Into Animation: Explore Animation Techniques in Blender 3D | John Knowles | Skillshare

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Into Animation: Explore Animation Techniques in Blender 3D

teacher avatar John Knowles, Animation Director

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.

      Introduction

      1:35

    • 2.

      Class Overview

      1:57

    • 3.

      Scene Setup

      1:55

    • 4.

      Keyframe Animation: Wings

      12:40

    • 5.

      Keyframe Animation: Body

      7:52

    • 6.

      Puppeteering

      5:19

    • 7.

      Curve Modifiers

      9:14

    • 8.

      Path Animation

      12:42

    • 9.

      Final Thoughts

      1:18

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About This Class

Butterflies are fun and simple to animate but they can also add a lot of life and depth to any scene.

In this class, I’ll show you how to use a number of different animation techniques to create believable butterfly flight within Blender.

What you will learn:

  • How to create a butterfly wing flap with keyframe animation.
  • How to cycle animation with curve modifiers.
  • How to use puppeteering to create animation.
  • How to use curve modifiers to add complexity to animation.
  • How to create an animation path.
  • How to control animation along a path.

 

What you will create:

  • By following along with the class, you will create several butterfly animations using a range of techniques.

 

Good to know:

  • Throughout this class we’ll be using the 3D application Blender which can be downloaded for free from blender.org
  • If you’re not already familiar with Blender then I’d highly recommend that you start out with my Blender Essentials for Animators class, which will teach you everything you need to follow along.
  • You will be working with a prebuilt butterfly rig which can be downloaded from the class Projects & Resources page.

 

By the end of this class, you’ll have learnt a set of techniques which can be applied to not only the creation of butterflies but many other animation projects.

So, If you’re ready, let’s get started!

 

 

Once you have finished this class, don't forget to check out the other animation classes here on Skillshare.

Meet Your Teacher

Teacher Profile Image

John Knowles

Animation Director

Teacher

I love animation and bringing characters to life but, when I was first starting out, it was hard to know where to begin.

That's why I decided to create a high-quality series of classes based upon my many years of professional experience.

If you dream of learning character creation or animation, I hope these classes will show you the way!



To discover more about me, check out my full bio below.

For weekly doses of animation knowledge and inspiration, sign up for my newsletter.

Also, if you'd like to be notified whenever I publish new classes, then just hit the Follow button.

