Mini-Class: Animate with Physics in Blender 3D | Harry Helps | Skillshare

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Mini-Class: Animate with Physics in Blender 3D

teacher avatar Harry Helps, Professional 3d Artist

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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

      1:04

    • 2.

      Animating the Dice

      15:30

    • 3.

      Rendering and Customization

      18:30

    • 4.

      Conclusion

      1:50

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About This Class

Hello and welcome to this Blender mini-class!

I'm Harry, a seasoned 3D artist with over a decade of professional experience and the privilege of being recognized as a Top Teacher on Skillshare, specializing in Blender tutorials.

In this mini-class, we’ll be creating this dice rolling animation with the use of rigid body dynamics! You might recognize this wooden rolling device already, but if not, this is called a dice tower! While it’s an integral part of rolling dice for many games, it also gives us the perfect opportunity to learn how to use physics in Blender to create realistic animations! I’ll be teaching you how to create your own dice tower animation using a premade starter file provided in the project resources!

We’ll end the class with rendering a video of our newly created dice tower animation, and I’ll even provide tips on how you can customize it to your own unique style!

By the end of this short class, you'll be amazed at how easy it is to create realistic animations with the use of physics in Blender!

So, if you're ready for a fun dice rolling adventure, I invite you to join me in class!

Let's get started!

                           

Please note: This class requires Blender 4.1 or newer to follow along and utilize the premade starter file!

You can download the newest version of Blender completely free from their website! ( https://www.blender.org/ )

Meet Your Teacher

Teacher Profile Image

Harry Helps

Professional 3d Artist

Top Teacher


Hi, I'm Harry! I have over a decade of experience in 3d modeling, texturing, animating and post-processing. I've worked for a lot of different types of companies during my career, such as a major MMORPG video game studio, a video production company and an award winning architectural visualization company. I have worked as a Studio Director, Lead 3d Artist, 3d Background Artist, Greenscreen Editor and Intern UI Artist. My professional work has been featured in "3d Artist" magazine with accompanying tutorial content. I have extensive experience with Blender, 3d Max, VRay and Photoshop.

I love sharing my passion for 3d art with anyone wanting to learn!

Get full access to all my classes and thousands more entirely free using this link!See full profile

