Creating A Fuzzy Character With Hair Particles In Blender | Zerina 3D | Skillshare
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Creating A Fuzzy Character With Hair Particles In Blender

teacher avatar Zerina 3D, 3D Artist And Animator

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Class Introduction

      1:11

    • 2.

      Modeling The Body

      4:24

    • 3.

      Modeling The Eyes

      5:45

    • 4.

      Modeling The Legs

      6:50

    • 5.

      Adding Hair Particles

      6:50

    • 6.

      Applying Materials

      9:20

    • 7.

      Animating Blinking Using Shape Keys

      6:44

    • 8.

      Part One Animation

      12:23

    • 9.

      Part Two Animation And Final Render Settings

      12:23

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About This Class

Hello guys, welcome back to the new Blender course. In this course, we are going to model this furry character (Fuzzy friend) in Blender 2.83 the newest version of blender.

We will start modeling this Fuzzy character using basic shapes and materials. Once we are done with our modeling we will go in particle settings and add the hair particles and adjust them to our likings. Later on, we are going to apply basic materials on the body and the legs and for the eyes, we will use the image texture.

Before we add the camera and the light, we will add a plane and make a background for our character. For the camera, we are going to be using the default camera. The lights that we are going to use are two-point lights and one area light. In the end, we are going to animate our character, the camera, and the changing of the color, also we will animate the blink of the eyes using shape keys.

We will be rendering this animation in render engine cycles. You can use this course for practicing your skills like animation and setting the final render settings. At the end of this course, we will set the final render settings and it will be ready for rendering. Let me show you how easy it is to implement hair particles in blender.

What are we waiting for let's create this awesome animation and let's model this cute character.

Meet Your Teacher

Teacher Profile Image

Zerina 3D

3D Artist And Animator

Teacher

Hello there, my name is Zerina. I am a graphic designer and a 3D artist. 

Creativity has been a part of my life since I can remember; even as a child, I was interested in art and computers, so I followed my passion and now do what I love. ^_^

Also, I have a lot of teachers in my family, including my mother, so I've always tried to emulate their teaching methods. 

I joined Awesome Tuts to begin my teaching career. And I have more than 5 years of experience teaching computer software for design and computer graphics. 

I preferably work in Blender, and the type of work that I do is; animation, sculpting, and modeling low and high poly models. 

In my courses, you can expect a practical approach to teaching, which means that I will expla... See full profile