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Level: Beginner

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Transcripts

1. Introduction: Butterflies are fun and simple to animate, but they can also add a lot of life and depth to any scene. In this class, I'll show you how to use a number of different techniques to create believable butterfly flight within blender. Hello, I'm John Knolls. Having worked in animation studios for many years, I've had the opportunity to bring a wide range of different characters to life, each of which come with their own challenges. Whilst all of those character performances were built upon a solid understanding of animation principles, having access to a range of different techniques can really make the difference to either enhance or accelerate your animation process. In this class, I'll be sharing some of those techniques with you. First, you'll learn how to construct a simple butterfly flap cycle using keyframe animation. From there, you'll explore different techniques, including puppeteering, the use of curve modifiers, and path animation in order to transform your simple cycle into a believable, fluttering butterfly. This class is designed to be easy to follow for anyone that's new to animation. But if you're completely new to blender, then I'll suggest starting out with my blender essentials class first, which will teach you everything that you need to know to get started. By the end of this class, you'll have learned a set of techniques, which can not only be used to animate butterflies, but also apply to a wide range of other projects. So if you're ready, let's get started. 2. Class Overview: Hello, and welcome to the class. Butterflies can add a lot of visual interest to any scene. But at first, they can appear tricky to animate. And if you fail to add the necessary amount of detail to the animation, the final result can end up looking artificial. This class breaks down the task of animating butterflies into simple steps whilst exploring a range of different animation techniques. We'll start out by using keyframe animation to construct the flapping cycle which will form the core of our animation. This is where keyframe animation shines, since it provides us with the maximum level of control with the flap cycle complete, we'll then make use of different techniques to both move our butterfly throughout our scene and add an additional level of complexity to the motion. It's this complex erratic movement, which really helps to make the butterfly motion believable. Each of these techniques offers a different balance between speed, ease of use, and control, and this is something which we'll cover in more detail as we progress through the lessons. Since this class is focused on teaching animation techniques rather than the other elements of a three D production, I've provided a startup file to make it as easy as possible to get going. The startup file can be downloaded from the Class Projects and Resources page and includes both the butterfly g, which we'll make use of during the lessons and a lighting setup so that you can easily achieve nicely rendered results without needing to do any additional work. For your class project, I'd love to see how you make use of your butterfly animation to add visual interest and depth to a scene of your choosing. This could be anything from a simple background to a more elaborate scene. The choice is yours. Once you're finished, upload your work to the project gallery for feedback and to share with the other students in the class. Also, if you have any questions along the way, feel free to add them to the class discussion section. Now, if you're ready, let's jump into the first lesson. 3. Scene Setup: When teaching in Blender, I try to ensure that my preferences are kept as close to default as possible. This makes it easier for people to follow along. When animating, however, it is useful to change a couple of the preferences. So if we head up to the edit menu and into preferences, and then head to the animation tab, we'll be making extensive use of auto keying. And whenever we do that, I always like to ensure that this only insert available option is checked on. This prevents us from accidentally setting keyframes on things that we don't intend to. The other option that I like to change is this only show selected Furve keyframes option, and this is something that I check on. This changes the display of the graph editor and helps to prevent accidentally selecting things that you don't intend to. So I can now close down my preferences. Now, the other thing that you'll notice is that I display all of my keyboard shortcuts in the bottom right of the screen. I try to make everything as clear as possible within the lessons. You'll be able to see exactly what shortcuts I'm using in the bottom corner of the screen. So the next thing to do is to open up the provided resource file. So if you navigate to wherever you've saved that, we can simply select the file and click Open. And before I do anything else, I want to save a new version of this file. So I'll go up to Save As, and I'm just going to save this in a different folder and I'm going to rename it to butterfly Animation 01. This ensures that our original butterfly file is safe, and we can always return to it if we need to. So with all of that set up, in the next lesson, we can go ahead and start to work on the butterfly wing flap cycle. 