Transcripts
1. Introduction: Animation has been a really fun journey for me and blunder. I started just doing very simple things,
adding key frames. And I got really excited by just starting to see objects
move on the screen. But as I continued to develop, I started to get a better sense for what the feeling
was behind the motion. How to create a almost
musical feeling to the animation that you're
seeing on the screen. Hey everyone, I'm Derek Elliott. I'm a three D designer to an animator with an
industrial design background. And what I usually do is create animations for new
products that are coming out. You might have seen my work on a really big screen behind someone making a
grand presentation, or maybe you just stumbled
across my Instagram one day and found a
cute little animation. I'm always creating interesting, fun things to pop into my head. So I'm really excited
about teaching this class on some more
advanced animation. Because I really want
to start to open your eyes to how
deep blender can go. In this class, we're
going to be taking a fake skincare brand and creating a full
fledged commercial for it. I'm going to teach
you about how to use armatures to fold objects. We'll also take a look at
rigid body simulation. Using physics to control
the placement of objects. And beyond all that, we'll do a lot of work in
the graph editor, creating really
smooth animations, moving from one
shot to the next, creating fluid
motion between them. Stick around to the end of
the class where we've got a little bit of a bonus
lesson where I'll teach you about how to break into
the industry and how to do just what I do for
yourself for a living. By the end of this class,
I'd really like you to be left with an animation
that you're very proud of. Thanks for joining along
with me in this class. It's going to be a ton of
fun. Let's get started.
2. Plan Your Animation: Now if you're doing more
easy or basic animation, you might not need to come
with so much of a plan because it's easy to just
kind of insert keyframe, see how things are
looking, and run with it. But when you're really
trying to create professional,
polished animation, it's a good idea to take
a few steps back and think actually about what
you need to be animating. What is the purpose
of this animation? Maybe the client said
they want you to make our product feel
soft and luxurious. Or maybe it's a more
technical product and they want to know
that they can see all the interior
parts and components that make up this amazing
product that they've created. Whatever it may be, it's really important to
come with a plan. This isn't just for
you, but this is also an opportunity to get your
client on board as well. So that you both can move
together through the project. The project we're working
on in this class is a mock up sort of skincare brand. So I'm imagining that
the client has given us a few images of the products we're going
to be working with. So I'm going to be
sketching those products on the page from a few
different angles so that we can start to get a better idea
of the shape and what the opportunities might be for showing that with
lighting or animation. We're also going to move
into maybe just writing some of the words that we might have gotten from the client. In this case, I want this
to be a nice soft animation that speaks to luxury
and premium qualities. So I'll write words like that
down on the page as well. And then usually by the
time I'm starting to fill out my sketchbook
towards the bottom, I'll actually start drawing
in some storyboards. Drawing in some actual frames I think will appear
in my animation. I'm going to start off by just drawing some of the
products we have here. So we're going to have a
few different products. One is going to be kind
of a jar shaped product, which is going to be a
moisturizer in my case. And then we're also
going to have another product that's a
little bit more of a tube shape that's going to
be in this triangular shape. That might be what we have, a face cleanser or something in. I'm just going to draw out
these shapes really loosely. And then the last of these
three products is just going to be like a little
bit of a pump bottle, one that we would use to put in some other skin care product. Then I'm going to usually start thinking about some motion. Then I might start drawing
some of these in perspective, thinking a little bit about the actual three D shape
of these objects here. I'm just going to draw
a simple cylinder shape to indicate what that
moisturizer might be. This is where I can
really start thinking about how this might
be moving in space. I'm just drawing that at a little bit of a
different angle. Thinking about the shape
of that, actually, what some of these
curves might be, as this line I'm drawing here is just to indicate
what that curve is. Now I'm particularly
excited about this moisturizer product
because I think it might be really fun with this jar
shape to pop it off the top. I think this is
going to be a good opportunity for an animation. As ideas like that are
starting to come into my head, I might just draw them
out a little bit. Then this would be a time when you can totally start drawing on some little lines to indicate motion that you might
want to be happening. I'm just going to draw some flying motion
lines to indicate that that jar is popping off and then we might be able to see
what's inside there. Now oftentimes I'll
be thinking also what are some of the words that the client
might have told me. So we're just going
to be sort of even just drawing words like, I know soft is one that
we want to convey, so I might just draw
sort of a word soft that starts to maybe convey a
little bit of emotion as well. I also know that we're
going to have a box that these products come in and then maybe we want to sort
of pull it open. So maybe just inside profile, I'll draw that box and then
show it just sort of opening. And then maybe even draw like
a little bit of an arrow indicating that
that's the direction that the box is going to open. Now I might draw a little bit of a detail of that
squirt pump bottle. That's one that I've
got in my head I think has a really unique shape. It's going to give a good
opportunity for lighting. So maybe we do a simple
perspective drawing of that. Thinking about what that
shape might look like, what kind of
opportunity there might be for animation with that. Now don't worry too much about the quality of the drawing here. As you can see, I'm drawing
very loosely and sketchy. And that's the point
at this stage in the process is just getting
the shapes out there, starting to think about
what you might see, maybe even including some
of the logos on there. I'll draw a little Dirk logo that I know I'm
going to have on there just so that
I can be thinking a little bit about typography. Now I'm looking back again
at this soft phrase, I really want to incorporate
somewhere where we can have a feeling of
softness and I think that might work good
around this cleanser. Let's just draw that
shape out here. Again, draw the little cap and maybe we have this
filled with bubbles, or there's something
around this shape to indicate that it's
like squished in there. It's soft. Maybe speaking a
little bit to cleanliness, just really quickly drawing
some bubbles around there, thinking what that
might look like. That could be an
opportunity to create sort of a unique
animation experience. Now I'm also trying
to think about how maybe I will end this animation. So I know I think I'm
going to start with the box opening up and then we'll probably have
some type of a reveal. So let's draw what
it might look like. When that box opens up, I want those to pop
straight out of the box. As soon as it opens, that box
lid is going to swing back, and then we're going to have those products pop out of it. Now, I really like this idea
of this lid flying off. I also think I want to have
that lid maybe fly back down. When that flies back down, maybe that's how we can
transition into our final shot. Let's draw just similar
image of that lid, but this time thinking
about it slamming down, back onto the product. Just another arrow.