Level: Beginner

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Transcripts

1. Class Introduction: Hey, what's up? You guys didn't hear? Welcome back to another blunder course. In this course, we are going to make this frizzy, fuzzy character using Blender 2.83 delayed his version of blender. We're going to be using basic modifiers and mashes for creating this character. When we finish modeling, we will put heart hair particles onto the body of our character. We will modify it, toe look fuzzy or free. As you can see here, I will use basic materials for the character and for the eyes were going to be using image texture. Then later on, we will anime to the blink. Often I and after dead we will enemy the character and the camera. We will set our scene and prepared the final render For this animation. We will use render engine cycles and for delights we will use to point light and one area like and we will move our camera default camera a little bit. This is a good way to exercise animation And here particles let me show you how easy it is to implement here Particles in blender. So see a deer by 2. Modeling The Body: Hello, guys. Welcome back to the first video on how to make our fuzzy friend furry friend and we are going to open our blender file. As you can see, here we have the splash screen and we are going to be using version 2.83. So this version is the news version and the latest version of the blender. You can download it on their official site. And also it has a lot of changes. Ah, couple of them, I will show you here in this course. So what are we waiting for? Let's go Press General. And here, as you can see, we have our default light default camera and developed Cube that we did have all of these before. So I'm going to select the light. Shifty. I'm going to duplicate it in X direction. So, like this, let me just turn on my screen. Cast keys add haunts like this. So here in the left inner corner, you will see what I'm doing. So we will select and duplicate delight as we did here. And also we will duplicated one more time. So shifty Why? And then g axe. So we will move this life to be right in the centre off the cube. We can't believe camera or we cannot or you don't have to. That is optional. So the first thing that we need to do is we need to select the cube in front Are too graphic view. Once we selected the Cube, we are going to be adding modifier subdivisions, service modifier. So it's sub devise our cube a lot, and this is what it will look like now. We want to subdivide it one more time. So we want to apply this subdivision and apply one more time. So also increased the number off subdivisions in view port to to and make sure that render and Vieux Port has has the same amount off off subdivisions. Now, once we are done with that, we are going to go to front autograph review. We're going to press one on our number. Pet, select these three dots. These three Vergis is grab them in. Why direction and pulled him inside like this. And also we want to select this part here. So the three as well and these three, But we will do them separately. So press two times J pulled it up. So like these three, so like two times J pull it up, pull it down and will now select Onley the inner part here only like this and grab it in. Why direction like this Or we can do it. Yes. So, guys, they are going to modify it a little bit. So let's pull this one down. So press two Time J and pull it down as well as this one like this A little bit more down. So how am I selecting this whole row? I select the road by pressing old and clicking on the edge off what I want to sell it. For example, if I so like this edge, this vertical line is going to be selected. If I press on this edge, you can see that horizontal line is going to is going to be selected. So right now I'm I want to move these a little bit up so pressed two times J and pull them up like this and as well as this one a little bit and well, so we are done with the head off are a little furry fuzzy friend. And let's hop on to the next video. In the next video, I will show you how to make eyes CIA. There 3. Modeling The Eyes: Hello, guys. Welcome back to the second video in this video, we're going to make eyes and islands. So the first thing that we need to do so let's select the body and let's rename it here as a body like this. So we're going to select the body and go to edit mode. Now, once we are in edit mode, I'm going to sell like this Vergis e here So you can see it by clicking here on X ray, and you can see that I select the debt or you can simply go all the Anglo in X ray mode. So that is the short cut all too easy. Okay, so I selected this this Verdecia here, and I'm going to press shift s and cursor to selected, so I'm just going to move my mouse down. And once I'm done so you don't have to click on, uh, on this point, you cannot. You don't have to click car searches like to Onley move the mouse There. Okay, once is that Let's go out of edit mode in object mode. And let's add a sphere. This UV sphere has a lot of polygons. So here on abbvie sphere. We have properties here. We have 32 2 segments and 16 rings. We want to change this number to have. So this is going to be 16 and this is going to be eight. Once we're done with that, let's scale it down to your liking. And let's bring it in a Y axis. Hello? Like this? That's press three. Okay, So