4. Keyframe Animation: Wings: So in this lesson, we are going to create the flapping cycle for the butterfly's wings. So to do that, I'm first going to select the butterfly rig here, and we're in object mode at the moment here in the layout tab. But if I flip over into the animation tab, by default, it should switch us into pose mode. If it hasn't done that, you can always switch the mode here. And in pose mode, we can now select the individual controls of our rig. I like to work here in the right hand view port, and in the left hand view port, here we have our camera view. So at the moment, it's a little bit difficult to see the butterfly, so I'm just going to move in on the butterfly a little bit. So if I just enable my gizmos here, click on this toggle, and when the padlock is locked, it allows us to move around within the camera view. So I'm just going to move to a point where we can see our butterfly nicely there. So I'm using solid view at the moment, but if you wish to, then you can hold down the Zi key and switch to material preview or to the rendered view. And this has already been set up for you with a flat colored background. For now, though, I'm just going to head back into solid view, which will keep performance at its best. So I mentioned earlier that we're going to make a boto key and we can enable that down at the bottom here. But because of the preference that we set earlier, when we move an object around, it won't automatically set a keyframe until we already have a keyframe on that particular control. So I'm just going to undo that. So the first thing I want to do is just hit A to select everything, and then I to insert a keyframe. So you can see that we now have our first keyframe down here in the dope sheet. And if I roll over the left here, you can either use these little arrows to reveal the rest of the information, or if you have a numpad, you can use the plus and minus keys on the numpad to open and close this section. Now, initially, since I only want to be working on the wings, I don't need to see all of the other controls. So if we head over to the properties panel and to the data tab here, we can see the bone collections, and if I drag this down a little bit. I've already set up a number of different collections here. So we can disable the abdomen and the main controls, and that would just leave us with the wings and the wing deformation controls. Having done that, we can now hit A to select everything and it will only select our wing controls. We can see this down here in the dope sheet where we only have our wing controls selected. I'm now going to start out by just selecting these main wing controls. What I want to do is rotate these up for the first keyframe. Now when I'm animating, I like to make use of the gizmo for rotation. So you can either hit the Tiki to access the gizmos here or you can hold down shift and space, and that will bring up this menu here, and then you can use that select the rotation Gizmo. So I'm just going to rotate this wing on the z axis until it's fairly high, and then I'm going to do the same on the other side. These don't need to be exactly the same, but I'm going to get them to roughly the same sort of angle. I'm then going to go in and select some of these additional deformation controls. And then I'm just going to bend the wings up so that we have a slightly more natural shape to them. We don't want them to feel stiff and artificial. And I'm just moving around and being careful to make sure that the wings aren't cutting through one another. Just always rotating around, checking things from different angles and adjusting things where necessary. Now, because we had auto key enabled and we set our initial keyframe, everything that we've been doing here has been saved. And if we hit the key, we should be able to see that because everything here is shown in yellow, which shows that it has a keyframe on it. So I'm happy enough with how this first pose is looking. So I'm going to hit A once again select all of my controls. And then down in the dope sheet, I'm going to hit A again to make sure that my full keyframe is selected. And then what I'm going to do is just zoom in a little bit, and then I'm going to duplicate this keyframe. So I'm going to hit Shift D to duplicate it, and then pull it all the way over to frame six. Now I'm going to move forward to frame three. And then what I want to do is to create a pose where the wings are down. So again, I'm going to select that first control in the chain, and I'm going to rotate the wings right down. And I'm going to leave the bend in the wings because I think that should work fairly well for this position as well. So again, I'm going to hit A to select everything, and then I to set another key because not all of those controls were manipulated, so then not everything had a keyframe set on it. Okay. So we already have a bit of a flapping cycle, but it doesn't look very natural. So what I want to do is to move to frame two here and select these controls and then move them down a bit further. So as we move between the keyframes, we go most of the way down and then finish moving down. So we're adjusting our spacing here so that we're easing into the bottom position. And then I'm also going to bend these controls back further, and this will show some drag in the wings. Using the rear wings here as well. So as we go down, we're pushing against the air here, and then as we get to the bottom, they start to recover. And then we're going to start moving upwards. At the moment, we have these two frames here in the middle, frames four and five, which are auto generated by the computer before we come up to frame six. So again, I just want to go to frame five and just move these up so that we're a little bit closer to our top position here. Just moving backwards and forwards, just to check how we're doing. That gives us a middle position here. That's fairly even. So I'm just going to move that slightly back in the opposite direction. So then on frame four, as we're on our way back up, I want these wings to bend in the opposite direction so that they're dragging on the way back up. Just bending all of those down a little bit. And where things are cutting through a little bit, just go ahead and rotating on the other axes or make use of some of these other controls. And I'm not worried about things cutting through the abdomen at the moment. We'll go ahead and adjust that a little bit later. Okay, so I'm going to hit A, select everything, and I, once again, to insert a keyframe. Just going to go back and do the same on freedom to hit I just to make sure that everything is keyed just to ensure that nothing can move from its current position. So we're starting to drag the wings as we come up here. And then as we approach the top, they'll start dragging a little bit behind. Can pull that a little bit further. Same with the rear set of wings there. That should be fine. A select everything and I once again to insert a