Thinking about that. Then maybe we do another arrow, and this is going to be where we consider what will
be in the next shot. Maybe I'll even
draw a frame here. I'm thinking in
the end shot here, we want to have all
three products. I'm just going to
draw some really simple squares to
indicate those. Then I want to imagine
that we're going to be coming down
into that shot. I might just write a few
little notes for myself. Shot, I'm getting a
pretty good idea now. I'm still not quite sure what I want to do with
that square bottle. I think it could be fun to do some type of animation
where maybe it's leaving like a little bit of a trail of lotion or something
coming out of it. Maybe we draw a little trail. Maybe that square bottle is coming down at a little
bit of an angle here. So we can draw that here. Just again, very simply, once I've got some general
ideas mapped out here, that might be where I
actually go and start planning out what some of these frames might
actually look like. Maybe we start off with a
close up shot of the box. Maybe it's just
like barely opening a little bit so we
could draw that. Maybe this would be
an opportunity to see some of the material
textures that we have on the box right there and then it's just barely
cracking open. Maybe there could be some light or something
on the inside, but maybe that's our
first shot where the box lid is just coming open. Then maybe this is where
maybe the box spins around. I'll draw myself a
little bit of an arrow here so I know which direction
I want to move the camera. Maybe the box spins
around and becomes fully open like that
shot we drew above. And then we see our
three products. Then from there, I think
we need to transition into maybe some individual views focusing on these
individual products. Maybe that's where we introduce that scene with the bubbles. Maybe we start at
a little bit of an angle though and we get a spinning effect as we
reveal that cleanser product. Maybe the bubbles come
in from around it. From that, I think
we would maybe go into this line animation. Let's imagine our tube
is somewhere right here. And then we have our little
spot where the nozzle is. Maybe see that up close
before we zoom out. And then see the whole
bottle drawing that line. Maybe we see the line
start right there. We're starting to pump lotion onto a surface or
something like that. And then we would enter
our final sequence. Which I think for that
sequence it's going to be fun to maybe show the different products just falling into a liquid
and disappearing, almost indicating
maybe that'd be a good opportunity to put
text on the screen that says buy it now or
get it before it's gone because the products just disappear into nothingness. I'm not sure how I would show
that with a simple sketch, but maybe we can just draw
a simple horizon line. This doesn't
necessarily need to be what the actual
animation would be, but just show that
those products now are maybe sinking into
the ground there. So now we've got a little bit of an idea of where we're
going with this animation. We've got a little bit
of a storyboard here. We know what shot we
want to start with, where we're going
to go from there, and then where we might
want to end this animation. It's about this time that I'm
ready to jump into blender. Join me in the next
lesson where I have a box model with these other
skincare products in it. And I want to open that box up. We're going to use an
armature to do that to create our first
revealing shot.
3. Add Armatures to Open a Box: We're going to be
doing a little bit of work with Armatures today. Now, this is something popular
with character animators, but there's a lot
of ways you can use it with product
animation as well. In this case, I'm going
to be using armatures to open the lid on a box model
that I have prepared. So we're going to see now with a few objects that I have
already prepared ahead of time. In this case, we're
looking at a box and inside the box we
look at wire frame. We actually have a few different skin care models that we're
going to be working with. Now the box is a
pretty simple object. It's just we have a
solidify modifier on it as well as
a Bevel modifier, but besides that,
we're just working with different plain objects. This is a very simple
object that you could build easily with very
simple modeling skills. So what I want to do now
is open this box up. And the way I want to do
that is by using armatures. So if we didn't have armatures, if these were separate objects, we could just animate the
rotation, for example. But in this case, I want
to use armatures so that the stays as one object and
we're deforming the object. So I want to decide where I want this bend to start
and in my case, I want it to be right
along this back seam here. We're not going to
be moving any of the rest of this
object, just this lid. So I want to make sure my
cursor is selected right there. If yours is not, you can
just select that edge, press shift S, and snap
your cursor to selected. Then what I want to
do is press shift A and add in an armature. And I'll create this
large object right here. And this is a bone, there's
two parts to this bone. This is the root of the bone and this is the
other end of that bone. Now if I go into my
side view and tab into edit mode on the bone object, I can just now move this into place where I want that
next bone to start. We're going to have
two bones here. We're going to have one opening, the main flap of the box. And then we're going to just have another bone controlling that little flap on the
edge in wireframe view. I'm just going to move this to right about
where that seam is. And it's a little bit
difficult to see, but we have our box
top coming over right here and then it's
tucked in right in this area. I want to get that
position around where that next corner
is. That's looking good. Now what I'll do back in edit
mode is with this selected, I want to press E and Z and just extrude down until
we have another bone. Now we have two
very simple bones. Now if you want to
be sure you can see your bones through things, there's a lot of options with bones in the way that
they're displayed in the viewport in this Object Data
Properties tab on a bone. We have a few options here. If we can press that bone, we can select this
bone to be in front. No matter which way our
object is oriented, we'll always be able
to see that bone. That's helpful for
when we're selecting them and doing a little bit
animation here in the future. Now what I need to do is
parent this box object to the armature bone
object so that we can actually start to
create that animation. These are linked together. You can think of armatures
like a skeleton. So right now we have a
skeleton and we have the body object that we want
to parent the skeleton to, but we need to actually
attach them together. And the way we're
going to do that is with empty vertex groups. If we select this box object first and then select
our bone next, we can press control
P. And we'll have a few different options
here that we might not have had before
because we've got bones. In this case, we want to
be doing armature to form. If you're working with a
simple object and you're not too concerned about
exactly how it bends, then this automatic weights
option is really good because it'll do a
good job of selecting areas it thinks you want
a bone to be attached to based on the proximity
of the mesh to that bone. But in my case, I want to have very specific control over what each bone is
affecting on the object. That's going to be easy
for me because this is such a simple object, I
can just assign those. Once I have the vertex groups, I'm going to parent
this with empty groups. Now if we were to
move our bone object, the box object is
going to move with it. But if we were to go into
pose mode, for example, and try to move this object around, then it's
not going to move. Now the way I moved
into pose mode really quickly was by
pressing control tab. You could also do that up here, but if we now click
on our box object, we'll see that we
have two bones. So there's a bone
and a bone one. So that this is a
little bit easier, let's go into edit mode on this bone object and
rename this bone. So I'm going to press F two
and rename that main flap. And then with this
one I'll press F two and rename that small flap. Now if we go back into
the vertex groups, we can see that those
names have been updated, so it's just a little bit
easier to understand. What I need to do now
is assign which parts of the mesh need to be assigned
to those specific bones. Let's tap into edit mode. Let's select this top face, and then let's also select
the side faces that I want to also move up
with that main flap. Let's hit a sign. Now if we tab out of edit mode and we go
back into our pose mode, we can then rotate this bone. Now this axis is
something that's particularly useful for
character animators, but I'm going to just
