Transcripts
1. Class Introduction : Hello, there. Welcome to the
principles of Animation, learning the art of Character
Animations in Brenda. This is an ultimate class
for aspiring three D AniMas. If you're passionate about creating three D
animated short movies, commercials or fan Animation, featuring cartoon characters,
you're in the art class. This comprehensive class covers everything from the basics to more advanced techniques in three D, cartoon
character animations. You are going to learn
the principles of animations and how best
you can apply them in your work for you to be
able to create appealing and engaging three D cartoon animations
for your audience. My name is M Chiche and
I'm a lead animator at Creative Upseven with six years of experience in animations. So even if you are an
absolute beginner in Brenda and you want to measure
into character animations, this class is for you, too, because in this class, you're going to learn starting from introduction
to Brenda itself, introduction to Brenda
Animation editors to the bound symbol Animations. And then we later on go
into introduction to collector leagues and
a control section where we are going to learn character object interactions, collector work circles,
and more other lessons. After that, we go into the principles of
animation section, where we are going to learn
about all of them and how best we can apply
them in our animations. We end our class with story telling and mission
section where you are going to learn sin staging for better and Mi story
telling and matching with reference video crypts
and understanding lip and mission and lip synchronization
with audio in Brenda. Before we begin, you can review the class syllabus from the
lesson resources section to get a detailed overview of the class curriculum and
learning objectives. Additionally, I have provided
all the lesson resources, including my four legged
cartoon characters that will be using for
learning in this class. And after you finish this class, you are free to use
these characters for your animation practices. And also, you can view from the class project
section some of the animations that you will be creating as you follow and
learn from this class. Finally, for those who
are new to Brenda and seeking additional skills
beyond character animations, I'd commend exploring
my complemented class, modeling cartoon characters in the likeness of a real
person in Brenda. This comprehensive class covers the entire character
development process, starting from modern,
UV and wrapping, texturing, ligging, clothing,
and hair designing. So you can check
this class among my classes for more
additional skills in Brenda.
2. More Class Information And Blender Version : So before we begin, like I set area, I have provided other
sources for the class, characters and asset files. So you will not need
to model anything. Your focus will be
only on animations. So now, for the
lesson resources, you can either
download everything at once and pack them nicely on your computer or you can be downloading gradually as
you follow the class. Okay? When we reach
at a video lesson, where you will require to use that particular lesson resource, I'll be informing
you to download it. Lastly, for the class project, apart from our main
class animation project, where we apply everything that we are going to
learn in this class and create a short
animation clip for our two detective
police officers. Apart from that,
anything that you enter, as you follow the class, you can edit it in any
video editing software. Add some sound, export it, and share on the class
project section so that you can receive
the feedback about the Blender version. For this class, I'm
using Brenda 3.6. But I also have
Brenda 4.2, this one. This is Brenda 4.2. And this is Brenda 3.6. Almost everything
is just the same. It's only on the character leak controls where
I'll come and explain when we start looking at the character leak
and leak controls. So whichever Brenda vision
that you are using, you are not going
to miss anything. I use Brenda 3.6 mostly because of some add
on that I added to Brenda 3.6 that are not
supported in Brenda 4.2 yet, such as the JS
scatter and Facet. And also, I found
Brenda 3.6 to be a little bit fast than
Brenda Brenda 4.2. I only use Brenda
4.2 when rendering. If I want to use the new
advanced IV that comes with it. That's when I open my files with Brenda 4.2 and
Bender from eight. So now, in our next
first video lesson, we'll start looking
at the introduction to Brenda with
focus on animation. This is a video lesson for those who are just starting out in Brenda and want to focus on
animations. Let's go into it.
3. Introduction to Blender With Focus on Animation : I Welcome to our first lesson,
introduction to Blender. So if you know one or
two things in Brenda and you know the niioned
editors and editor windows, such as the timeline and
other controls and settings, you are free to skip this lesson and go to the next
lesson where we start looking at the glove
editors and niioned drivers. Alright. But if you're new
to Brenda and Animation, you can start from
this window and understand the
settings, controls, and tools that
you'll be using in order for you to make
quality animations. So I'm going to introduce
to you the interface, the controls that you use, and also the important
settings that you need to put for better
animation work flow. I'm going to focus on the
tools for animations. I'm not going to focus
on other tools for other tools such as modeling,
legging, and sculpting. Our focus is on animations. So now, this is the interface. This is the cube here. This cube is us here every
time you open Brander, but we must dread it unless
you have the use for us. And this is the camera and there's a light.
This is the light here. So now the most
important tool or the shortcut is letter
G. G is for glob. So you'll be using G more often as you go on
in your animation. When you select this object, and then you press
G on your keyboard, you have glob this object. It's like it's tucked
on the cursor. So that is what G
does. G is for glob. The other letters
here on the keyboard such as when you place G plus X, you can move the object in
the X axis only, right? So in this line is X axis
and this line is a Y axis. There's also the Z
axis that goes up. According to this icon here, the Z axis, there's
X axis and Y axis. When you select this object and place G and then
place let's say Y, you are able to move your
object in the Y axis like this. So if you want to
handle the movement, you can just press
out G if you've not applied the transformation
to apply the transformation, if you select this
object, for example, and press G plus Z and move
this object up like this, and then you press Control
A on your keyboard, and then you apply
the transformation. Here, apply the object is
transformation to each data. When you apply this
one, the object origin will go to the word origin here. This is the word origin
where the word meets. That will mean that
even if you press OG, the object is not going to move back to the center to
the world origin here. It means you want this
object to be here. To undo this, you can also
press Control st, controls it. The control set is
a step backward. It's different from O G.
So now the other tools, this one here, these
are the controls. The first one here is
a box section two. You use this when you
click on the mouse. When you come here
and light click, there's this box that comes. I select all the object
data in that box. That is what the
box section does. So the sore, this
Kasa is this one which is on the center.
This is the ser. Whatever the ser is every object that you add in the
three D view pot here, when you come here on
add and then add object, let's say you add the cube, the cube pops up
where the sa is. Now, this is different
from appending object or importing other object from external source
other than blender. When you append object, object always comes or pop up here on the
hood origin here. Regardless of where
this three decasor is. So when you add or when you
appoint or import a object, it will pop up here, right? The next to this one here,
this is the move two. This move two has got arrows. You are able to move the object
in a specific direction. By pulling this arrows, you can move this in
the X axis or you can move it in the yx
axis or in the Z axis. This move too is mostly
usable when you are meting because if you want to move a control in a
specific direction, you use these arrows, right? Because if you're in the user perspective
like the way I am here, and then you place G and try to move the control or
the lag control, it is not going to move in a specific way you want it
to move to move differently. Unless if you are in the in the front orthographic view or in the light
orthographed view. When you place G and then
move the object like this, it move in the straight line according to that
orthographic view you are in. This move to is very important. The next one we have
also the rotate to. This one has got circles. You can rotate the object
in a specific direction. For example, in the X axis, you can click this circle and rotate the object
in the X axis. The same goes with
the other axis. So this white line, you rotate the object
in your perspective. For example, if I have put my object like this and I want
to rotate it in this way, I can lag this white circle and rotate it in my
user perspective. The next one here
is a scale tool. You can scale the object
in a specific direction. So now, when you
place auto G, Auto R, autos, you undo
all the rotation, the scale, and the movement. If you haven't applied, the objects transformation to its data like I set area
by pressing Control A, and then you come
on apply or object. So this one, the last
one is the combination of all the three tools
that are on top here. It has got the rotation, the movement, as you can see. So this is all about
the controls here. These are the controls that
you use to move the object. And then for the mouse, as you can see here, when I click this part here, which is the mid mouse button, when I click it here, I'm able to rotate the three D view pot, the word, I'm able to rotate and put it the way
I want to view it. All right. When I
click here this side, this one is a shortcut
for selection. When I left click, I select this object. When I left click, I select this object. The light button here of my mouse is a diselection
and an option key. When I select this object, and then I click on this button, to bring this option
for quick action that I want to do on this
object that I've selected. There is shed smooth. Shed smooth is this one. It's smooth than the object according to the vertices