key. Now you can see as we scrub through, drag the wings behind as we come up again, once again, they drag. That's looking pretty good. Alright, so we have our first flap cycle. The next thing that I want to do, again, is just hit A once again to select all of my wind controls. And butterflies are known for their erratic movements. So what we don't want to do is just create a cycle that loops in a way that looks mechanical. So now that we have this cycle, that loops from start to finish, what I'm going to do is just select the whole thing, and we can just hit A to select everything. And I'm going to hit Shift D to duplicate and just bring this across. And what I need to do is make sure that my first and last keyframes overlap. Like so so we go up into that top position and straight back down and up into that top position again. So frame 11, frame six, and frame one should all be identical at this point. But what I'm going to do now is just create some variation in this second part of the cycle. So I can go to this frame six now and just adjust it a little bit, and what I'm actually going to do is just push these wings a little bit higher and maybe tweak them a little bit more there. And then on frame seven, maybe you don't pull them down quite so far. So I can bring these back up a bit and reduce the drag a little bit. And we're just trying to create a bit of variation here so that with this fast cycle, it doesn't appear that we have just the same frames repeating over and over. So frame eight I'm pulling up a little bit as well, and pull frame seven back even further. So we've got a point there at frame six, but on frame eight, we don't go down as far. Which means on frame nine, I want to again pull this up a bit. And again, I'm just going to reduce this drag a bit. And I'll leave frames ten and 11 as they are. And what we can do now is I'm just going to set my end frame to frame ten. So one short of our full cycle because the next frame we just loop back to the start there, and then we can just play this back and see what we've got. And before you do that, just under the playback settings here, just going to change the sync from play every frame to frame dropping. This ensures that the speed that this will playback will look correct, even if you're using a slower computer. And then we can just hit the space bar, see how this is looking. So that flap is working fairly well for now. I'm just going to stop that. But what we're really missing is some movement on the body. So that's what we're going to add in the next lesson. 5. Keyframe Animation: Body: So our wing flapping is looking pretty good, but we need to add a little bit of movement on the body to make things feel a bit more natural. So the first thing I'm going to do is turn off our wing controls and re enable the main controls. And that gives us access to this thorax control here. So we already have a keyframe there on frame one. So what I'm going to do is move to frame six and set another keyframe there just by hitting high. Then what we can do is move to frame three, and our wings will have gone down to the bottom by there. And what I want to do is just push the body up a little bit. So I'm going to hit G and Y to move this up. So moving the torso up a little bit, and I'm going to rotate it on the x axis a little bit, too. That's moving up and down. I'm going to duplicate that frame three, select it and hit Shift D and drop it on frame eight, and we'll do the same with frame six. Just duplicate it and drop it on frame 11. Now, as before, I want to introduce a little bit of variation into this so that as we go down on frame six, maybe we can go down a little bit further. I'm going to hit G and Y to move this down a little bit further and maybe we'll add a little bit of X rotation in there too. And then maybe frame eight. We maybe don't go quite as high there and just tweak my rotation a little bit, too. And we're just trying to avoid this repeating too much. So we can now press space bar to play this back. And you can see that we now have some movement on our body. All hit space again to stop that. And I want to adjust the abdomen a little bit. So I'm just going to disable my main controls and re enable the abdomen controls. I'm going to select both of those controls there, and then I'm going to change my transform pivot point to individual origins. That means as I rotate these controls, they should both rotate together. Now, I'm just going to undo that and make sure I'm on frame one there and rotate that down out of the way of the wings a little bit. And we can just scrub through and see how we're doing. So we're still clipping on a couple of the frames, frame nine and frame four. So I just need to look at what's going on with the wings on those frames. So I need to turn my wing controls back on and my abdomen off. So let's have a look at frame four here. Let's bring that control up and this other one down a little bit. That's better. And frame nine was the other place that we had an issue. So I'll do the same thing there. Just lift that up a little bit, and that should work fairly well. Let's just play that back again. There we are. And that forms the basis of our flapping cycle. But at the moment, this is only looping because we've changed our endpoint here to frame ten. If I increase this to 96 frames or just 4 seconds and press play, everything will stop. So we need to loop things properly. So I'm going to hit A to select all of my win controls here, and we could duplicate these keyframes along the entire timeline, but that wouldn't be a very efficient way of working. So what we can do instead is hold down control and hit tab to move into the graph editor. Now over the graph editor, I'm just going to hit the home key to frame everything up. I'm going to hit A over the channels here on the left to select everything. A here in the viewport, and then home should frame up all of my key frames. Now, what I want to do is just drag across all of the curves here, and you should see here at the side, things have changed and we now have this modified tab available. If individual keyframes are selected, we don't see that, so we need to ensure that the curves themselves are selected. So