change this to our X, Y, and Z oiler that
we're used to. Now if we move this, we can
see it's working properly, but of course that other
bone is still stuck to it. What I need to do now is go into the vertex group for that bone
and assign those as well. I'm going to select the
small flat vertex group. And then let's make sure
if we press Select, It's not assigned to anything
right now, which it's not. Let's just select that one
face and then hit a sign. Now if we go back into
this bone object and start going into pose mode
again with control tab, now we can rotate this and
it's going to move with it. Now it looks like we're actually also moving this
object down here. When I rotate that I don't want that bottom part of
the mesh to move. I'm going to make sure that
this portion of the mesh is not part of that
main flat vertex group. Let's select that vertex
group and then click Select. It doesn't appear that it is if we hit Select again
in vertex mode. But I think what the
problem here is is that the order of
modifiers matters, including with armatures. The armature actually is
a modifier in our stack. And if you remember,
modifiers work in order. We need to make sure that our armature is happening first. Because with the
solidify and the bevel, we're creating all
this extra geometry. But our vertex group
was very simple. Once that extra
geometry is added, it doesn't really
know where to put those new vertices
in that group. Let's make sure our
armature is first, so I need to get in
object mode first. Then control to
have deposed mode. And now I should
be able to rotate this and it's working properly. Now we have a little
bit of flexing here, but that's okay for
our purposes now. We just wanted to have control over this primary
part of the object. Now you can see that
when we open this, we have a little bit
of a reveal going on. And we could also independently
adjust this one to create a little bit of extra animation on this particular
part of the mesh. Let's quickly add a
really simple animation where maybe this starts
all the way down. Let's right click and insert a single keyframe
on that rotation. Then let's move forward. Let's say 60 frames, 2 seconds. Let's go ahead and
make sure we're at 30 frames per second over here in our render properties,
our output properties. Then let's move this up
to something like that. I want to move it up
just enough so that our objects can pop
out of the box. Something like this, I think
is going to work great. Let's also add just a little bit of animation to this bone. So we have just a little
bit more happening now. I don't want this to fly out quite right here because
then it would intersect with our box just once that clears somewhere
right around here. I'm going to insert a keyframe, and then I'll move
forward to frame 60, and we can have that
fly back a little bit. Let's insert another
key frame now, just so we can play this
back really quickly. Let's set our total timeline
to only be 60 frames. And we can see that box
opening animation happening. So what we did today was
a really simple use case of using armatures
to open a box. Now, armatures are a really
powerful tool in animation, particularly if you're
doing character animation. But if I'm being honest, I
don't use them that much for things besides the simple
use case we did here today. But the steps are very similar. You basically create a skeleton for the object you want
to add an armature to. Then you assign what parts of the mesh move with which bones. And then you can
animate the bones to create whatever
effect you're going for. Meet me in the next
lesson, We're going to add some bubbles using rigid bodies around our cleanser object.
4. Make Bubbles with Rigid Bodies: In this lesson, we're
going to be working with rigid body animation, which is a type of physics
animation to create bubbles appearing around
our cleanser bottle object. To get started, I'm going to add first a bubble object that we can use to attract to
this cleanser bottle object. I'm in the same
scene I was before. I just created a new
collection called Bubbles. And that's where I'll do
this particular animation. So I'm going to
press shift S and snap my cursor two selected, just so that it's in
around the right place. And I'm going to
add an icosphere. Now I'll add in another
subdivision to that ecosphere. Just so it's a
little bit smoother. I'll just move it a
little bit out of the way and shade it smooth. Now I want to attract this
object to the bottle object. And the way I'm going
to do that again is by using rigid bodies. If I go into the
physics properties of this object right here, I can add rigid body. Now if I press
space part to play, it's just going to
fall into nothingness. That's not exactly what I want. The settings that I
want to change here are under the scene tab. I want to go under gravity
and just uncheck that option. Now if I press
space part of play, it's not going to go
anywhere because there's no forces acting on
it, not even gravity. It's just going to stay still. But I do want to have
some force acting on it, and that's going to be
an attracting force to move it towards this object. Previous classes we played with using some of the force
fields listed here, but you can also use an
object as a force field. I'm going to go ahead in the
physics properties of this, change this object to
have a force field on it. Now if I press
space part of play, we'll see still
nothing is happening. That's because we need
to change this from the point shape to a surface. Now if we press
space part of play, we can see that it's starting to repel away from that surface. Now under the strength
here, if I turned that up, it would probably repel faster. Let's take a look at what
that would look like. That does seem to be
what's happening here. But to have it pull
towards the object, I just need to move this
to a negative value. If we base bar, we can see that now that is effectively being
pulled into our object. Let's give ourselves
some more frames to work with so we can see
what's going on there. You can see it,
we'll fly past it, almost like the moon
in orbit or something. And it'll continuously
be trying to be pulled towards that object. Now, I don't want to
go through the object, I just wanted to
sync up next to it. I need to add in a few more physics properties to
both these objects, the first of which is
going to be adding collision to this
object down here. If we now press space bar,
let's see if that's working. It looks like that
is not working. I think that we also need
collision on this object. Let's add collision right here. I think I want to
add a rigid body to this object as well. Let's click that and see
if we're improved at all. Now it's working properly, but now our bubble is knocking over our object into space. Now, this is a pretty cool
animation on its own. Like always, I encourage
you to take a pause and maybe you decide
this is what you want your animation to be. But I don't want my bottle
flying into space like that. What I'm going to do is
instead of having this in the rigid body settings
be an active object, I'm going to have it be
a passive object now. It should not be moving around. Now we can see that
that's working properly where it's being attracted
to that surface, but it's not going to
go through it now. It's not quite as tight up
to the surface as I'd like. We have some settings here in both objects where we can for
one control the friction, let's bring the friction all
the way up to one doesn't slide around quite so much and it sticks to it a
little bit more. We do the same thing on
this object right here, bringing the friction
all the way up. Now it's not moving around quite as much and I'm liking
the way that that looks. Let's scale this object down just a little bit and
see how it's looking. If we move it even
closer to the object, see how tightly it
follows that form. Now this is looking
pretty good where things are being
sucked up to the mesh, but I want them to stay
there a little bit better. I'm going to
actually also add in a force field with our
cursors still right there. Let's push shift and
add in a force field, and I'll just make that a force. Now if we press space bar,
that's probably throw it way too far into the distance
in our physic settings. Let's just pull this down
a little bit so that it is a negative value
and it's going to hold it next to the mesh. And I think something like
that is looking really great. Now what I want to do is create a lot of different bubbles. But before I do that, I wanted
to just give this bubble a little bit of waviness so that when we render
it with a nice, clear, transparent
material, we'll get some more interesting
reflections happening. Let's maybe just make
this a little bit bigger then when we use
a glass shader on this, we're going to want
some solidity to it. Let's just give it
a little bit of thickness here,
something like that. Looks pretty good.
