Filling Pill Bottles 3D Animation in Blender | Suzana Trifkovic | Skillshare

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Filling Pill Bottles 3D Animation in Blender

teacher avatar Suzana Trifkovic, Visual and Music Artist, Writer

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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

8 Lessons (1h 8m)
    • 1. Intro

      0:47
    • 2. Main Bottle

      22:26
    • 3. Camera and Second Bottle

      6:34
    • 4. Main Pill

      8:01
    • 5. Rigid Body

      4:21
    • 6. Pills

      5:22
    • 7. Animation Lights and Rendering

      19:50
    • 8. Closing Words

      0:22
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About This Class

Filling Pill Bottles 3D Animation in Blender class will help you learn how to quickly create seamless looping animation of pills falling down and filling glass bottles.

For this class you don't need previous experience in Blender or any other 3D software. This class is beginner level. Just download and install Blender and you are ready to begin. 

After going through this class you will gain experience in creating realistic looking glass and pills, as well as applying rigid body physics on objects, which you can use in your other projects.

Meet Your Teacher

Teacher Profile Image

Suzana Trifkovic

Visual and Music Artist, Writer

Teacher

Published photographer, writer, songwriter, graphic designer, 3D artist, game developer, model, actress, filmmaker and cat mom. Learning something new every day for me is essence of living and when I can even share that knowledge with students thirsty of learning, watching them later use learned to create even better designs, animations, photos or music than my own, then my purpose in this world is fulfilled.