drag across all of the curves, and then we get the modifier tab available. So now under this add modifier menu, we can go ahead and add in a cycles modifier. And you can see, as we zoom out that our curves continue. Even though we only have keyframes in the first 11 frames, the cycle continues on beyond that point. So now if we press play, our wing flap cycles nicely, but our body stops moving after the first few frames. So we need to do the same thing with the body itself. So I'm going to disable the wing controls and reenable the main controls, so I can get again at this thorax control. And now here in the graph editor, you'll see that we can't select our curves. This is because of the preference that we set earlier. If I open up the preferences again and I disable this only show selected keyframes, you can see that we can see all of our curves and our keyframes and we can select any of them like this. The problem is, if we want to select specific keyframes, it's very easy to accidentally select something that is on a different curve. So the reason for enabling this option here in the preferences, even though it means that we can't easily select our curves here, is that if we head over to our channel box on the left hand side here, any curve that we now select here will become enabled. So now if I try to select keys here, I can only select a key on the curve that I have enabled over on the left in the channel box. If I do want to select everything, I just roll my mouse over to the left hand side here and hit A to select all of those channels. And now, once again, I can select anything over here within the graph editor. Which way you choose to work is up to you. I personally prefer to work this way because it enables me to isolate an individual curve easily. It simply means that you need to remember to select everything over here on the left hand side if you want to be able to get all of the curves together. So we can select our curves here and once again, add our cycles modifier. So now if I press space to play, our full cycle moves properly throughout the entire timeline. So with that done, we can just save our file there. Then in the next lesson, we can start to move our butterfly around within the scene to create something that looks a bit more believable. 6. Puppeteering: Butterflies are known for their erratic movement. And one way of creating that is with a technique known as puppeteering. So the first thing I want to do is within my camera view is just move out a little bit and rotate around my butterfly here. And this just gives us a little extra space to work with it. And what we want to do is to create an erratic path across the screen here. And to do this, I'm first going to select this fly control here. And then I'm going to hold down control and hit tab just to jump us back here into the dope sheet. You can see that we have a keyframe here already on our frame one. So to puppeteer this, what we're going to do is make use of the auto key framing function. So first of all, I'm going to make my camera view a little bit bigger just to give us some space to work within. And I'll also disable my gizmos here. If I hold down the G key, then I can roughly move our butterfly around and define a path for it to follow. But obviously, none of this will be saved. If I release my mouse, all that I'm doing is changing that first key frame. So I'm going to undo that. But there's a way to make use of our auto keying. And if we actually play back our scene and move the butterfly around in the same way, then it will record its position. Now, the easiest way to do this is to first extend our timeline a little bit. So I'm going to change this up to 250 frames. And with auto key enabled, if we press space and then press the G key, you'll see that we're starting to record the position of our butterfly, and we can move it around the scene in an erratic way. And when we're happy, just click and release. And then you can see that this is producing exactly the sort of movement that we were looking for. So I'll just press space to stop that. And we now have a basic flight path. But because I didn't start moving the mouse straightaway, what I want to do is to just trim out the first few frames, everything before about frame 29. So if I move to frame 29 and I press the left square brackets key, you'll see it selects everything before the current frame. And if I press the right square bracket key, it selects everything after this frame. So I'll just hit the left bracket key again, and then I can delete those keyframes. Then if again, I press the right square brackets key, it would select everything, and I can drag that back to frame one. So our animation now starts from the first frame again. And then we can move through to round frame 146, and we can set that as our final frame. And then we can play this back again. And we now have a nice flight path moving straight across the screen. But we can now make this look even more interesting just by rotating our camera around a little bit so that our butterfly flies off into the distance, and we make better use of the depth within the scene. And then having done that, I can just adjust my endpoint a little bit. Looks like things stop moving around frame 150. So I'm going to select everything after frame 150 and delete it. And we'll make that our final frame. So I'm just going to push my camera in a little bit and rotate around a little bit further just so that our butterflies starting in the bottom corner and moving off and up to the right. Reframe this slightly up. And you can obviously adjust this however works with whatever you've created. So I'm fairly happy with how that's looking. So I'll just press space to play that back. And then we have quite an erratic and fairly believable path for our butterfly. So this technique can work really well for motion that just needs to work on a single plane. But if we move around, you can see that a butterfly moves in just a single direction only, and it doesn't move left or right at all. It has a very straight path. It's not moving left or right or round in a circle at all. So this is definitely a useful technique to know, but it does have its limitations. So what we'll do is save our scene there, and then in the next lesson, we can explore a different technique, which will allow us to achieve a similar result, but with a bit more flexibility. 