Transcripts
1. Introduction: Want to create the fixed
animations like a P, even if you're opening the
blender for the first time. A lot of courses and
tutorials for beginners, just tell you how to create
a specific scene or render. And after watching, you still don't know how to create
something yourself without spending
a lot of time and money buying and watching
another tutorial. And after watching this course, you'll need to watch
another course on creating visual effects for static
footages like these, because in this
course, you will learn all the basics needed to create
your own visual effects. Despite this, we will also
cover common problems and mistakes which you may encounter when creating
your own animation. So that you can actually
learn and apply knowledge in the future and save
your time and money. So let's not waste a
minute and get started.
2. Basic knowledge + Secret: This lesson will be useful not only for absolute beginners. We have learned how
to open a blender, but also for pros because
we will also learn a secret technique
that will make your work much easier and
save you a lot of time. This lesson, we will learn all the basic
knowledge that will be necessary not only to
create today's masterpiece, but also which will serve as a basis for you to
create a Fred model, which will give you
unlimited possibilities and create in masterpieces. So let's get started. The first thing we
need to do is open a blenzer and create
a new project. And congratulations, you
have learned Blenzer. Just, we have a lot
of new things to low. But let's start with the theory. The three D world consists of
three directions of length, width, and height,
or x y, and z axis. In bundle, we can
notice them as red, green, and blue lines. You can also find out which
axis you are on by looking. Here. In blender, as
in other programs, you can scale, rotate or move an object along the
x cric or z axis. To scale an object, you must first select it by
clicking on it, and then press S. In order
to rotate, press R key, in order to move gk, and also if you then
press the x qu or. That keys, you can do these three actions
along a specific axis. Blender also has modes
that you can choose here. As you can see, there
are a lot of them, but today we will analyze only two of them, the edit mode, and the object mode, in which we are by default, and which allows us to select different objects and make changes that I
mentioned earlier. A edit mode is intended for more detailed changes
to the object. To go to the edit mode, we need to press top, and in it, we have the opportunity to choose between
changes to voices, edges, or faces, which
we can select using one, two, or three keys. And we can also rotate them, move them, and scale them. But in Edit mode, there is another new
action available, and this is extrusion. To extrude, you need to select the vertex corner or
face and press the key. Let's move on to how to rotate the camera
and create objects. To see our object from
different angles, you need to hold down
the middle mouse button and move the mouse or rotate
the mouse wheel to zoom out, or move closer to the object. But how to create an object. Everything is simple here. To do this, we press
Shift plus A, and here, we can select a different
set of things that we can create from standard
ships to Suzanne. You can play with it and find
out where everything is. Now the trick I promised
at the beginning. Now a question for the experts. Did you know that in edit mode, you can simultaneously
select vertices, edges, and faces without switching
between them every time and without using the
annoying menu or keys. Well, this is possible. To do this, let's go to the edit mode and
withholding shift, select, for example, vertices
and corners in this menu. Now we can select both. You can even not waste time and select everything at once to save a lot of time and save your fingers from
hard work labor. In this lesson, we learned all the basic knowledge that is useful for creating
a freed model, and also learned a secret
that will make your work much easier and save you a lot of time when
changing an object. And in the next lesson, we will apply the
knowledge again and create all necessary
object for animation. And in the next lesson,
3. Everything you need to start creating VFX: Let's start. To
start creating fix, we need to download
two more applications in addition to blender, namely FS pi and FSpi
addon for Blenza. I believe all the
files in description. But if you are creating V
fix for the first time, you may have problems or
questions with the installation. I will show you how
to do it correctly. First, let's download Fp itself. To do this, we'll
just need to run the installation file and
download it like a regular up. With the F Pi blender addon, things are a little
more complicated. To do this, let's open planer
and create a new project. Then click on edit preferences make sure that you
click on the addon. Then we need to click
on the Install. I tack the Spy
blender addon file. Now once we have
selected our file, we need to enter Fp into sarge bar and then check the
box next to the FS Pi addon. Then we can close
the setting window, and we can also close
the blender for now. Now, let's find out
how the F spy works and what it is. Open it. Here we need a reference
or picture for the fix. I will attach a couple of
references in the description below that you can use
to create a fix scene. I will use this one. As we can see the image is dm, so let's deselect the dem image. If you're happy with the image, you can leave it as it is. Now imagine this picture is a free D render or
a blender project, and you're just looking at
it from the camera view. Knowing that, we
need to show where the x and the gre axis will be. We can show that with
this green and red lines. The green line is the g axis
and the red line is x axis. So I'm going to put
the first quick line somewhere here at the
top of the billboard. And the second line, I will put at the bottom
of the billboard. For the x axis, I'll grove it and place it here. Okay. In the free guide, the g grid floor. By looking at it, we can see if we have done
earthing correctly. If we have done
earthing correctly, the grid should align with
the billboard screen. As you can see, we
have eth correctly. Also, this point will
serve us as the bland. Objects will be
created in this place. And when we satisfied
with the result, we can click on the
file and save it. Now let's import this
project into Blender. Open Blender again and
create a new project. We can delete all
of these objects. Now, click on file import
here because of the addon, we have a new
option, which is F. Click on it and just select the recently saved fp project. As you can see, our image has become d again. Let's fix that. Click on the camera
settings here, and then open background images. And we just need to
increase opacity to one. Here we go. In this lesson, we have installed all
the necessary files to create the fixed
animation in Blender and also learned how
to use FS Pi and imported the FSI
project into blender. In the next lesson, we
will learn how to create the environment and main
objects for our fixed imation.