Level: Beginner

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Transcripts

1. Introduction: Her. Hello, and welcome to this blender mini class. I'm Harry, a season three D artist with over a decade of professional experience, and the privilege of being recognized as a top teacher on skill share, specializing in blender tutorials. In this mini class, we'll be creating this dice rolling animation with the use of rigid body dynamics. You might recognize this wooden rolling device already. But if not, this is called a Dice tower. While it's an integral part of rolling dice for many games, it also gives us the perfect opportunity to learn how to use physics and blender to create realistic animations. I'll be teaching you how to create your own Dice tower animation using a pre made starter file provided in the project resources. We'll end the class with rendering a video of our newly created Dice Tower animation. And I'll even provide tips on how you can customize it to your own unique style. By the end of this short class, you'll be amazed at how easy it is to create realistic animations with the use of physics and blunder. So if you're ready for a fun dice rolling adventure, I invite you to join me in class. Let's get started. 2. Animating the Dice: I this lesson, we'll set up and run our dice Tower animation using the help of rigid body dynamics. Let's begin. If this is your first time taking a blender class, I'd highly recommend you start with my complete beginners guide to Blender first. This class was designed for the absolute beginner to Blender and three D art in general. We cover every single necessary topic in order to get you up to speed and running and blender. We'll accomplish this with short and focused lessons that cover each topic from a beginner's perspective, utilizing a well organized starter file. We end the class with an easy project where you set up and customize your very own cozy campsite. With that out of the way, let's continue with the lesson. Due to this being a mini class, we'll be approaching this a bit differently than some of my other full length classes. In this class, I'll be narrating the animation process, which you'll watch me create here on screen. This means this lesson will be a bit faster than you might be used to if you've watched my other classes, but it should still be a comfortable pace to watch and pause if you need a moment to catch up. As always, I won't be skipping any steps, but I will be going from step to step without much break in between. So if you're ready, let's jump right in. First, make sure that you have the starter file, Underscore Dice Tower animation 01 file downloaded from the project resources, and open and blender version 4.1. If you're working in Blender 4.2 or later, you instead need to download the Blender 4.2 version of the starter file from the class resources. The EV render engine received a pretty big update in this version. I needed to update the file in order for it to work correctly. If however, you're still working in Blender 4.1, you should continue using the original starter file without the word Blender 4.2 in the title. Now that your file is open, you might notice that some of your materials appear broken. This is because Blender isn't sure where to look for these texture images that I've provided. Luckily, this is a pretty easy fix. First, make sure that you have the textures dot zip file downloaded from the project resources. Save this zip file in the same location as you have the starter file saved in now. Now that the textures folder and the starter file are in the same location on your computer. You can right click on this textures folder and then choose extract all. This is the process on a Windows computer. However, a mac computer would be somewhat similar. Now that our textures folder is extracted, you should have a textures folder here without any sort of zipper icon on it, and this will include these images. Now let's head back to Blender, and then we can tell it where to look for these images. We'll go to file, down to external data, and then choose find missing files. Now go to this textures folder that we just unzipped, double click on it to enter the file, and then click Find Missing Files. You should now see all of your textures are updated and the pink error textures have been removed. With the file setup out of the way, let's get these dice animated. Our first step is to add the rigid body world to our scene. This is a requirement for the rigid body dynamics we're planning to use on our dice. You can think of this as turning on the gravity in our scene. To do this, go over here to the right side. Click on this symbol here to enter our scene properties. Now go down here in this list to where it says Rigid Body World, and then we'll click this button here that says Add Rigid Body World. Nothing will happen when we click this button, but it will set up our scene for the rest of the steps. We'll return to these settings later on in this lesson. Now let's begin the process of enabling physics on our dice and our dice tower that we're rolling the dice through. We'll start with the Dice tower. First, make sure you have the Dice tower selected here in the viewport. Then over here on the right side, we're going to click this little circle icon to enter our Physics tab. Now we can click the Rigid Body button found here, second from the bottom. Let's go through here and change some of these settings. So we'll scroll down so we can see most of them, and we're going to set the type from active to passive. We'll go down here to the shape and switch it from convex hull to mesh instead. We'll set our bounciness value here to 0.5, and then we'll change our margin to 0.0, zero, zero, one, and then it enter. Adjusting these settings, we've let Blender know that this object should be rigid, meaning that it should interact with