Motion Magic: Animation Basics | Smeaf | Skillshare

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Magia del movimiento: conceptos básicos de la animación

teacher avatar Smeaf, 3D Generalist and Tutorials

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.

      Introducción

      1:08

    • 2.

      Primeras chispas: comienza tu viaje de animación

      0:48

    • 3.

      Navegación por la magia: interfaz de usuario esencial y teclas de acceso rápido

      2:37

    • 4.

      La salsa secreta: por qué funciona la magia del movimiento

      3:39

    • 5.

      Control de curvas: domina el editor de gráficos

      6:41

    • 6.

      Magia del movimiento: el proyecto de clase

      0:47

    • 7.

      Animación: bloqueo

      2:48

    • 8.

      Animación: ranurado

      4:00

    • 9.

      Animación: polaco

      4:30

    • 10.

      Animación: renderización

      1:24

    • 11.

      Reflexiones finales

      0:33

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About This Class

¡Desbloquea la magia de la animación 3D y da vida a tus ideas con Motion Magic!

Esta clase es ideal para cualquier persona con habilidades básicas de Blender que esté listo para subir de nivel su juego de animación.

En Motion Magic, aprenderás a transformar objetos simples en animaciones dinámicas y llamativas. Smeaf te guiará a través de la interfaz de Blender para que te revele los secretos de la animación efectiva y por qué Motion Magic funciona tan bien.

Tanto si eres un profesional experimentado como si recién comienzas, esta clase te ayudará a iniciar tu viaje de animación y crear animaciones que son a la vez maravillosamente simples e impresionantemente complejas.

Con Smeaf como tu instructor, te sumergirás en lo siguiente:

  • Teclas de acceso directo esenciales
  • Principios básicos de la animación
  • Domina el editor de gráficos
  • Creación de animaciones de nivel profesional

Además, Smeaf te guiará a través de todo su flujo de trabajo, para que te enseñe cómo crear animaciones de alta calidad desde cero.

Tanto si quieres actualizar tu contenido como si solo tienes curiosidad por la animación, terminarás esta clase con una sólida comprensión de los principios de la animación, la herramienta más poderosa de Blender (el Editor de gráficos) y las habilidades para crear animaciones impresionantes.

Una comprensión general de la animación 3D y la interfaz de Blender será útil para esta clase, pero no es necesario. Con una computadora, un ratón y Blender, tendrás todo lo que necesitas para aprender sobre la animación 3D más avanzada.

Conoce a tu profesor(a)

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Smeaf

3D Generalist and Tutorials

Profesor(a)

Hello, I'm Smeaf!

I create tutorials online and have been creating as a 3D generalist for over 5 years now.

Having graduated from SAE Institute Brisbane with a Bachelor of Animation & 3D Modeling in 2017, I felt that the education system gave me a rudimentary understanding of basic concepts and software.

However, I didn't feel that I had received the "Bachelor's" level of knowledge I thought I would finish up with.

This is a constant with me, feeling that I need to continuously learn and evolve, and i'm not alone in this mindset.

3D and the VFX industry as a whole are rapidly expanding and developing, so it sometimes feels hard to be up to date with common practices. That's why it is imperative to continuously learn and compo... Ver perfil completo