4. Modeling: Okay, let's create
the basic objects for the fixed animation, and we will start by
creating an environment. So press shift plus A
and create a plane. And as I said in the
previous lesson, the object will be created
where replaced the mesh. Now, let's press R, grin 90 and rotate
it on 90 degrees. Then move it and now
go to the edit mode by pressing up and here we need to align our plane to
the billboard screen. Make sure you do this
with attention to details to avoid
problems in the future. Just grab it, press G, and move it according
to the reference. Okay. After we're
done with the plane, select the top edge and
extrude it along the z axis. Then select all the right edges and extrude them
along the grch axis. And we also need extrude the left edges along
the grch axis. And also side the bottom edges and also extrude
them on the axis. Then select the middle base, and also extrude it. Now we can exit at it Mt. Now if we go to the Render view, Go to the render settings
and change V two cycles, and in device, change
to GPU compute. As we can see, these
faces are in the way and do not allow us to see
the picture. So let's fix it. Go to material setting, and click on the
plus two types to add two materials and create
a materials for them. Let's rename them.
The first material I will call a room and
the second material holdout Then for the
holdout material click here, and select holdout. Then go into the edit mode
and select all those faces. Then click on the material
and click a sign. Now we have this
beautiful result. Optionally, we can create
a floor for the scene. So to do that, let's
create a plane again. We can move it a little
bit down and scale it. And we also need to add a
holdout material to it. And here we go. Let's save it by pressing Control plus
S and name our project. Then press three on the bed, go to the front view
press Shift plus A and select the reference that I have attached to
this scores below. Let's move the reference on the x axis so that it doesn't interfere
with us when modally. Now I will show you
a unique way of creating objects from
reference using coves. So press Shift plus A
and create a basi cove. Let's rotate on the x
axis by 90 degrees. Go to the edit mode
by pressing up, and similar to the
penol in Photoshop, we will replicate
the shape of the can by selecting this points, moving them, and scaling them, and also rotating them. When you're done with
that ankle, press e two, duplicate the core,
and then we need to repeat this process until we duplicate the
shape of the can. To be honest, this
tool takes a bit of practice and may take you
some time to get used to it. Okay, we have already covered half of it, and we don't need to do the
same on the other side. And now I will show you why. Okay, now that everything
is Right click. Click convert two
and select mesh. Now it is no longer a curve. Then go into the edit mode, select pin by pressing A, select the spin tool on the
left side of the screen, and make sure that
ax is selected here, and the color of
this line is blue. Then grab this las icon
and move your mouse. And you can see that the can magically appears
on your eyes. Now, in the lower corner, there's a setting menu for the tool in which we
can change the angle, which will be 360 and
the number of steps. I'll set it to 17 steps, but if you have a slow computer,
you can leave it less, but don't set it to a very
small amount because our can will be too low poly
for a realistic render. Okay, let's tweak
our can a little. At the bottom of the can, let's select all these
vertices by holding alt and turn on
proportional editing here. Press G, and by rotating
the mouse wheel, you can adjust the
proportional editing radius and just move along the axis. Thanks to it by
changing the, vertices, we can influence
and change those that are around to hide
this whole press F. Let's go to the top part. Here we need to select all these potices