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Transcripts

1. Intro: Hello and welcome. My name is Suzana, I'm a 3D artist, and in this class, we're learning together how to create realistic looking glass bottle, falling pills filling up that bottle, and how to render that as animation later. For this class, you don't need previous knowledge in Blender or any other 3D software. Just download Blender, install, and you're ready to begin. Going through this class, you will gain experience in creating realistic looking glass, falling pills, how to use rigid bodies for your animations, and how to quickly create interesting animations for your other projects. Let's begin. 2. Main Bottle: Start here with a new file and the loudspeaker general. And I will go here to enable screencast keys. So you can see what I'm doing and hide the sidebar. And we're here and we will use something else, not this cube today. So we will just right-click here and delete. We will add here mesh and blame. And I will scale displaying oil. So I will use this transform tool over here and left-click that. And I will jog this way. Okay? I'm making a surface on which our model will stand. So let's add some ideal. But before we start with that, Let's add ambient occlusion, bloom and screen space reflections over here. So take all these boxes, make sure that you are in red the properties and all three. And right away switch here to display render, preview, live to cleave this. Over here. Now we're going to material properties. I have to click that. And here you have already one existing material. Select click that material, and let's add some color. You can add any color you wish. I will add something like this and maybe a little agrees. Something good that I guess something like this. Okay. So we have that. And then the next thing will be, ah, you will use file you have downloaded from. For this project. You will go to properties here and here. Click this yellow dots and select here, but the left Gleick environment texture. And then you will open that file on your computer. For me, it will be here in models. I have over here. So I would just add that. And we have here right away some environment. Now, if I rotate this scene, I left-click here, this x-axis. You see here, we have some lighting right away from two sides like this. And that will bring more light to our loss. The gloss through we'll create right now that clause ball. And it will look much better in render. So we will now hot left-click here mesh cylinder. And it's a little too big, so we will just make it smaller. Press S on your keyboard and mouse to the left. You see you have this like some cord over here. When you move mouse left or right, it will increase or decrease. So we will make this smaller. And once we're happy with size, we will let go and just left-click. And we will drag this up. So it's lined up with this surface. To do that first, left-click x, and switch here back to viewport shading so you can see variable you're doing. And the left click this arrow, makes sure that you are. I think it will be better if you just go to Move tool. So don't pull something which you shouldn't. And a left click this arrow and pull this up until you see it's just right above this surface over here. And now you can just select this and pull this down so you can see how it's standing. It's right on top of this surface now. And the next thing we will do is to make sure that cylinder is selected. You can rename cylinder to double-click here and enter bottle. Or you can name it whatever you wish. Or a jar. It will look more like a jar, but it's build bottle. Occasionally. We'll go here to Edit Mode. Now we're going to object mode, Left-click and selecting Edit mode over here. I don't know why screencasts keys are not working or working with delay today. The new, you can see here, it's newest blender, 3.2.1. So it's a little now it's working not all the time. Okay. We're back to normal. Now. We will hear cuts. Make a few cuts. So when we sub-divide this, it doesn't shrink in this area. So we will go here to cut to loop two and left-click that. And just point here with the mouse and left-click. Now, you see what happened. It's got one cut around. So we'll just go here to Move tool. Now, left-click on this arrow and jog this cut down over here all the way almost to line up with this bottom, with this bottom edge around. And now we will go back to this loop cut tool. And we will make another cut. And again to Move tool and move this cut over here, like this. And a little more, zoom out using mouse wheel and move this a little higher. Summer here near this top line. And now we will swap this over here we were in a vertex select. We're going to Face Select, Select, click this. Now, lean back this scene. Press mouse wheel and just holding mouse will move towards you or away. And now when you see this top, you can just select click here to select that. Using x-axis moved back so I can see what you are doing. Press E on your keyboard and holding you. Just move mouse to drag this a little higher, like this. And when you are okay with that, just stop and let go. We left-click now to see what you're doing. Left with this x-axis and pull this down. And now make sure that this is still selected, this face on top. Press I on your keyboard, and you will get this string. Now, move this little center, just moving my mouse to left side. You don't click anything on us. You're just holding guy. Just not too much. Just a little like this. Stop when you are okay with size. Like to go i and left-click. Now. Again, move this a lot so you can see what you're doing. And you can use this hand over here, left-click that hand and jog every single little down. Mouse towards you. You just go down or up, downward, up like this. And now grab this blue arrow, left-click that. And holding left-click, pull this a little higher like that. Now again, press E on your keyboard and holding V. Move mouse up. Hello, like that. And that's it. We will stop here. And now go again, are parallel. So press E again and move a little more up. Like that. Now stop, let go E. Left-click. Now press S on your keyboard. Scale this up a little. Now, live go S and left-click. And now again press E. Pull this upper blue, like that. Allowed to go E, left-click. And now we want to get rid of this on top, this face. So we will just right-click here and left-click delete faces. And we have our jar