Then I'll also add in a displaced modifier. The displaced modifier
is basically going to, by default, just push
everything outwards. But I don't want it to go
just in all directions out. I want to use a texture to control what's
happening with that. Also, while I'm right here, I'll move this to be before
the solidify modifier. So our displace
happens first and then it's solidified in the
displaced modifier. We have this option
right here, new. And that will add a new
texture, which again, I can click right here to jump to the properties
of that texture. Now by default that's set
to an image or a movie, but I'm going to use a
procedural clouds texture here. Now if we take a look at this, we can see what this
clouds texture is doing. It's going a little bit crazy. And that's because
we don't have a ton of definition on this mesh. Maybe we just add
in a subdivision surface modifier and then pull that right above
the displacement so that we have that
subdivision happening. And then the mesh
is being displaced. It's got more mesh to work
with during the displacement. I think one level will
be just fine there. Now, this is a good time to save your file if you haven't
already because sometimes when you're messing
with extra levels of subdivision and we start
duplicating this object, the scene can get a little
heavier press shift control and save this scene. Now that's saved, we can play this and it's still
working properly. But we do have that
displacement happening now. Now it's a little
bit too extreme. I want this to be
way less powerful. Let's bring the strength
down on it quite a lot then. Rather than displacing on
its own local coordinates, I want it to displace on object coordinates
that will allow it to change the way it's displaced relative to
a different object. We can really set
any object here, but I'll just set
the cleanser bottle. Now if we look at
this very closely, we can see that there's
a little bit of motion happening with that as
it moves through space. We could probably
see that better if we change to a matt
cap right here. This is one that I
like to use a lot, the normal matt cap, that can be a little bit
more useful for seeing the direction of
different objects. Now, so that this display is maybe a little bit
more pronounced, we can bring the scale of
the texture down just a bit until we have something that's just
a bit more visible, at least, so that
we can see that our changing shape
is working properly. It looks like right now
it's doing pretty good. We could see also what this might look like if we changed it from object to
global coordinates. That's giving us, I
believe, a similar effect. Let's try switching
between these two. It looks like the
object is giving me a little bit more
interesting results where the mesh is morphing a little bit
as it moves around. We don't want this to
be quite as extreme. I'll go ahead and go back
into the texture settings and change the scale of the secture to be a little bit bigger. Then back in the
displacement settings, I'll make sure that
the strength is set. There's something pretty
low like maybe even 0.05 We want this to be
a very subtle effect, we just don't want
these to appear as perfect spheres when we're
rendering this scene. Now that I have that all set
up with a single bubble, let's add more
bubbles to the scene. I'll switch back into
my regular studio. What I need to do now is create linked duplicates
of this object. Normally, when you're
duplicating objects, you might do that with shift D, which will allow you to
then make changes to that object separately and they won't be reflected
in the original object. But if I go back and start adding different materials
to these objects, I want them to all be linked and have the same properties, so I'll press Alt D instead. Now if we were to make a
change to this object, it'll happen to both of them. This is really useful
because we're going to be creating a lot of
duplicates of this object. And we want them all to
share similar properties. Now you can see
that these are both working independently and having the same physics effects that we set up with
that first one. Now what I want to do is
just go in and start adding a bunch of these objects
around our cleanser tube. I'm going to press
Alt D and just start making some duplicates all
around the outside here. Now this is going
to be looking a little bit regular right now, but we can make some
changes to make that look a little bit more irregular
after the fact. Let's get all those
selected then. I'll just duplicate them
again in this plane. And then maybe even
duplicate them right here. Maybe we can move
these ones back. We wouldn't want these all to
be in this array at first, but we could still
press Space Bar and see what that looks like. Now we have this
nice bubble shape being attracted to all
these different ones. But I don't want these all
to be exactly the same size, and I don't want
them to necessarily be in an exact position. Let's select them all, and then just for the
sake of organization, let's move those to their own
collection called bubbles. Why do we name it the
bubbles collection? I'll leave that to you. Now that we have
all these bubbles, it's easy for me
to now right click and select the objects
in that collection. I don't have to
worry about circle selecting them individually
like I did before, I'm going to press
three and search for the randomized
transform option. With that selected, let's make sure we're back on frame zero. Search for it again
because we lost it. We can click this scale even
button so that we don't have weird stretching
on x or y or z axes. We're just going in and out. We can scale them like this. If scale even is on, then they should scale
evenly and we'll have different size bubbles that
are a little bit more random. This randomized transform is great for doing
things like this. You just need a little
bit more irregularity in whatever you have set up. Now we do have to be careful about areas where bubbles are intersecting because that might cause errors in our
rigid body simulation, where when we press play, they'll start to fly everywhere. We can see that did happen
with a few of these. Let's maybe just fix some
of those problem areas. It looks like down here we have some bubbles that are a little bit too close
to each other. So I'm just going to
pull those out a little bit and it looks like
we're all clear. Now, I'm going to want to start this shot with the
bubbles all coming in together, which is great, which is what's happening with this force
field that we have. But then maybe by the
end of the shot want them to fly outwards
a little bit. If we say this shot is maybe
60 seconds, 60 frames, let's say that they
all pull in at first, up to frame 30. They're all in there together, and the strength is what it is. Now let's insert a key frame, but then maybe ramping up over
the course of five frames. At frame 35, this strength
becomes positive, they start to go the
opposite direction. Let's set this to 60,
so we can see what our shot might look like
for space part of play. And then we can see,
then they fly away. That would be a great
opportunity to then reveal the details of this model
design that we've worked on. In this lesson, we
learned about using physics to create a rigid
body animation to bring bubbles from outside
an object to draw towards it and sort of move
around on that object. Consider things like the
order of your modifiers. Consider things like the mesh that's being used to
draw your object in, whether you're using the
actual mesh or one of those other options
like a convex hole or even just a bounding box. All these things contribute to making your animation look
just the way you like. And I didn't even
explore all the sliders. We have options to work with. There's a lot of
things to play with. Don't be afraid of
troubleshooting them. You will probably run
into some issues, but it's nothing that
you can't overcome. Meet me in the next lesson where we're going to create
the illusion of liquid coming out of one of these bottles using a
lot of fun modifiers.
