Transcripts
1. Intro: Hello and welcome. My name is Suzana, I'm a 3D artist, and in this
class we're learning together how to create
digital diamond case, how to animate diamond, how to animate rings
around that case, how to animate
lights and camera. For this class, you don't
need previous knowledge in Blender or any
other 3D software. Just download Blender, install, and you're ready to begin. I will explain every step
slowly and carefully. After going through this class, you will learn how to create not only this digital
diamond case, but also how to apply that on your future projects for creating some
interesting scenes, stages, lights, and animations. Let's begin.
2. Modeling and Materials: Let's begin creating your files. So left-click on general. I will enable a screencast keys. So you can see when I click here and let me hide this sidebar, we don't need this cube, so right-click here and
let's click on Delete. But you're going to add
is run mesh cylinder. And we need to shrink this. So going to transform
tool over here, and just left-click this blue cube and
holding left-click, drag this up, a little
down, something like that. Now, I'm using the middle
mouse to rotate this, zooming in a little. And we're going to
edit mode over here. Now. I want to select all these
faces around over here. So I'm going here
to Face Select. And now I select one and I press Shift
and Alt on my keyboard. And today, if not listening
to me, now it does. I don't know why, but since
recent update on for me, Shift Alt and left-click
doesn't pick every time. So to select all around, I will show one more time. You need to select
any of these phases, then press Shift Alt
and click another. So it's working now. Sometimes it doesn't. For me. Probably there's
something wrong again with how mouse interacts
with this software. Okay, So we move on. Now, we selected all this and I will press
I on my keyboard. And I get this string like that. And I will now just move
mouse over center like this. And you see what happens. I get these smaller areas, but I want that to happen
in each of these faces. So I will stop here and
go back to undo that. I want to have like every second of these phases to have that small areas.
How do I do that? I can now, because I
selected everything around, go here to select and
to say to Blender, Checker, Deselect
the blender rule. Now, this select
every second face and leave these only selected. Now, if I press I on my keyboard like this
and get it this string, and I move a mouse
Dilbert center, you'll see what happens. I get that smaller, but it gets shrinked
from the top as well. I hope you can see that I
was zooming now to show you shrink from
this side as well. Earlier it was shrinking Ali
from the left and right. Now we will go to
Transform tool. Now again, grabbing this little
blue cube and the top and holding press left
mouse, drag that down. I want that to be even from each side are needed to
that something like this. I will stop here. And now, important
thing we go to, don't click anywhere
on the side. We'll go back to
object mode over here. And we will set material. So go to material
properties, left-click that. Life could this little arrow
and select this material. Now, we want this
material to be grazed. So I left-click here
where it says base color. And drag this down until you get some
grayish color like this. And then using mouse
wheel point here, and use my mouse
wheel to scroll up and pointing to this side. Left-click and drag this up. Now, switch here to
display render preview. And here you can see
material the weight would be once your render this. So we want this
full metallic like that and drop roughness. And now to help those
effects see Barrow. We go here to render properties. We will enable here
ambient occlusion, bloom, and screen
space reflections. Now, we're going
back to material. And I'll make this a
little more darker. Something like that. And bogus stop here. Now go back to edit mode. Left-click this
arrow and edit mode. These are still selected. As you can see. If we go back to object mode, we see here you
scroll up like that. Just point here and using
mouse wheel, scroll up. You will see here material,
that's this material. Now you will use left-click on this plus sign to add another
material on this object. And once you do that, you will click here on New
to create new material. Now, in surface here, you add a new shader,
which is called, if you click here, this menu, menu will pop out and you
can select here emission. Now we have initial here. And let's make this
color wheel blue. Not all the way up,
but somewhere here. And change value over here is just left-click and change
the value to three. I left-click so it applies and go back to edit
mode over here. Now, you'll see these cubes, these little fields
are selected. Now makes sure that this material is
selected on this side, not one but two, these emission. And then just go here
and left-click assign. Now, you assign this material only for this selected
area over here. Now, if you go back
to object mode, you will see how it
nicely grows all around. We're actually making
some things like stage. So you can use this later. Even if you want to
create some scenery like cough or some stages or four studios or
something like that. And now we have this base. Now I want to lift
another level over here. So I will go back to
Edit mode and make sure that faith select is
select this here, and you click this top
left click over here. And now press I
on your keyboard, you get this string. Move mouse over its
center like this. Until you get some space around. And left-click there. Now, left with this x-axis. You can see this from the side. Press E on your
keyboard and holding e, move mouse up like that. And once you're happy with how high it is, you
will stop there. Let's make it similar to