that the object has. I can let click and then
put it to shed flat. Shared flat is for
sharp or for machinery. So now let's proceed to
go to the edit mode. I'm not focusing
much on the editing because we are focusing
on the animation right. So now to go to the edit mode, you place this option here
and then go to the edit mode. This object is now
in the edit mode. You can also place tab
on your keyboard to switch between the object and
the edit and the edit mode. Here you're able to switch between object mode
and edit mode. In Brenda, you can open as
many windows as you want, depending on what
you are working on and what you want to
use the windows for. So to do that, you come
in the corner here. You pull out the new window by left clicking and
dragging this one. You can pull this window. And this option here, you can add them by
pressing N on your keyboard or you can add by
pressing N. So this side, this is where when
you install some add on some of the add
on, they appear here. For example, the
screen cast keys, which is the add on that
I have the S scatter, and I have also the facet for legging so here on this window, you can also change the editor type depending on what you want to
do on this window. For example, when you
come on this icon here, you're able to change the
editor type for this window. There's also these other
editors for animation. There's Dp sheet, timeline, glove editor, drivers,
non linear animations. And this we're going to look at them in the next
videos later on. So if you change this window,
let's say, for example, the shedder ter, so it's going to bring
the Sdereter here. Let's add a quick
material to this one. When you are on the shedder ter, you can press on Add new, then it will bring this
is the principal BSDF. This is a general or
a default material, but you can change from this
material icon from here, You can change this
principle BSDF depending on the
type or the material that you want to
put on the object. I'm not going to dwell
so much on materials. I just want to show you how you can change the editor type. As you can see, every window
has got this icon here. This is the viewport, this one. I can change even this window, I can change to whatever
I want it to be. If I want it to
be a glop editor, it can change to a glop editor. And if I want to go back
to the three D view pot, I click here and go back
to the three DVewpot. It's the same with
other windows. You can change even here. You can change this one here. This window is on properties. Is the properties. The
properties ter, this one. This one is on out trainer. This one is a sin collection. The out trainer is
a sin collection. Everything that you've added on the sing on your viewpot,
it appears here. There's this cube when
you select it here, it's also selected here. There's a camera here. When you select it, it's
also selected here, right. So now on this view pot, let's go back to the
three D viewpod. For the view, you can change the view from
here by clicking here. When you click X, this will change to right
orthographic view. There's also a shortcut
for these views, which is numbered three. When you click three
on your numbered, it will come to the
light orthographic view. When you click one
on your numpad, it comes to the front
orthographic view. So now, go to the timeline. This is a timeline, and this
is the timeline indicator, and these are the frame numbers. I'm sure you can
see that there's this different color from
here on zero up to 250. That means that this
is the marked area. We only the animations that
you make here on this area, when you go on a Lender here and click on
Lender Animation, it's going to lender on this area which
you've marked right. If you want the
animations to start, let's say on 130, you can come here on start
and type 130. All right. Now, when you go to lender, you're only going to lender. This part here, this is the part that is
going to be rendered. There's this auto key. This is the automatic
frame insertion for object bones and mask. If I activate this one and then I come here and
select this object, and then I place G plus Y and then move it here,
then move it here. As you can see, the
keyframe is going to be automatically added where
this timeline indicator is on this timeline. So when I put my timeline
indicator on frame one Kristi and then
move this object, I place G plus Y and
move this object here. The keyframe here is going
to be added on one skitter. It's going to be
added automatically. So when we play the animation, please play on the keyboard, the object is going to move
from this area to that area, which is representing
the keyframes, which is on this timeline. Let's place one here so that
we can start from frame one. So this is how this
timeline works. The shortcut for inserting the
key on this timeline is I. When you place I, it's
going to bring this menu, and then you can add either
location or rotation. If you want to also
animate scale, you place on location, rotation and scale,
but mostly will be using location and rotation
for character animation. The key frame has been added
here on frame number 20, and then I move this object
up like pressing G plus, and then I move it
up and put it here. Since this automatic
keyframe is activated, it's going to add the keyframe
for this new location. So when I press play, the object is going to move from this keyframe to this keyframe
and then to that keyframe. Like when I press play, it's going to move like this. So that has a simple
animation for that. Let's do it this. You can read this keys by selecting O
and you press on delete. You can also deactivate
this auto king. It's not necessary that
every time you have to activate this auto king because it's going
to confuse you. Make sure that it's
only activated when you want to use it.
So let's do that. So this is all about
the time frame for now. These are the object properties. These are constraint
here on constraint, we are going to be using these constraints to
attach object to the leak. So you should remember
this one constraint. And there's also physics tab, particle system, modifiers here. Modifiers are mostly used
when you are editing, when you are doing
modering or sculpting, but there are also
other things that you use even during animations. We'll be looking at some of this when the need to use it arises. For now, let's look at
the output properties. This is where you do the
settings for rendering. Here, you have to add
the output folder here. This is where you click and then choose the
folder where you want that lender video or video clip to be
rendered to and saved. And then here on file format, this is where you change the type or the file
that you want to export. On default, it's always on PNG. When you go on Lender and then you click
on Lender animation, it's going to export an
image sequence of PNG files. If you want to export a video, you have to change it to FFmpeg. That's when it's going to
export a video clip or the same length or the
marked timeline here. You can also place
here on encoding on encoding on the container,
you have to change too. MPEG four, this one, or if you want to
export a QuickTime, you can put it to QuickTime. But most of the time, me, I use MPEG four. Leave these other
settings as they are. These are the settings that
you do here on the output. Okay, so on the lender
here on the lender tab, this is where you do the
settings for the lender. Render engine is on IV. This is where you change the render engine.
There is circles. There's also we Bench, but we Bench is not
installed on this blender. There's just circles and EV. For videos, mostly, I'm using IV because it's faster
to export video clip. Even circles, you can use it, but it takes long to
export video clips. It's most use when you're
exporting pictures, but even for videos,
you can use it, but it takes long if you
have a slow computer. So now we use IV and on sampling I have put my
sampling on skis four. Skis to red, it will just come out perfectly
fine on full HD. We put it on 75. This one ambience inclusion when also check here to
include some ambience. These are the settings
that you need to do in the Lender tab. Just on ambience inclusion
and on sampling, as I said, I'll just be telling you the
thing that you need to know most as an animea the controls, the settings that
you need to know. Here you can change
the viewport. The view pot shading, if you want to view
in the solid mode, you click here on the sold mode. If you want to view in
the material preview, you click on the
material preview. If you've added the
material to this object, for example, if I
had this material, equate material, this one, when I'm on the
material preview, I'm able to see this
color material. But when I'm the solid view, I cannot see the material. So the next one is the WR frame. It enables you to see
the wires or the object, and this one is the Xray tango. The Xray tango enables you
to see through the object. So this one here is the overeas. So when you open this menu here, you can see here here, you can deactivate the extras. The extras are the
cameras, the lights. When you disable the extras, the light and the camera
disappear from the viewpot. In case you cannot see
the camera and the light, you can come on this tab here and you can click
here on the extra. There's also relationship lines. I'm going to show you
the relationship line when we start
talking about lags. There's also this one
first orientation. The first orientation let me go to the edit mode I show you here and then delete this phase. The first orientation
will differentiate between the inside faces and
the outside faces, right? If the first orientation is not activated when I click here, as you can see, it
will not show you if these faces are inside or
these faces are outside. So to say that the
faces are normal, you need to activate
the face orientation, this one. There are
some characters. When you download them, they have abnormal faces that are not moving in the way that they are not
supposed to move. So you need to control
them by clicking out on your key body. When you click out,
N is for normal. You can click calculate outside. Create outside or create inside. When you click out
N on your keyboard, you can also recalculate
outside when you click that the faces are going to be automatically aligned in the
way they are supposed to be. So this is all for
this video for the introduction to Blender
and Blender timeline. In the next video, we continue looking at
the animation editors, we focus on the gloph editor. We're going to look at
the glop editor and also we look at the
animation drivers, the rotation drivers
that you need to apply to object to
some rotating objects.