ready. Almost. Now. We'll go here to object mode again. I left with this arrow and go to object mode. And now here, modify properties. I left-click that and select here modifier. Subdivision surface. So C are jar is changing. Now here, levels viewing creases to just live to click this arrow and you'll see how it's wrinkled here. It will include down why? Because we need to do one more thing and that is to insert this area. But before we do that, let's shade this smooth all the way. So bottle is selected, just right-click on that bottle and the left-click Shade Smooth. You see, recall we have those wrinkles all over. So we're going back to Edit Mode. Lived click here, select Edit Mode. Now, using mouse wheel to lean this like that, or you can use just left-click here x-axis and move like this, whichever is better for you. Make sure that face. Select this here, selected. And now I left it here at the center to select this face down. So now you will press I on your keyboard and slowly move mouse towards center. Like this. I'll have to write, but slowly, not too much. And you need to shrink this middle area a little. You'll see some things like here. Now let go I and left-click. Now, move this to see what happened and you see how now is nicely rounded. No more wrinkles around. So we have our bottle fixed now. It's not anymore. I will lift entire bottle now so you can see from from the bottom, It's not wrinkled anymore. So that's how we can check if you did that. In setting properly. If it's not rounded and smooth like this, you can simply go back here, undo and undo. And you can undo again until you see this. And then again, just press I on your keyboard and did the same thing. So it can fix that area on the bottom and then go back to object mode to check what you did and to see if it's set. Okay? So that's how you can check if it's smooth. Basically, if you see from this side there is no that star looking area around. You did it well. And now we have our jar ready. And we want this job to be a little, little solid. So we will now add another modifier here called solidify. And as you can see, it got thicker already. So you can increase that to say thickness to 2345. Let me see how it appears now. It's a little better. Okay, So we'll have our jar ready. And now we want this job to be lost. So we go back to display render preview over here. And now we want this to be lost. So we will, I'll left-click here on the ball, or you can just left-click here in Saint collection on your Basel. And going back here to material properties, I lived with that. And we will add new material. Now. Select click New. And here you will change from principled be SDF. You want surface to be transparent. So you will change too transparent this and I will see it when block. Why? Because here in blend mode, we have here set, this one. We want this to be alpha blend. Now you'll see it will be, can become transparent. We have here, so back face selected. You will take this as well. To remove to remove that. Why? I will show you later now, I will leave it as it was, so you can see the difference later when everything is set properly. Now we will go to say this, to say this material. So we're going to Shading tab over here, make sure that you're your bottles selected and go to Shading tab. Now, if this happens that you don't see anything over here, press mouse wheel and drag the center left, right, up, down until you see this. Now here you have transparent shader. I will zoom in a little. So you can see here what's going on. And this transparent shader, we want not to be completely transparent. We want to add something so it looks like glass properly. So we will here Left-click, add, and add another shader, which is glossy. Philosophy is dead. So once I click that, this will be attached. And if I move mouse, it will go following. So just place it under this transparent base. They have like this and left-click and it will stay here. Now. I will press mouse wheel to move this left and right screen cast doesn't work in this area. Unfortunately, don't see what I'm clicking. I have to tell you all the time. I left click this dot here and holding left-click jogged this area. Over here. If you see, if I attach this one, previous isn't attached anymore. If I lived here and drag here to surface, then this isn't attached. I want to combine these two shaders. So how I do that, I need to add here another shader called mixed shader. This is used to mix these two shaders. So just drag it in here. And on this chord between a left-click. So it will just hopping and connect by its own. If it doesn't. If it doesn't connect, this is how you're connected. Lively here, B is there, and drag it in, connect the first shader. Then from this exit shader, connect the surface. Then left-click this, be SDF, connect the shader. And now both are here. Now we want to do what I told you earlier, and we will do that now. You see how nicely transparent there are some patches around and it looks really, really ugly. And I will switch here. So you can see in a render preview, it will be very visible. Now, what's going on here? You'll see all those patches around and it's really, really ugly. So we will go here to material properties. Left-click that. We have here. Stick to show back phase or not to show. If you don't show back face, then jar isn't fully transparent and you don't see these ages at is true and it looks, does it look natural? So we need to show back face, but then we have these patches. To get rid of those. You will love to hear back face culling and actually get nicely looking transparent jar with all these visible back side, front side and everything. Now we want this more transparent. It's not really nice. Right now. I'm using left-click on this hand to move this little higher so I can see better and zoom in here in gloss CBS DF, we want roughness to reduce cellulose. So we will have to click here in the middle and holding left-click and drag this down to, let's say, something like this. Let's see 0.2. Let's enter this value, select Greek and enter value of 0.2. I left-click anywhere else on the side, so it applies. And now we will make this a little bluish selected click that and left click this dot over here and move it to blue, but not too much, just a little. And now here you adjust how much this, how these two shaders will be mixed. So if you left-click here and drag to the left, then glossy shader. This is, I will explain