because our our character here is going to have here, Don't worry, it is not. It is not going to look like this. So we are going to make some eyelids right now. So let's elect the third sphere. Go to a side view by pressing three on your number pad. Go in transparent mode. Now we want to shift d duplicated and skill this bullet up and scale it also in Zet Axes like this we want to rotate it, grab it in y axis and pull it a little bit. Rotated more, grab it and put it right here. So this is the first island. Now let's did the 2nd 1 So we want to go to decide View Press tab, Select these here edges shift D Well, we can also Yes. This these here. Shifty, duplicating Killed them a little bit. Kill them in x axis, bring it down, rotated Grab it in y axes and pull it up like this. And what we want to do is you want to select the bottom island and we want to scale it in X axes just a little bit. And also for the stuff I would we want to scale it in X axis as well. So how can you select this on Lee? The top lit. You just hover above the lid with your mouth and press l on your keyboard and that is old. So right now what I want to do is I want to go here, add modifier and at a subdivision surface modifier. Once I've added it, I want to go here in edit mode. Select this whole row. So by pressing Ault and this this'll edge here e s. So I'm going to extrude it and scale it at the same time. Now e zed and this So that is basically what I'm doing. And we will also do it on the bottom lid as well. So e s at the same time now, E zed. So it goes inside and scale it inside so it can be shown here. Okay, like this. Let's move this one a little bit more out. Okay, so this is going to be our eye. And now let's select the inside and rotated in X axes by 90 degrees so you can see here the people on everything, OK, once we're done with that, we will press command A and set old transforms. So we're going to set location, rotation and scale. And once we are done with that, we're going to go add mirror and mirror it out. So here we have our little creature. So we are done with the eyes, guys. And in the next, in the next video, I will show you how to make a long legs. And from there we will start applying. Our are here and the rest of the body. So let's go 4. Modeling The Legs: Welcome back to the third video, guys. So in this video, we're going to make the legs. And before that, I'm going to simply move this mirror off. So the subdivision surface modifier is going to be under the mirror and also a let's rename days as eyes. Okay, so we are done with that. And, guys, my advice to you is always after each video. Save your files. So, for example, I finished this one. I go here file save as free, free character. That's top free character and save it. Okay, I saved it. And now let's move on and make some Alex. So the first thing that we need to do is select the body off the off our creature, go into edit mode and select this vergis e here, This visible one like this shift s and move your move your mouth Cougars or to selected. Once we're done with that, let's go out of edit mode to object mode and add a cube. Once we added our cube, let's scale it down. Go here. Add modifier. An ad subdivision surface modifier. We're going to increase the number of U port off subdivisions in view port to to and, as I said, with the with the body making sure that the View port and the render are the same to your liking. So, for example, if I like it to be too and I increase the number of render to three, it is going to be different once it's rendered. So make sure that you follow these steps correctly. So after I apply after I added subdivisions surface modifier, I will go to edit mode and let's start modeling. So I will select the top here by using X ray mode. So I pressed Old Z select everything. So Aziz, you can see here I selected the behind of urgencies as well, so I will grab them and pull them up. I will add additional Luke got here and now I will grab these and pull them. Now I will add a little good here for the leg for the foot Port Select. These two were disease, but the in this case there are four vergis ease. We're going to extrude it in oi exes like this and let's start modeling the foot. So the first thing that I want to do is I want to add a so control are at a good adult good Here at look good Here. Multiple look guts. We're going to select this part, This top part skillet in acts axis and select these two edges. So go toe edge, edge select. Select these two edges. Scale them in X axis And you can also select these and scale them in X axis as well. So you have something like this. I will scale it a little bit more inside. So yeah, now what we want to do as we want to go in edit mode, go from the bottom. So press the key right above your tab Key and watch from the bottom. Go to solid mode without the x ray face elect and select these faces ones they are selected . You press I on your keyboard and and said that those faces So we have the flat, the flat bottom like this. See? And one thing that I will add to here is I will move these a little bit to delink so I will move this one So price two times J and would to hear So it looks a little bit around. It shades smooth and Once I'm done with that, I will go to the side view and add two additional Luke cuts here, and I will grab them a little bit and grab them in. Why axis on Lee a