7. Curve Modifiers: In this lesson, what we're going to do is roughly define the path that we'd like our butterfly to follow and then make use of Blenders curve modifiers to add some extra detail to the animation. So the first thing I want to do with this fly control selected, I'm going to roll over the dope sheet here, hit A to select everything, and delete all of those keyframes. I'm also going to reset the position of our fly control here by holding down Alt and pressing G. So the first thing that I want to do is just hit I to devine my first keyframe here on frame one. And then what I can do is move all the way down to frame 150 there, hold down G, and then move our butterfly all the way up to the top right as we had before. And then maybe I actually want to move this back off in space a little bit, increase the depth. So we can move it in both of the viewports until we're getting something that we're happy with. So we now have a basic path defined between point A and point B, but it's very linear at the moment. And by default, we'll also have an ease in and an ease out at the ends of this motion. So I'm just going to hit Control tab to go into my graph editor. Then we'll hit A to select everything and hit our home key to frame it all up. So you can see here within the graph editor that we have an ease at the start and the end of each of these curves. So what I'm going to do is hit A to select all of my keys, and then we can hit the V key, and I'm going to change all of these to use a vector handle. This forces the handles to point to the neighboring keys and creates a linear curve which generates a constant speed. What I can now do is start to break up this path a little bit. I can pick a point partway along and I can start to move my butterfly around a little bit. I can use the G key and then just move it down a little bit on this frame. Let's just move a little bit further along and maybe I want to move it up quite high here. Let's go a bit further and drop it down a little bit. I'm not sure I like it staying down at the start here, so I'm just going to move it back up again a little bit. And we're obviously just trying to create something here that feels a little bit random. Now, if we play this back, at the moment, the end result is still quite robotic, so we still want to create a bit more variety in there. I'm just going to have a look at this from the top view. And we've got a little bit of a strange path going on here. We want to create a balance between having something that's very erratic, but also creating an interesting path for our butterfly to follow. And we can start to adjust some of these keyframes. So I'm just going to switch back to the dope sheet. So I'm just going to scrub through to see what's going on. We're moving forward quite straight here. So I'm just going to adjust this a little. Make sure we're on the right keyframe here. Again, just looking at the flow of the motion here. I think I'll move that across a little bit here as well. So we have a basic path defined there, and that will do us as a starting point because what we want to do now is to start breaking things up by making use of the curve modifiers. So I'm going to switch back to the graph editor. So what I'm going to do is just to select my location curves here, the X Y and Z locations. And then I'm going to drag select across all of these. And then within the modifiers tab, I'm going to add in a noise modifier. And you can see straightaway that this has made a big difference to those curves. Now, the default values are probably going to be a bit too erratic for us. And if I play this back, you can see that our butterfly is jumping all over the place. But it has introduced some randomness for us. So we just need to go in and adjust these values a little bit. So what I'm going to do is just select this z curve here to start with. And the modifier has a number of different values here. Now I'm using Blender 4.4 here, which features a new version of this modifier. So if you're using an older version of Blender, then your settings will be slightly different here. You can actually get back to the same settings as previous versions of blender just by enabling this legacy noise option. So these are the same parameters that you would see in older versions of blender. If you are making use of an older version of blender, then you'll just have to adjust the scale and strength settings until you get something that works well for you. I'm going to disable the setting and make use of the newer version of the noise modifier. So the first thing that I'm going to do is to expand the scale here. You'll be able to achieve similar results in older versions of blender. Your values will just be different to mine. I'm also going to dial down the strength here quite a bit on the axis. I'm now going to do a similar thing with the other two axes just to give us a better starting point. I'll dial down the strength a bit and expand the scale out. This will just give us a better base to start from. So our Z axis is controlling our forward motion here. So I actually don't want this to be too extreme at all. So I'm going to adjust my strength just so that I get a little bit of variation in the line here, but I'm not causing our butterfly to move backwards and forwards at all. If I go ahead and increase this strength, you can see that our butterfly is, in fact, moving forwards and backwards, which is obviously something we don't really want, so I'm going to dial that right the way down until we've just got a little bit of variation here. If we move on to our Y curve, that's controlling our up and down movement on our butterfly. So what we've got there is actually looking fairly good at the moment. So I'm just scrubbing through this slowly, looking at it frame by frame just to see that we're getting a reasonable amount of random motion in there. And then moving on to our curve, that's going to control our side to side movement of our butterfly. So again, we've already got a bit of random movement