this better. So when it's 0.5, that means these two shaders are both equally included and effect this object equally. But if I reduce, let's say this left side, that means I'm reducing first shader which entered into mixed shader. So always think this way. This shader is this first area. This shader is the second area. So that's how you know when you connect shaders, this which you see on the left, is what happens from first shader. If you left-click here. In jog this is allowed. Then second shader affects objects more than first shader. So this gives transparency, but this gives roughness and color here. So we go to lower the roughness and color. And we have very transparent and more glossy look of this jar. So our jar is ready. Now, what we want to do is to move to next step. And that's to create bill. But before we do that, we will need another jar here to create the illusion of movement. This under and refilling jar like placing another job. 3. Camera and Second Bottle: We will first set camera. And to do that, make sure that you're in this position over here. So just left-click connects to see that. And then just left-click x again and move. Lean a little like this, something like that. So you can see jar, just a little leaned. This stop. And now press Control on your keyboard and holding dose. Just hit 0 on numeric pad. And we have our cameras set. Now we need to adjust this little which you see here rounded. And this red line is actually area that will be rendered later. So we want that area larger. So we can see entire jar and everything nicely. Therefore, we go here to object properties, and we'll left-click here to select camera. Now we're adjusting our camera. So make sure that the zed axis is 9090 degrees like that. Here, of course is 0. It doesn't matter a minus 0 or 0, it's just the same thing. Here. Rotation we will leave as is. And here we want y to be 0, like that. And we want to go back a little. So that's on x-axis here. We want to move camera away from this jar, which means we need to increase this positive value because we are on positive side of the x-axis. I will show you now. This is negative side of x-axis and we're on positive side. You'll see camera is on positive side, is this camera. This is x axis, or this side is negative side, that's behind this jar. So I will now left-click this camera. We're entering again camera view. This is very enter or exit camera view. So now we entered camera view. Now we're entering camera view. Now I need to move the camera a little more higher, little more up. So I will that increase on that axis. Going up means gone to positive value. So that means they need to increase this number. Left-click here and dragging this up like that. So we're here and now we will right away before we do anything else, maybe a little more higher like this. Right away before we do anything else, we will point here and left-click and drag this a little higher. So we see a timeline right away. And we will enter this position of camera on our zero-point here. So make sure to drag this. Just left-click here on this blue marker and drag it to the left to 0. And now these values over here, we will enter first key frame of our animation to be. So we will do that by animating properties. Just left-click each of these dots to enter these values. Starting point of our animation. Now, we will on somewhere half maybe this animation. But we will see that later. Once we create our bills, we will set a camera to be moved to second jar. So now we will create second jar. And that jar will be on the left over here. Out of this area which camera can see right now. So somewhere here. So we want create one more jar. We will just copy this one. So let's click this jar and left-click object, copy object. And now let's click object and a left-click Paste Object. So now we have another jar over here. And then just left-click this green arrow and push this away over here. And now we will exit this camera view. And I want to see this from top now. So I will go to this view. And I will move this jar to some of these lines. And I want to line up like this jar is on this axis centered. I want to center this new jar centered on this line over here. Why? Because I will zoom in so I can see I did it properly. It needs to be lined up with this over here. So let's lining up nicely. And now we're going back to previous view and left week for camera view. So we have one jar over here. Let's move this to the lab side is plane. So it's still in this area over here. But to add to that left side, so when we move camera, they're displaying is still visible. Or you can simply, instead of doing this, I will undo now. You can increase size of this plane going here and just drag it bigger. Now, No worries that it will be going out of the view. Now we have two jars and we can proceed with creating pills. 4. Main Pill: To create pill, we will left-click here odd. And then we will go here to mesh and down to Round Cube. Live to click that. Now you see what we have here, rounded cube, but we don't need that selected with this arrow over here. And you will see here Operator Presets I left-click that. And here you will have capsule selected. Click that and data. Here it is, we have it. Now. It's too large. So we will shrink it to size. We want something like this. You can move this so you can see better, hello more, and drag it up. I'll use this hand, left Gleick that hands so you can move it up or down or use mouse wheel to lean back and forth or to zoom in. So we have jar and we call our capsule over here. Now I want to show you this capsule. It's not nicely smooth. So we were going to modify properties. Left-click here and left-click subdivision surface. Now it's very smooth. We're going to increase levels you to do so it matches random view so we can see how it will appear rendered later. And of course, right-click here and shade smooth. So it's perfectly smooth. Now, our field should have two areas. One is white and other is red. So we will do that by going to object mode. And now we will select Edit mode over here. Then. In edit mode, where we'll go here to loop cut. And we will point here. And it will select by its own, it will select center. So just confirm this line by the left-click and it will cut. Make a cut at the center. Don't click anywhere else. If you click again somewhere, it will make another cut. So you need to go back here to select box two. Now we're going