Press, then to scale. Then press again and move
it down on the axis, and we can also
scale it a little. Let's add more polygons to it and add a subdivision
modifier here. Okay. Trade it smooth. I decided to get rid of
all these vertices because I fought that we wouldn't
need that many vertices. But later on, I was wrong because we will need them
for a little bonus that will add more realism to
our C. But if you have a low PC or laptop or
weak PC or laptop, you can also do this by
selecting all of them, holding and after you're done, press X and self dissolve edges. Let's add one more reference. Press num seven on
the numpad to call the then press plus
a image preference, and then select the
second reference. Let's also scale it to
match with our product. Next, I select our product. Go to the edit mode, hide the division for more convenience and
select these vertices. The shift plus d to duplicate. And then select P selection to make them a separate object. Go back to the object mode and sit to select
the reference and vertices we duplicated and
at s to focus on those two. Let's go into edit mode dx rode these vertices
and then scale them. And to make our job easier, let's look at here to add
a center edge to the side. And then we need to select all
vertices on the left side. Okay. And then delete them. I know the sounds weird because now we're
missing how they can. But when we add the
mirror modifier, everything will be in a place. Just make sure you only select
the axis in that modifier. Now when we do something
on the right side, it will repeat it
on the left side. So let's move the vertices
according to the reference. Inside the vertices, and
extrude them along the axis. And let's scale them too. Oh, yeah, we also need
to check the clipping in the mirror modifier and
now move the tices to the center from this
side and from the side. All right. Now we just need to move the vortices
according to the reference. Okay, and when
everything is ready, I strut and scale it again. As you can see, the
process is not very complicated and quite simple. Again, move the vertices
according to the reference, and here extrude this edge
and select these two edges, and then also extrude them
and move along the x axis. To fill this hole, select
the edges around and press F and the same here. Let's also add a loop cut here and just move it according
to the reference. Let's extrude and
scale it again. We need to connect these
edges by selecting them on this side and on this pressing F and
on this side too. Let's save our file by
pressing control plus S. And then we put our
subdivision modifier, we'll see this terrible result. Okay. To fix this, simply take the mineral modifier and place it over a subdivision, and earthen should
work fine again. Let's make it more realistic by adding loop cuts
around the edges. Pick and hide the
subdivision modifier for convenience and add the lopcuts in those places where
we need sharp edges. All right, looking great. But there's one more thing we need to create to plet our can. You need to create the opener. So go to the edit mode. Select that phase
Duplicated press P, selection and make it
a separate object. Now let's move it or even
hide it for convenience. And here we again simply
move the edges and extrude them according to the
reference as we did before. But here we need to extrude
it up along the z axis. And to add thickness, select then by pressing A and then extrude
ethene along the axis. And also, we need to add loop cuts around the
edges for more realism. Okay, ladies and gentlemen, we've almost created the can. The last thing we need to do
is get our thing into place. To land this part
exactly on our plane. We need to open this
menu and click on this square picture and move
this part on the z axis, and we hold control. Click on that plane. Let's apply Mmdifi
store objects. Now, let's select all
objects and combine them into a full by pressing
control plus j. Here we go. O is created. Okay.