other rigid objects in the scene. If you don't make an object rigid, other rigid objects will simply pass right through it as if it wasn't there at all. By setting this dice tower to passive, we've told this object to just provide a solid surface for other objects to bounce off of. The mesh and margin settings make sure that Blender sees the collision for this object accurate to how it actually looks. The bounciness setting just makes the surface a little bit more bouncy so that the dice bounce off of it with a bit more force. With these changes done, let's move on to the dice settings. Let's select the D 20 from the viewport. Or from the list over here on the right side. The D 20, in this case, is the one here in the middle. We can also see it here on the left, it's the white die, or simply just select it here from the list. On the right side here, we're still inside the physics tab. So all we need to do is click Rigid body again here. Our settings for this dice object will be a bit different than the Dice tower, as we actually want these dice to animate and reactive gravity. We'll leave the type here set to active. We'll change the mass to 0.0, zero, five, then hit enter. Then we'll set our bounciness here to 0.75. By adjusting these settings, we've lowered the weight of this tiny, 20 sided die to something a bit more realistic. We've also made it a lot more bouncy, so it bounces and rolls a lot more. Before we can begin the animation process, we'll need to copy these same settings to the other dice. Luckily, Blender has a tool that allows us to copy all of these settings to other objects easily. We'll first start out by selecting any one of these other die here except for the one that we just adjusted, which is the one in the middle. Just going to start by clicking on this D four here. It looks like a little triangle. Now I'm going to hold shift, and then just go around the circle here. Holding shift and clicking on these to select the other die, then I'll select one here in the middle very last. By selecting the D 20 last in the middle, we've made it the active object. We can tell that here because it has a different color highlight around it. Now at the top of this right viewport, we can click this object button found here, then we'll go down to rigid body and then choose copy from active. This tool will automatically transfer all the same rigid body settings from the D 20 to the other dices so that we don't have to do it one by one. Now, all of these dice that we have selected have the exact same settings applied to them. With these rigid body settings added, we're ready to start the animation process. We can get a really simple example of how this all works by selecting all of our dice as they are now. Then move them up slightly about an inch off the surface, and then down here at the bottom, we'll hit this play button. You'll notice after hitting the play button that all of your dice fall from the air and bounce around inside this tray just like real dice. There's one pretty noticeable issue, though. They fall and animate really, really fast. So if we pull this playhead here by clicking and dragging it back to zero and then hit play again, we can see that they fall around and bounce relatively realistically, but it's a really quick animation. Isn't super realistic, and it also doesn't look great either. Luckily, for us, there's a really easy way to slow all of this movement down. Let's head back to the scene properties, by clicking this icon here. Then we can scroll down here to our rigid body world settings, and then we'll click on speed and set this to 0.5 and then hit enter. Now, on our timeline here at the bottom, we can drag this back to frame zero, and then hit the play button. And we'll see here our animation is a lot slower and a lot more realistic now. That's because we basically just have the speed of the animation. For now, we can leave our speed here set to 0.5. Now that we have the speed settled, let's get our dice falling down through the dice tower. This is actually much easier than it sounds, thanks to us enabling all of these physic settings. We'll again set our playhead here by dragging it all the way back down to zero. And now in our right viewport, we're going to rotate our view slightly and then use our move tool found here to drag this above the dice tower. That's placed basically above this hole here. You'll find it much easier to place these dice if you orbit your view around, so you can get a better view from different angles. Now we can switch to the rotation tool found just below the move tool. Then I'm going to rotate around here to the front, and then I'm going to be spinning these dice using this red circle and moving them mostly vertically, just a little bit off vertical so that as they fall, they bounce around on top of each other before they hit this first shelf that we can see here. After rotating your dice, you might want to switch back to your move tool and then slide them over to the right side a little bit. That way they hit this first shelf entirely before they move down to the next one and they don't bypass it. Also want to make sure that your dice aren't so far to the right that they totally miss the dice tower in general. They should all fall comfortably here on this first shelf. And then our last step is to move them higher into the air. So on our right viewport here, we're going to click and drag on this blue handle using the move tool, and then we're going to look at the left viewport where we can see our camera view. So we can see here as I move them up, where they're starting to come out of the frame. So as soon as they get into this shaded portion here, we want to move them a little bit further until that shadow disappears on the dice tower. So I'll move them up to just about here, just past where that shadow is touching. And now we notice over