here. I'm just going to play with my strength value a bit. So this is giving us a lot more side to side motion. Now we can increase our scale. I'm just going to dial this up. So we're getting a lot of side to side motion, but it's not too frequent. So then we can just press play and see what that has given us. So you can see from our rather robotic motion that we had before, we now have something that feels a lot more natural. And the benefit of making use of this technique with the curve modifiers is that we still have full control over our original curves. So at any point, I can go in and start to adjust these curves. I can select points on them, start to move them up and down. If, for example, I want to adjust the height of the butterfly at any point, I can easily do that. And we also still have the ability to adjust any of our modifiers for the finer detailed animation. So this technique gives us a lot of versatility because we can more precisely control the path of our butterfly with the keyframes that we're setting, and then we can draw on the strength of the noise modifier to add in a lot of that random motion that makes the butterfly flight feel more believable. So I'm happy with how that's now looking. But if we want to create a more complex path for the butterfly to follow, there's actually an easier way to do it than setting individual key frames. And that's something that we'll explore in the next lesson. Don't forget to say. 8. Path Animation: In the last lesson, we created a number of keyframes to define how our butterfly would move throughout the scene and then made use of curve modifiers to create a more erratic motion. But if you want to create a more complex path for the butterfly to follow, there's a different way to achieve it. So what I want to do is once again, select my fly control here. And I'm going to select these three location curves here, and I'm going to remove the noise modifier from each of them. Now I'm going to head back into the dope hut, hit A, select all of my keyframes here on the fly control, and then delete them. Now we should be back to a point where we just have our basic flap cycle. The next thing I'm going to do is just jump into the top view here and then hit the key, just hide that side panel. And what I want to do is to draw out a path for our butterfly to follow. Just going to hit the W key just to hide our gizmos there. And to do this, we don't want to be within pose mode. So I'm just going to hit Control and tab to head back into object mode here. I'm going to hit Shift A and add in a Bezier curve. Now, by default, this is going to be a lot larger than our butterfly. I'm going to hit tab to go into Edit mode, A select all of vertices and X to delete them. I can then zoom in a little bit more, and I'm going to hit the T key to open up our tool bar. And what we want here is this draw tool. And this will enable us to draw a curve. And since our butterfly is facing down here, what I'm going to do is just start out drawing from roughly where our butterfly is, and I'm going to draw out a spiral. There we are. So if I rotate around, you can see that we have our flat spiral here. And what I now want to do is to adjust this shape. So I'm going to go back to my selection tool and just select the vertices right here in the center. And now I want to turn on proportional editing, which you can do up at the top here. At the moment, I have here a value of ten, and if I hit the GK and start to move, you can see that we're going to start moving this central portion here. Now, if you've got a scroll wheel on your mouse, what you can do is just scroll the wheel to just the area of effect here or you can head back up to the top and just manually type in a number. So I'm just going to increase this to 20 centimeters, which should be about right. I'm going to hit G s. And I'm going to move these points down a little bit. And you can see that this is creating this more interesting spiral effect. And if we want to, we can just always move a few of the other points around. I want to create something that still looks like a spiral, but it's also a little bit wonky. So I think I'm happy enough with that. Then I'm going to move everything up. So I'm going to select all of the points, then hit G and Z. What I'm going to do disable my proportional editing there, then hit G and Z and move everything up until it's sitting just above the origin there. And this is the path that we're going to want our butterfly to follow. So I'm going to hit Tab to head back into object mode. And the next thing we need to do is to attach our butterfly to this path. So to do that, I'm first going to select the butterfly rake here and hit control tab to head back into Pose mode. And in this case, what I'm going to do is make use of this global control to attach to the path. This means that we'll still have access to this fly control, which will allow us to make any additional adjustments that we wish to. So with the global control selected, I'm going to head over to my bone constraints tab. And under bone constraints, we can select follow path. Now we need to pick a target object here so I can select the eyedropper and just click on my path there. And you may have noticed that our butterfly has jumped slightly forward to the end of the path. So within our constraint here, I want to enable this follow path option. And this will force the butterfly to orient itself to the path correctly as it moves along. The other thing I want to do is I'm going to leave my axis as my up axis, but I'm going to change my forward axis to negative Y. And it looks as though it's facing in the wrong direction at the moment, but we'll see what it looks like once we're properly moving it along the path. Now there are a couple of different ways that we can add some animation to this, and you can see here that we have this animate path button. So the first thing that we can do is just click on that and see what results it gives us. So if I click on that button and then start to scrub through the timeline, you can see, indeed, that our butterfly is starting to move along the path. And because we enabled that negative Y option, it does look as though the butterfly