the one created already. And let go E and
just left-click. So we have another
one over here. Now. We want to do the same
thing we did over here. And we will just
left-click RUN phase, press Shift and Alt, and left-click any
of these round. So we get selected all. Now we go back here and
we say Checker, Deselect. And the same as before, press I on your keyboard and shrink this a little like that. And now over here in
transform to left-click on this blue cube and shrink
this up to here somewhere. And again as before. Now select this
material over here. Make sure that you
select this one. And left-click assign. And you see what we have now, who go back to object mode, it will look even better. We have our stage ready. It's glowing, It's shiny. Now you can even increase
how shiny it is is. If I left-click on this object, then go to left. Good business to you. And you point here
and scroll down. Here, you select a
cetera, roughness, how you want this to appear. To be more shiny or less shiny. So if I left-click here and
drag this to the left side, it becomes more shiny,
more reflective. If you pull it up to the
right, it's less shiny. And that reflection will
more glow from this object. Depends on what you like. I'll give you full freedom
to create any way you wish. I'll set mine to, like, I will have to click
here and set this to 0.3 left to pick sides supply. So this is nice stage now. And now what we're going to
do is to change the view. Here, you can simply click one of these arrows
and it goes around. These are four down or up views. So if you left-click this one, you'll see from the bottom. If you'd like to click again. Now you see from top side. That means you see from the top. Now, you'll see from
the one facing you says Which side on that object
you can see this is oxide. If you click again, you get the other side to see this is y. And now I get negative side, that means the other
side of y-axis. So let's go back to this one. And now I will press
mouse wheel and leaned is called
the mouse wheel. So I can see better
from this side, I can see reflection
and everything. I want to create. Similar to this,
one more on top. So we will now add again
Ramesh and again one cylinder. And we will pull this one up
so it doesn't virus here. And grab this cube, left-click and drag this down. And a little more. Something like that. And the same thing as earlier. Now you already know, but now we're not
creating new materials. You already have some. So once this is selected, go here and two
material properties. Lastly, this arrow and
select existing material. It's already set. Now, what we need to do is to set areas for that
emission lights. So we go to Edit Mode. Now, deselect everything. Select one of these faces, press, press, Shift and Alt, and select one more phase here. So it selects all around. Now go to select and
left-click Checker Deselect. Again as before, press
I on your keyboard. To shrink this a little. Now use just farm
to call this cube. Left-click on that
and drag it down. And stop somewhere here. Now, uveal, left click
this plus over here. And that will give another
slot for material. And you will hear left click this arrow and select
this material. So it's here now. All you need to do is left-click assigned and is here as well. So we're exiting edit mode. And we'll go back
to object mode. Now we have our stage
and we have that on top. You can place this. Like if you want to place
this at certain point, you can just go here, left-click, make sure that
you selected this top. Here you can see how high up you look,
you're setting that. So let's say I sat
for two meters. Something like that. Just like click here. Enter value you want whatever. Not too much. So 1.5 or two,
whatever suits you. And just left-click
so it applies. Now we have that on top
and we have this stage. Now, what I want to do is I
want to add another cylinder. So let's select Greek God, go to Mesh and add
another cylinder. Now, I will pull this thin
cylinder up and more up. And I will likely this wire here and zoom in
using mouse wheel. I want to see this to fit in between this stage
and that cover on top. So I will drag this down now. And then I will
pull this arrow and slowly adjusting so it
fits nicely inside. You can zoom in, zoom out to
be able to do that nicely. Now that's a little
precise thing to do. Okay, I think that's it. For now. Now we will left click this one and we go here
to material properties. And before we do that, we will simply remove faces from the top
of this cylinder. So we will go to object mode. Left-click object mode,
Left-click to enter edit mode. And here you will click
to deselect everything. And then just left-click here
to see what you're doing. And you see here on top, we have that cover, but we have also that inside. And we have that on the bottom. We need to remove those spaces from this cylinder as
to how to do that. Because when we are switched, either here or here, we don't see top and bottom
phase on this new cylinder. To do that, you'll simply
disable this cylinder. This cylinder. So that's
first money we've created. And now we see only this one. And we can select this face. And we can use the mouse wheel, go to the bottom, left-click, simply, press Shift and
left-click on this as well, that will select both. So again, I will
show one more time. Everything is here. New cylinder is between. And now we want to see
all your cylinder. So go here and disabled
hiding view part. First cylinder you
created second cylinder, you created olive, only, this new bond in the middle. So to make things easier, I will show one more time. First cylinder, that's
the bottom one. Name, stage. You know what you're doing. Second cylinder you created. Double-click here and enter, let's say color or top, let's say top, top. And this new cylinder
we creating, double-click here and name it, gloss and left-click,