4. The Graph Editor : Welcome to this Vidalesson. In this video reesson
we are now going to look at the glove editor. So now, before we proceed, first download the
blend file from the lesson so say called
the basket Bocet. This is where we are going
to begin learning from. I have set everything up for you so that we don't
waste a lot of time. I've added the sky texture. I've added all the
object that we need to use for our lesson. So download this blend file, and then you later on
download the character $1. But for now just download the
basket book cot blend file. Alright, let's go into it. We are going to look at
the animation Eta windows. So when you open this icon here, these are the animation
Edda windows. There's a Dp Sheet, timeline, gloph editor, drivers and
non linear animation. In the decent video, we looked at the
timeline editor. In this video, we are going
to focus on the glop editor. So now, I've switched this window to the
graph editor already, and blow here, this
is a timeline editor. So I just opened the new window, this one, and then I change
it to the graph editor. The graph editor is
a path tool used to control and define
the animation curves, also known as the F curves. It is a virtual representation
of the animation motion, allowing you to fine
tune the timing, spacing, and overall flow. The graph editor
displays the gloph with time on the X axis and
values such as location, scale or rotation on the y axis. Theise graphs shows
the animation curves which can be edited, adjusted the timing and
spacing of the Q frame defining the motion and
acceleration and deceleration. And in the graph editor, you can also view and edit the F curves at just curve
handles and target. So by mastering the
graph editor, and metas, we can achieve precise control over the animation motions, creating more realistic, engaging and polished
final carts. All right. So you can think of the graph editor as a precision tool for fine
tuning the animation, field and timing,
allowing you to create more believable and
captivating animations. So now, let's add some
simple animation to this baseball so that you understand what
the graph editor does. Here on the timeline, put our timeline indicator
here on from number one, and let's activate
the autokine here, and then come over your mouth on the basketball ball
here and press I on your keyboard and then
insert location and rotation. As you can see, the kiss
has been headed here on the graph editor and on
the timeline heater here, they are the same keys. So now, go to frame number
40 and move the ball up. I'm sure you can see what is happening here on
the graph editor. This line represent the Z axis. So the bow has moved
up on the z axis. If we blot the ball down, for example, if I push
the ball down like this, as you can see, this curve comes down on the negative
side. All right? This is the z axis line. So you can also put this you can set this window
the way you want it to be. You can use these dos to zoom in and out so that you
can see clearly. So now let's go to frame 80
and cop this first gif frame, or you can click on it, and then come here on COP
and then here on frame 80, let click and then and
best gif frame here. Best. As you can see, the bow has come down. This is the glove for the movement of the
ball in the Z axis. When I press play, the ball
move up and comes down. Have you seen how
the bow is moving, it starts slow and when
leaching at the top, it also goes slow. This is called slow
in and slow out. This is one of the
principles of animation. On the graph geta, you can change how you want the motion or
the ball to be right. So now, when I select this cave and then come
here on this arrow here, open this menu here, disable this other curve line, the scale, rotation, rotation. Because if you have done some rotation and mention
to this baseball, it also shows the graph
here on the graph editor so that you can also control how you want that
rotation to be. So now, we've just admitted
in the Z location, so we'll focus on the
Zt location for now, so we can deactivate that
and deactivate that, right? So on the graph editor, these are called handles. These are the one that
you use to control how you use how you want
this graph to be. And how you want
the boat to move when going up or coming down. Select this handle here,
right click on it. It's going to bring this menu and come over here
on handle type. On andle type here,
you're able to change how you want
that handle to be. Now, let's go to the timeline, enter here, set this keyframe, box right, let click, and then cop come on
frame 120 and paste. Let's past this if frame so that we can
have these curves. So the ball will move
like that it will repeat. So select this
handle, click on it. So when you come here
on interperation, this is where you
can change how you want this curve to be. For example, if I
select all the keys, press A to select or let click and then come
on interpration, and then click on constant. This is the one that we
use for scene blacking. When I press play. So the
ball will move like that. It's like there's no glove. The bow will just move
straight to another point. There's no any
motion whatsoever. It will just move from this
gif frame to another frame. Now, let click.
Then come here on interpron and let's
use now Bizarre. So when you set this handle,
let's select this one. Let click, then
come on Ando type, then set it to free. So on free, select this
handing part of the handle, then press G, and you
can move it like that, and you're able to
control the cave. So when you set the
cave like that, the ball will start
going in with force. Like when you press play,
it will go like that. Alright. So we can do the
same here on this handle. Let click on it, and
then on ando type, set it to free. Then select this
handle handle handing, then you can set them
like that. Alright. Even on this one, do the same. So when you press play, you have now a bouncing
ball like this. The ball moves like a bouncing
ball, as you can see. So if we make our end frame to be let's make it
to 159 ples enter. So now, this k frame is going to be the reputation of
keyframe number one. So this last keyframe
is not supposed to show because it's going to
be q frame number one here. So when we press play, So the
ball will keep on bouncing. So we have a bouncing ball. You can also select this
same handle and then press G and push
it down like this. Even this same handle, you can select it and bring it somewhere here and put it here. Then let's put our end frame
to one, 39, press Enter. So when you press play, we have this So even these les, you are able to change or, you can box set this, and then let click and
make it to vector. So when you press play the
bow will move like that. So the glove heater, this is where you
control the movement of the controls when we're
animating a character. For the foot, for example, this is where you pray with
the movement or the foot to make that realistic movement or to make the
movement appealing. So this is all about
the glove tor. Anything that I've not
explained as we go on, I'll be touching them when
they need to use them arises. Alright, so you
understand everything. So in the next
video, we are going to look at curve modifiers.
5. Curve Modifiers : So this same cave in the graph
editor has got modifiers. The circle modifiers and also noise modifiers
and other modifiers. For example, you
don't need to animate a repeating action, but instead, you can add a simple
circle modifier to the cave so that action
keeps on repeating. So we're going to look at these modifiers in more details. As you can see, when
I set this cave, you can see that
there's this menu here. Here is on F caves. Here is where you change
the interpreon mode, the left handle type, and all these options,
handle types. But on this next one here
is a cave modifiers. So you are able to add some
modifiers to this curve. The most used one is
this one, the circle. It repeats that animation. All right. It has
these settings. You can add the count. If you want it to
repeat three times, it will repeat three times. So let's increase the end from here so that we can
understand it properly. So when I press
play it to keep on repeating that animation that
we made here, all right. So this applies to a
situation whereby when you want to make a rotation
or a repeating action, you don't need to
keep on animating. But instead, you can
just make one animation, and then you add
this seco modifier so that it can put that
animation to repeat. Okay, so if you
want to remove it, just come here on cancel
and it will be removed. Okay, so before we proceed, I want to show you
something quickly. When you are making a sin, you want to add life to it. You want to add some trees
and some vegetation. Alright. And you have also to show that natural
movement of wind. You have to add
some windblowing. Now, you cannot animate
these things to show their natural movement
like wind blowing, you cannot unmet them, but you can quickly add a simple modifier to them to
show this natural movement. Alright, so I'm going to show
you how to do this quickly. So this is a new brand fowl I've just opened it
and added this tree. I just want to show
you how you can use the curve modifiers when it comes to trees and vegetation. All right. So this tree, I've added a modifier. When I press play here, as you can see, I'm sure you
can see what it's doing. It's moving like
wind is blowing. So to do this, this
is the trick trunk. It's separate from the leaves. But the leaves are parented
to this tree trunk. They are not joined. So the curve modifier is
added to the tree trunk, and then it's adding the
effect to the leaves because the tree trunk is a parent of these leaves, right? Let me quickly show you how I made this tree
trunk so that you understand how to apply
this cave modifiers effect. All right. So let's just
add a cube, add the cube, and then press tab and
go to the edit mode, plus on your keyboard
and merge at center. Select the plus one to be in
the front orthographic view, begin to extrude by pressing E. Continue extruding
this vertex, make it into a shape of
a tree trunk like SO. So now let's hid this
tree trunk for now. And then we go back to the
edge mode and then re arrange these vertices into a shape
of a tree trunk like so. Pull out another branch here, press up to go to
the object mode. Let click on your
keyboard and then come on, convert to cave. When you convert it to cave, come here on the cave
properties here. Go on geometry here,
then on geometry, just increase the depth
of the object here. When you increase the depth, place tab and go
to the edit mode, and now you can see this vertex and then select
this first one here, activate this one, the
proportional editing here, and then put it to sphere. When you do that, press out S, and then just increase the proportion of 18
cycle, scale it out. You increase the volume of t trancles then plus shift
and select the ending verts. This one here, you can press out S and
scale down like so. This time, reduce the circle of the proportional editing
and make it like so. Okay, so this is a tree trunk. You can convert it
back to the mesh, and then you can add quick
leaves by adding a pain, please shift A and
then add a pane. This is, remember this
is a loo lopod tree. It's not a detailed tree. It's those you use in a opocatni creation like
children animations. Okay, so make this
prene into a leaf. Add a solidify modifier,
this one here. Increase the size and apply and then add
another modifier. This time, add a subdivision
surface modifier. You press seven and B in
the top orthograph view, put the leaf like so, plus shift on your keyboard and light click here
on the tip so that the casar comes
here on the tip of the leaf and then come
here on the object here, set origin, and come
on three decasa here. The origin will move to the three decasor then
plus shift D and R to duplicate and rotate
like so and then place control arrorO shift arror
to repeat the action, again, shift arror
to repeat the action or just put them to
three leaves like so. So I joined these single leaves and then you select all of
them, you select this one, then you place control
j to join them, can scale it down, and then you begin to duplicate them until you make
something like this. And then at the end, you select them all
and then join them. And then you dublcate
it, rotate it, and make another
bunch like this one, until you make something
to put on these branches. So now, what I did
on this tree trunk, you go to the edged
mode, press tab, you go to the edged mode and then select one single vertex. Like, in this case, I
selected this vertex here, this one here, then go to object mode and then
set these leaves, select all the leaves,
all the bunches, and then press shift and
select the tree trunk, and then press Control P
and set parent two vertex. You're going to parent these
leaves to that vertex, we selected on the top
of the tree trunk. That works because when
you add the modifier, for example, for
the noise modifier, it's going to affect
this tree trent, but it's also going to apply the same effect
to the leaves, but not in the same way this de trank is
going to be affected. This is the modifier, the simple deform modifier. Let me delete it, and then I show
you how to add it. Let that g frame. We are going to go to
the graph edter here, put the timeline indicator
on frame number one, and then here you add click
here on add modifier. And come on deform. And let's add simple deform
modify this one here. So here, select on bend here. And here on 45 type zero, right here on this property, you are able to mate here, you can either use this
icon here or you can just hover your mouse
over this number here and then place
I on your keyboard. When you place I
on the keyboard, the queue frame is added on the first k frame where
the timeline indicator is. Let's go to the
timeline Edter here. So this is the queue frame. Let's go back to
the graph editor. Now, when you move
this property here, you can see that the
tree trunk is bending. Now what you do so
we are here on zero. This one, set it to zero. And then come here on modifiers, and then come on, noise, add a noise modifier. When you add a noise modifier, when you press play, so the tree will be
moving like that. All right. So now it's too fast. So here on the scale, you can increase the amount to, let's say 20, increase to 20 and then reduce the
strength to zero point The strength to
0.2. It's too much. Let's increase the scale to 25 and then reduce
the strength to 0.1 0.15 All right. So that is how you
had a noise modifier, transret to the wind effect. So here you can also restrict the flange and open this menu, and then you can
add a start frame. Let's say frame one, and then
end frame, let's say 250. Or in our case, this is let's say
140. All right. So when it start, it's going to line up to this 140 up to the K frame
where you want it to end. But if you want to
increase it 250 or above, you can add it's up to you. If you don't want, you can
just deactivate here and it will just keep on
doing the same action. This is how you add
these modifiers, especially the noise modifier. It also applies
to other objects. If we add, let's say, a cube, we add a cube, Okay and then let's
bling the cursor, the timeline indicator
on frame number one and then this is the Z axis here. All right. So let's
click here and then and come here on insert single K frame
here. All right. So a single q frame
has been headed here on the Z axis
only. All right. So when we come here
on the modifier, we can add noise modifier
to this Z curve right. So when we press prey, you see, the cube who have
noise in the Z axis only. So we can deduce the scale, increase the scale, I mean, like to 25, and then
here on the strength, you reduce it to 0.2. It depends on what
you want to make. Now, since we are learning, so the cube will be doing this. So making effect like this kind of effect,
natural effect, you don't need to be unmeting these actions because
even if you unmet this, you are not going to get it perfect the way it's
supposed to be. For example, for
this wind effect that we added on this tree, you cannot make it perfect. You cannot made it perfect. But these modifiers are able to achieve that natural
movement, right? So this is all about
the modifiers. We are going to go back to
our original brand fowl, which is the basketball court. So in the next video, we are going to look
at the drivers.