here, it looks like there's no dice in the frame. Don't want them super high into the air because that'll make the dice explode once they hit the bottom here because they're falling such a far distance. They only need to be just high enough that they're no longer visible inside the camera. After your dice are placed, you can go over here to the right side and then click on this little camera button here to jump back into the camera view for both sides. Now we're ready to hit our play button here to see what our dices do as they fall through the tower. So we can see after hitting play, our dice have fallen through, hit this first shelf, bounce down to the second shelf, and then roll down here into the tray. You can get an example of what this looks like in a little bit slower speed. If you just click and drag your playhead and move it backwards. You'll see your animation here, play in reverse. And then you can drag it forward here to see what the animation actually looks like, albeit at a slower speed. Another thing that you'll notice is that your dice have rolled completely differently than minded and ended up in different positions here in the dice tray. This is because even the smallest difference in the placement or the angle of the dice can completely change how the dice roll. It's very likely that every single person taking this class will see a different result down here in their dice tray, which is actually pretty cool. If for some reason, you're not happy with how your dice rolled down here in your tray, say maybe they all bunched up in one corner, or they only made it a little bit into the tray and stopped really short. All you need to do is go back to frame zero, and then in this right viewport here again, Going to zoom in, and then I'm going to hit R to start rotating with our quick tool, and then just rotate them just like one degree would be enough. So like a single degree in any direction, and then play our animation again, and you'll see it'll makes a completely different result. So these dice don't fall in the exact same place. Again, for some reason, if you're not happy with how it looks, just rotate them one degree in any direction, it the play button again, as long as it's a frame zero, and then we'll see here, it makes a completely different animation. Another change that you can make is to go back to your scene properties found here, and we can adjust the speed. For some reason, you wanted your speed to be a little bit slower or a little bit faster, you can change that number here. Maybe in my case, I would want mine just to be a little bit slower, so I'll change it to just 0.4 instead of 0.5. Now you'll notice next time you play your animation, however, it looks different. Because of that slower speed, it actually changes where these dice fall because it's just another change that changes the randomness of how these dice bounce around. So if you want to change your speed, make sure you change it first, and then start rotating your dice to find where they land. Because if you find the dice position that you like, and then you change your speed, it's going to change what it looks like anyway. Once you're happy with both the speed and the animation of your dice, we're ready to move on to the final steps. So again, here, you might want to be in your camera view if you're not in it on the right side, so we can just click this little camera button found here. And now let's determine how long our total animation should be. This might be different for your animation based on the speed of your animation and how long it takes for your dice to stop moving. To figure this out, I'm just going to go down here, go back to frame zero, hit play. And then take note of when my dice basically stop moving. So after I hit stop here, I can drag back through and then see once these dices stop moving. So in my case, my dice stop moving right around this kind of 80 frame mark. Yours might be a bit different. It might be a bit sooner or it might be a bit later. Once you've found where your animation ends, we're going to add about 30 frames extra space at the end of it. This lets your dice settle for a moment, and it lets you get a quick view of what your dice rolled before the animation starts over again. Me, I'm going to set mine here to basically about 1:20 just because it's a nice number. 120 frames at 30 frames per second is a nice four second animation. To cap my animation here at 1:20, I'm going to go down here to the bottom right where it says end, and I'm going to type in 120. But again, your value here might be a little bit different. Let's go back to frame zero. Play our animation just to make sure everything works correctly. Now with our timeline shorten, let's head over to the scene properties again and then scroll down to the cache options. So we're here in the scene properties, and then we'll scroll down here to where it says cache. Now we'll set this end number here to the exact same number that we set down here at the bottom right. So in my case, 120. And then before we move on to the last step, we're going to save our file. This next step has a small chance of crashing our file, so it's best to save it now, so we don't lose any of our work. So we'll just go here to file, and then choose Save. With our file saved, our last step is going to be baking the simulated animation that we've created. The baking process will cache, which is kind of like saving your simulated animation. So it doesn't need to be calculated every single frame when you play or render the animation. On more complicated simulations, this is typically the first step after you've got the animation exactly as you like it. For more simple animation like ours, it's more or less just good practice to get in the habit of doing. Be sure you're happy with your animation before you bake it, however. As you won't be able to go back and