so it applies. Now. We have these small selected and we want to hide
stage and top. So simply left-click this
eye here and this one here. You have only gloss left. Now left-click Top phase. Use mouthfeel. Now, press middle
mouse and push up. Your mouse should
go away from you. And now press Shift
on your keyboard. Left-click bottom face. And now press mouthfeel
and go towards you. Hold the mouse wheel. And you can see again nicely. Now, right-click here and laughed with delete these faces. Now you have both gone. Now we will enable those. Again. Just left-click here
and left-click here. You can see I again. I close means
something is hidden. I opened its back. And you can see it. Now. Makes sure that you exit edit
mode and go to object mode. And now with this
gloss selected, you will go here to
material properties and left click New to
create a new material. Here in surface, left-click and select transparent base df. You see it turned
black right now, here in blend mode, Left-click and
select Alpha blend. Now it's transparent already. But we want to make
this a little better. So we will, with
that glass selected, go to shading over here. And now using mouse, press mouse wheel and move
this around so you can center it like this
and then zoom in. So you can see bearer left with this one and holding left-click, move it to the right a little. If happens, that entire
area moves out of the view, you can just use
the mouse wheel, zoom out, left-click
this jogged to decide. Now, zoom out a little more. Lived with this, pull it up. Like that, zoom back-in. It may happen that
the entire view goes left to right or
somewhere and accidents. So this is how we'll come
back to what you need to see. Now, we want to add here
another shader in between. So we will left-click odd, go here to shader, and here, select mixed
shader. Let's click that. And it appeared right
here on the top. So just slowly move it down. You don't do a thing. It's just attached on its own. So just go here above this
chord and left-click there, and it will attach on
its own right away. Now we're adding another
shader over here. Select click odd,
go to the shader, and select glossy, glossy VCF, and left-click here to
place it right down there. Now, left-click this green dot
next to be as df, holding. Left-click drag to
this second shader over here and plug
it in like that. And now let go left, left click and you see
it changed already. Now. We want is a little more
transparent, a little better. So we point here and move this a little to the
left to get more transparent. And now this is well, hello to the left, right, left. This mix shader actually
mixes transparent. B is deaf and glossy. This df, this slider tells how much one or the
other will be used. So if you go to the
left As transparent, PACF is first attached here. That means second glossy one affects this more because
this area is larger, that belongs to this glossy. If we move this one over here, then it will be less
affecting that that object. Now I want to make
this a little bluish. So I will left-click here and add some blue
flux, blue allele. And I may go down a
little more over here. Something like that. Okay, it's nice. Now. Let's go back. So we have this transparent
now and it's like gloss. As you can see. We call this light over here. Select click that
light and zoom out. See how high that light is. Let's pull it down. We'll grab this arrow and just pull it
down just a little. So it gets some
reflection on this class. Now let's eat again. From this side, from x, I'd like to say from this side. And let's pull it
down a little more. Something good that okay. It's here somewhere. We will move it
around later more. Once we start animating this. Now, what we're
going to add here is one more interesting
object in the middle. And that the object is go here
to odd angle here to mesh. And you will see here diamonds
and move on, Brilliant. That's the one over here. Now. Grab this arrow and
pull it up like that. So it gets in the middle. Now, press S on your keyboard to get this rope kind of thing. And all the guests move mouse to the left a
little to shrink this. Now, grab this block, you'll go over here
and left-click on that and put that below. Something like that. And we have our diamond in here. It's this one over here. So double-click that
and say, Dyamand. Know what you're doing. And it's very clear
what spot over here. Now for that diamond makes sure it's selected, add new material. And we will go again for glass, but we will make our own. You have here glass already. But it looks a lot
better this way. Believe me. Just left because
transparency is dead. Change your blend
mode to Alpha bland. And then again as
before, go to Shading. Zoom out a little. If this isn't visible. Zone mean more this
material to the left, left-click and
holding left-click, drag it to the right, and then left-click God. And I left-click mix shader. Again as before, places in
the middle, left-click. It falls in and attaches. And I'll add another shader. Glossy be as df, place it down to here, and click this green dot. And holding left-click,
plug it in over here. And you see it's
already transparent, the same as before. Left-click here
and add some blue. Blue color like that. Reduce the roughness. And reduce here as well. Something like that. Okay, We're going back. Now. What I want to do is to add
some more light inside. And I will add here 1 light. Right in the middle of that
diamonds light appears here. I left with this
arrow and pull it up. And I will change this. Just left-click here. You will see once you add light, this tab will open right away. This one over here. And here. In power, you left-click
and enter a 1 thousand. Let's see how that appears. And it's glowing now. And I will drag it
a little more up. Let's see what happens then. Something like this. Okay. So we have this box around, gloves box and have