5. Create the Illusion of Liquid: In this lesson, we're
going to be creating the illusion of fluid pumping out of one
of these bottles. Now I say illusion because this isn't a proper fluid simulation. Fluid simulations while possible in blender and
they're a lot of fun, can take a really long time and are very headache conducing. I've got a technique
to share with you. In this lesson,
we're going to use a lot of modifiers to create a fluid looking effect that's a lot easier and much
less headache conducing. I've created a duplicate of my product that has
the pump on it. And for this shot, I think
I'm going to remove the cap. So this is all one object, but I'll tap into edit mode. Press Ldslect that cap and press X to delete it so
that it's out of there. Now we just have our nice pump bottle product
that I modeled. Okay, So what I want
to do now is create a illusion of liquid coming
out of this pump bottle. And the way I'm going to do
that is by first creating a curve that that
liquid can appear on. So I'm going to press
Shift and add in a curve, and I'll use a Bezier curve. Now let's go into our top
view and just stretch this curve out a little
bit till it's a nice size. We'll scale this out just so we have a nice
fluid curve shape. To make that more
smooth, we can change the resolution up here
to the maximum 64. So this is nice and smooth. Now the first thing I
want to do is animate this object moving
through this curve. I'll do that with a
follow path constraint. Now the first thing I want
to do is make sure that this object is set right at
the start of this curve. The start of that curve
should be right there. Let's tap into edit mode and
select the end of the curve. Shift as and snap my
cursor to selected. Now what I'll do is
snap this bottle to the cursor
selection to cursor. We're going to do is add in
the follow path constraint. Now if I select this Bezier
curve and press space bar, it's not going to move along it. And that's because we need
to animate this path. It also looks like, based on the offset that
I'm getting here, that maybe the start of the
curve was actually over here. Let's snap our cursor selected. And snap our selection
to cursor right here. Now if we click
animate this path, now that we have the
follow path constraint on, it's not actually
following that path. And that's because this
path needs to be animated. Let's click that
button right there and make sure that our
path is animated. Now it's properly
moving along the path, but it's not moving
exactly along it. We need to actually
get this object right to be in line with
the end of that path. Let's press Tab to
go in edit mode. Snap our cursor to selected, and then snap this
selection to our cursor. Now if we press
space part of play, we'll see that it successfully
moves along that path. Now this path is
actually animated, Is something we can
have some control over. If we select that
path right here and we move down into
the path animation, we can see that over the course
of 100 frames is how long it's taking to move from the start to the
finish of this curve. That's why it doesn't
quite complete it. I want this to actually
take place over the, the course of 60 frames. Let's set that to 60
right there then. Rather than using the
default linear extrapolation that's on this evaluation time, I'm just going to
right click and clear these keyframes
because I want to have some manual control over
that at evaluation time. One is where I
want to start off. At frame one, I'm matching
up in my playhead. I'm at frame one down here, and I want the evaluation
time to also be one. Let's right click and
insert a keyframe then. I want it to be at the end the
full duration at frame 60. Let's move our playhead 60 down here and set
this also to 60. And then we can right click
and insert a key frame. Now if we press Space Bar, we can see that
it's moving through that path at the
time we've defined. I want to actually add some
dimension to this path. I can do that a few
different ways, the first of which is going
to be adding a bevel object. Now we can add a Bevel object, and that just needs
to be a curve object. I'm just going to add
in a circle object. Then let's just move
that to wherever, and then we can select
this as the bevel object. Then you'll see that
the bevel object here matches the
size that we have. Moving along our curve, let's scale that down to
something that may be a little bit more reasonable. Something like that
looks pretty good. The next thing I want
to take note of is that these caps are unfilled and
they're just blunt ends. But really what I'd
like to do is have it taper at each end. I can add an actual taper object on this curve, that's
going to be right here. This also needs to
be a curve object. Let's add in another
curve object, we'll just make that a bezier. Now if I select
the taper object, we'll have that changing over the course
of the animation. Now our bevel object
just seems to have been made this much smaller. So let's just scale up this bevel object until
it's about the right size. And don't worry about
it being too big. We can move it off
frame after the fact. Just get this to a nice size. You can think of this as a
small little x and y axis, where this is zero thickness on this side and this is
zero thickness over here. Just like working in
our graph editor, what I want to do
is actually change this by rotating it
a little bit so that we have thickness in the
middle of our curve also, but the ends are
still tapered off. Now you could also even
add, you could write, click and subdivide
this if you want it to be more consistent depth throughout the
middle of the curve. This is looking pretty good. Let's select our huge circle
here and bring this down until we have just a little
bit of a better size. I think that something like
that is working pretty good, matching the size of our nozzle. This is looking great. The
next thing I want to do is maybe we could tilt this up a little bit.
Let's try doing that. That's looking a
little bit more like the angle we'd actually want
to see this happening at. Now, another option we have
in the curve constraint for this object is to
have it follow the curve. Now if we click that, we'll see that it actually
follows that curve. Now we might need to
make some adjustments to the rotation after we do that. That's looking great. Now, curves can be really
confusing because there's a lot of options for
which axis is up, which axis is the forward axis. Then this object obviously also has its own axes that
we can mess with. If you get frustrated or you get stuck working with curves, just pay attention to
where things are oriented, what direction the
curve object is, And I'm sure you'll get
it fixed in no time. Now, the last thing I
want to do is actually have this animate as
we move along it. Let's do that by controlling the start and end mapping right here at the beginning
of this animation. I want it to be just
barely coming out. Let's insert a keyframe right there and then by the
end of the animation, we'll have it go all
the way to the end. And we'll insert
a keyframe here, because these are both
being Bezier interpolated. We're going to get a nice
effect where this is moving at the same pace that this is moving
along the curve. You just need to
make sure this end mapping value matches the speed at which you're moving
along the curve. The way I have it here
is looking pretty good. Now the last thing I can
do just to smooth this all out a little
bit is you could add in a remesh modifier on this curve object Just
to give it a little bit more fluid like look
and smooth it out of tad, we use the voxal remeasure and set this to a very low size, like 0.05 Now you can see by animating the
path end mapping, we've got a nice animation of fluid sort of being dragged
out of this object. And we'll want to tweak our
camera angle a little bit so that we don't
actually see where it's coming out of the nozzle, but viewed from the right angle. This is going to work great
for what we're trying to show in this particular
part of our animation. So fluid simulation can be very complex and curves
are complex as well. But I think this is a little
bit of an easier method for creating the specific look I
was going for in this case. And that's sort of the
fun with animation, is figuring out ways to
create the look you want, not necessarily doing the first thing that
would come to mind. Meet me in the next
lesson where we're going to start to add
camera animation to all the shots we have
here to tie them together and create a rough
cut that's ready to share.