make changes to it after you bake it, you would need to delete the bake, then make your changes, and then bake it again. To bake the animation, make sure you have all of the dice still selected. You likely still do from when we placed them earlier. If you need to reselect them, the easiest way to do this would be go over here to the outliner list on the right and then select the first die. Old shift, and then select the last die, and it'll select everything here in between. And now that we have our dice selected, we can go down here into the cache settings, and we'll simply click the word bake here. Your blender file might become unresponsive for just a moment as it works on baking the simulation. Give it just a few moments, and your bake should be finished. You'll know it's finished when the bake button that we had down here before, has now turned into a delete bake button instead. And that's it. Your Dice tower animation is officially complete. You can now hit the play button down here to watch your animation loop over and over. In our next lesson, we'll render our Dis Tower animation and explain some simple methods for customizing this animation to your own style. I'll see you there. 3. Rendering and Customization: In this lesson, we'll render our dice tower animation and explain some simple methods for customizing this animation to your own style. Let's begin. We've made it to the final lesson of this class, but we're not quite done yet. We're going to start by rendering a test frame of our animation, so we can add a cool motion blur effect, and then we'll proceed to rendering the full animation as a video. Let's start by switching to the rendering workspace found here at the top. Now that we're here, the first step is to render a still frame of our animation. We want to switch it to a frame that has some action going on in it. So down here on our timeline, we can make it a little bit bigger by dragging this bar here to the top. And then if you can't see your entire timeline here, just click on this little dot here on the right, on the scroll bar, and we'll drag it out so that we can see more and more of the timeline. Now, let's drag our playhead here to one of the frames near the beginning. Ideally, we want a frame that has the animation about halfway through the dice tower. I M case, somewhere around Frame 40 should be a good place to start. Now what we need to do is render our image. To do this, we can simply hit F 12 on our keyboard, or we can go over here and then choose render and then pick render image. Your render should only take a few moments to render thanks to the EV render engine that we're using. With our steel image rendered, we're ready to enable a cool motion blur effect to really make our dice animation look realistic. This is a pretty easy effect to enable luckily. First, we're going to go over here to the right side and go to the render properties tab found here. Now we'll go down our list until we see here the motion blurr settings. First, let's check on this box next to it to turn the motion blur on. And then we're going to change our sutter speed from 0.5 down to 0.35, and then we'll set the steps value here from one all the way up to ten instead. In simple terms, the sutter value changes how much moving objects blur, and the steps value changes how visually smooth this blur is. Now, let's render our image again to see the results of these motion blur settings. And again, we can hit F 12 or go to render and then choose render image. Now we can see if we move in on our dice here by zooming in with our scroll wheel, that our dice have this really cool motion blur effect here to make them look like they're really moving quickly. This gives the impression that they're moving so fast through the dice tower that they're blurring inside the camera. With our motion blur set up, all that's left is to render this animation as a video that we can share with our friends and family. We'll start by heading over to the output properties found here on the right side, just below the tab that we're currently in. I'll scroll down here to the bottom, and then click on this white folder icon. This will allow us to set up where we want this animation to save when it's finished. Now navigate to wherever you'd like this file to save on your computer. And then down here at the bottom, we can give it a name. In my case, I'll call it Dice, Tower, animation, underscore, final, underscore, zero, one, and then hit Accept. Next up, we need to change the file format, so our animation outputs as a video rather than a series of images. So over here on the right, where it says file format, we're going to switch it from PNG to FF peg video. Now we can twirl open the encoding options found here just below, and we're going to switch the container from Mitroska to M peg four found here at the top. Then lastly, we'll switch our output quality from medium quality to perceptually lossless found here at the top. With that last setting changed, we're ready to render our full animation. This will take a few minutes depending on how powerful your computer is. However, based on our render settings, it really shouldn't take too terribly long. To render your animation, go up here to where it says, render. And then choose Render Animation. The button just below the one we work clicking. I'll see you in just a moment when my render is finished. But I recommend that you pause the video and let your animation finish before you continue watching. I'll see you in just a moment. And that's it. Our final animation is rendered as a video and saved in the location that we chose in the output settings. Now you can share it with all of your friends and family on social media to show off your hard work. Before we end the class, however, I'd like to give you a few simple tips that you can use to customize this animation for your own class