to click Select box tool. That cutting won't happen further. Now, we want this bottom area to be white and dark red or the other way around. And to do that, we will go here first to deal properties over here. And we will select all. And we will add new material. And let's make it white. Totally white and a little metallic but not fully. And roughness should go like 0.3, I think 0.3. So left-click there an enter, 0.3. So it's a little less shiny. Now, what we want to do next is to scroll this point here and scroll up so you can see this area. Now, left-click plus, and the left-click on the side that is select this. And now, the main thing, we want to select everything here on top. So we don't want to select a bottom side. Let's say we wanted to select upsides. So how to do that? Let's zoom in a little. So we can see this better. Now. Switch here to faces, to Face Select. And I'll left click one of these phases. Now, press Shift on your keyboard and Alt, and then left-click next phase over here. Now, go to top view, light go Shift and Alt and left-click this axis to see now from the top. Now press Shift on your keyboard and jog. Left-click here and drag this Around. Like that. Now let go shift and more back to previous u. And now using these axis, left-click ox to check if everything around It's orangey. That means everything is selected. This is first phase you selected. It will be marked this way. So don't worry about that. It's selected, you just shows what you selected first. So all these are orangey. That means everything is selected on top. Now, your will. Dan, go here, select this material which we haven't named yet and has nothing here. And left-click here new. And you will then elect click here on base color and point here to this dot and drag it to red or any color you wish now to come here as that top color of your pill. Or you can make color more light. If you left-click and drag this dot up, it can go darker if you drag this down. So we have now here read. So I didn't change it over here because we need to assign that new color to that area of this bill. We will left-click here, assign. So we are in red material now. We'll left-click assign. And here it is. Now, top of the RPL is red and bottom is right. Now makes sure that this as well is rough, just the same as the other one. And we will left-click here and enter 0.3. And we'll left-click on the side, anywhere on the sides where it applies. And now we're going back to object mode. And we have our appeal switch here to select the box. And it's now ready. So the next thing is make sure to adjust size, the size you want. Jag that if you need to scale it more, to make it smaller, something like this, I think we'll be fine. Now. Switch to camera view. Left-click here. Now, I'll left click that. We will hear. Rename our Round Cube. Double-click there and say, okay, we have it fill. Now, we will jog this field of out of camera view. So we left-click here. Now, use this hand to move this down a little. So you can still see everything, but you can see on top and left with this arrow and pull this bill. Hello, hi. 5. Rigid Body: We're going to tell blender that this bill needs to fall, but not to fall through our jar. It needs to fall. And to stay into this jar. To do that, you will go here to physics properties and make sure that fill is selected. And you will tell blender to make that pill. Rigid body. Now you will get this here. If you scroll down, you will see here that rigid bar, it can be active or passive. We want our people to be active because it's demand falling in to this bottle. That means this is active and bottle is passive. It's just there and standing. So we will make this bill active. And mass of this bill through yours to something like 0.2 or something like that. It should be smaller. Here. You will change to shape of your object. So let's take epsilon. Now here. You have sends its surface response and move on this guilt to be bouncy, Let's make it bounce ClO, let's say 0.2, maybe. We'll see that later. We don't want it too bouncy. It could just jump out of this bottle later. It was too much. So let's see how it goes. Now it will fall down and nothing will happen because we didn't set our bodily yet. So I just started this for playing, and I will return this to 0 by going here, jumped two endpoints, select click that, and this will go back to beginning. So we need to set our jar. That means bottle. This first bottle, this bottle one that's in your wealth will be created over here. So we select for Hezbollah, we created, that's the one. And we will tell that, that blender, that this is another rigid body, but it's positive. And here, shape should the mesh. I'll select mesh and leave everything as is. Now. Let's click on the sides so we deselect everything and let's hit Play over here, select click Play and see what happens. So our pill is inside, but you see how it's standing, standing like this. So it's not really nice. You see how it's standing. It ended on top and not moving anywhere. How to solve that? Go back to to see deal as well. Left-click, feel, or here or here, wherever these suits you better. And select this rotate to. Now, move just a little to the side using this tool. So just left-click here and just draw the slightly, not much, just a little. Don't overdo it. Now, go back to select box, go back to camera view. And this is what will be rendered later. So this is what will, what we will see in the final render. Just this area inside. This is invisible. We can see it here in Scene View, but it won't be visible later. We only see later this over here. And let's hit Play. So it fell and it fell down. And now that's perfect. Okay, we go back to 0. Left-click here, don't jump to endpoint. Our pill is back. 6. Pills: Make sure that fill is selected. And now you will simply copy this bill multiple times and create one line all the way up. So we will now go to Object, Copy object based, and drag this little lower. And now select Build zeros 01, and a left click here to select more, to drag this a little higher. Now, you can rotate this to the other side of the wheel over here to correct, to make it more straight and a little more higher. Just don't overdo it, don't make too high. And now we will base than others. So just go object based and not left-click here until it's orangey, not red anymore. And again to move to, and again jog this new higher. So we will do that like 789 pills. Then