6. Add Camera Motion: In this lesson, we're
going to go through and add in all the cameras
to our different scenes. Creating sort of a rough flow going from one shot to the next. Adding in some markers
and finishing out just little bits in the scenes and the shots that
we haven't done yet. So that by the end
of this lesson, we have a rough cut
that's ready to share, just to share around with people and make
sure we're all on the same page about what's being covered and we're not
missing anything. Okay, so the important
thing for me to do now is start sort of organizing my
scene a little bit more. So I'm first going
to be focusing on this box scene
which I have in a scene in a collection that
I've labeled box open now. Right now I also have open a new scene that
we'll be working in. And I also have my bubbles seen. But I'll hide that for now. Just so we can focus
on the box opening. The way that this
camera is set up. We're going to be
duplicating this several times using this in the
different collections, but I basically
have an empty set up right here that's
allowing me to control my camera so that we
can spin it around in different areas and focus
on different points. Now with this camera, we
also have an empty set up, that's our focus object, so that we can control the
depth of field on that camera. So first I want to create that revealing
shot where we just sort of see our box
just start to come up. As this box opens, I
want to be focused right in on that
first bottle object. We'll place our focus
right around there. And then let's just make
sure we're going to make this shot last about
60 frames total, but we might jump between two
cameras in that situation. Let's go ahead and
insert a keyframe for the way that this
camera is oriented. Now, maybe starting with
something like this, let's insert a key
frame and then maybe we're just a little
bit lower on the box, maybe we're a little
bit more further zoomed in's zoom in just a little
bit more on our y axis. Something like this is
looking pretty good. Then over the course
of about 30 frames, I want to just pull to the
side just a little bit. We're going to add
some rotation there. Maybe we'll also actually
come up a little bit. Let's make sure that
we have a keyframe there on the x rotation. I'm going to insert a single
key frame for that that's come up looking into it just
a tad, something like that. I'm going to play with my
curves a little bit more later, but just to get a general idea of what we're going to be doing, I want to come into
this animation with a little bit of motion. And I want to finish with it still in motion,
close to linear. But we'll just adjust
those handles manually. That's a good place to
start our animation. Then I want to zoom out to a different angle where we can spin the box around
really quickly. We can actually leave the
focus object because we can animate that focus moving
from one place to another, and it's not going to
be too far of a gap. Let's select our camera object, as well as our empty object
controlling the camera. And let's press shift
to duplicate it. Then let's select that
other controller, which I have labeled
Cam one controller. We'll just move this over here. We're going to want to just be focusing in the
middle of our box, maybe from a little bit
of a different angle. Let's clear the key
frames for this so that it's not getting
the ones from before. Let's add in a marker
so that at frame 30, we move to this camera. I'm going to press marker and then bind camera to markers. Remember the hockey,
there is control when you're going to be
repeating an action a lot. It's a good idea to remember
what the hot key is. This scene is getting a
little bit jumbled here. We've got a lot of
different empties, but as long as we are making sure we're
selecting the right ones, we should be totally fine. Let's also make sure
that our first camera has a marker at frame one. I'm going to press the
hot key control B, and we should have
this effectively switching between them now. Now as that comes up,
like it's revealed and our bottles become more visible, let's get that camera set
up for the second shot. Let's just maybe zoom
out a little bit. We want to see a little
bit more context here. Insert a keyframe right
there at frame 30, and that's where this shot will start and then we'll
have it finish, maybe zoomed out just
a little bit more. Insert a keyframe
there and we'll have a little bit of
rotation happening as well. We want to continue the rotation
from the previous shot. What I'm going to do is add in a rotation key
frame right here. Let's right click and insert a single key frame.
And then frame 60. Let's decide how much
we want to rotate. Maybe something like that
will look pretty good. Now if I select both
of these empties, I can see the motion
from each of them. I'm going to hit this
normalized button and then I'm going
to frame selected. Remember that's period
on your number pad. I believe I have that bound
to a mouse button though. We need to have a
little bit more steady motion moving
into this shot. We want to match the
curve we had previously here with the x rotation
and the z rotation. I want this curve to look
like it's leading into this curve so that
we have a nice steady motion
between those shots. Something like that I think
is looking really good now if the render view is
a little too slow for you, then you can definitely
check these things out in a more solid
shade of view. A lot of times when you're
working with animation, you're really just
focused on the silhouettes of your objects. I like to use the
Random Viewport tab, which we'll just assign
random colors to different objects
so you can really focus on their silhouettes
in particular. Now the next other little
thing I wanted to have in this part of the animation
was that right around here, these would pop out of the box. So let's go ahead and insert
some key frames for that. I'm going to right
click and insert single keyframe for each of these at frame 40, they're
totally stationary. And then by frame 60, we want them to be popped
up a little bit, okay? So first we need to
make sure we have key frames in the rest of
the location right there. And then we need to move forward to where we want them to pop up. And then right here is where
we'll bring each of them up. Let's bring all these up. And Z, Okay, because these were actually modeled in a
vertical orientation. The Z axis is actually not the axis I want
to be animating on. It's instead the Y axis. Let's actually clear out the
keyframes for all the Z. And I can just do
that right here by deleting all the key frames. I should have
checked this first, but it's actually the Y location that we want to be animating. I had assumed that up would
be the Z as it normally is. But because I modeled
these up and they are parented to an object
that was rotated down, the orientations got a
little bit confusing. It's a good thing
to keep in mind to check what orientation
things are at. Again, at frame 40, we want to insert keyframes
for the location, so that these are
right where we want. Okay, now we can move
forward to frame 60, and then select each of them. Move them up a little bit
so that they can pop out. And then insert
keyframes for each of them until we have that animation working properly
where the boxes pop out. Now, maybe we don't want them to pop out all at the same time. An easy way to do that
would just be in the graph. Let, let's select
each one of these and then we'll just offset
their animation a little bit. I'll just grab, let's say we want the close one
to pop out first. Maybe we pull back a
couple of key frames. Let's just pull that
back, two key frames. And I'm doing this all
in the graph letter, this one can pop
out at frame 40. Then maybe this one pops out two frames later, we'll
see what that looks like. Maybe not quite as extreme
of an effect as we'd like. We can just move
these even further apart until we have the
effect we're going for now. Another thing is I
would like these to pop out with a little
bit more energy. Let's just do a little bit
of editing on our curves. I'm going to change
the rotation, pivot point to
individual centers, Then we'll just press
R to rotate them. Let's just make sure we
have them all right here. Then I'll scale this out just so that we have a
more extreme motion. Remember, steeper lines
are more extreme motion. That's a good place
to end this shot. Now let's go ahead and
move onto our next shot, which is going to be going
into our bubble world. Let's click the checkbox here to go into our
bubble collection. Now I need to add a camera
to this area as well. I'm just going to duplicate some of the things I
already have set up here, duplicating the
camera. The empty. Let's also duplicate this empty object,
which is our focus. Let's press Shift D, and
let's move that over to this new area where we're going to do our
bubble animation. Now I'll go ahead and move these objects to
a new collection. I'll press M and then move
into a new collection, and we'll say LCA,
underscore bubbles. Now when I say LCA, that's just the term
I created on my own that I used to keep
track of my collections. I make that stand for
lights, camera action. That's usually the
collection that I just want to put cameras, lights and other things like empties that I'm using to focus with mostly lights and camera, the action just seem
to make sense now. Anytime I'm in the
scene when I see LCA, I know that's where I'm
placing those things. Let's extend our
animation a little bit. I think we wanted this shot
to also be about 60 frames. Let's pull out to frame 120, and then at frame 61, let's have it on this camera. Let's press control B with our mouse down here
to add a new marker. So now we have that
first shot bottles pop out and then we see
the bubble animation. Let's go ahead and get
this position into the right area and we can clear the key frames from
when it was duplicated. Let's make sure we're
