle system, and that one is a hair particle system. So right now I'm just going to go and scale the whole object so you can see So basically, those are good for using care simulation and, for example, with those make grass or or landscape or something like that. So those are different types and here can also add another on top one and so on. So now let's try and make starting with the political system. So first, I'm going to delete everything on our seems so right now. As you can see, we have only camera on our report. So with the shifting A, we can go and bring a new cylinder tar scene. And here we are going to decrease number off her thesis, Toby eight. And those are This is the basic for our fire torch. So we are going to make a torch and fire as well. So here I'm going to go and scale this down and I will go in its most I can go and select both of these. Worthless is here. I will press I for inserting face. So like this Now I can go and Breschi for extruding this down and this one can go down as well. So one more time I would press I for insisting face and I could go and extorted this down. Now I will be able to select every second face on top and I can go and extrude it up. And here we have basic torched. Now I will change my India. My people point Toby individual origin. And here, if I skilled is down, I'm going to have I will be ableto scale those and we will have a little bit nicer Look to it. So, for example, we can go and with control and be bevel this this part out. So like this and for example, we can go and pull this down and maybe, for example, you can pull this up So we have something like this. It looks a little bit nicer and we can go on skilled. He's down. So now, as I already mentioned, we are going to make fire and this is going to be our fire torched. So with shift in a, I will bring another playing toe are seen So he's going to be our background now I'm going to set real quick. Uh, my camera. So with the shifting cakey or the key above step, I will be able to enter in flight camera Buell. And let's say, for example, I want to be here and now I'm going to scale the whole thing out. Next, I will go in vendor to you, and you can see that we don't have any light here. So here I was just being simple simple sunlight. This is going to be very low, believe just because the this is exercise for particle system Right now, I'm also going to change got background color. So let's make it some dark red. And here, for example, that go and changes color off our. So, for example, let's try and make it some brown color. Actually, this is a red, so I need let's see about this one here. I'm going toe turn on ambient occlusion and bloom is well, so let's see it. So this is going to be fine for now. Right now, I'm going to state back toe our solid deal, and now we need something that, um, it's Spider. So with a shift in a I'm going to create a new let's say you this year, sphere. And right now I'm going to scale it down and pull it all the way on the top off our dark. And now I will go in front or together with you. I'll pass step and here with selection I'm going to get rid off house with it so I can go into, like, this middle, but middle look by passing out left like And now if I pressed l toe select everything linked here, I will be able to select this bottom part here, and I compress extra ugly Those where thesis. So right now, as you can see, I'm having only those only half off you this for years. And I'm going to scale this a little bit up and I'm going to go in edit mode, pull it down. So I'm having this order point roughly toe the edge where it should be. So this is going to be a meter off our political system. So the next thing that I want, I want my toe particle system tothis you this fear and as you can see it immediately falling down. So now we will need to fix this. And now first thing that I'm going to do, I will turn off gravity and you can see that now is going up, as you can see, so like this and now we can go and play with all of these things. So first I'm going crazy. Number off number off particles that are going to be emitted. So the next step I what I'm going to do, I crave it. Those said this year. So let's say I want the whole particle system Toby emitted until 150th fame and, for example, we can go and decrease number off lifetime to be what's a 30? Because I want toe have particles that are disappearing. And also I will increase the lifetime randomness. Actually, let's make it 40. This one here and I want those toe go a little bit up. So first I can go and add, but site let's say force, and here you can go and so like this force. And if you go under force settings, for example, you can increase the strength of it, and if you go in negative, you can see that it's will follow the whole. It will follow the force field that the ads here, so right now, as you can see all our particle systems are falling up, went up and let's add a little bit noise here, say five. And right now you can go and play with those settings. So now I'm going to keep everything. The cities you can play with the seat as well and there no absorption. So all those are going to be affected with those also confined and play. We told these were spills as you wish and for our particles system. I want to emit Mata ball. So here I'm going toe go and stop this animation for a while I will change the location off my tree. Dickerson was more it here to the site by holding, shift and drive click. And now, with shifting A I'm going to create a new Balto are seen. Actually, this is met the bull and the good thing about not the ball is for example, you can go and merge those. They are merging together. So let me just so the good thing about metal balls is when you duplicated. You can see that they are emerging together, as you can see. So every time you duplicate something is going to be emerged and those are really