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Transcripts

1. Introduction: Animation doesn't have to be difficult. There's thousands of tutorials and hundreds of confusing hokeys. It's honestly overwhelming. This class solves that with the power of motion magic. My name is Smith, and I love all things animation. You might know me from YouTube, creating silly content like full commercials in 24 hours. Here I'm your teacher. Showing you how to bring objects to life effortlessly. In this class, I'll guide you through animation basics, setting keyframes, understanding the graph editor, and using the power of motion to create beautifully simple yet complex animation. We'll use Blender, a free, powerful software. But if you prefer Maya or Minahori, no worries. These principles work everywhere. For the class project, we'll create a simple animation using motion magic and this bottom. Quick disclaimer. This isn't an introtb lender. You should know the basics, but don't worry. Even if you don't guide you through every lesson. By the end of this class, you'll know how to create stunning animations, make simple objects interesting, and be ready to press render on your first project. I'll see you in Seth. 2. First Sparks: Starting Your Animation Journey: First Sparks. Before we begin, we'll need to download Blender. You can go toblender.org slash Download, or below this video in the class resources, there are links to all relevant downloads. You'll also notice there are two blender projects, a base project and a final project. Please download both of these right now as we'll use them throughout this class. While that downloads, let's take a look at what this class covers. First, we'll explore some essential universal hot keys. After that, we'll examine a few key animation principles that can elevate simple animations from beginner to advanced. Then we'll dive into the graph editor, understanding its functionality and why it's crucial for crafting impressive animations. Finally, we'll put all of this together in blender, guiding you through the class project from start to finish. 3. Navigating the Magic: Essential U.I. & Hotkeys: Navigating the magic. Whether you're animating in the viewpoint or fine tuning in the graph editor, mastering these universal hot keys will make everything ten times easier. Here I've got the Base file open with three main windows, my three D viewpot, my camera, and my animation timeline. To actually interact with any of these workspaces, we need to know the basic universal hot keys, and there's three categories movement, selection, and transformation. Like I said in the intro, you should know the majority of these already, but if not, let's do a super quick recap. Movement. Everything related to movement is done with the middle mouse button. For example, to orbit your object, just click the middle button and drag your mouse. To pan your view, shift, click drag. And to zoom in, simply scroll the mouse wheel. Selection. When animating, we need to select multiple different objects at any given time. To select one object, all you got to do is left click. It'll outline with an orange color, and that lets you know it's the currently selected object. To select multiple objects, you can hold down etclick and box select them. Alternatively, you can hold Shift and left click each one. Transformation. Now that we know how to move in the three D scene and select our objects, let's transform. To move an object, simply select it and press G. For rotation, press R. And for scaling, press S. You probably noticed all these transformations I've done are relative to the angle of the viewport. If I change my viewport and rotate again, the outcome is completely different. This makes it super difficult to transform with precision. So how do we fix that? Well, it's pretty simple. You can actually lock the movement to the X, Y, or Z axis. To do this, all you need to do is move, scale or rotate your object, and then press the axis you want to lock the object to. X is left or right. Y is front to back, and Z is up and down. So, for example, select the object, press G to move, and then lock it to the X axis by pressing X. Now, everything I just showed you is universal, meaning they work in pretty much all of blended workspaces. So moving in the three D viewport is the same as moving in the timeline. Now that we have the absolute basics down, let's look at why animation works and the secret to turning simple objects into stunning animations. 4. The Secret Sauce: Why Motion Magic Works: Secret Zuls. When you look at an animation like this, what do you see? Now, how about this one? The difference is huge, right? One feels boring and lifeless, while the other is full of character and personality. Here's the secret. The only difference between these two animations comes down to rules, specifically the 12 principles of animation. These are all encompassing guidelines that pretty much every studio, artist, and student relies on, and it can take a lifetime to master. Luckily, this book teaches you everything you need to know about them. It's the closest thing to achiet code for animeors honestly, and I want to show you a few of these principles so we can understand them and apply them in our class project, starting with principle one, timing Timing is exactly how it sounds. It's the amount of time it takes for animation to go from keyframe one to keyframe two. For example, this Frank Green cup, it's animated here popping up over 24 frames, which is 1 second of animation. The first keyframe is here with the initial pop, and the last keyframe is here where it lands. A good sense of timing is key to creating excellent animation. But this one still looks boring, which is why we need principle to spacing. Spacing is the polar opposite of timing, but they work so well together. Notice how the cup is linear. There's no change in how it moves. That's because we haven't