little bit, So I will have that knee like looking. So once I am finished with my modeling. All right, It looks good. So what I want to do is I want to select that leg command. A old transforms, and then we want to add a mirror modifier, as we did with the with the eyes. So, guys, we are done with the legs so we can also apply this modifier and add a new one so it looks smoother. As you can see here, the topology is great as well as for this one and forties. So it is easy for animation and for rigging. But we're not going to rig in this course that we're just going to animate it. Okay, so that is that is all for this course this video, guys. So we're going to move this cursor back to position by pressing shift, See? Well, I So now we are going to put some particles. And so here particles. Let's select the lights and move them down to here. Okay? Select the whole body and pull it up once we are done with that. Okay, let's let only the body and full it up and pull these up as well. Like this. Okay, guys. So we are going to go, and we're going to put some hair on this fizzy, fuzzy guy. So let's hop onto the next video by CIA there. 5. Adding Hair Particles: Hello, guys. Welcome back to the fourth video on how to make our fuzzy character. And in this video, we're going to put some hair on this character here. So the first thing that we need to do is let's go here under file and save your files so that before anything else So now we want to select the legs and renamed here elex. Okay, Once we're done with that, let's elect our body here and make here. So what we want to do is we want to go here on particle settings. Then we're going toe, add plus at particle settings, Law Assistance Law. And here we can see the immature. We want to change this image it to here and here. You can see it far character here. So what we want to do the let's scale it down like this. And now let's make some adjustments to it. So the first thing hair length, we did it so we can scale it a little bit more if you want to. Two point is a point to is going to be great. So now we want to hide it on this on this era here, hair dynamics you're not going to use it right now. And also here on Orender. This is optional, so you can increase the steps to five. Uh, but it is optional, as I said before. So if you poor display, we're not going to change anything. Here and here on Children here we have a simple and here we have interpolated. As I go to the and I go to look death. You can see the hairs here, but in we will go here in Render render 80. It admits the hairs like plastic. So we don't want that. We want the hair, the hair structure. So we want to change the render engine two cycles. As I go to the cycles, you can see here that it is a little bit different and in a render mode, it is very different. So I will show you here. So this is the cycles render and this is the evil render. It is totally different. So while we want to do is let change it to cycles and let's go to look death or we can go to to our solid, solid view. Okay, so right now we want to go down as we added the particle system and interpolated and you can change the amount, amount and display. So in the view port, as you can see. So I will added 50. So I will add 50 and you can see it here. And also you can change it and in render, um, render amount is going to have more. Here's then it has here. So yeah, make sure that you no, that length. You can change the length as you want. So, like this and down here parting We're not going Teoh change anything because we don't have parts of the hair here. So let's not to change that club clumping. We're going to increase the the clumping a little bit. So here, on the size you will see Samal clomping forming. But we won't make it 0.1 50 like that. Okay? And the next thing is a roughness. So in roughness, we're going Teoh, increase the randomness 21 or we can skillet a little bit down because it is really high. OK, 0.400. It should be enough. Let's go here on the emission and change the length a little bit so increased the length like this. And as you can see here, my eyes are covered. So we're going Teoh, change that in a second. Randomness three. Okay. And point, we're not going to change anything there. So on the size you can see redder or not, you like the size or not. And that is for this part here. So one thing that this, um it has here, just go in. Look, Death, we want to go here under object. We have particle at it. Here. You can see that we have comb smooth, add length, puff, cut and wait. So we are going to be using this Cool here, and you can increase this this this circle by pressing f and just moving your most Okay. So once we're done with that, let's go here and see if it's cycles. Okay? And now let's comb it out. So I will move these a little bit up and these down, as you can see here, and I will move them so they're not. They're not touching my eyes. And once we are done, we can see the results right after. So these and movies like this, let's go in object mode and see OK, you can see guys that that the hairs are not starting the eyes because this is cycles that is going to slower slowly make this shape like so I like it like this. And now we are going to hot bond to the materials and we're going to make this here looks look a little bit better with with cholera on. And also we're going to add a scene right behind