project. Before we begin making any changes to our file, let's save this version of file as it is now. Then we'll make a new version that we can play around in without messing up any of the original animation. So we'll just go over here to file, and then choose Save. I'll save this file as it exists now. Now let's make a new version of this file that we can customize a bit. So we're going to go over here to file, and then this time we'll choose Save as. This allows us to give the file a new name and then save it as an entirely new version of the file. This make sure that we can always go back to the original version of the animation if we don't like any of the changes that we made. At the bottom, we can give it a new name. So in our case, I suggest that all you do is add the word class project, underscore at the beginning of the file name. And then once we have our name changed, we can go over here and then click Save As. Now that we have our new version, we can begin making changes. The first and most obvious change that we can make is to change the colors of our objects. So first, we'll start out by moving our playhead here to the very last frame of our animation that we we're sure that all of our dice are visible. Now we can go to the shading tab found here at the top, and this is where we'll be changing our colors. Won't be explaining exactly how shading works in blender. However, I will be giving you some quick tips on how to adjust the colors if you'd like. If you're interested in how the shading tab works in more detail, I'd highly recommend either my previous mini class called create a vibrant plastic material, where we create a material for another 20 sided die, or if you want something a bit more comprehensive, I'd recommend my magic of materials class, where we learn everything there is to know about materials and blender. So now in our top viewport, we're going to select this D 20, so we can zoom in here to get a better view, and we'll select this white die here. And then here in the bottom viewpoort, we'll see the Shader editor, which shows us the node system responsible for this white material. We won't focus on all the nodes here, but if we zoom in with our scroll wheel to this very top node here called color ramp, we can get a look at this node better. This node in particular is responsible for the color of our die. If you need to reposition this view at all, you can also click in your middle mouse button, so click in the scroll wheel to pan it back and forth or slide it up and down. The easiest way to change the color of this die is to adjust the colors on either side of this color ramp node. We'll first start by selecting this far right slider, by clicking the little triangle here at the top of it. Now that it's selected, we can click this color bar here at the bottom, and that will bring up a color picker. If you notice that this color picker is really large or it's in the way of you seeing the die behind it, simply pan your view off to the side or zoom out slightly to make sure that it's not so large when you click it. So now that I've panned it off to the side and click this bar, we'll notice that it's a lot smaller. To adjust the color here that we see in the color picker, all we need to do is click on this little dot here in the middle. And then we can drag it anywhere on this circle, and the color on our dye will adjust to match. After finding a color you like, you might also want to make it darker or lighter by adjusting this right slider here, which makes your color either brighter at the top or darker here at the bottom. When you're satisfied with the color that you've chosen, you can just mouse over here to the side, and this color picker will disappear. And then on the left side here, we're going to click on the other slider by clicking the little triangle at the top, and then click this color bar at the bottom, and now we can change this color to whatever we like. So in my case, maybe I'll pick a nice blue, maybe a dark blue to match this kind of dark reddish purple that I had before. With these two colors changed, we have a nice new look for our D 20. The last color on your die that you might want to change is the number color. Depending on the die color that you chose, your numbers might not be as visible as they were before. In my case, these black numbers don't show up very well on this dark color. Luckily, this is pretty easy to change by simply adding a brand new node. So down here on our shader editor, we're going to zoom out. And then move down to the bottom until we find this block of nodes here called face numbers. Now we can zoom in slightly, so we can see them a bit better. Depending on whether or not you started with the D 20 or maybe you chose the D four or the D 12, you may or may not see this node here called invert color. It doesn't matter if you don't see it. This process is the same. To start with, we're going to hit shift and A at the same time to bring up our ad menu. And then here at the top, we're going to go to the search bar, and we'll type in mix, M x and choose mix color. We'll now notice that this mixed color node is sort of attached to our mouse. And when we hover over any one of these lines here, it highlights that line. You want to place this new node on top of whatever line connects into the B socket on this mix node here. In my case, it's the one that has the invert color attached to it, but yours might just be going from color here over to the B. Either way, I'll place it after the invert color if you have it, or if you don't have it, just hover over top of this line until it turns white, and then click, and it'll automatically connect it up for you. Now let's sum out a little bit. And then down here, we can see the color, as well as a factor slider. We're going to set this factor slider, all the weight to the right. That way, this color is as