distributed or spaced any of the 24 frames. They're all. Let's say I want the cup to jump up super fast, linger for a little bit before falling down and landing. To do that, we need to change the spacing of these frames between the two main key frames. This is literally called in betweens or breakdowns. So for this example, I'll add some in betweens here where the cup is at its peak. This will slow it down, giving the illusion that it's floating and it'll look something like this. If this principle doesn't click with you just yet, you can think of it like this. The closer the frames are, the slower the object will be. And the further away the frames are, the faster it'll be. Remember, this isn't timing. The animation will still take one whole second, but the movement within that second depends entirely on how we space it. Now, this animation looks okay, but I can feel something's missing. There's one more principle that I want to show you that'll elevate this till the next level. Follow through overlapping action. This principle adds believability to your object. In real life, nothing comes to a standstill immediately. There's always some type of overlap or follow through. For example, this cup. There's no way it would look like this in real life. There needs to be some form of follow through or overlapping action. Here it is with the principle applied, and here it is without. You can see the difference this makes immediately because now this cup feels real. There's weight to it. The momentum makes sense, and overall, it's believable. These are just a few of the core principles of animation, but it means nothing if we don't know how to apply them to objects, which is why you'll want to watch the next lesson where I show you exactly how to do that with one of the most powerful tools in blender. 5. Curve Control: Mastering the Graph Editor: Curve control. Now that we understand the fundamentals of animation, let's actually put it to practice. Here I'm in blender, and I've got the base file open. Let's start out with creating a simple animation and then apply the principles we just learned using the graph end. So first, I'm going to select this box object. This is called an empty or a controller, and all the cup objects here are parented to this. So whatever transformation I do, the cup is going to follow. Let's now set three key frames. With the box selected, I'm going to press K to open the keyframe menu. You can see there's a ton of options here, but we just want to play with the location for now. So click that and then let's make the exact same keyframe on frame 23. For the third and final keyframe, I'm going to put this in the middle on frame 12, and all I'm going to do is move the cup upwards. So remembering the hot keys, G to move Z to lock it on the Z axis, and I'll move it about here. Now, if I hit Play, you'll see it kind of sucks. It's boring. But we can make it so much more interesting using the principles we just learned and the graph editor. First, we want to change the timeline workspace to the graph editor. You can do that by clicking this button and selecting Animation Graph Editor. Now, we're met with a pretty wild screen, and this thing can get immensely confusing on larger projects, especially if you don't know what you're looking at. So let's break it down. On the left, we have our channels. You can think of this like a mini outliner. This shows us the object and then all the axes that we animated. Next is the graph editor itself. This is like an expanded timeline with way more control and clear visuals. You can see the three key frames we set on the Z axis, the timing or frames at the top, and the value of each frame on the left hand side. These lines indicate the interpolation of the animation, which right now is set to linear, which I mean, that's linear. It's a straight line. Since we only animated the Z axis, there's a bunch of keyframes here on the X and Y axis that we don't really need. A quick way to hide them is to click the eyeball icon for each channel, or even better way is to solo out a specific channel by selecting it and pressing Shift If at any time, I want to bring the other channels back, I can just press Alt H or click the eyeballs. Now, this view is okay, but I like using the normalized view. It makes everything have a value from negative one to positive one. And I just find it way easier to read. Now that we know what the graph editor is, let's actually play with it and use the principles of animation. We want to implement timing, spacing, and overlapping motion. We've already got the timing down. It's 1 second animation. Let's now add spacing. To do this, I'm going to select all three of these keyframes by pressing eight, and I want to change the interpolation of these. So let's press T and select Bezier. You can see now we get these super smooth looking curves. And if we hit play, it's a totally different animation. But now we can select any of these keyframes and change the entire animation with just a few moves. For example, let's make this jump. I'm going to select the first keyframe and rotate it to make a steep slope. I'll do this on the other keyframe, as well. And just like that, we've got a jumping cup. If we want it to be even more extreme, we can scale each keyframe up a bit to really exaggerate the curve and stretch the spacing to almost entirely on the in between frame. That's I mean, that's a pretty snappy animation. Now, if we wanted to, we could also do the opposite and just reverse the curves to look like this. Although, I mean, it's pretty unrealistic. Another thing you can do is change the handle type. Right now, these handles are free, meaning you can transform them in any way you want. If you press V, it gives you a list of different handle types and each does something slightly different. Now, what about that last principle? Follow through and overlapping action. This one, again, is actually