it and let's move on to the next city lies , shall we? 6. Applying Materials: Hello, guys. Welcome back to the fifth video in this video. We're going to make some materials for our character. So what we want to do is we want to select this and bring it up, change it, so click here and change it to Shader editor here we have the material part here and also change on the properties panel here. We want to change the materials. So let's elect first of all our body and change the material. So this is the default white material and we want to change it to I don't know, Let's change it to this color here. And also we're going to change the a little bit the roughness to 0.3. So you can see here that here are the hairs are glowing. So let's increase the reference. I love it. So I think I like it more with 0.5 because the body is not going to be shown as we increased the roughness. So once we are done with that, let's select the eyes. Go tab, select the island's only dial. It's so hover above it. L elf and we want to add a new material. But this is going to be new material here and is going to be this assigned. So we assigned the islets to be the same color as the body. And also we can play around with the roughness part. We can make it all rough, but it should do with 0.5. Okay, so we are done with the eyes with the islands. And now let's do the legs. So we want to select the Lexx. Add new go here. We want to add black so these are going to be a little bit on the rougher side. So 0.5 and let's increase the speculator to 0.600 like this. Okay, and let's see how it looks like in a render mode. Okay, so one thing that I want to do as well is let's go again in particle system and let's go to roughness and increased the randomness a little bit more like this. Well, it's increasing to 0 to 600 0.600 like this, so I like it much better. Okay, so let's see how it looks and render mode. So this is going to be our creature and we can also change the length. So here on the emission, what pulled it down, Children, let's change the length or D Amato. So let's put put it at 55. Okay, so everything is done guys to hear. So now let's apply the texture to the eyes. I found this texture on Google and it was labeled for reuse. So you can reuse the image as I so you can fight it and type down like eyes, round shape textures and you can find it. Now I will show you how to apply those those here. So we will move this up and create another slot here, and we will change it to UV editor. Once we added the UV editor, we're going to press tab on our eyes. Select on Lee, the I and P separated by selection. So we will have the separate object here once we're done with that, Let's going to edit mode. We want to open I open image. This is where my image is going to be shown. So under on UV editor. Once it is on there, I'm going to select these by pressing all shift. I will select these two, and also I will select this one or you can simply go here on their feet on face elect and select faces. But only these faces that are inside press you and then go smart TV project. Ah, ankle limit is going to be 66 Ireland margin is going to be six. Press okay? And this is how it will look like I will select the inner circle here and scale it a little bit down. So I'm not going to move. I'm not going to change my geometry off the mash. If I scale it here, I'm just going to align it with the image like this. Grab here. Okay. So once I'm done with that, I will go here breasts plus on the materials. And I will add a new here on the on base color. I will add a image texture that is going to be this one. So here I will press open I an open image. Once I'm done with that, I will press a sign and Walla. We have assigned our text image texture to the eye. And we have I pupils. Once I'm done with that, I will simply select this and hide it once I'm done with that. I will turn down their roughness to 0.402 There were two. And here you can see that my eyes are now really bright And also what you can do is you can turn on your speculator up. As you can see, we have a lot off details on eyes and I really want Toe wanted to look like that. So I will also Jane to speculator a little bit here and the roughness. I will lower down or we can add more roughness and decrease the speculator 205 Let's see. Okay, we will make it 05 It is going to look like this so the default settings are just okay, so let's see. Awesome. So once I'm done with that, let's add the plane at a plane skillet up. Go up. We want to go and edit mode. So select the plane, Tad. And now let's elect the edge. Select. Once we added the plane and this ad select, we want to extrude it in that direction. So easy and extruded. Once we're down with that, let's select this edge and beveled it up. You can bubble it using this here at Devil's tool and simply call like this, or you can press a shift. You can press the short key, so this is command be and you can build it up. Now, using the middle mouse, you can scroll down and, as you can see, create a loop, cuts, then shapes mooted and will up. So we are done with the plane. We can skillet in X axis and rotated a little bit if you want to rooted in that access. So if I press zero, I can see with the camera, I can see my I can see my right creature. I can see my character so like this. Now let's animate the blink of an eye and let's use shape keys for that