a diamond inside. So let's see to drag both. Now we have adjusted our light. Let's drag that a
little more to the top. That both white and diamond to place it right in the middle. So we will pick diamond, press Shift and press Control
key on your keyboard, diamond Control key
and point light. And now grab this
arrow and pull both together a little up like that. Okay, where sac now. And we can do
another thing here. I'll let see how
that will appear. Maybe to add some
interesting circles around. So let's add here one circle. I have two more this for
recording it gets into my view, not able to select. Left-click here circle. So as you can see,
there's circled down. Now press S on your keyboard. You will get the drop again and make this circle
a little larger. Not too much, not too much. We will go back to edit
mode for that circle. And once we are there, we will go here to
edge selection mode. Left-click that, press
E on your keyboard. And once you do that, pull this up like that. It would be better if you
left-click on this X. I will undo this. And once you are in this view, than press E and pull it up, that way you can see what
you're doing and that these faces are
stretched up nicely, that you don't run your stretching move to
the left or to the right, but you are directing
than straight up. Now. You can hear just
how thick this is. I suggest not to make, to take something like that. And now go back to object mode. You have this ring around. Here. You can go to Add
Modifier called solidify. And you can make that 0.2
or something like that. And now you can add another modifier,
subdivision surface. And it's now under this one. So point here and scroll down using mouthfeel in change here, a levels view to do. Now it's same as render view, as you can see now it's rounded. So now just right-click here and left-click, Shade Smooth. So now it's smooth. There are no more of
these little lines over. And we will make that as well
emitting light like this. So we will go here to materials, and the left-click
here and Google select this initial material
as well, that one. Now, another important thing, we are going to pull this down. Let's see how far left click
here on x is o me know, and pull it down all the way. So it almost covers
this bottom area, just a little left of that
stays visible over here. Now, with that circle selected, we will now rename it, double-click here
and call it drink. And left-click anywhere. Now with that ring selected, go to object, the
left click that, and select copy objects. Left-click on that. Now again, object and
left-click paste. You can also use Control
C and Control V for this, whichever works better for you. Now, left click this arrow and drag this new ring did adopt. Okay? And again, the
same as down below visible of that
stage on the top. Okay, So we are here. And another thing now, we want to create
some scene over here. So we will just left-click
to add mesh plane. And now we have this plane. It's right in the
middle of the stage. And we want that plane a little down electrically here on x
to see where the plane is. So mean. Left-click this hand
more of everything, a little hires, they can see what this selected is your plan. So drag it down. So it's right under
the stage over here. Zooming in so you
can see better. You want that, you
see where the stages, you want that write
dunder like that. Okay? So we have our plane set. Now. Press S on your
keyboard and holding S, move mouse to derive. To expand this, you can also resize here
individually each side, but I like to do this way. It's faster. Side press
again and scale it up. And then once I'm
okay with this, I will just make
backside of that scene. So I will go here
to object mode, to edit mode, Left-click that, de-select everything
and make sure that you have here edge
selection mode enabled. And left-click this backside. Now, would that
backside selected, left-click here on x, or jog this everything
down a little. Left-click this hand
and pull everything down so you can see what
you're doing over there. And you have that backside
selected suppress ie. And once you press E, Everything will go up like that. Once you move mouse. So everything goes up. You literally, I will go
back once more to show you. From this view. You selected this
edge on the back. Once you press E
and you move mouse, while holding each breast, you move mouse away from you. You are extending this
backside as far as they want. Why it's important
that you are in this view that I
explained earlier, I will go back again. Because if you're not, I will go back now
to that proper. You just left-click here. When you are extending. Press E on your keyboard, and now pull this
entire scene up. I deselected by an accident. If you move left to right, you will notice that here, That's why it's important
that you are in this view. So can see comparing to these lines around how
you're pulling this up. So it's nicely
straightened adopt. And you can drag it as far
as you want, up or down. Okay, so we have it set. Now, you go back, just left-click this
x and lean it back. Left. We can pull this
scene up or down. And now we're exiting edit mode here and
going to object mode. Now, we want this scene
to be something dark. And we are going to create
here a new material. And likely here and drag
this all the way down. So let's make this dot and
pushing down all the way. Now what we want is that we don't have these
ugly shadows around, so it will just
allegedly disliked. And here in Object Data
Properties and take this shadow, so we won't see that shadow
anymore on the back. Now, left-click
that plane again. And here in materials. Left-click here and
make this metallic. Not all the way summer here. And you can decrease roughness. Just something with
that. So now we will have reflections over here.