6. Rotation Drivers : Apart from these modifiers
curve modifiers, they are also drivers. When you add a
driver, for example, to a rotating object, it will keep on rotating. Alright, you don't
need to unmet it. That driver will be making it rotating throughout the sing. This applies, for example, to some, let's say, a fan. A rotating fan can
keep on rotating. You don't need to unmet it. You can just add a
rotating driver. And also maybe a cartera, but a catier depending on how
you want to unmet that car, you can either put that cara running
throughout or you can unmate it manually and make it move according to the
movement of the car. Alright? So we are going to
make a simple carier and demonstrate these drivers. And also, I wanted to show you here on the object
data properties. So here on the object
data properties, every movement that you make, it applies here shows here. Even when you add the drivers, when you add the driver here, it's going to appear here. So even when we
want to cancel it, you can click, and it's
going to bring this menu, and then you can remove it from here or you can
insert keyframe also, and you can do other thing here. All right. So here
on the relation, if I have parented this
object to another object, it also appears
here to show here. If you want to cancel
the parenting relation, this is where you
can cancel it from. We're going to look at this
in more detail later on. Now, I'm going to
show you the drivers. The most important driver
is the one for rotation, which is a frame star one. This one is for first rotation
and also the same one, but at the end, you star 19. This one is for slow rotation. But how do you apply
this rotation? Okay. So now, let's
add a quick object. Let's create a lopod Cartier, and then we're going to learn
how to apply these drivers. I'll put this in the first mode, but you can follow the screencast
here that I'm pressing. Let's hide the B for now, bring the casa to
the word origin. Please shift and
add a surrender, please slash on the
keyboard to accelerate it, and let's model it
into a lopod Cartier. Dread these verses, then hard loop cards
here on the middle, select these outer circles, and here on place on
individual origin, select here, and
then plus E plus S, again E plus S, again E plus S, sect this one only plus
to merge at center, do the same to the other side. Now, let's rotate. Plus RR and X and type 90. And then press tab to go
back to the edit mode, out select these circles, and then push it this
site in the Y axis. Even this one. Even this one a little bit and
toward the center. And so now let's add
a quick materials. Come here on the material
and add a new material. Let's put it to blood and we just reduce
on the specular and then and then let's
add another material. This one just increase on
metal y and place on assign. So even this circle assign this same material
and also select these areas like s and then
assign to the new material. So when you go to
the object mode, we have this low pool cartera. Right click on it and
apply Shade Smooth. All right, please slash on the keyboard to go back
to the main scene. Let's put it here on the center. Okay, so now for the
drivers to work correctly, the origin of the
object needs to be on the geometry
center of the object. So come here on object and
set origin to geometry. This one here. All right. So when you select and
try to rotate like this, you rotate the way
it's supposed to hot so now to add a
driver, a rotating driver, if you want to let's say this car teller to
be rotating like this, as you can see here
on the rotation, this is the Y axis rotation. So when I try to
rotate it like this, it's a Y axis is changing only. Alright? So this is where you
need to press the driver. So select this same, then light ash, frame, star one, and press Enter. When you press prey, as you can see, our tiler will keep on rotating
throughout the scene. So this works for the
rotating object like fans Tylers or other object that need to be rotating
throughout the scene. You don't need to animate them. You can add these drivers. So now, like I said, here on
the object properties here, you can open this
transform menu here and you can see this is
where the driver is right. So to remove this driver, you can click and then delete
single driver like this. All right. So that
driver has been deleted. So when you reselect it, it's not going to even
be there. All right. So now, if you want the object to be rotated in this direction, you can let shift ash, frame, star, and then type
negative 19, Enter. When you press prey, our Tyler will be rotating in the
clockwise in this direction, in the negative
direction of the Y axis. But 19 is for slow rotation. And, uh and so as you
can see E on the number, there is a negative here. So, the other thing is that, for example, if you
are miting a fan, you need to parent
that fan to an empty so that you are able to
control its location, right, and you are able to put it the way
you want it to be. So to add an empty, please shift A and
then come here on empty and add a
cube like a cube, this one, Make sure that the object is inside
this empty cube. Just scale it down like this, then sect the object, the tira and press
shift and select an empty and place Control
P and set parent to object. Here, when I select this empty
and rotate it like this, when I press spray,
this tira will keep on rotating in that
direction of the empty. This works, for example, if I animate my character, I have made a work
circle to my character. Imagine this carter
is our character, and we've made a work
circle where it's working in the X axis only
in this lead line here, and we want it to work in other direction like
this direction. All right? We cannot rotate
it because we've already made the keyframes and
the keyframe are saying it has to work
in the X axis only. So we add an empty and
then parent the lag or the character to this empty. So we can tt this
empty like this, and then we can
animate this empty. For example, if I come
here on frame number one, I press I on my keyboard, and then I had a rotation
and location, all right? And then I come
here on from 180, I move my empty in
this direction. Press G on your keyboard
and move it like this, and then I press I and add a lotation and
location key frame. So when we press play, so the object will
move like that. So this is how the
drivers works. The location drivers
works, right. So now, like I said earlier, when I set styler and I come here on the
object properties, tab here, I'm sure you can
see here on the relation, there is this empty. My tile is parented
to this empty, the empty, which is this one. So if I want to
remove this empty, I can just click
here on Cancel and then I can clear this
parenting delation right. So now, the other thing
that I want to show you is that before we proceed, when you go here on
the render view, there's this idealistic
sky texture. So this sky texture, you set it on the
shedder edge to here, open the Seder gra here. And then on the object here, you can click here
and come to the word. You find this node. So this is the node for
idealistic sky texture. So you can analyze it and then learn how you can set this. But make sure that you
go back to the object. This is where you change between the word material setting and the object material setting. So if you don't change back
to the word material setting, every time you open
the Shader editor, it will be coming with the
word setting. All right. So this is Blender 3.6, but it's different in
Blender 4.2, right? So here on the movement
for the empty, you can also control
these graphs. You can let click
like equivalent in the previous video and then come here on handle
type and set free, and then you can move the
cave like this, right? Even this one, or you can just select the Q frame
and then press V and make this to vector so that it can
be a straight line. So when you press prey, it will move like that. It will not start
slow and come to stop slowly to have
that momentum movement. So this is what we learned in the previous video when
we're looking at the glove. Okay, so this is all about the drivers the other drivers that I have not talked about, but what I wanted you to know is the rotating drivers because
they are very useful. So in the next video,
we are going to start looking at the camera
and the camera settings.