we're done. So just based on other select that new pill. Drag is higher. Move a little. You can move them left and right. But what's important is that you start animation every time you do that either wants some pills to jump out. But you can correct that in the end. If you don't want your bills falling ball around, they can bounce sometimes and heat one another in such a way to jump out of this jar. So make sure that you check animation every now and then, or you can crack everything in the end. And let's paste another will have to click here and paste another pill and select Move to. And we'll go higher again. So we have five right now. And you can add so like 6781020 depends on how much jar can take. And we'll live to click this and drag to adjust and to rotate a little to this side or this way even. So. You can see how those move. I will show you now. You can move those even to the right or to the left a little. Okay, so now we're going back here. Let's zoom in a little. Now, I will show you only what camera we'll see later. Is that area bills, they're on top and we hit play. So watch what happens. And they're falling. Okay? We can increase a little more. You can even go this way. I will show you now just make sure that you don't select, that you don't select light when you're doing this. So go to viewport shading here to see solid. So you can see only this way without materials. And you can just left-click here, makes sure that you have select, box selected, and just elect big here and drag this Around. Bills. Now you'll see all bills are selected. Now, pull this a little lower. Make sure that you didn't select any of these other objects around. Now, just pills are selected. Now here, left-click object, Left-click copy object, and paste. Now you actually copied and pasted five at the same time. Now grab this move tool and pull this higher, like this. So now you have ten pills left week to disliked everything. So you'll make your work faster this way. Let's drag this all higher. Zoom in, zoom in a little like that. And let's see camera view now doesn't mean your camera switch to render view so you can see how it looks. You can even switch off these lines. You see over here this not, this not. So you can see better. And now hit play or whoa, so many pills right away. 7. Animation Lights and Rendering: Make sure that you're in camera view. And we will hear checker I mentioned and see how far it goes on this timeline. So they're falling in and feel stopped somewhere here. So we will go back to 150th. If you miss this frame or it stops for you on some other frame. You can select where actually want to start camera movement towards other jars so it doesn't have to be 1 fifth. You can select whichever you want, like after or before, but it should be somewhere around here. If you miss this frame, you can go back here and adjust frames where exactly you want this market to be. Now enter this value, which is exact same as because at the beginning. And from this point we will tell camera now you start moving to the left. And now we will move camera to the left side. That means on y axis to minus. This way that means we are decreasing this value over here. And we will go here to 2.51. And we will now move on to camera at the stop point here and left-click and drag to the left to negative value until our camera is centered over here to know where it's centered, we need to turn this on and see. Is it right in the middle like this? We want this jar to be positioned just the way this jar is right in the middle. That means it should be minus six, minus 604. So it's right centered here, Savannah or minus six. And now jar is right at the center. Now we enter these values over here on this frame to 51. And we will now left-click all these to enter those values into this keyframe. And now let's go back to beginning. Now, our camera hopped, jumped to previous bottle and showing us that first frame. Now we will hit Play to see what's happening. So this is what you will see later. And now cameras starts moving. And it's too soon as you can see. Let's go again to see is it is it right or isn't? Okay? And all we have here, this stops. So the point is that I'm going back to 0, that you adjust this jar which will be filled. And on this frame over here to 51, to be Visible jar that actually won't be filled at all. Because this will be a looping animation. And it will show jar which is filled and most of the jar which is empty and won't be filled. And when it jumps to the beginning of this animation, it again jumps to jar, which is going to be filled. And once you see that later as looping animation, fears like you're feeling second jar and then third jar and the forgery, actually there is to a jar resolve it. Ron, which is filled with bills and Ron, which is just there to be shown in the end. Empty. So that's magic of creating animations and creating illusions were not feeling all those jars. We're just creating two jars, one which is field and one which is empty. And we can now render this animation and stuck it up in our video editing software like infinite, one after another. And we can get one huge video of infinitely placing jars and filling up jars. Though we just have to. And now what you can do here is to adjust this light. So basically these lines won't be visible later. Only. What you see here. You can even make this plane over here, this plane, this over here. You can make that solid to make it look better. So consolidate file and point here and increase thickness of that. So that two will create the illusion like this is moving and bringing jar, next jar over here. And actually This isn't moving and jar isn't moving. Camera is moving actually. So you can see now what's happening appears like like everything is moving to the right. And actually camera is moving. Everything else is standing. That's the magic. Okay, Let's set that light properly. I'm playing this again so I can see all the fields. And let's see about, we're going to do with this light. I maple this light a little lower. I will just on that ox is lower. It's light to see something like that. They get this glow and this jar over here. And let's see what happens with others jar. Then. Once I do that, I went to see other jar. Okay, so it's not, not really what I wanted to do. So let's set this slide to the area light. And let's make it a larger, like five meters or ten maybe like that. And let me see where it is now. From