3. Lights and Rendering: We can leave it so we can change even our lights
to area light over here. If you prefer that. In that case, you can
change size here. You can make it look like this. Or you can make an
ellipse square rectangle. If you have erected wheel, you can stretch it
up on one side more. As you can see, other side
less, something like that. And we can lean it
back or whatever. If you grab this dot over here and you left-click on that, you can rotate
using that nicely. Recover reflection on the back. So that's why I don't
recommend this to be. With such a low roughness. You will have reflection
of your light on the back of the scene. So we will just go
back to this plane and increase the
roughness over here. So we get nice
light in the back, but not, not like one
daughter run square. Smaller, spreads around
Sunderland a dot. Now we want this to
be a little higher. Maybe. We want this to go straight to this
object over here. So let's make it go that way. Using these, these tools
we have over here. So I need to rotate using mouse wheel and using
these to rotate your light over axis until you managed to
adjust light to go, this ray of light
goes straight in. And then you can lift more higher or more down
to make it so too. I want to add a little
more. This way. Something like that. I think. And let's
change this light to something bluish
as well. Okay? So we have our light set, we have this set, and now we can add
another such light. So just left-click light. And here in Object,
Copy and Paste. Now you have another
light over here. Left-click that light, grab this green arrow and
push this to the left. Now, our light is
pointing that way. We want that the same
way as this one. To see better. You can rotate holding mouse wheel
to this side. Now grab this little dot over here with a
left-click and move it to write the reaction over here and then simply
adjust using this axis. Left is higher, more left, and direct the way you want
into this object over here. It's pretty much the
same as the other one. We have now two.
Now, the next thing, left-click on the side, disliked everything and see now, I may want this
one's a little more, a little more to this side and to the left. Okay, something like that. Now it's better. Now. We want to center this scene. So let's click this hand and mood is so you can
see it nicely. And all the lights and I left-click on the sides,
disliked everything. Press Control key,
press Alt key, and then hit 0 or numeric pad. Your camera is set. And now you want to
adjust your camera. So left-click camera and go
here to object properties. And make sure that
these are set properly. So camera is centered. And here as well, to 0. Here you want to be Nike. So the goals right
at the center. And this one over here, points gamer or down or up. Let's leave it on IT right now. Here, adjust how
hiking or goals. You'll see if you go too low, you will lose the scene. So let's make it
something like that. And over here, you move
camera towards or away. So let's move it somewhere here. We can see everything nicely. And I may lead to low down and adjust
this a little higher. I want to see under a certain
angle, something like that. So I guess that's
the view we want. Now, we will start animating. You can simply zoom
in on this area, which is in this rectangle. That's what your camera
will render later. That's what camera can see, and that will be rendered
later as I mentioned. Or you can render images from I mentioned
recreate right now. Select click here to
pull this timeline up. Just a little bit and grab this and drag it to the
left to 0 all the way here. And now cameras
stays where it is, so we won't touch any
settings of camera here. What we will do is animate
this diamond over here. So let's click diamond
here as first keyframe. We will enter values over here, so we will just left-click on this dots to
animate property, we are entering values,
existing values, existing position
of this diamond to this first, first frame. Now we will jump to lost
but liver over last frame. So we go to do 51. This timeline is set
to be 250 by default. We're going to do 51 over here. If you miss it and you're not able to adjust this properly. The way I do, you
can do it here. Move one step at a time and just left-click
here and enter to 51. I left-click on the side. And now you're on frame to 51. And we want to enter all the same on this keyframe
except the last one. This is add axis, and we want our diamond to be
spinning around that axis. So we will say here 360. So our diamond will go around 360 degrees around the x-axis. Why we are setting 0251? Because they want to make
seamless looping animation. And we want that if we start up our animation
one after another, it keeps on going. And there is no choppy frames between beers as this diamond
is spinning infinitely. And now what we wanted to animate further
are these drinks. So we will go to ring one. We can even say here,