5. Physics: Now, let's hide everything
and select our can, and we need to scale it. Let's create a hole to
which our can will fall. Flick num seven, then
select this phase, and press to invert. Then click right Mouth button
and click and subdivide. In this menu, we can
increase the number of cuts. Let's make it four or five. And then press right
Mouth button again and go to the loop tools
and choose circle. Let's extrude it on the axis, and to get rid of these phases, press x and choose phases. Let's also shed it out to
smooth and for more realism, we can add a bovele modifier. And decrease the amount. And to smooth it even more, let's add another modifier
called weighted normals. Now, let's learn how to
create physics in blender. First, take our can
above our room. Then go to the physics
top and add a rigid body. The only thing we need to change here is the shape to the mesh. For the room, we also
need to add a rigid body, but this time, change
the type to passive. And also change
the shape to mesh. And also, let's press
Control plus A, while clicking on the
can and apply the scale. And if we press space bar,
we will see the magic. Let's look at it from
the camera view. Assing in C is not perfect. So let's change the margin
in the room's rigid body. And I can also
decrease the margin. Let's play it again, and
it's boss into match. So let's change the
mass of the can. And as you can see, it's
not solving the problem, and the reason for
that might be because the origin of the can is not
in the center of the object. So let's go to the first frame. Then go to the edit mode
and it is holding alt, select the middle
edges of the can. Then press Shift plus S and choose the
courser to select it, and then click
right mouth button and set orgiin to free Cursor. Let's see if there's
any changes to physics. Yes, the physics simulation
looks much better. So now we can duplicate the can. First, let's return to the first frame and move our can a little
bit closer to the room. Now let's go to the top
view by pressing seven. Then with plus d or shift
plus d, duplicate the can. And I will just move
for the cans along the z axis like that, so I will fall in a spiral. And when we duplicate the jar, we don't need to
apply the physics again because it will
already be applied. Okay. And after we
move all the cans, we can just slight them all
and duplicate on the axis. Also, if you look
from the camera view, you will notice that the cans will be visible from a ball. Let's move these edges up. And let's play it again. And as you can see, they can starting to
fall on the ground, which is cool effect,
and if you want, you can keep it, only for that, you need to add rigid body for the floor and change
type to passive. But I didn't want it to be like that, so I will change it. But before I will change that, I will also add the
amount of cans. And if we go to the scene
and in rigid body world, we can change the speed
of the animation. I will go for 0.53, and in cache, we'll be able
to make the simulation. Now let's fix the s animation. Select our room and
go to the edit mode, and we need to select
all these edges. Then duplicate them. Then press control plus P and choose selection to
separate this object. Then go to the des mode and s all these
edges and press F. And we can also extrude it. And because of the
bible modifier, we have here a little bit
more space at the top. So let's move the top edges up. And also, let's add
a new material for the window and name it glass. The transmission changed to
one and roughness to zero. And by doing that, we
will create a glass. Now we can start a test baking to go to the scene
and pick on the bake. You like me to bake
everything until the end just to see
if there's any Prada. Okay. Let's see what we got. We can see that cans
overlapping with each other. And to fix that, we need to change the margin and
the rigid bodies. If we change it
only and the rooms rigid body, nothing will happen. So we need to change the
margin and the cans as well. So select all the cans. And change the margin, and then click the right
mode button and the margin, and then click on
Copy to selected, and our changes will apply
to every selected can. And if you play it again, we can see that it's
no longer overlapping. But the problem is that we
increased the margin too much. So let's decrease the
margin a little bit. I will decrease margin to 0.0 13 and also quick
copies selected. And let's see what we got here. Okay. It seems great. So now let's make
the final bake. But before we click
on the bake button, I will also add Mreks before we click on the bake button, let's change the start frame to 14 and the end frame to 260. Now we can start
the baking process. Okay. And here is the cut in the end. Now, this lesson has come to
an end and in this lesson, we have learned how
to use physics and blender to your advantage and also learned how to solve
common problems that you may encounter while
using a rigid body. And in the next lesson, we will learn how
to add colors to the scene and apply
HT and textures. That will create a effect. Okay.
6. Textures: In the previous
lesson, we learned how to apply physics to objects, and created a cans animation with the help of that knowledge. Now we'll add a light and colors to our scene
using textures and TR. Okay, let's start
with the light. So go to the word properties and click on that yellow
dot next to color. And here, choose the
environment texture. Then click Open
and choose the HT. I will leave the link for
the HGRI in the description, but you can use your
own TI if you want. Rotate the Dry. Let's go to the shading and here change from
object to the old, and by pressing control plus T, we'll be able to
rotate it on axis. Okay, let's break. And also, let's hide the class and see how
it tool looks like. As we can see, now
we need more light. So we need to just increase the strength in the materials. And we can also change
the class material, select the object, go to
the material settings, and by clicking here, we need to choose the class D. And optionally, we can decrease the strength
of the HT or I. Now let's create the
material for the room, choose that material, and here we can choose any color ones. I will go for purple right now and we can also increase