cool effects that you can use for your flame stylized frame. So I'm going to bring back my at the bull. And here, let's go and increase a little bit. Number off resolution. So, for example, let's go make it 0.1. So their point mark as well on the render you port so bored the same so we can see in render and both those And here now, if you go under particle system, you can go and search for halo instead of halo as all the dimension you can use object and for the object we are going to use Instance Object selected this with eyedropper toe. And now if you play this animation, you can see that something is very weird is happening And that's because we need to fix those issues here. So first I'm going to hide my and Mr I don't want to be invisible here and now. Also, I'm going to go and in peace there number the scale off it. And here also, I will in case number scale randomness. So now I'm going to scale all the way down this and now immediately will have a very interesting torch and you can see that our particle system is disappearing. So let's go and select our particle system once again. Actually, we need to find it here and everything should be fine. So maybe it can go and just a little bit the crease number off. And here we are going actually to change donkeys, the strength actually off our force field. So the next step, we can go and play with this lifetime. So maybe we should go and return it to 30. So if you now go and press zero, you can see the vacated very interesting torch. Right now I want to have this from to change this type off camera from perspective toe, let's say or to graph you. And here we will have a totally different look than before. So I'm going to keep this one here like this. And right now I will select my meta ball. Not he, not that one. But this one here. And I will go under shading Crest Plus for creating a new fader for it. And for this one, I'm going to use radiant texture. And now if you plug in this toe base color, you can see that nothing has happened. And the reason for that is we need to call a ramp. So with shifting day, I was sir Fel for color ramp. And now, for example, if you press plus, if you change the color on this white here, let me just see also, we are going toe press control and D I think I think so. Let's see, That's your spherical. And now I'm going to connect this to the surface. We can disconnect this one here. And by the way, if you cannot use control the shortcuts you will need to go under edit preferences and my advice. You should always have this Adam note. Wrangler hasn't turned on because he's going to help you a lot. So, for example, now you compress control and left click control shift to see the location toe to see the all these notes, and immediately you can go. And for example, you can believe those two and here with control and de you will be immediately enabled. Lecturer co ordinate and mapping instead of searching a tent losing time on death so as all the dimension I'm going to change this color here and I'm going to go and see this instance Color here and let's say but 60 leaner and here I'm going to go. And let's change irritation if it actually if you left Constant you you will be able to see it clearly. So I'm going to rotate this man for 90 degrees and here and this have used those. And now I can go and change the color of it. So here I'm going to change toe. Let's say baseline And now I will go and use a little bit brighter material than before. And also, for example, we can go and increase emissions here. And let's make this one You need a black one for the fire as well. Actually, I'm going toe keep it off a mission. So actually, I think we need to change from generated toe normal. And also for this one, we are going to replace this principle be as the f kwit emission Shader. So I will search for mission and now I can plug in this color here toe color and right now you can see that for example, we can use the emission power here and also we can add one more variation color as well. So for example, we can go and make this one pure repped and you can see what effect we have here. So right now I'm going to change easing to be, uh I want to train getting texture to be easing. And maybe we can go and add also one more white, pure white material. Look, we can pull this all the way here and now balls here. Maybe this color can be a little bit more. This one here on despite material can also be a little bit more orange lake. And you consider that we have really cool stylist effect off our our torch. So instead of sun, you can, for example, try to use point light this time. Well, maybe area like, but you see even better. So I'm going to keep this one as this. See how is going to look like very subtle and small animation, but very effective one also, for example, what you could do You could also make some some really cool effect with changing this color here. So, for example, you can make it like magic power here. So something like this, let's say, but I'm going to keep has cities a zip It was before. So something like this. Now you can go and surrender the whole animation. So this is going to be 50 project for this course. So 50 50 animation? Yeah, I keep baby as a friend. A file and everything should be fine. So now you can go and rest, Render animation and your enduring is going to begin. So that's it about this video state, Young Because we are going to do in the next video, we will create another project, so see you there. 