double-click, ring down. And second one, double-click
and rename into rink top. So you know which is which
when you're animating. So let's start
with the one down. And we go back to 0 frame. And we make sure that you are here in Object Properties again. And you would just enter
these values as first frame. No need to enter these. We won't be scaling this ring. And then go to frame to 51 again and enter this
value one more time. The same, but now
on one-to-five. Over here. You will now use this
to move tool and jog this ring to the top here. Now I'll enter that
value on a one-to-five. Okay, we're done
with that drink. Now, we go to top
ring and we go to 0. As you can see, this shrink fell down right away because
it's animated already. And if we pull this, you see it goes up and down. Okay, so we have
top ring selected. Now, enter those values over
here and go to 2511 small, enter those values over here. Now go to 125 and grab this
arrow and push it down. Almost all the way. Leave a little
stage visible under and again, enter those values. Now, let's see
what happens here. I will now go to select box. In here, I will
disable overlays. So we can see nicely. I will also minimize
this and I'm pulling timeline a little
down and zoom in. So you can see on it that
that's going on right now. So we push this all the
way to 0. You can do that. If your marker is
somewhere here, you can just left-click
over here to push it to the beginning
or here to the end. To push to outside of the 1250, you need to grab and
manually pull 51 or 20. Okay, Let's Play Animation. See what we created. We have one nice gloss
box with a diamond. Now, let's add,
spice up this alone. I will now add one more
light, point light. And I need to exit
now camera view. Left-click to exit camera view. So I can move around using mouse wheel to see
everything better. And I will left-click
to enable Move tool. And I want this light in
front and higher over here. And now I will go back to this view over here to see what's happening
with that light. I want that light. Make sure that you
have that point light. We will name it front light. That front light. Go here to object properties and increase that front light to, let's see, 1 thousand for now. And let's make it a
little bluish like that. And let's drive this to get
nice reflections on there. Make sure that you
switch off shadows. We don't want shadows from dad. Okay. Somewhere here. Let's see how it's visible
through camera view. Something with that I
think are a little higher. Okay, we have it here somewhere. Now. We will go to 0 frame over here and makes sure that the
front light is selected. And you go to Object
properties over here. And now you will enter
this value as beginning, and enter this value as the
last one as well onto 51. And then here on
One, 25 as well. Now, on half of this, let's say somewhere around 60. We want this light to go
to the left, like here. And once they're, let's
say 21 minus 1.9, that means on the y axis goes to negative side, 0.9 meters. And we enter that
value over here. And then on a one-to-five, it will return to middle. And then let's say
somewhere here. We want that to go to the right
over here to 1.9 as well. Just now it goes
to positive sides. There is no minus
before this number. And we enter that on 200 frame. So let's see now,
what do we have? We'll cover blockchain now
on that glass as well. Which moves this way. Goes left and right in waves, this light on the bottom. And you can now change
the color of that light. Let's say if you make it, let's say something purple,
something like that. So get while light that's
moving around in purple color. So I'm going to
multiply that even. I will show you now how I will pull this time or no
higher and zooming out. So make sure that front
light is selected. Go to Object, Copy object based. So you will have everything
now the same as before, except we want this new light. Makes sure that you
select Front light 001 and change this one, let's say to something green. And as those are now
one over another, we will now simply
swap these positions. And I will now
deselect everything. Just left-click on the side. So all these are disliked, they're not orangey anymore. I will left-click 16 and
jog holding left-click. I will drag it over here summer, and I will leave it here. I will left-click 200, and I will now place
it on 60 over here. And left-click this one which I left earlier and
drag it to 200. Now watch what happens. We have lights. Why I did that? I swapped position
on second light so it doesn't move
the same as first. So we get opposite
way of moment. Ron White goes left. Other goals, right? So now I will adjust
these lights. I think those are just
throwing several left-click here and enter 500 for this one. And then I will click here and add 500 for this one
as well. Let's see. Now, I think it
should get better. And I think to move them apart even in this point