roughness and the metallic. Text choose here
the object again, and we can also hide the
class for more convenience. And the last object we need
to add a material to is. So we turn to the first frame, then select and press the
slash to focus on it. Now go to the edit mode. And to apply the label, we need to add themes to it. So I holding Alt, select the edges where you
want your label to start. Then click right mouth
button and then choose Mark scene the same thing we
need to do at the bottom. And also, we need to mark
scene at the center of our C. Now we can add two
materials to it. First one, will be label and the second
one will be metallic. So let's rename them. For the metallic, increase the metallic and
decrease the roughness. And to apply the metallic, select any of these
faces and press L, and then press aside. For this part,
also need to apply the metallic material and
at the bottom as well. Okay, great. Also, I would like to fix
the seams on the top, so I will just
create seams here. Don't select these spaces and apply the label
material for them. And in the end, these
edges and clean seam. Now let's add a label texture. For that, we need to go to the edit mode and
select all these faces. Then click and press rap. And for the material itself, let's select this node
and press control plus T and choose any label you
want from the description. And as we can see, it is
not applied properly. And to fix that I need
to click on that icon, and go to the UV editor. And if we come back
to the edit mode, we'll see the UV map. Let's again press and drop. And now we can rotate
it on the 90 decrees. And as we can see
it upside down, so let's rotate it
on 180 decrees. Now we can scale it T Okay. And by looking closer,
we can notice that the label at the end
looks the stores it. To fix that, we need to
select all these edges. Then click right Mouse button
and select strengthen. The same thing we need
to do for these edges. Now we can fix the
scale a little bit. And to fix the
station completely, we need to select I
just and click a line. And for the left side also. Okay. For the label material, we can also decrease
the roughness and play with the
metallic parameter. And here we go. In this lesson, we'll learn how to create
the materials and how to apply the textures
for the objects. In the next lesson, I
will show you the secret that will make our
look realistic.
7. Bonus: In the previous lesson,
we learned how to create materials and apply
textures to objects. And now I'll show you the
secrete that professionals use to make their objects
more realistic. Let's go. So let's go to the portico
and create a particle system. Then we need to
change it to hair. And check the advanced box. For the number of particles, we can decrease it to 260. And now we need to create
a new object to the scene. Namely a U sphere. That will serve
us as water drop. Let's scale it and
shade it Smith. And for convenience,
let's rename it. Now we can go back to the
particle system and in render render as
change to object. And here, change our drop. We can scale drop itself
or in the particle system. Preferences, we can change the also change the
scale randomness. And that's the particle
system is created. But if we go to the
Shader viewport, we can see that it
has no material. So let's fix that. First slide or drop, and then apply the glass
material to it. And here we go. Optionally, we can also work more with the
parameters for the can, especially for the roughness. We can add an nice texture connect it to the roughness and also a cool ramp and place it between the noise
texture and the roughness. And then click on the nice
texture and press control plus t. And to see the changes apply, we can press Shift plus
control and click on the cool R node Let's also
connect it from object. And all that left
two is to change the noise texture and
the cool p parameters. And this is what my
final result looks like. You can also play how you want, and let's also save the project. Here we go. This is the
result that we cut. Also, I notice that when
we play the animation, the particle system is
not following the object. And to think that we need to apply for the
subdivision modifier, and then click on
the making that says real and also apply
the modifier. Now we need to
select all the drops and the can itself and press
control plus G to join them. Now the problem will be solved. Now let's add the particle
system to all of the cans. We can do it in two
different ways. First way is to do it like this and add particle
system one by one. Okay. Or we can select all the
cans that without particles, and the last, we need to select the can with
particle system. Then press control plus L
and choose copy modifiers. And to apply the
particle system to, we need to apply
all the modifiers and then join
objects with drops. Okay. And this, we need to do
with all of the cans. I want to say that it might
be an optional step if we had a BPC order to spend
more time on that. I just want to show you the
basics and how it works. So I will leave that
choice for you. And if we go to the random
report and play the animation, we can see the final result. The nimation that
we've got at the end. Okay.
8. Render Settings: And the only thing that have to do is to change the
render settings. We already change the engine to the cycle and device
to GPU compute. All that we need to do is
to change the max samples. I will advise you
to choose 50-800, but I will change it to
260 for my final render. And in the film, I will check the box and transparent and in
color management, I will change the log to
medium high contrast. And here we can choose our file when we want
to save our animation. And all that left
to do is to press the render button. Okay.
9. Conclusion: Now, the Sorial has
come to an end, and we have learned a lot of new and useful things and are ready to enter the volt
of free D. In any case, this is the result that
we got at the end, and I will be very glad
to see different versions of your works and perhaps
be inspired by your ideas. Don't forget to
share your opinions and your works in the comments. And if you have any questions
regarding the torial, I'm always ready to answer
and help you with that. But unfortunately, that the ends and I see you in
the next torial.