is indeed facing in the correct direction. If I were to change this back to Y, then you would see that the butterfly is now flying backwards. So I'm just going to move out a little bit. And now you can see, as we scrub through, it will move all the way along this path up to the top. And it's reaching the top of the path here at around frame 100. So what we now need to do is head back into object mode and select our pathhae. Then under the data tab for the path, we have this path animation section. And if we roll this down, you can see that we have this number of frames and this evaluation time. You'll see as I scrub through here that the evaluation time changes, and this animation is what was created by clicking on that animate path button earlier. And we can adjust how fast our butterfly is traveling just by adjusting the number of frames here. So if I wanted to, I could expand this out to 150 frames. Which means it would now take 150 frames to reach the end of the path here. Or I could reduce it down to maybe just 50 frames, and then our butterfly would travel a lot faster. So what I'd like to do is make full use of our 150 frames here. But the problem is that this evaluation time here is not something that we can now directly control. If we jump into the graph editor by holding down control and hitting tab over the dope sheet, you'll see that we have this curve here for the evaluation time. But this is a curve which has been generated automatically. So what we can do instead is just right click on evaluation time and click Clear key frames. And you can see that that's removed that curve completely. And now, if we scrub through, our butterfly just stays put. So instead, what I'm going to do is just jump back to my first frame, which you can do by holding down shift and pressing the left arrow key. And then under this evaluation time, I'm going to set that back to one, and then we can click this little dot to the side of it, and that will set a keyframe. We can then move to the end of our timeline to frame 150. And then in evaluation time, we can again type in 150, and that's automatically being keyframe for us. And now within the graph editor, you can see that we have a curve we are able to control. So if we want to, we can start this out more slowly. And then if I adjust this handle here, we can have the butterfly speed up as it reaches the top of the curve. And this just gives us a lot more control to adjust the speed of the butterfly as it moves throughout our scene. So the next thing that I want to do is just to make sure that we can see all of this within our camera view port over here on the left. So to achieve that, I'm just going to enable my overlays over here and then just frame up that curve within our camera view. And I think what I'm going to do is just maybe start the butterfly just out of the bottom of the screen here and then have it come up and through. So we can just disable that, and then we can play things back and see what we're getting. So that's looking pretty good at the moment. But if we have a closer look at the butterfly, though, you can see that the butterfly is upside down. And as we scrub through, you can see that that seems to be the case for much of the animation. Now, there are a number of ways of dealing with this, but the easiest is if we go back into pose mode, just by hitting control tab, we can then select our fly control, and I'm just going to go back to my first frame and frame up my butterfly. And now, what I want to do is just to rotate this fly control by 180 degrees around our head axis. And then as we scrub through, we should then see that the butterfly is now the right way up. Now, the way that curves work, if we first select the curve by going back into object mode and select that curve and then hit tab to go back into edit mode, then any one of these vertices here, we can actually start to twist them. So with the butterfly here quite close to this vertice, and with this tool here, we can actually rotate this vertice. That allows us to control the angle that our butterfly is flying at as it moves through that part of the curve. So if we wish to, we can head down to some of these other vertices and maybe just the angle that the butterfly is flying at. And we can do this at any particular point that we choose. But I think I'm fairly happy with how that's looking, so we can just head back into object mode there. And let's make the camera a bit bigger, and just hit play and see what we end up with. Mm. I'm just going to just that camera a little bit. So I'm happy with that. This is how you can go in and add a slightly more controlled path for your butterfly. And if you wish to, there's still the option to go in and make use of those noise modifiers to add some erratic motion over the top of this. I'm fairly happy with how that's looking. So I'm just going to hit Save. And 9. Final Thoughts: In the previous lessons, we've seen how puppeteering, curve modifiers, and path animation can all be used in conjunction with keyframe animation. These techniques are obviously useful when animating butterflies, but they also have a wide range of other applications. Puppeteering is great for simple motion, whilst anything which needs to be moved in a precise way throughout a scene can be animated along a path. Noise modifiers, when used subtly, can add random complexity to any animation. If you've been following long and have created your own butterfly animation, don't forget to share it in the class project gallery. So I'd really love to see your work. If you've enjoyed the class, then do also consider leaving a review. Not only does it help other students know what to expect, but each review also helps me to know if the classes I'm making are having a positive impact. Finally, you may want to check out my profile page, where you'll be able to find my other classes and learn a bit more about me. If you'd like to, you can also follow me to be notified of every new class that I publish. Thank you so much for joining me in this class. I really hope that you've enjoyed it, and I've also taken away some new skills which you can apply to projects of your own. Thanks again, and I hope to see you again soon. M