looking on frame 61 so we can actually see
what that looks like. I want to press all R
to reset my rotation, and then let's just pull
this in a little bit, just so we have a
nice frame shot. I'll mention that I'm rendering
this at 1080 by 13 50, which is a popular
size for social media. It's a good balance between quality and being too extreme of a render that doesn't take too long when the camera moves. We've already completed
that bubble action. We just need to adjust
the key frames here. Again, those key frames were
on this force field value. Let's see if we can select
that somewhere around here. Let's find our force field
in the bubbles collection. It's not in there,
it's right here. Okay, now that we have
the force field selected, we have a couple
key frames that we inserted right at frame 30. Let's just slide these over
to where we need them now, which is going to be
now at about Frame 90, because I think we're going
to start this sequence, and then it's going
to last 2 seconds. So about halfway through, we might need to go back to
frame zero and re bake this. Now when we come into the scene, the bubbles are moving around
and then they pop out. Now we might also just want a little bit of
rotation in the scene. We'll probably add
a little bit of an extreme rotation
with the box. Let's just go ahead and
try to mimic that here, where when we come
into this scene, we're already moving
quickly and then we find a steady
position to land on. Maybe we come in
somewhere right here. Let's insert a single key frame and then move to frame 120. Then by frame 120, we're starting to spin out. Let's insert a single
keyframe there. Now if we play this animation, you can see we're moving around. Let's actually, just
like we've done with Closs simulations
in the pack past, let's bake this rigid body simulation so
that it's not going to move around in the rigid
body world settings. We can go down to
the cache and then right now our
simulation is taking place over the course
of 250 frames. Which is totally fine.
That's a little past what we need, but we'll
leave it at that. I'm going to delete, I'm going to make sure
all bakes are deleted, and then I'm going to
press Bake All Dynamics. Now we'll just go through
and basically create a save state of our
animation so that we don't have to keep calculating it each time just so that we can work
a little bit faster. So I think that's
looking good now. Just while we're in
here, we could do a real quick check
on our lighting. So let's press control S
to make sure we're saved. Let's go into rendered view. And we could just add in a
few really simple lights just to kind of kick
things off here. That's looking great.
And while we're in here, we could just add a
real quick material to these bubble objects. Let's just make
that transmissive by turning this all the way up. And we'll turn the roughness
all the way down and we'll make sure that this is a
nice bright white color. Now that's looking pretty good, but back in our solid view here, I think that the camera is looking like it's
got a nice motion. We could turn back on
our box collection if we wanted to see
this altogether. Back at frame zero,
we're opening up. They pop out, we
have a nice view. And then we're ready to
move on to the next one.
7. Finalize the Animation: Final slam is what I want to use to enter my last sequence. Again, make sure you're
saving your file. I'm going to add a new
version of this animation, Cams three D. This
is where I'll create our last sequence where we see those bottles just disappearing
into some cream liquid. For that sequence move,
we have that one be closer to 4 seconds
long plus 120. So now we have another
4 seconds there. Let's add in our last animation. I have this already in a
collection called Sinker. Let's check that on right now, the sinker is just
a plain object. Then we also have
our sinker bottles. These are some bottles that I've already animated a little bit. I do need to slide them over
on the x axis a little bit. I'm just going to type X L O, that should filter out
only the x location. Now I can just, I should be
able to slide all these, Let's uncheck normalize, and then just pull
them over like this. Using the graph editor
is a great way to make large changes like
we just did right there. Okay, right now this
animation is happening 0-60 I'm going to make sure I have
everything selective here. These are all going 0-60 I'm just going to
move them over to start at frame 241 is where that motion
is going to start. Maybe since we've already
animated these to be only 2 seconds long, let's take away those
extra 60 frames we added. This should be 300
is where that ends. What I have is the
bottles here going down into this mesh object. Now that looks okay on its own, but it would be cool if we had a little bit of a
wavy effect there. I'm going to duplicate again our camera object and our
empty and everything. And move it over here, just so let's in the
center of the scene. And let's press M and move
that to a new collection, which we'll call LCA. Okay, then we'll put this
into the Sinker collection, and the bottles that are in the Sinker collection can also be right there in
that same collection. Let's add in one last marker to control this last
piece of animation. That's going to be switching to this camera right at frame
241. So let's press control B. Now we're looking
through this camera. Let's just get our
shot framed up a little bit differently,
just till we like it. Maybe we pull out a little bit, maybe we need to move over
just to tad out a little more. Right now we have
a subdivided plane with no physics
properties on it. And these objects are
already animated, but they also don't have any physical properties
currently on them. I want to add dynamic
paint to them. With each one of these,
I'm going to add dynamic paint and set
this to be a brush. And we'll click Add Brush. And then we'll do that
on each of these. Dynamic paint brush, add brush. And then this one
dynamic paint brush, add brush for this object. We'll set that as
a canvas object. Dynamic paint, add canvas. The type of canvas we use in this case is going
to be the waves. Now if we press space part
to play at frame 240, we should see that
the dynamic paint starts to create a really
fast and easy liquid effect. That's going to be
great for sinking these bottles and
closing out the scene. Now it's going a
little bit too fast. There's a lot of options
we can control here. One is going to be the speed. You can bring that
down a little bit so that it doesn't go so fast. Something like that is
looking pretty cool and you can make sure that this is
shaded smooth, of course. Then you can also
control the damping. If you do a lot of damping, it's going to look like
a little bit more of a viscous fluid
that they're going into something like
that. Looks pretty cool. Now we'll play with
those settings more, but at this point we have
our total animation set up. And what we could do is turn
all these collections on and then render this
all out to a video file that we can use to analyze
share with other people and see if we've got all the shots we want in this one sequence. So right now in
one big fat scene, we've got all our different
things happening. You can see as we press
play to move through it, we have all the shots
working together. If I wanted to render this all out so that it's something
that I could share, I could do a quick
viewport render, rather than actually rendering the animation with
its full quality. I could just do a viewport
render in my render settings. I could go from the cycles render engine to the
work ***** render engine which is going to render
exactly what we're seeing here with the settings that are defined in this area. We could set that to random. Now when we actually
enter rendered view, we're going to see the same
thing we saw in the Viewport. This would be as simple
as this would be. Just like rendering
an animation in V, which you could also
render your preview render in V. But in
the output here, I'm just going to
change to FFmpeg video. Then I can make sure my encoding is said to
something like Mpeg four. Then we could select
our output folder. Let's make a new folder
called preview, anim, double click here,
and we'll call that preview one
to save the file. And then what you
could do is maybe just at 50% save it and then you could render animation
that's actually okay, so our height was not
divisible by two, so let's just leave
that at 100% save it. And then we click
render animation. And what that's just going
to do is go through and render our animation
just using the viewport. Now this is a really
great thing to share with clients
because again, they're not thinking that
this is finalized given that we've got all these kind of
crazy cotton candy colors. But it's an opportunity to just share kind of where
your head's at with the animation and
what you want to be doing moving from
one shot to the next. And this is a great
launching off point to moving into more finalized, polished animation
in the graph editor. So it's important to go
through the steps we did in this lesson to make sure that everything is lining
up the way you want. You're thinking
about the placement of your camera and your objects, and you have something
that you're ready to use moving forward into that final polishing
stage where you can really start to spend some
time on the lighting, making sure that the highlights
are in the right places, making sure that your focus objects are in the right spot. And that just in general, there's a nice fluid
motion moving from one shot to the next and you're telling the story
that you want to tell. So meet me in the next
lesson where we'll take a look at breaking
into the industry. Using the skills that
you've acquired with blender and using it to
start making living, getting some freelance work, and getting paid for all
those blender skills you've been spending
so long developing.