really simple to make. Since our cup is floating, it doesn't really make sense for it to be jumping. There should be some kind of overlapping action at the bottom of the screen where the momentum pushes it down before it comes back up. So instead of actually showing you exactly how to do this, I want to see if you've been paying attention. Here are three different graphs. I'm going to give you 30 seconds to choose which one you think will work to create overlapping action. And whichever one you choose, I want you to replicate it in blender. Starting now. If you chose B, congrats, that was the correct one. The curve quite literally overlaps into a negative value, which creates the overlapping action or follow through. Now, this is a super simple animation, and it's still unpolished. The curve could definitely be tweaked a bit to create a smoother motion. But at the end of the day, it's up to you when you want to throw in the towel and call your animation done. Takes some time to get used to this workspace. For many of you, it's probably your first time animating, and it's a lot to wrap your head around. In the next lesson, we're going to put all of this together and create a stunning animation, utilizing all the techniques I've just shown you. 6. Motion Magic: The Class Project: Motion magic. Now that we have all these tools and principles under our belt, let's put it to use and make something awesome. For the class project, we'll recreate this looping animation from start to finish. I'll guide you through my workflow, showing you how I created it and sharing tips and tricks for each stage of the animation. To keep it simple, we'll split this into three lessons locking, splining and polish. As a bonus, if you want to see the entire unedited workflow, I've created two bonus lessons. These show you literally everything I did to create this exact result for the full 1 hour recording. You can also open the final project file to study this animation, understand how it all works, and get some ideas for your own project. 7. Animation: Blocking: Locking. Here I've got the base file open, and we're going to start this animation with locking. Locking is essentially placing the main keyframes for the entire animation. So to start, I want this to be a looping animation, meaning the first and last keyframes are identical, which creates a really fun looping illusion. I'm going to set my timeline to have 60 frames and start blocking each piece of the cup. All I'm doing here is setting keyframes for the location and rotation of all the cup pieces. This won't be set in stone. We just want a rough idea to then build upon. Now, since this cup is on a weird angle, I want to transform it so that it follows the local axes of the object, not the usual world axis. It's currently doing that. To fix this, I can lock it to the local Z axis by pressing Z two times. Now it ignores the world Z axis and puts it on the cups Z axis, which just makes it way easier to animate. This works for anything, by the way, moving, rotating, scaling. You can make it follow the local axis by pressing the relative X, Y, or Z twice. This is going to be an exploded view animation. So I'll place each piece of the cup to look like this on the middle keyframe. It's important to note that all the pieces of this cup are parented to this empty controller, which we're going to use to create the snappy rotation. So let's now block that out. I'll place a few rotation and location keyframes around these areas, and all I'm really doing here is rotating the bottle 360 degrees on the x axis. Again, I want to use the local X axis here. So I'll press R to rotate, then X twice to lock it in place, and then I'll just drag my mouse until I see 360 show up here. Or I can literally type on my keyboard 360. You'll see now if I hit play, it looks all wrong. That's because the last keyframe has the initial rotation data still. So I'm just going to duplicate this keyframe from the middle and place it at the end. If we hit play now, it's still looking pretty bad. But this is just the rough blockout. We still need to figure out the timing, spacing, and overlapping action, which is all done in the next lesson. 8. Animation: Splining: Spining. Now that we have the rough blocked out animation, we want to move into spining. This is just a fancy way of saying, use the graph editor. Let's open the graph editor by clicking this button and selecting animation Graph Editor. Now I'm going to select all the objects, then select all their keyframes and press T. This opens the interpolation menu, and now I'll change them from linear to Bezier. You can see we now have super smooth curves, and the animation itself is totally different. Animating with the rotation active, though, is kind of distracting. I want to solo out just the cup's animation. So I'll select the empty object and click this checkbox. This visually hides the animation for the empty object, so I can just focus on the cup. Let's now apply some spacing to the cup by changing these curves. I want this to open and close quickly but slowly float in the air. So just like we practiced, I'll make all the curves have a steep slope at this first and final keyframe and put pretty much all the spacing on the middle keyframe here by scaling it up. Now it looks way better. Let's see how it looks with the rotation as well. Not bad, but I can tell the timing and spacing is wrong. I'm going to try timing it differently by pushing this keyframe to frame 40 when the cup closes. Now for the spacing, I want it to rotate slowly before snapping into that huge 360 degree rotation. So I'll scale the first keyframe like this to give it a long buildup. Now I'm just going to rotate this keyframe to create a steep slope, which will give it that snappy rotation. This is already looking really quite similar to the final animation, which is pretty crazy because all we did was change the timing and