7. Camera, Render & Output Settings : So let's now look
at the cameras. What are the settings
that were supposed to put to the cameras and how do you add the cameras and some of the settings
that you need to put in the lender settings
and in the output settings. So let's go into it. Let's go back to the Matto preview here. We still have our Tyra here, which is having
also the animation that we made in the
previous videons. Let's cross this graph editor. We don't need it for now. Or open it when they
need to use it arises. These are the key
frames here for the movement of our empty, which is the parent to the tire. When we place prey, we still have this animation. And to add the
camera on the scene, you place Shift A. When you press Shift A, then you go on camera here. You can add a new camera
from here like that. So the camera comes at the
center of the word origin. So this is the camera here, the one we've just heard it. Let's dit it because we already
have these two cameras. This one camera one
and this camera two. They were hidden in the viewpot. You can just click here
two and hide them. So this is a camera one, and this is camera two. So now, how do you choose
which camera to be active? When you look closely here, you can see that
this camera one, which has this white dot here, which is the one
which is active. So when you place Zoo
on your keyboard, the active camera is the one
that will come into view. Even when you start
rendering an animation, an active camera is the one that is going
to do the entering. But how do you change? So you change by
just clicking here on the camera icon
here, you click here. So you've changed the
activeness to this camera, too. So you change from here. So when you press rod to
view from the camera, the camera too is the one that is going to
capture like this. So now let's open
the new window, open a new window here, place N to hide this menu
and T to hide the T's menu. And then here on this window, you can press zero so that
you can view from the camera. So now let's sect this
camera, this one here, and let's make it to
an active camera and let's move it and put our
tire in view like this. You can also use the rotating tool to rotate
the camera and position it correctly. Like so. We are going to try to capture this tire move so you
can rotate it like this. And also, let's try
to move it this side. So now, when framing, if the object is
going this direction, if this is where this object
is going or the character, you have to make
sure that you leave some room to this where
this object is going. Where this object is facing, like the way I have put it, you shouldn't make it like this. No, the camera has
to be like this. There must be a loom this side. So here where the
camera is this place, and then inside the q frame,
lotation and location. So when we place play, our object will move like that. So we are going to animate also our camera to
follow this object. So other guys balant
the camera to the empty or to the tira so that it follows to the
movement of the empty. We can also do that, but for me, I think it doesn't produce that realistic capturing that realistic camera
movement, right. So I prefer to animate
the camera alone. So when you come
here on frame 180, press seven on your
keyboard so that you're on the top
orthographic view and then press G and move
the camera like this. And then press E
on the keyboard to add the rotation and rotation. But if you've
activated the aking, the queue frame is going
to be automatically added. So now, when we press play, we can have this Okay, so that's a movement
of the camera. So when we open
the graph editor, go to the graph, you can see
this movement in the Y axis. This is a Y axis, and this is the X axis. So what you do you book, select this keyframe, and then place V on the keyboard
and choose vector. So that the camera will move at the same pace with our tire. So when we place
play we have this. Then let's go back
to the timeline, Ed tire on the timeline, and let's make our
end frame to be 180. One eter here and place Enter. So now let's parent this
camera to this empty. I show you how to move when
you parent it to the object. Select the camera
camera to this one, select face the camera
and place shift on your keyboard and
select the empty this one. And place Control P on your keyboard and set
parent to object. All right. So we've parented
this camera to the empty. So when we place prey, So the camera will move with
the movement of this empty. So this is what
other guys do when animating movement
for some object. And if you don't want to waste time animating the
camera, but me, I prefer animating the
camera around so that I create that realistic
camera movement than parenting the
camera to the object. All right. So now, what are the other settings that you do in the
camera settings? So let's change this window
on the ender preview here. This is a lender preview, and let's activate here
on the environment. Let's activate some walls here. Okay. I've just duplicate
it this way and put it this side so that
we can also have this background as we go
through the camera settings. So when you sect this camera, the camera icon
will appear here. So this is where you do
the camera settings. So right now where it is, the focurns is on 50
millimeters. This is the lens. And there's also this one
here, the depth of field. So you can activate
this depth of field. And on the depth of field here, you can select the focus object. If you want the camera
to focus on our tira, you can get this picker
and select the tira here, which is the cylinder. Let's rename it. Let's
rename it the tira here, tira so we get back to the camera here
on the depth of field. If you've not added the
focus object to the tier, you can animate the
focus distance. You can make the object to be in focus using this
focus distance here. As you are doing the setting, you have to make sure
that you're able to see cleared the object is in focus. And here on the F
stop allow you to set the distance to stay
in focus, right? So if we degrease this
number up to 0.8, I'm sure you can see that
this wall is now out of focus and the tire
is out of focus, but you bring it back to the focus using the
focus distance here. Our tira is now in focus. Now, let me show you
clearly on this camera, which is near the tira. Come here on the
scene correction and make this camera to
be an active camera. This camera two, which we
parented to this empty. So everything that you parent to an object goes
under that object. So we choose this camera, which is camera one, and here we come on
the settings here. The lens is on 50 millimeters, activate the depth of field, and then reduce
the F stop to 0.8. And then the focus distance so for the focurns
if I degrease this, I'm sure you can see what
the focurnce is doing. If I increase this
focurnce number, the brightness of the
object behind increases. But if I reduce the brightness of the object behind
deglazes also. So this will enable you
to control the amount of brightness that you want
the background to have. So you are able to unmet this distance using this
property here, for example, if this object is in focus
here when I press prey, and then by the time we reach
at this frame on frame 181, the object goes out of focus. So what you do here on frame zero on frame
one on focus distance, you can add a Q frame by
pressing this icon here and it's going to add
the queue frame where our timeline
indicator is here. So when you move to
frame 180 and then you zoom in and
then you find that the object is not in focus, you can control here on the focus distance and
put the object in focus. After you do that, you can press I and add a new q
frame from here. So when you press here,
it will tend to glean. We have our Tyler animation. So this is all you need to know about the camera settings. And if you want to
lender this animation, you can just come here on
Lender and ender animation. But before you do
that, you have to go, like we said, come
on lender settings, and you can do the settings
for the lender samples to 75, and you come here on
output on output, you have to select the folder where you want it
to be exported to. And here on file format, you have to change to FFMPEG
video, and on encoding, you have to change the
container to to MPEG for this one here and you can live as these other
settings the way they are. And also here on ender, you can come on calm management and set the look
to high contrast. And before you start rendering, make sure that you've selected the camera which you
want to render you. You have to make sure that
it's one which is active. So when you press
zero on this window, it is the one that
is coming into view. And also, before you lender, you should make sure that there are no objects that are only hidden in the viewpot but they are not hidden
in the lender, because when you
lender, they are going to appear in
the final result. For example, this
our basketball, it was only hidden
in the viewpot. It wasn't hidden in the lender. So make sure that you hide in both in the lender
and in the viewpot. And then when you are done, you can just come here on Lender and click on Lender and Mision. Okay, so this is all for the camera and the
camera settings. In the next video, we are going to make a bound
symbol so that we can practice what we've
learned so that we can know the basics
of animation. We are going to make
a bounce symbol.
8. Bouncing Ball Animation : Okay. In this video, we are now going to
make the bound symbol. We are going to practice
what we've learned the basics of animation
so that we can know, even when we start looking
at the characters, we know the basics
of animation, right. So whatever we are
going to make, we are going to render it, and we're going
to keep rendering these clips and
later on mix them together and make one
simple short story that we include
even our character, our first character
adora and post this on the class project so that
we can receive feedback. Alright. Let's go into it. Okay, so this is the
complete animation that we are going to make um, starting from the bound symbol
to our character Adora, you can have a glimpse
on how it will come out. So let's start by adding this. So to remove unmoned
data from an object, open an object, and then
click on this animation. Let's click on it and
come on clear animation. And also to remove a parent
relation from an object, just come here on the
object data property, and here on the parent, we can just click on this
x icon and cancel it. So now let's do it the empty and let's hide
the tyler for now, both in viewport and in Lender just in case we can have
a use for it later on. So now let's unhide our
basketball and hide it. And we still have this animation
which we made earlier in the previous video when we are trying to look at
the graph editor, but we are going to remove it. Just click on animation here. Let's click it and
clear animation. Okay, so we still have this
window for our camera view. So now let's remove the
animation data from this camera one and click
here and clear the animation, and let's hide the walls. We are going to anhide
them after we make our bouncybo animation and when we're lead
to lender, right? And we can also come here, open this menu and
hide the extras. This is going to hide the
camera and the light. It doesn't mean that it's hidden here. The
camera is there. It's not hidden in the viewpod, but it says hidden
in the view here. So when we open a
new window here, I can come here and
activate the extras. So in this window, the
extras will be here. But here on this window, the extras are hidden, right. So let's hide this. Press
one on your keyboard. So the animation that I want us to make
and to learn from, imagine the character throws this basketball and then
it comes and hit here. But instead of just going through this ling straight down, it to bounce and come
here and then it to move around this ling and
come back to this same point. And then it will do
like a live character, whereby it to jump
from here and come somewhere here and come
down to the floor here, and then it to bounce here
and come here and here again. Alright. So what you do to
make that kind of admission, there are different ways
you can achieve that. Let's remove this for now and our timeline indicator
here on frame number one, activate the autokin
here, set the bow, press E on the keyboard, select location and rotation. The issue here is how you tell the timing that this ball will
take to leach this gopost. Now, we are going to
use 20 frames for the first half when the ball reaches at the peak of the
set axis somewhere here. But before we go to
frame number 20, press three on the keyboard
and make sure that the bow is on the straight line
straight with this ling, right? So now come on the
front view and come on frame number 20 and plus G, bring the bow somewhere here. This will be the peak of our
bow in the Z axis and come on frame number 40 and bring
the bow on the go post here. Somewhere here.