10. Character Animation: everybody. And welcome back to our last video and discourse. So here, considered in the previous course, we created our particle system. And now if you play this animation, you could see that we have this style ice fire. And right now we know exactly how we can use particle system in bladder. So in this course, we're going toe toe some interesting stuff and especially for beginners, we are going toe, create some animation. We get up there. So first thing, that time I will go. I will get rid of everything except my camera. And with the shift in C, I will return my treat the cursor in the middle off our great. So now I'm going toe open our Internet browser. And here I will go on, Mick sama dot com This page is done by a job cos so right now, also, you will need to locate accounts for your own. And here you see that this is page very to find three characters and animation that you can use for your projects. So now you can go under characters and search all different monsters in all different characters that you can use for animation. We have some really funny one like this dozy. It will take some time to be a lot. But once it's law once is what? That you can see it actually glitches because he doesn't work 100%. But some of them are fine. Some of them are not. And here, as you see, we have a really cool one, really high quality characters which making use for all our projects and those a really good starting points. Then it comes getting started with character animation. So right now I will go on our first page actually are actually our second, and I want to use this why? But I just find it. It should be somewhere here. So I'm going to go and increase number off characters that are going to be shown, and it's right here. So this, but because it doesn't have toe blacks textures, and I think this one is one of the best when it comes toe beginners. So also, now you can go under animation, and here you find a lot of animation taken apply to her character. So here you can see that we have zombie idol animation or let's go on some other page. So here way can see different animation that we can apply to our character. We have this standard work and here can decide. Would you like to be in the place? And would you like to be? Mirror it and here you will decide the speed off the speed of your animation and so on. So I want to find Geek animation where this e book is kicking. So let's find some interesting one. So for our animation, we are going to use some fly kick. I would like to find it. Actually, let's search fly kick here, maybe something like this. And I want to keep everything here at the same. So I want to download this character and this animation as well. So here you need to slow download, and here you can select different types of format and also different types of skin and frames per second. So I want to keep everything as it tastes. And now I pressed on what and our dollar thing is going to begin so I will save it here on desktop. And right now I can go and close the whole Internet browser now. I could go back on in blender and here under file. I will need to import that. Have the X Files. So do we need to search for B X and on our desktop it should be flying kick And here everything should be fine and the same. So now if you play this animation nothing happened but that because it ends up on our 46th frame. So here, for the ending, I would decide to go with the 46th frame. So now let's see how this one is looking so far. So now every press, zero toe enter a camera you. And now I will go and navigate my camera. But actually it's set toe Ortho graphics so that the reason why I cannot zoom it. So now I will speak back perspective you and immediately I will be ableto zoom in and zoom out. By the way, if you want to slow down camera speed, you need toe scroll up, Scroll down your mouse. So actually, let's start to animate camera. So maybe this one here and for example, on this thing here I want to be Let's try this one here best I false afforestation. So actually zoom in and after that I want to zoom out Now. I pressed I for inserting key frames here, so let's see its following and movement kicks. Actually, it should be here. So now it looks much better than before. So when you jump seats following team and now is going back on its original position, so very cool animation we have with just simple character and, as you can see, really good results. So with shifting a recon go and add plain toe are seen and now we can switch to render it you. But as you see, we cannot see anything, and the reason for that is because we don't have any light. So, for example, we can go and add sun lamp. I will turn on overlay so we can see it. So let's see. But for this one, I'm going to change the the type and it's not going to be son this time. But I want to have area light and I want it to be up here. So let's actually tracked make some interesting one, and here you will have different kinds off light if you want. We can also change the lightning as well, but I'm going to keep everything as it is. So right now I'm also going to get rid of my background because I want to have a different approach for this animation. So let's see if everything is fine here. I'm going to track it real quick, and everything should be fine. So we have 4th 6th fame. And now, for example, we can go and strange interpellation mold. Here's to be linear. Let's switch two solid years so we can have it actually for discuss those type of animation . Beziers is much better than Danley near type, so let's try a little bit more different approach. But I believe this. This one is too fast, so I'm going toe return it. Let's go and see this one here to make it here faster so it looks like it's sticking the camera. Just typical result. So something like this is actually going to be fine, so you can play with all of these key frames Aziz, you want, I'm going to keep for collect 55 on depth of field and this one I will focus on on his knee . Chinese food. Actually this one, or actually strokes on his knee I'm going also this time to switch to cycle because I want to have her called surrender. And right now we can go and play with the depth of field so we can go blow with one point. So those are going to be fine this time. I'm