spacing of a few curves. This is at a pretty good spot, but I think the timing for some of these objects is still wrong. If you haven't noticed yet, this is probably a good time to tell you that animation isn't linear. It's not a straight line from start to finish. It's actually more like this. You're gonna have multiple moments where you'll change your timing, try different ideas, or even delete some sections from your entire animation. It's all part of the process, and it's actually why I love it. With this in mind, let's play with the timing and spacing a bit because currently, all the cup pieces are opening and closing at the exact same time. All I'm doing here is offsetting the objects. I want the lid to pop off the body first, followed by the plastic inside, and then the button on top of the lid. That looks much better. Everything we've done so far is pretty basic. The animation looks okay, but I want to add weight and believability to this. Let's now do that and push it even further by adding some overlapping action and really fine tuning some of these curves. 9. Animation: Polish: Polish. With our animation pretty much complete, we're now ready to polish it. I want to add some weight and overlapping action, and we'll start by using the empty controller. Since the cup is popping the components out, there needs to be some kind of force behind it to motivate that action. Here I'm adding some location keyframes and in betweens on the Z axis for the controller. I'm pulling the whole cup down before pulling it back up a few frames later. This gives the effect of the cup popping or bouncing back from the initial downward force. After removing some unnecessary location keyframes, you can see the overlapping action coming into play. This looks okay, but it can definitely be better. Let's now polish the curve and make it look even more appealing. All I'm doing here is scaling and rotating the handles to find what I think looks good. A super heavy trick to help with scaling is to change the pivot point of your key frames. You can do that by clicking this button, and I like to use individual centers. This lets you scale multiple keyframes without changing their initial value. This looks great, but now I want to continue adding overlapping action. The next crucial spot is the rotation right here. All the pieces come slamming down, so there should be some kind of force pushing the entire cut down, as well. Oh. Again, I'm just adding simple location keyframes here and tuning the curve handles. For this particular motion, changing the handle type to vector for this keyframe is actually really handy. You can see it automatically makes the curve steep and perfectly spaces the frame to make that jump motion. Now, the last major animation I need to polish is this end frame, where it loops back to the beginning. I'm going to duplicate the first keyframes and place them on frame 60. With a few quick tweaks to the last keyframe, the loop is now looking amazing. The final thing we need to polish is the 360 rotation of the cup. As right now there is way too much overlapping action. The whole motion of this just looks wrong. All I'm doing here is finding the correct amount of rotation to place in the breakdown frame and then using overlapping motion to ease into the final frame. This now looks pretty amazing, but there's one major issue. The animation loop isn't working because frame one and frame 60 are the exact same frame. It's creating a duplicate frame which breaks this illusion for the loop. The easiest way to fix that is to just remove a frame from the timeline. So in the timeline editor, I'll change my frame range 60-59. And now we have a seamless looping animation. Like I said, this whole process of animation is a lot of back and forth, trying new ideas until something sticks. This is the stage of animation that can take as long or as short of a time frame as you would like. There's a famous quote. Art is never finished, only abandoned. So take as long as you need on this lesson to fine tune your animation. Once you're happy with it, the final thing to do is press render. The next lesson, I'll show you exactly how to do that, and we'll also build this color swap transition effect. 10. Animation: Rendering: Rendering. With your final animation complete, it's time to render. All the lighting and camera settings are locked in. So all you need to do is choose where you want to save your render. In the properties panel, click this icon. This is the output tab and it lets you choose the output location. Clicking this button lets you navigate to a folder where you want to save these renders. Once you've found a location, give it a file name and use this formatting. Animation Underscore color. We'll be rendering this as a video file for convenience, but usually we would use an image sequence in case of a blender crash. Now, all that's left to do is press Render. In the top left, you can click Render, Render Animation. Or you can simply use the hotkey Control F 12. Now, what about that color transition? To achieve this effect, all you have to do is render out as many colored cups as you want and splice them together in any editing software. Blender has a video editor. DaVinci Resolve is free. Even Capcut can be used for this. Once done, you'll have a fully fledged animation. And now it's time to finally press publish on your first project. 11. Final Thoughts: Final thoughts. If you've made it this far, I want to thank you for taking this class. You now know the absolute fundamentals of animation. We covered some core animation principles, learnt one of the most powerful tools in Blender, and made an amazing looping animation. I'd love to see how your animation turned out. So please send me what you made, either in the class projects Bow or directly on Instagram with the handle at Smefabo. I hope you had fun and I can't wait to see what you've made. Thanks for watching.