vibrant as possible, and we can already see a change here, so it's using whatever this color is here to make our numbers that color. So if we wanted something other than white, maybe I want a bright yellow for this. We can set it to yellow, and then increase the value, increase the saturation, and really just make it whatever color we want. So in my case, I think yellow looks pretty cool. And that's the last change I have for you for changing the color on your dice. So now let's zoom out a bit. And then before we move to our next step, I'll show you how to change the color of your dice tower as well. So to do this, we're going to need to select our dice tower just by clicking it here in the viewpoard. Now on the bottom, Shader Editor. We can zoom out using our mouse wheel. Click in to pan the view, click in the mouse wheel, and then zoom in here to the hue, saturation and value node at the very top. With this node, we can adjust the different properties of the image texture creating this material. The main slider that we'll be adjusting if you want to adjust the color is the hue slider here at the top. You'll notice that if you click and drag on this hue slider, you can see the color of your wood changes. However, you also notice that it moves really quickly. So to make sure it doesn't move so fast, you can hold down shift while you drag this And you'll notice it moves a lot slower, so you have a lot more control. So maybe in my case, I want some bright green wood. So we can just drag it to about here to about 0.77 in my case. You also have the option to change the saturation to make it either more or less colorful. Maybe I'll make mine really colorful. And then we can change the value here to make it either darker or lighter. So I'll make mine a bit brighter or maybe a bit darker. In my case, I think darker looks better. Once you're happy with the color of the wood, you might also want to change the color of the leather here in the rolling dray. To do this, go over here to where it says slot one, and then choose the leather material, which is in slot two. Again, down here in the bottom, you'll notice that the hue saturation and value node should be basically in the same spot. So I'll zoom in here. And then again, just slide these around until you find a color that you like. Maybe I'll choose something really bright like purple. We can adjust the saturation and the value as well. There are plenty of other objects in your scene that you can change the colors of, but I'll leave that up to you to explore. Our next quick change revolves around color as well, but this time of our lights and not our objects. For this change, we can actually switch back to the layout workspace found here at the top. You'll recognize this view from before. You have a few different ways to select your lights inside the scene. You can either select them over here in the list by just selecting on the name of the light. In this case, we have spotlight, pink light, and blue light. I'll select spot for this example. Or alternatively, you can go over here until your right viewport, orbit your view around, and then you'll notice these lights floating around here around the Tice tower. Again, in this case, I'm going to be selecting the spot light for this example, which is here pointing towards the front. Now, let's switch to the object data properties tab found here on the right. It's also the same symbol here as this little green light bulb. The main settings that we'll be adjusting on this light are found here at the very top. We have the color and the power. The color is obviously the color of the light, and then the power is how bright this light is. Let's switch the color first by clicking on this color bar, and I'll make mine something equally crazy to match all the other crazy colors I have in here. So maybe I'll make it a really bright blue. And then once I'm happy with my color, I can adjust the power here. So if I make this number larger, it'll make the light brighter. So if I really increase this power higher, we can see here this light is much brighter in my scene. Each one of these lights here can have their power and their color changed, as well as their position within the scene. So if you wanted to move a light closer or further away, you could do that here as well. And now let's learn our last tip for this lesson, changing the camera angle. We'll be making the change to our camera angle here in the left viewport. The easiest way to change our camera angle is to simply click this little tiny lock button here found below this camera symbol. So we'll click this. And now we can orbit around in this view without jumping out of our camera. We'll notice that as we're moving around, instead, it's moving our camera with our view. So this allows us to easily and intuitively place our camera wherever we'd like. In my case, maybe I want a closer view of the sic tray. So I'll zoom in to right about here. When you're done finding a new position for your camera, don't forget to uncheck this little lock icon. This will make sure that once you've found the location that you like for your camera, you don't accidentally move the camera position by trying to zoom in and out or pan your view left or right. This will allow us to just move back and forth without actually moving the camera. You might notice now that your render appears to be pretty blurry if you've moved it a lot closer or a lot further away. This is because the depth of field settings were tailored specifically for the original view that we had before. Luckily, this is a pretty easy fix. In the outliner list found here on the top right, we're going to select our camera found at the very top inside this collection. Your camera is going to appear grad out inside this list. That's because it's currently hidden inside the viewport. That won't really change anything about us