8. Break into the Industry: So what I want to do now
in this lesson is give you a little bit of
practical advice of how you can move from just
having a bunch of blender skills to turning
them into an actual business. Maybe doing some freelance
work of your own. One of the biggest and
most important things in getting better at
blender is practice. It's going to take,
it's going to take a lot of practice,
but you'll get there. So it probably took
me about five years to really start feeling
comfortable with blender, but nowadays, it really doesn't
need to take that long. If you've got enough
persistence and dedication and you set some time aside to
practice blender, then you could be in the same
area in less than a year. Personal projects are obviously a very good way to start practicing your
skills and blender. But at a certain point,
it's going to be a good idea to start
working with people. Now, maybe you can find some freelance clients that
are interested in your work, but be very selective
about who you work with. In my opinion, one of the
best parts of working with people is that you have a
little bit of accountability. You've maybe got a deadline and you've got some
constraints to work in. This is really good when you're working on
Blender projects, knowing that you
have some defined variables to work within. So when you're deciding whether or not to take on a project, there is more that you need to look at than just the money. There's other situations where you might want to
take on a project, for example, if
it's someone that you think maybe is
well connected. But if you can tell that
this is someone that genuinely might have more
work for you in the future, then that could be a project you're
considering taking on. A lot of my greatest clients
that I have nowadays, I met through someone else who I maybe did a
free project for. People will remember if you help them out and they'll want
to pay that forward. So even though maybe you're
doing a project for free and maybe it's taking a little time on your weekend to get it done, you never know what might pay off in dividends in the future. So when you're deciding whether or not to work on a project, consider what it's
doing for you. Maybe it's profitable, maybe the work isn't
super glamorous. But you know you're going
to make enough money to keep a roof over your head,
that's very important. Another area to be
considering is whether or not this is going to be
something that looks good in your portfolio. Maybe the project
isn't super glamorous, maybe you're not
getting paid a ton. But it's something that's
really going to help round out your
portfolio and get you access to jobs you might
not have had access to without a good portfolio like you get from that
one particular project. Another area to
consider is passion. Maybe this is project that's
just going to bring you joy. It's going to allow you to
express yourself creatively. It's going to be an opportunity to really let your
true colors show. Creating something
that you're proud of that maybe doesn't have the budget or the use
case in your portfolio, but puts you in a place
where you have something that you can be really proud of. Something that energizes you, drives your creativity and
pushes you to go further, whether it's for
profit or for passion, or for something
in your portfolio. One of those three P's, they're really all important. They're all bringing you to a more well rounded portfolio, giving you more experience, potentially growing
your network. All these things work together to move you forward
to that next step, wherever that is
that you want to be. So one parting thought to leave you with would be
that you really need to think practically about where you want to
go with your career. What are you trying
to do with Blender? It's one thing to just start
picking up these skills, but be a little bit aimless with what you're doing
or why you're doing it. So it's a good
idea to even write down who would be
your dream clients, who would be a great
company to work for. Whether that's making an
amazing advertisement on TV, or maybe you want to help launch huge campaigns or help people get investment
on their own ideas. Think about what you want to do. Look at the type of work that falls into those categories. Look at who those
companies are hiring. Take a look at their work. Take a look at your work. See what those gaps might be. Focus on those areas to improve. And then in no time, through personal projects,
professional projects, you'll be in a place where
you can close that gap and start working with
those dream clients. So if Blender is something you want to pursue
professionally, it's something you want
to make a living with it, then congratulations,
that's awesome. I really am happy that
you feel that way. Keep nurturing that passion. Don't focus too much on just
making money immediately. Stay passionate about
blender. Keep learning. Move your skills into the next level so that
you can get there. Learning blender is difficult,
A lucrative career. Using blender isn't just
going to be handed to you, But with enough time
and persistence, you'll get there.
Anyone can do it. I feel so lucky to have
taken this free piece of software and turn it
into a full blown career. Getting paid to make animations and renders that
inspire and delight.
9. Final Thoughts: Holy cow. Wow.
Congratulations to you for making it to
the end of this class. And double, triple, quadruple. Congratulations if
you made it through all five classes in this
class we covered a lot. We did a ton more
camera animation, really polishing the
motion between shots. We also did some more
advanced animation. So now that you've made it
to the end of this class, you really have all
the tools you need to start making really
high level animations. With extra practice,
you can start creating advertisements for television
or for social media. You could start
launching Kickstarter campaigns of your own, or maybe you just have
a personal project. One of the things that
excites me the most is seeing what other
students are creating. Whatever it is you're creating animations of your own or
stories you're telling. Please share them in
the gallery below. I'm really excited to see
what you've come up with. I really hope you've
enjoyed following along on this journey with me.
I'll see you around.