When we play spray, we need to make this bow, move around this link, and then when it reaches here, it jumps off the ling, like it doesn't want to
go through this link. That's the collector part that we're going to
add to this bow. Now we are going to open the
new window and this window, we are going to put it
to the graph editor. Okay, let's hide that. And let's zoom in on our graph editor. This is the X axis movement
of our bow on zero here. Zero is on the word origin
where the line meets. So the ball moves from here to the negative
side of the X axis. That's the reason
why this curve is moving toward the negative
side of this glop. This is the movement of
the bow in the X axis. And here, this is the movement
of the bow in the Z axis. You how the ball moving
going up in the Z axis. So now, this movement
on the X axis, you can select it box. Box, select it like this
place V on the keyboard, and put it to vector, right, so that we can have this straight
movement of the ball. And when we come
here on the Z cave, select the handle and click
make the handle type to flee. PlasG and move this handle up, deposition it like this to make the cave move in this way. Even this side do the same so that it can increase the speed when
reaching this go post. So we have that animation. Let's close this window for now, press the on the keyboard
so that this window can be in the light
orthographic view, and this one is in the
front orthographic view. This ball is going
to bounce from this boat and come here
on this ling and then it's going to move
around the ling like this and then it will
jump off from here, goes there and go
down like that. Bring the timeline
indicator here on frame 45 and plasG on the keyboard
and bring the ball here. To make this
animation appearing, this bow has to balance on top of this ling so that
it can rotate around. It has to have that force so that it looks
balanced on the ling. Bring the bow on top like this
and then just rotate it a little bit to have that
few of rotating right. So the next we go to from 55 we are going to bring our bow to
this side of the ring. So here on the front
orthographic view, plus G, and bring the bow here. Here on the light
orthographic view also bring the ball
here like this. It has to make some rotation. So here on 55 plus
RR here on 52, plus G and put the
ball like that and then add a tal
rotation like so. It has to rotate like
this a little bit, and here on 55, you can also rotate
it like this. Okay, so that we can have
that kind of movement. So from 55, you are coming
to from sexister here, on frame Skite we are going to make our ball each
here somewhere here. In the light orthographic view, plus G and move the ball here and also this
side, move it here. When you look
closely, you can see the movement of the bow and
you are able to tell how the ball can rotate to move to this flame to Kflame
number Skiste. You can just rotate it
in your perspective like this and just like this. So now we come on
frame number five. The ball is going to come here. So here what you want
to do is to make this part of the bow to
come and stand here. When we be animating it
to jump off this link, this part of the
bow is the one that should contact this link right. So here what we can do, we can rotate it like
this a little bit. And this side, we need to
move it and put this side. Okay, so from
keyframe number skis to skiframe number sister five, the bow is moving fast. So box wrect this
keyframe and press G to move them further to
frame skis seven. So when we press play, right. So we are going to come on frame number 73 here
and bring our bow here, rotate it, and put it like this. Even here, we can rotate it
so that when we press play It can move like that. I think it's fine like this. Now what we do, we are
going to move to frame 85 and we're just going to rotate in the Z axis
little bit like this, just like that and select this keyframe and move
them further a little bit. Okay, box set this
Q frame, press G, and move them to
frame 75. All right. So now, having made that, we are going to
make our boy jump off the ring and go down. We are going to do
something here, we're going to add a
squash and stretch. That is one of the principles of animation that
we look on later. To do that, we first need to add a
constraint to this bow. Come to the constraint tab here, this one, and then press
on add constraint. We're going to add a
maintained volume constraint so that we are able to add a squash and stretch to our bow as it
jump from this link. Now, press here and add
maintain volume constraint. Here on the free axis, you click here on the zt, you select the Zt and here
on frame 90 place I on the keyboard and and add a new keyframe which
is lotation location, and scale so that we are able to animate scale also, right. We're going to frame 95, and we're going to place plus Zt so that we can squash
our ball like this, move it back here on
the ring where it was, and rotate it a
little bit like that. So we can have this
kind of squashing. Okay? This is frame 95. We're going to move
to frame 110 and on the front orthograph here place G and move the ball
somewhere here. And place on the
keyboard plus Z to undo that squashing effect and make the ball
around like that. And when you play spray, what we need to do
is on from android, we need to undo that
squashing also plus plus Z, scale the ball
like this and make sure that when you play
spray when you come here, we can have this So now we can bring our
bow down to the fro. We can come to frame 125 and bring our bow down
press G to bring it down. So as you bring it down, you can rotate it and
make it like this. Make it contact the flow. So when we press play, Okay, set this keyframe and push them further
to frame 130. Okay, so when you do that, this is where now you open
the graph editor so that you can define that movement and make it appearing and realistic. So here on this window, open the graph editor. And what is important is the movement in
the Z axis, right. So this handle, click
on it and make it to flee and move this
handle like this. And on this handle,
you have to make it to flee and select the handle and put it like this. All right. When you play spray, the
boll can go in like that. So now I think it's
perfect like that. What we can do, we can just
add two times bouncing here. And if you want also, you can add a squashing
effect here on frame 130. So what you do on frame 129, you can place I and add add location and
rotation key frame. And when you go to frame 130, you can place plus Z to
add a squashing effect. Like this and plus G plus set. When we go to frame one, we are going to make this
ball come somewhere here. It's going to jump like this. What we do here on frame
140, set the ball, plus G and move it to this
location and on frame 150, set the ball, press G
and bring it down here. On Frame 155, set the ball, plus G, and move it to this
location somewhere here. And on frame one
sister, set the ball, plus G, and move it
down somewhere here. So the ball is still squashed. The first thing
you need to go to the glove tor Set this handle plus G and
move it up like this. Even here on this
handle, right click, handle type, put it to flee and put these
handles like so. Even here, do the same, make this handle like so. You can bring this Q
frame down a little bit and make it like
that. All right. So the next thing is to
define our squashing effect. So when you move, come
on from 132 here, set the ball plus plus Z to
remove that squashing effect. When you come to frame 140, you can also remove the squashing effect
by placing plus et and come here on frame 149 and also remove
the squashing effect. This is frame 152 and
here on frame 152, remove the squashing effect, and also here, you remove
the squashing effect. This is our last Kframe. We don't want this
squashing effect, plus plus et and
plus G plus set, don't move the ball up a
little bit to the floor here. Okay, so now when we press play, we have this animation. Okay. That is our
animation ball. So we are going to set our
cameras and see how we can tell that story
because that is a story. Let's activate our cameras. Come here on this tab,
activate the extra. This camera one is going
to capture the long shot, and this camera two is going to capture the close
up the ball here. So open the new window here, activate this camera two
to be an active camera. Press zero on this window, press G plus 30, and move it like so. And move it a little
bit closer to the go. And while doing that,
you can activate this auto king so that it
doesn't add keys to the camera. Okay, so the bow
has to be in view. So position this
camera like that. And let's go back to the
camera settings here. You can reduce the
focus distance and also increase the F stop
to 1.1 and reduce the focus distance
and put our bow in focus and make this window to render view so that
you can sit cleared, and also you can activate this was so that we can see how it will look like
when we lender the animation. So let's try to play prey. So now, next, let's set
up this camera camera to, remove this animation data
here, clear animation, make it an active camera, and we can lotate it, bring the camera
here somewhere here. Okay. We can now just
remove this depth of field. This is a long shot camera so we can we can deactivate
the depth of field. The next thing that
I'm going to show you after exporting these
two camera captures, we're going to add our
character and see how we can incorporate it into these two clips that
we're going to lender. First, we are going to start
with this long shot camera. Come here on lender. Come here. Make sure that the
lender engine is on if the sample is on 75 and also you've clicked here on the
ambience inclusion. Then come here on output
on container here, make sure that it's on PEC
four and on the file here, press on this Foder icon and
select where you want to save the clip and make sure that you let the
name or the clip here. Baseball clip zone and place on accept so when you are done, you come here on lender and
place on lender animation. All right. So now, after blending that first
clip with this camera, we are now going to
switch to Camera two, make it an active camera here. So Camera two is going
to start from the 29, the start frame type
29 and place Enter. And the last frame is
going to have to be 121. This is where our bow is
exiting this camera frame. So Type 121 and place Enter. So this is the second clip, so you can come
here on the output and also rename that clip. If you don't rename it, it's going to replace the
first clip that we landed. So you have to rename it and let clip to so that this
clip is separate from that. When you're done, place accept and leave this other
setting the way they are because they are
just the same with the previous clip
that we exported. So when you're done, come here on lender
and lender animation. Okay, so this is
our two clips with endard I'm sure we've covered the whole
introduction of animation. I'm sure you know, we are
now going into Section two, where we focus on the characters collectory character movement
and everything. So the next first video, we got to look at appending
the character into the scene. How do you append the
character into the scene? I'm sure you can now download our first character Adora
from the lesson resources. It's the first character
that we are going to append into this basketball
coot Brand fw, where we've been learning from. We'll be looking at the leak and the leak control in our
first video lesson.