going to turn on motion blur as well, and I want to show you one real gold trick. And that one is if you want to render this to be transparent, you can go under under output settings under under settings, actually, and here under field, you just need a transparent. And this time you cannot see anything except this character here in the background. And it's not going to be rendered anyway. And here you can decide the contrast off your final render. So I'm going to keep mine toe be medium high contrast. And also, if you go all the way down, you can use girls to decide that the brightness of your character So the lover value is darker and more higher number is going to be brighter. So mine I want I would like to be just a little bit down. So I would like to have something like this. So those are the settings that can help you think is the tohave higher quality on there? So you want to under it faster? You can used to be a computer, but because I'm working on a mecca, I will not be able to use this trip. Your computer and I will render the whole scene just using CPO so here can turn on adaptive to serve something which is new future. And let's see what else we have here. Everything should be fine. So now, under output setting, you can select your number off frame rate. So a Z already previously, as we see already on maximum, we selected that our frame rate is going to be 30 friend per second so that we should leave everything as it is. And here we have different kinds off for file form of the chicken export so we can use it as a BNG. So one of the most in the best way to render the animation is going to be being J. To rent it as a image sync with sequencer but as a much sequence. But later on, we will need toe merge those together in a V or empty four or way we for in order to see the animation. So the reason for using PNG is that because if you're blended crash for some reason you will be able to continue from the last time that you and the depth and here also you can render it out as a J pick if in case quality toe 100%. And also it's like the color from black and white to energy be. And also, if you would want to rent it out as a and before you can just change toe effort back video and here for encoding you just need to change toe in pic four and is going to be rendered as before file. So for this, I would leave as a a VJ pick because I believe that this one is the best and highest quality Politan render and also, for example, you need to turn on the nosing And if you turn on the nosing data, you will have different different. You can also increase the follow the render in composing in composting later on. So here everything should be the same. And now I'm going to render one frame and later on we are going to use compositing for compositing background and also adding some fine details. So let's render the whole image. Right now, you will need only one frame for this one. And because we have our motion blur turned on, you can see that he have now blower on our character. And it's always good to putting toe have motion blower in some actions like this one here, as you can see, So here can see that we are done with rendering this and now we can go under compositing and here I'm going to move this down. So for the composing, we are going to use notes and here we have those two notes. So with shifting day, we are going to serve for uber note. And now I'm going to plug in this image to image. So now you can see it this background here. So with shifting a we're going to search for offer over note and for example, we can go and fuck in this one here and here and now you will be able to see the pure white background off this as well. So also for five for color measurement If you want to have a pure white background, you can go and use different types off colors. So right now is set to filmic, and you can change it to standard. So now it's pure white background dent here, if you want, you can go and play with this background color as you want, but I'm going to keep. This one will make because it's a little bit softer, softer, and it's looks more settled in this one here. So I'm going to keep this one white. And so, with shift in a here, I'm going to use also to find the noise note, and I'm goingto bug in this. They know it's not. Actually I need to tow back in. This dinner is normal, and also most image here and the nosing Albita as well. So, like this And here I'm going to go also with Mix, and I want to make this one here with this one, and now I want to make this note here actually need. I don't need to this second here and now. Everything should be fine, so let's see it. So don't forget to use compositing and toe connected this image toe compositing as well. And here you can play with all of these scholars here like different color approach. But for now, I'm going to keep my pure white. Yes, because it looks nice. And here, for example, we can go and select multiply, Don't make those Actually I'm going to use just makes to make mixtures hdr I d knows So now it looks much better than it is also later on. If you want, you can go and change the Calder management. And here it's like difference contrast. So I'm going to keep mine medium high contrast and everything here should be fine. And here in peace number off sampling. But for now, I'm going to keep everything as it is. And now my animation is going to be ready toe to render it out so we can just go render and rendered animation. But before that, we will need to change the name of fit. So this is going to be 1/6 animation. I'm going to save this file and here press, render and render animation and our rendering is going to begin. So that's it about the score. So I hope you like it. This is introduction to animation. We had a couple off a couple of project that we work on to discourse, and I hope you learn something and that see you in the next one by.