at the beginning. So I will go to this green light and I will set that a little
to-do right, like this. And I left-click and then left-click here and left-click
to enter this new value. And then just
left-click on the side. So everything is de-selected. Left-click here to select
that first keyframe Copy. And then left-click this one. Delete and make sure that
you are on 251 here, that you clicked here. So this moles to
correct position. You can adjust here. And now pointing here, right-click and
paste that value. And now you've copied
first 0 frame on to 51. So when it rotates
this application, this animation, sorry, it will end at the same
point it started. Now let's do it for frontline. Refers created. I will go here to frame
0, disliked everything. Just click anywhere on the side. This first. Let's move a little to the left, just as we did with previous. And now, you see here this
changed when we move, this changes over here. So now again, left-click
here and left-click. Now you enter a new value. Now, left-click here
on the last frame, right-click and delete this one. Now, left-click that on 0
and right-click and copy. And now go here to do 51. Again. Make sure that this
marker is here. Right-click on
that marker based. So now we've pasted. And lights are not. How to say not one over another, but they're a little aside. The beer is better. Now, we start this again. Okay. So it's better. Now let's see if we can
even move it closer. Summer. Those lights,
how that would appear, Let's save those are
back. All the way back. Example. We could move those lights
a little back as well. So we will select
Front light and front light ones such as
breast shift, and select both. And now copy and paste. Now makes sure that you
change animation for those because it will jump right to the front
if you don't do that. So make sure that you select
from light number two and then just left-click
here and Rob, holding left-click wrap around all of these
keyframes. This box. You can just go
to Select box and just left-click and
wrap this around. And then just right-click
and delete keyframes. Then do the same flow
from light three. Left-click here,
drag to the right, holding left-click
and wrap around, and then right-click
and delete keyframes. So now you delete the keyframes
for these two lights. First two lights,
as you can see, still have this animation set. Okay, let's see now, if we need to adjust
these to more, I will select those again. Let me see how it
appears over here. So let's see, we
will move it now, much time to the back. And now animation is removed. And let's see how it
appears through this. Yeah, it's a lot there. Okay. So let's do it now. Let's see how it appears. We have two lights over here. We have similar
rights on the back, and we have these lights
going up and down. These rings. Entire scene is growing. What you see here will
do render a later. Now, if you go here
to output properties, resolution is set already
for high definition video, make sure that frame
rate these 25 or 30. I like to set 25 than 250. Timeline gives me ten
seconds animation. If you change this to 30 now, you will get something over
eight seconds animation. I like to leave it on to 25250. Make sure that if you
want a longer animation, make sure that you
first enter value here. How long and Daniel start animating lights and
diamonds and everything. According to that frame
range you can set. If you change that now, let's say you enter here 500. Now at this point, I will show you now what will happen if you enter now 500. Timeline extends, but see this diamond is
animated until 250. And then once it reaches
the 50th, will just stop. And nothing will happen next. Ten seconds, it will just
stay there like that. So if you want animation to last 500 frames than
do that right away, before you start animating. You can set the animation all
the way until that point. And here is output. Here you decide where you
want your render to go. Now, if you want to render image file formats for
image, you have here. If you want to random movie, here is you have to
select for movie. Now. To random movie, I
liked to sell set PNGs. Later I export that those, let's say 50 PNGs. I get here. I export those to video
editing software. And then they're
importing as sequence and export as mp4 video
or whatever such. Who want a random image, you would use a
larger resolution than this. This isn't so big. This is okay for social posts
or something like that. If you want to print
that or something. To help for something larger
than you need to go with. Values are like 4 thousand
or Eight thousand even. To render image, you'll go here and left-click
rendered image. Now what your camera can see will be rendered
as the image. If you want to render
some other frame, let's say frame 100, you pull this here and left-click and you're
under that exact frame. If you want to render animation, you just left-click here and left-click to Render Animation.