and idea. And we are going to enemy this character. So stay tuned and see you in the next video 7. Animating Blinking Using Shape Keys: welcome. Guys did a sex video in this video. We're going to animate our bowling. So the first thing that we need to do before we do that, let's select the legs and a Let's increase a little, decrease the roughness a little bit. And also let's go to decide, go to edit mode and we are going to go into solid mode for now. Select the bottom half off the bottom off the shoe, grab it down and pull it down so we will have it like this. Okay, so it's so the plane am pull it a little bit down for now. That is that and for the for the color. I don't like this color. I will change it too violent to purple. OK, so now it's I think it's much better. So for the blink, let's go on the side view. So, like the eyes go to side you, and now we're going to go here on normals. We will use shape keys for our blink. Now let's press Let's select the I and islets and joined them together. So commands J and join these two together so they become one object one sent them with that Let's press three plus on shape keys and this is the basis. So this is the stiff of the stiff point of our I now using. Plus, I will add shape keys and then I will implement those shape keys in my animation. So first of all, this value represents the blink of an eye. So I will show you what I mean by that I will sell like the island. I will rotate it, grab it in, Why direction rotated a little bit more. And here you can see that my island now is dark. So that is the first thing. Now let's like the bottom island rotated as well so far from the site rotated rabbit here skillet in that axis. Pull it. So it is going to go right where our island is. So the I is officially closed. Okay, so those are the shape keys I've added does. And here on the value I will move it and you can see here it is going to be closed and open . But we have some distortion here, so let's check that out. So I will press three. Let's select only the top, the top lid and grab it in. Y axes on Lee a little bit. Once I'm done with that, let's see if we have distortion. Yes, we do. So we will pull it a little bit up and a little bit in front like this. Let's see now. No, it's good, but let's change this bottom one a little bit as well, so we will select it, hover above it or using your mouth. Grab it in war direction. Well, let's see if it's good. Okay, we will move it a little bit up like this. So let's see. Now it is closed. So we have the blink of an eye. And now let's change the the texture. So let's change the material for our plane here. Let's add a caller on Lee the color So we will add this yellow. Let's see how it looks like or we can add different color. Let's see what works the best with this. Okay, we added this color. I don't like it. So now I will pull this. I will pull this liked right on top off my character here in front. And then I will see how it works in render mode. I really like it. So let's go and looked up and let's see what else we can do. Let's go here and select the character. Go to particle system and let's play around with these. Okay, so let's go to the roughness. Here. We can increase the size or decrease it as we want, so I will put it to one for it. You can see here that uniforms you can change, the changed the way it goes. So I will make it zero, as it was before and point, you can see that it can be fuzzier. And yeah, so it's going to be zero as well, or we can change it a little bit. So 0.3 shape. It is going to be that shape and the size this is to eat. Looks like so is going to be zero. It is very fuzzy. So that is order right. We aren't going to go now on enemy our character. So stay tuned and see you in the next video by 8. Part One Animation: Hey, was every guy's it sitting here? Welcome back to the seventh video. In this video, we are going to animate our fuzzy character. So the first thing that we need to do is let's go to particle system here, scroll down And here on the hair shape, we're going to change a little bit diameter off the route. We're going to pull it, put it a little bit lower, so 0.90 will be fine like this. And as you can see, we have fuzzy here on the render mode. You can see how it is going, toe look. So if I pressed zero for from the camera view, it will look like this so we can see if we need to modify it more. Okay, it is. It is looking good. So we're going to go now in look Dad mode and let's animate the character. So the first thing we have to do is let's change this to dope sheet. Let me just delete these, and on the first frame, we're going to select eyes and the head, the body, and we're going to insert that face. So insert location, rotation and scale on 10 frame we're going to put the body down. So G said, Pull it up to here and then press I and set location. Now when I played the animation, you can see here that my character is going down like this and on the 17 frame it is going to go up. So we will select these frames, Chef de duplicate them and put them on 17 3 So here I see. Okay, it's good. On the fourth frame, we're going to make our character go up, so we will. We will insert the key frame so G zed pull it a little bit up and then we're going toe. I insert the location, let's see, but make sure that your character here the first key frame is down like this, so I will