this angle over here. I would turn this on so I can see that the light, so it's a little leaning to the side. I want to straighten it. Now, makes sure that you have selected light and exit the camera view. I can see it is. Now you can hear enter an ID. You see how it's going to be straight. And now it wants here to be like say Nike or 40 maybe. Something like that. Yeah, I think 40 will be fine. And you see the angle we get this angle falling down a little. Let's make it go more towards jars. So the point here, and I live this a little higher. So it's going this way through this area where the jars are standing. But we will move this to the left. So we want this to go more to the other side on y axis. Somewhere here. Maybe. Let's see how that appears now. Okay, Well, let's go back to camera view. Here. I think I need to increase this light a little more. Let's say 20 meters. Something like this. And now let's switch this off so we can see what we're doing. And now let's play. And camera is moving and coming here to next jar. And we have this. So this will be okay. But we actually checking to see if shadows are matching on our first frame and last frame. You can always see that. You see how it looks now. Those shadows. That's how you can check on steel frame now, not when it's moving, because now blenders shows exact shadows that will appear later. So here is our second bottle, and here on frame one is our first bottle. I'm trying to make sure that everything matches perfectly. Once we switch frames. Our light goes this way. And that way, I think I should put to bond more light in between to manage those Sue. So let's degrees this one and place another. I will make this stem here, but I will decrease this to 500, like that. And I'm going out of camera view To see what I'm doing and enabling the again this rebel now, go back here. And I will pull this back to 0 here. And I was shocked that Omar, let's say five. And I will copy that light, copy and paste. And then I will go to Move tool here and select that new light. And I will left click this green arrow. Make sure that you don't click this yellow around just green arrow and move it to the left a little over here. And now change the view so you can see from top what you're doing. Now. Again, just grab this green arrow. If you grab this yellow, see what's happening. We don't want that to happen. Make sure that it's five. And then zoom in nicely. So can only grab this arrow. Or you can switch here and points to this y axis. Left click here and drag it. So see, it's lined up with his bottle down. That's very end. And now we're going back to camera view. Now shadows should be same on both. Let's see if we did well, which is called the same shadows behind jars because we have the same light from both sides you see, now shadow is just the same here and there. So it doesn't make that bouncing from one to another primer here. So we need one more light, Jamaica, shadows notching. And we need both to make a little bigger, like let's say 1010. And another to be done. So they are overlapping in a way, something with a dot. And then once they become that it stopped and it's moving. Now, the next grading illusion of filling bottles one after another. Now the main thing, you can search this so you can see actually what you will render later and switch the camera view. And now rendering thing. We will go here to output properties and make sure that you take render region and crop the render region. So one surrendering starts, it's rendering only this area. Not everything ground saves your time. Now, Because set this to 250 frames, that's by default here. And third value, if you want a longer animation like 500, you would enter here 500. But then make sure that you enter camera value. Last camera value to 500, not here. But for this short animation, it will be huge break between falling pills and reaching 500. You would have some steady camera all the time. So it's not much in interesting to watch. And that's my VR using 250 years, the end. The cause then from this point, when builds falling cameras starts moving right away towards this bottle. Imagine if it's more than 500, Do we have to wait long time and it goes slowly? And if you're creating animation for people to watch and to get interested, it will be a little boring. That's such a huge break to wait a long time until camera moves to neck jar. Now here, output is very want your rendered file to go. And here you'll just select folder where you want that. To go here, you can select how you want your your video, render it as which format of this. So can select that format, makes sure that you save file you're creating before you start rendering. If blender crushes, you won't be able to do that because you will have to create everything all over again. Now, that's very important. Keep saving all the way when you are creating something every now and then, save. Just to be sure everything is there. Saved and that you can continue anytime. I like to save animation as DNG. And I get a set of 250 PNGs. And later I import them as sequence into video editing software. And then I can from there at it further, if there's somebody who did something else to add some effects. So a song. For this animation. You can, once you render video in part that video into your video editing software, and then just copy and paste animation multiple times the one after another. So get longer video. And you'll get animation which is continuing up to as long as you wish. Jars healing one after another. So it will keep on and on. Filling those jars. As many times you add animation. Ok, dose I mentioned is up here, your set video resolution. This is high definition video. If you want. I like three or four K video or something. You can enter here three hundred eight forty and here to run 60. So that will be for those clean, sharp looking videos, for YouTube or whatever. But this is also enough to get high-definition video. If you want to render image, you can start emission. And let's say you want this. You pause, and you want this rendered. Just left-click here. I left the grander image here, these, and then just click here and Save As and so on. 8. Closing Words: I hope you liked this class and I hope to see you again. Don't forget to post your projects. Let me see what you created and don't forget to leave a review. Let me see how you liked this class. Until next time. And don't forget, keep practicing.