changing the settings, though. And now that we have our camera selected, we can go down here and make sure that we're in the object properties tab, which is this little green camera icon. It's likely that you're already inside this tab. You shouldn't need to change anything. The first and easiest option to fix this blur is to simply turn it off. If you don't really want any blur inside your view, you can just uncheck this option here called depth of field, and we'll notice now everything is nice and sharp in focus, but there's also no blur on anything either. If you did want to keep some of the blur, but just fix what's in focus, we'll need to adjust this focus distance and the F stop. To do this, first, let's turn it back on, so we'll make our image blurry again. Then this focus distance that I mentioned before found here at the top, effects at which distance objects are viewed in focus. Idally, you want this to be near the center of the dice tray. To change this, you're just going to move this back and forth using the slider. Now you'll notice this is a really fast slider, so it's pretty hard to get it right exactly where we want it. This is a situation again, where you want to hold down shift while you move this back and forth. And that'll give you a lot more control. And to get a better idea of what's actually in focus, you might also want to zoom in here and find the die that's the closest to the center of your die tray. In my case, it's probably the front side of this die in the back. So I'm just going to zoom in here, so it's mostly in view. And now I can hold shift and move this back and forth until this die becomes nice in focus. So somewhere right around here, it doesn't need to be exactly perfect. I just wanted it to be mostly in focus. For this specific camerang I had, if you match something similar, was about 0.23 meters. Now that we found the correct distance for our focus, we can adjust how blurry the objects outside of this focus distance are by adjusting this f stop value found here at the bottom. If you increase this number, generally, your image will be less blurry, and if you lower it, it'll be more blurry. If you wanted a more severe blur, you could lower this down to something like eight or six to make objects not in the center of this tray really blurry, or we could raise it above the 12 that we had it in before up to something like 16 if we wanted only a little bit of blur here in the foreground. And that's it. With that last change made, you're officially ready to customize your animation for your class project. I obviously haven't shown you every single way you could customize this animation. But hopefully this gives you a good idea of where you could start. When you're done with your unique animation, don't forget to render your new video and post it to the project gallery for this class. I'll personally comment on every single project uploaded and give you feedback on your render. As a quick disclaimer, you won't be able to post your video directly on too Skill share as your class project. However, you are able to upload it to YouTube and then add a link into your project, or you can convert it into an animated gift and upload that directly into your project. If you'd like to know how to easily turn this video file be created into an animated gif, I recommend you watch Lesson 16 from my create a Cartoon Bumblebee animation class. This lesson will explain the entire method of using a free online video to gift converter. You can find a link to that class in the class project section for this class. It's a pretty easy process, so I hope you'll give it a try. In the last lesson, we'll end the class with some conclusions and farewells. I'll see you there. 4. Conclusion: Congratulations on reaching the end of our class. I wanted to take a moment to express my heartfelt gratitude to each and every one of you for taking this fun mini class. Your participation and excitement for learning is incredibly rewarding for me as a teacher, and I can't thank you enough. I hope you've had a good time learning how to make seemingly complex animations easy with physics and blender. It's been a pleasure guideing you through the basics, and I hope you found the experience both fun and valuable. Now that you've got these new skills under your belt, I can't wait to see where your creativity takes you. I wish you the best of luck in your adventures crafting your own unique Dis tower animations. As a quick example of what you could do with your project, I created this spooky Cracken dice Tower animation for my class project. The possibilities are endless when it comes to customizing your animation, so have fun with it and don't stress out about the details. When you're done with your unique animation, don't forget to post it to the project gallery with all of your fellow students. I'll personally comment on each project uploaded. If you like this class, let other students know by leaving a review. Your feedback really helps me understand what you found most valuable in the class. You can leave a review easily by going to the Reviews tab just below this video and clicking the leave of Review button. I appreciate the support. After leaving a review, you might want to follow me here on skill share as well. You can follow me at any time by clicking the Follow button above this video, or by going to my teacher profile and clicking the Follow button there. Following me is the best way to get notified when I release a new class or make important announcements. Don't forget to check out my teacher profile for more classes just like this. You might find something else that interests you. Lastly, I want to thank you all again so much for taking my class and supporting me by participating in the class project. I can't wait to see what you all come up with. Farewell for now, and I hope to see you in another class soon.