9. Understanding Character Rig Controls : Welcome to this video reason, our first video reson in
Section two of our class, the Principles of Animation, master in the Art of character
Animation in Brenda. So in this video reason, we are going to learn how to append the character
into the scene. I'm sure you've now downloaded
our first character Adora. It's a one that we are going to append in our basketball code. Brand for where we've
been working from. We're going to look at
it both in Brenda 3.6, the one that we've
been learning from and Brenda 4.2 the newest blender. Like I said in the
introduction that I use mostly Brenda 3.6 for
everything for animation. And if I want to use Brenda
4.2, the newest blender, I use it for rendering only because it has an advanced EVA. I do this because
I find it to be a little bit slow when
it comes unmoned, but I find Brenda 3.6 to
be a little bit fast. And also because of some
addons that I used in Brenda 3.6 are not supposed
in Brenda 4.2 yet. So let's go into it.
We're going to learn how to append our
first character dora, and we're going to learn
how to control how to use it and how to control it
using it rig and everything. Alright? So the first thing we need to create a new
correction here, let click and come here
on new correction. This is correction three. Let's click it and
rename it as adora. And then select it
like I've selected it, it has to be an
active selection. And then we are going to
append our character. We are going to append
it into this brand file. So come here on file and come on append and you're going to go to where you've downloaded and saved the Adora character. In my case, this
is the brand file, so click on Append. Then it's going to
open these folders. Here, you have to
click on Select, and you can also check
the active correction. That means that it's going to be appended in this correction, which is active here, right. So don't check here. But check here on
Instant object data and also here on localize
here, you can check this. And now you can come here on
correction folder, this one. So everything in these folders. These are folders. So
you're going to select one, this one, and this one. Leave this one out because the WTG is going to follow
wherever the link is. So when you do that,
click on Append. So this is our dora character. So this W JT and the
league component, this leg part, so
there is a leg and the league component or
the tools for the league. So we need to put them in
one folder and add them. So left click this
one, the first one, then sclot down to where
the W TG is ending. Plets shift on your keyboard
and select the last one, this one, so that
all the component are selected together. Come here on the viewpotPls
on your keyboard, and M is for making
a new collection. When you've selected some
object, and then you press, you want to create
a new correction and put those selected
object into it. Now you can type here
WG t leig and preso. So all the serected
object are now put into this new correction
that we've created, which we can now hide. This is the correction
that we've just created the WHGT so you can
minimize this arrow, and then you can hide it. You can uncheck it from
here and hide it hide. So here we just remain with
the leak and our character. The leak is this
one, the dora link. This is the dora folder. And this is the folder
for the hair hasset. This is where we have
the cap and the hair. Let's hide the hose, the Xs for now and the
floor so that we can just remain with the character so that we can
focus on her only. So this is the dora character. This is the character that
I created from scratch. You can use her in your project, but not for anything that you intend to
make money out of, but for your free
plactices and for your free admissions and
practices, you can use her. And also, these clothes, you can see it has
textures on them. When you go on the mature
properties here, click here. Like this shot, it
does two materials. The texture is on
this first material. If I open the shedder Eggs here, you can see the image
textures that is connected to the principal BSDF but only the base color is not connected to any image texture. I did that so that
you are able to change the color of the cloth by just clicking here on the
best color and you're able to select a different color and make her look to
your preferences. But just play with the cloth, not the skin texture of
the character because I removed the UV mapping
and I cleared the sims. So if you play with
the skin texture, you are going to
confuse the texture. So just change the color of the clothing to make her
to your preferences. Now, let's go back to
our color this one. Let's close this window.
So this is the leak. This leak is different from
other character leak because this leak I made it using
two different leak. I combined the facet leak
to the meta leak, right. So it doesn't bring the league controls here
like other leagues does. If you leak the character
using metallic only, it usually bring the controls, the IC and the F and
the leak properties, leg layers, and other things. All right. So now let's go to the object mode here and let's go
to the pause mode. Like I was saying, this leak
doesn't bring the controls. The IC FCs like
other leaks does. So this one, you have to select you have to select
the controls from here. You have to master where
each control is here, right? So if you're not sure
where the control that you want to use is
on these layers, you can just press
Shift and activate all the layers here and
activate them in the viewpot. So now you can side unnecessary controls
that you are not going to use to
make the animation. And so you can tell
where each control is. For example, if I
select this and FK, I can see here where this
white seco appear here. This is where is IK is. So if I want to close other leak controls like this
one, I can select this one. And then I can see
here on the layers that this layer is on this, and then you can just place shift and dissect it to hide it. You can do the same with other unnecessary controls that you are not going to use to make the animation and then
continue hiding everything that are not necessary like so. So for the first,
the control layer for the first are the
first three here, this one and this one. All right. So these
are for the first. So if I hide them, as you
can see, they are den. You can also add this one, the spine C. The spine C
is most used for animating the breathing end
out and also for creating a squash and stretch or stretching
the character. But you can add
the squash effect after you've animeated
the character after you've made the movement. That's when you can begin to add the squash and stretch effect to the character if at all,
you need to add it. You can add it, select it, and then Okay, I did it. Okay, so this one here,
this is the lute. So if I move this lute, I press G and move it like this. The whole character will move. But mostly, if I want to move the lead to a
different location, I usually go to the object
mode and select the lead, then press G and move it to where I want it
to be like that. Okay, so the loot is
on this layer here. You can place shift and hide it. So these controls are enough to make some animation
for our character. The foot IC most, it has to move like
a bound symbol. So in the glove editor, you need to make
sure that it moves like a bound symbol
in the Z axis, like the way we are doing
with our bound symbol. It does to move in that way. So if you're using Brenda 4.2, the leak controls are slightly
different from bender 3.6. When you click on the data
properties for the leak here, you see that there
is no that box for the layer controls
as it is in Bnder 3.6. So you come here on the bone
correction, this one here. These are the lag controls here. So when you select this one, the first one here is
for the past, right? It's the same as it is
arranged in Brenda 3.6, but just that here
in Brenda 4.2, they have put it as a list so that you are able to
rename these layers. For example, this one here, when you double click it on it, you are able to rename
it like phase control. Like Min fast, you
are helb to rename it to whatever you want so
that you don't forget. Now, let's go to
the pose mode here. Place Control tab to
go to the pose mode. Like I said, in Brenda 3.6, you can also place shift and activate all
of them if you want. Activate all of them more
placing shift like so, and now you can begin to deactivate the thing
that you don't need. For example, the amateur layers, this one, they are here, you can shift and deactivate
it, even this one, deactivate it. All these layers, It's the same principle
as it is in Brenda 3.6. The only difference
is that here you are able to set the FK. For example, here, let's
activate everything here. You can activate the FK. These are the FKs. You can also activate this
one, the special. This is the special. It contains the
tonsil and the hip. And some facial controls. And also, you can
also activate the IK. The K are the lead controls
and the hand controls. It also include the lead
facial control, these ones. But when you're animating, for example, you can strate
on the body movement. You first animate
the body movement, and then that's when you add the facial animations, right. So most when you're animating, you have to deactivate
the facial controls. So what I can advise is that you don't use the FK or the IK. You can just use them to
locate where the layer is. If you've not mastered where each layer is on these numbers, you can activate the K and when you sect, let's
say with this one, you are able to see
that this layer control is on layer 17. You can press shift
and activate it here and you can do the
same with important layers. You can activate them
using the same method. When you are done activating the important layers
that you need to use to make the
body movement, you can now deactivate
the special and the IK so that you don't have anything
on the face, right? Because if you begin animating, let's say you are
unmiting a hook cycle and also you have
the facial controls, it means that when you select all the
controls and plus I, it means that even
the controls on the face are going to
be adding key frames, and we don't want that we first want to animate
the body movement, then when you are done
with the movement, that's when we come to
the first controls. A? Even if you are animating
the talking character, that is how you do it. You don't animate everything together with the body movement. So this is how it
is in Brander 4.2. It is not that different