insert location and then he's going to go up and as well as this one. So let's delete thes Keefe rings and simply add these so shifty and scroll them to the 17th free like this. Okay, now let's animate the blink, so it is going to start blinking on 10 free. So here is the tent keeping, but on seventh, keep offering. Let's go here on the shape keys and we will in inset insert this key frame so the input will be zero Press I on the keyboard and we automatically set our key from here on 10th key frame. It is going to be fully fully closed. So we have a blink here, press I input that in. And on the 13 3 he will open his eyes. So again, zero. And now let's see how this looks. Okay, one more time. Down, up You can see a deer and we want to change the color off his for once hes down. So here we will change the color off his firm. Let's go in materials. So we will add another slot here, change it to Shader editor. And here we will import input this color to here. So I and on the 10 3 he is going to be fully black. And on this, um, this base color just hover about it and press I and insert debt. Keep offering. So let's see. Help! Hey, looks okay. So now what we want to do once he's up, he's going to change the color so we will change it to the violet Wanted to the purple one . So let's select this color. Change it. So here own summer summary. We have material and we can select the material. Select this one shifty and duplicated to this frame. So once it's down is black and wants his up. It's purple like this. So we animated dad part and now we will be on Lee left with the camera. So here also I wanted to change the color off my character but we will do that in a second . So we will do additional 22 more additional key frames like this. So let's pull this down because we will not need the Shader editor. No more Press zero And here on the camera settings, let's say, like the camera on the camera settings here on the view poor display you have You can manage the size, the limits Also the sensor, the name and missed. And here under the view poor display. We have compulsion guides and we can use this center center Diagonal turns golden. Reach your golden triangle and use whatever you want But we will use the center for now and we will align our camera to go here right in the centre off the body of our character. We will press I and set the location rotation in skill on the 10th frame. It is going to move, so we will move the camera down and we will zoom in on the character to hear press I location, rotation and scale. Now we want to select these three key frames, duplicate them and moved them to 17 3 So let's selectees three and move them here. I see one more time and here in the middle off our frames on 63 to be exact, we are going to move the camera up, so just a little bit press. I consent, location, rotation and scale. Once we're done, it is going to look something like this. Okay, we animated our character. 9. Part Two Animation And Final Render Settings: Welcome back, guys to the eighth video. Now what else you can do is you can go here under render and because the cycle engine is much better for the hair particles because they are shown as a real here and you can use evey but is not You're not going to get the results as you ah have the results in cycles because we have hair hair particles, it is going to be much. It is going to be difficult to render them out so you can start your enemies rendering your animation. But sometimes blunder came, can crash. And I my advice to you is always say you're filed before anything before you do anything. And also what we want to do is we want to go here under here has some preferences here. But we will select our body off our character, go to particles and then here turn on hair dynamics. So once we render our image here, our character, it is going to go up and down and the hair hair particles are going to go with him. So we have more hair dynamics than here. Quality staff steps. You can increase the number off the quality steps. But when you increase it, it is going to lower your computer down. So once you render it, it is going to take much more time to render your your render. So your animation. So here we are done with everything. And let's just add some some modifications to our render and our output. So the first thing we will render it in cycles. Here we will motion blur. Once we render our animation, it is going to have that blur effect once it goes down and up. So about this, we can also change some some preferences here. So about the transparent, we can make this whole background transparent and we can only see the character also down. We have performance also, you can adjust it to your liking. It depends on what you like. And here, under color management, we are going to change the look. So the look we have, we have serious contrasts. So here we have very low here we have low contrast, but we want a little bit higher. So also we have medium high as well. And now here we have very high. I think that this is too high so we will set it to medium high contrast. And let's delete this light here on top. Select these two lights. Move them in. Why access? So they are right next to our character here. Zero. Let's see how the rendered the render image will look like. Okay, it is a little bit dark, so we will go to look death. So, like the plain press one and grab it