4. Animating Camera and Changing Details: Make sure that when
you're sad camera, you set the angle
you want to see, you can change it later. Like as camera isn't
dynamited in this case, you can now simply change
the view like say, going this way or that
way, something like this. And I'll just go to frame, let's say on 40 and
render a new image here. Or you can even random new
animation from another view. Moving camera around, let's
say something like this. And then this way or how to say rotating
given displaying this. And now I will get another view and you see lights
from this side. There are many options,
really many options. And I will go to undo. And now everything over
here to go to Previous, you divided the left earlier. And let's say I move my camera
now all the way down here. And I blanked higher
and I go again down. This is another, another view. A lot different, same scene and everything
is just the same. We have another view. Let's see. On this first light over here, I want to just let say, make it less strong like 500 and change from white to,
let's say something. Which color we can add to make this more interesting
over there, Let's say red,
something like that. And let's see what happens now. You see we get something, again, a lot different. So you can now render
this as animation. And you can even change the color of those links
to something else. An example, rink. And then instead of this one, you simply add new and emission. Here you enter, let's
say orangey or whatever. Let's say purple,
something fruitful. And here you enter three. That maybe more, more light, something more
thinky, bit better. Something like this. Now
I will have two cars. And here it is. And you can do another thing. Let's say you live to click
this gloss over here. And you go here and add the modifier subdivision surface and a left-click here to
make this glass more smooth. And then right-click
Shade Smooth. So now you have perfect loss
no more those lines around. And you see now you have even better and more
interested animation. We can now even change,
change those lights. Over here. Just to see first light. Let's see if I switch this off. No, it's still shiny. Let's say lights. Let's change this to 500 to see what happens inside
another as well. To make it less shiny. And these are front. We change this one and this one. I want to change
this liked Inside. Well, here to see if I sat here, maybe 300. College will appear down. Your camera. And so with our two push
down somewhere here. Maybe a little back over
here and a little lower 100. So I'm pulling back
this light inside that, the first slide, I can
rename it to diamond. Diamond light here, to
something like that. And let's see if I add some
blue or some other color. Let's see how it
will appear again. Diamond Light. Yes, it's looks better
than I know that toe back, something like that. So we have diamond light
now, a little different. We can adjust that here as well. Just select diamond light and
we can move it like this. And I can overhear
left-click. You'll see here. When we said material
for for diamond, sorry, I selected gloss down. I wanted to select a diamond. We have here what we can
enable or disable them. So if you buy an
accident disabled, this enters out your
diamond isn't reflecting bullets from behind it
because this is six. So make sure that
this is unclicked. See here if you were
the left this as opec than diamond one,
nicely transparent. So it's important that
you set here of a blend. To get this transparency nice. You can even adjust that further over here and make
it even more transparent. Or you can go here to
shading on top and adjust. This just makes sure
that you spot that to proper view over here
so you can see what's happened against scene
as well like that. And now you can adjust
the roughness over here to higher or lower. And even this shader over
here to higher or lower. So now let's see, we have
completely different look, that diamond and
that stays there. Now if we hit Play, you see what happens. So totally different. We adjusted the
lights and we changed the settings for this. Now receive from
the camera view. I will now move camera
a little back again. And I will adjust
this again to A25. And going up,
something like that. Maybe more, more like this. Okay, now it's good. We get to see a little of this, stop this as well. You can now even animated
camera if you wish. So let's say you
start this at 0. Let's click Enter and you
enter this value is first. And as lost as well, to 51. You enter these values. Now you see, this is
what camera will see. Now, who get closer?
Which camera? Further? Let's say somewhere here. And remove this
camera down to zoom into this diamond like that. Let me see now, just adjust
that like this. Okay? And we can do that, or let's say 125 over here. So let's zoom in one more
time and adjust this. And some are here,
something like that. And we will enter
that as one-to-five. See now, if you go to 0, your animation starts here. And now when you hit play
and see what happens, it starts moving closer and you go all the way to that
diamond and back. Now, if you render
that animation and you stuck it up one after another in some video
editing software, it creates infinite, infinite
loop, seamless loop. There are no breaks,
no choppy frames. And it keeps on going
like that forever.
5. Closing Words: I hope you enjoyed this class and I hope to see you again. Don't forget to leave a review, and upload your projects.
Until next time.