in Zet axes. We will pull it up to here because then when I go to render mode, render view, I will see the image right here so you can see the shadow on the plane and we will needs to add one more light. So let's duplicate this in acts axes. Pull it up, Wheat. I can move it to our two x axis and then go to light references. Here we will change it to area rotated around. So it is going through our character here and increase the power to 101,500. Let's see how it looks like. So let's pull this this light two front so g, why press seven and rotated So it goes on to our character here press zero Well, let's see how it looks like. Okay, it is a little bit slow because we are working in cycles. And for example, if we added the e V, let me show you. So if I go here and I make it evey, it will not recognize the hair and it will knock, not look so riel. So it will look something like this. So I'm impressed. Zero. And you can see the character how it looks like. Let's president you and change it to cycles. So we have more details. Once we are in cycles, it is going to take a much time to run rate out. So surrender, animation. I think it is going to be a little bit slow, but it old depends on the on the properties you adjust here on the render panel and we will do that just in a minute. Let's move this one two x axis. So move this light here on the right side and let's see how it looks like you can play with the shading. You can play with the colors. Also, you can play, you can add him arms. You can animate it. You can do whatever you want. So let's go one more time in tow. Look, Death, Let's select. Okay, so we go select the body, go to particle system and here on the quality steps off hair dynamic. I told you that you can, uh, can increase the number, but it will slow down your computer. So please make sure that it is low if you have, um, slower computer that you're working on and let's go here on Orender settings and plate with these so about the hair it is going to okay, these we are done with these Let's go toe output. So this is the layers output properties. Uh, frame start is going to be one, and the frame end is going to be 20. So we will change debt also. Well, it's, uh, see how animation works like this. And as you can see here, we have our hair dynamic. Is going up and down with our with our character here like that. So it is going to be one and and is going to be 20 step one and 24 frames per second. Now you can also here on the output. You are going to decide where your character is going to be transported once it's rendered . So I use this file on my desktop. I created the file on my desktop and added that there So my advice to you is always always have folders for each and every step you take in modeling one point. So, for example, if I create the body, I will save it. If I create the eyes and the body, I will save it. And so on, So on. So that is for the output we will file. Format is going to be a VJ big. So we're going to animate the animation we are going to render the enemy should not only did PNG, so we can add P and G if we want to. I don't know for Tom Neal for four picture here, the color is going to be RGB and the quality it depends on your liking. So I will like the quality to be 100 because 100 is the best. And also I wanted to change the color off my off my plane here. So let me just scale it in x axis a little bit because I think yes, so it is too much so scale it and XX is a little bit more. Okay, so let's play our animation and see where are not. It is good or not. OK, so as you can see here, the center off the camera is always following the the character. So we have 20 frames, is going down black and now it is going to turn to purple. Okay, so we're done with that. Let's change the material for our Belene. Let's try to find the perfect color for this one. So I would like to get to be a little bit more on the pastel side. So, like pastel pink or stop okay like this so we can also make it orange. But like, let's change the the brightness. So we have lighter colors. We will make it a little bit. I don't know. Let's make it peach peach color. Okay, let's see how it looks like. Okay, let's give it some contrast. So let's make it a little bit. Okay, let's see how it looks and Orender mode. We have old shadows, and one thing that I want to do is I want to select this this like here, and I want to disable cast shadow. So we will not have shadow for this light. Okay, not for dislike, but for the area here or this one. So let's disable it. Now let's see how it looks like. So we will have on Lee the shadows here and here. As you can see, we don't have a shadow here. So, guys, let's see it one more time. In the looked at mode, we said it are seen and once you are ready for render, you can render your animation. But it is going to lower down. Slow down your computer because we have a lot of hair particles here. And yeah, that is why it it is going to slow down your computer and also make sure to save your files because if you don't save it and blender crashes, if I, for example, go here, render animation and it crashes, the file will be lost and I can't return it because I haven't saved it. So I'm going to price control as to shave it or simply go here under file, Save as or save and save your file that is, old guys for discourse. I hope you like it and I will see you in the next one by