from Brander 3.6. It Sarsa here. This is where I
thought I need to show you so that you
don't get confused. So we'll be switching between
Brenda 4.2 and Brenda 3.6. So this is all about the character and
the character ring. Next, we are going to
continue our Bunymb story. Imagine our character
is the one that threw that ball and it didn't want
to go through the link, but instead, it
jumped off the link. How is she going to react? So in our next video reason, we are going to create a surprise facial expression
for our character, Adora as she look at that
10. Introduction to Character Animation_ Surprise Facial Animation : So in this video class, we are now going to create a
very quick facial animation, a supplies facial expression for our character adora so that we can finish up our Bunybl story. All right. Let's go into it. Okay, so to make a supplies
reaction of our character, we need first a reference image, which we need to
defer to, right? So first, let's hide
this walls for now. So now we can just suiin
with the character only. And we need to a reference image where we are going to lifer
that facial reaction. So you can just
search it on Google, surplus facial expression
of a cartoon character. So you can download
something like this. Okay, so now, when
you come to Brenda, you can just place shift
on your keyboard and then come on image and
load iferenceimage. Alright, you are going
to go to where you've downloaded and saved
your difference image. In my case, it is in this, this one, so click on Load reference image
when you select it. So this is the image place to scale it down and
position it like this. This image you are
just deferred to it. You don't need to make exactly
the way it is here, right. So this is just for the pace. Okay. So now let's go to
the postpart Control tab. Okay, let's put our character
into the pose mode here. It was in the last mode. And let's put the hand
leg so. All right. So what we need to make this surprise facial
reaction is Sasa, we don't need the leg controls, so you can place shift and
deactivate the leg layers. All right. So first, we are going to start with
the facial animation. And the set boot movement. And before we do anything, press Control tab, go to the object mode and
come here on object, then scroll down here on animation and then
click on change Kinset and set the keys to
location and rotation only. All right. When you do
that, when you press I, we are going to be adding on
location and rotation only. Control tab to get
to the pause mode, as our timeline indicator
is on frame number one, plus to sect all the controls and plus I so we've
inserted the Q frame, which is the location
and rotation only for all the controls
that are active here. So now, imaging the bow
is down on the floor. So the first boss, she has to be
looking at the bow. All right, select
the head, this one, and you can make use
of this rotating to so that we can just
rotate like this. Rotate it down like so. Okay. So the s has to go
down a little bit like. Now, remember what we learned in the previous video that you
animate for the camera. So we need to add another window which has
to be in the camera view. So open a new window here, Control tub to go
to the object mode and activate one
camera here. This one. Okay, let's remove
the animation data. And so this is the
camera. Here it is. So you can just deposition it and the shot we need
is a close up shot, something for the face, something that will show
the facial expression. So we don't need a long shot. Just something like this. Okay. So now just remove
the depth of field for now. Just remove it. We are going
to set it when we are done, and we are ready to
lender the animation. So this year on the viewport, you can increase
the pass part out. This one here, I don't
know how it's called. Just increase this one
so that it's like this. So here we can hide
the camera from the viewpoint so that
we don't get disturbed, but here it is an active camera. We are seen through the
camera on this window. So now, select the lag and press Control tab to
go to the pause mode, and let's activate the control. For now, this one and this one, so we need to make the mouth
than the face like this. So she's looking at the bow which is on the
floor on the ground. Should be in this pose
for a few seconds. So we just need to open
the mouth a little bit to make the mouth
something like this. To do that, let's go
to frame number ten. Okay, so the key wasn't
inserted for the head control, let's activate the auto
key so that every movement we make the keys are
automatically added. So rotate it back like so, just like this and move
to frame number ten here and then rotate it
back a little bit like so. Okay, when you go to
frame number ten, you are going to select
this jar master. Press error to open the
mouth a little bit, to tate it down, and then place G to move it
down a little bit. So this one that has
protruded, it's a gum. You can just select this
below teeth control and place G and push it
inside like saw. So for now, let's
deactivate this one. And the tongue also you can
push it inside a little bit. You can use tongue
control like so, and then select this and make sure you activate
the mirror here so that every adjustment that
you make on this control also transferred to this control that are on the light side. Select this mouth
end control and plce G and move it down
a little bit like so. Okay, like so. Something
like this can do. So when we play the animation, we have this it to animion. Let's hide this one. Press three on your keyboard and press to rotate the head
down a little bit like so. And I think this is okay. Okay, select or cop this
keyframe, Control C, then Control V. So these are
called holding keyframe. So it's the same keys on
frame ten and on frame 15. It's going to hold the pause. And then here on
frame 20 on frame 25, we are going to make a new pose. We are going to make her look up to where the bow has jumped. Okay, so set the rotating to and just rotate the
head up like so. Okay, so we can also
add some rotation, some body movement
rotation using the chest. So we can rotate the
chest a little bit. So here on film 15, place I on film 15 to add a Q frame for the
chest and then come on flame number 25 and just rotate the chest
little bit up like so. All right. So for the eye
movement here on frame 19, you can add a Q frame
and then on frame 0.2, you can make the
eyes look up like so so that we can create
that first eye movement. Okay, so for the
hand on film 15, you can heard a key frame
for the hand on film 15, place high on your keyboard, and then as she moves
as she look up, you can also try to
move the hand, like, so a little bit up
and just to create that little body movement,
and that's okay. And you are free to make it
the way you feel like, right? Don't be restricted
to what I'm doing. You are free to create
your own style. So now we go to frame 40. We are going to
move 20 keyframes. But on frame 35, we need to add a
holding keyframe, select all the controls, and then place I on your keyboard to head
a holding que frame. Now, let's go on film 45. We are going to make her
look back down at the ball. So since we already have frame number ten
where she's looking down, just box select
this keyframe here. Paste Control C, then come
on film 45 and paste. Now, she's going
to look like so. Okay, so on frame number 45, for the eye movement, we can head a q frame
here on frame 40, select this higher control and place I on the keyboard
and then go to frame number 45 and make the higher bring
them down like so. Okay? As I think everything
is Sosa too fast. So what we do, select
all the control, select this q frame plus g and move them a little
bit further like so. Okay. So now what we need to add is just the higher blink. Okay, so now let's head back
the rotation of the chest. Okay, so here we can rotate the chest a
little bit like so. And just for the hand, we can bring it down
a little bit like so. And for the tonsil on Fm 15, you can press I on frame
15 to add a Q frame. And when she looks up here, you can press G and move it up, push it up a little
bit like so, edit bit. Okay. So we inserted
this keyframe. So what we do, select it. And this is for the tonsil, the selected control here, plus G and move it to frame 50, and then copy this one, the new one that
we've just created, Control C and Control V to
paste it on frame number 40. Okay, I think it's perfect now. What we need to do is
to hide an eye bring. So now we're just
going to select the first three layers
for the first control. And let's go on frame number 28. So to make an I bring you
first box select these layers, the layers that are
surrounding the Is. And then place I. All right. This is frame number 28. So we are going to
use four key frames. The first half, one, two, three, four, up to 32. This is where she's going to
close the hit completely. So if you want to make it quick, we can do three
key frames, right? We're going to go
on frame number 31. So you can count
one, two, three, on frame number four, this is where she's
going to open again. Here on frame number 34, as these keys are
still selected, you can press I two
and then come back on frame number 31 and
make the Is closed. This is what you do
to make an eye blink. Select this control and also make sure that you've
activated the mirror. Then press G to bring it down, you can also use this secondary
control and just like so. Okay, like so, you
can use this one. Okay, make sure that the
eyes are closed completely. Okay, just like this. It's okay. It's perfect. It's just a quick blink. There's no big deal, but it. So when you press play, okay? Okay, so it's too
fast. It's too quick. Let's use four key frames. So book sect these
controls like saw. And just box, sect
this que frame, press G and move this one to frame 32 and this
one to frame 36. Okay, that's much better. So if you want to
add another I brink, let's say on frame 55, you can as these layers
are still selected, you can just box select these layers for
the blink, this keys here. Then press Control C
and come here on 55 and press Control V or PEs. Okay. So you can do that
if you want to add an eye blink anywhere. Now, select the tonsil. What I'm trying to do is just
to extend the animation, plus e for the tonsil
here and on film 70, you can push it up a
little bit like so. Then cop this frame on
Sister five and press it on At Controv on at just to create light
breathing and out effect. So our ending queue
frame is frame 90. So here on the ending frame, just type 90. This is 90. So this is our animation. It's just a simple reaction, I supplies reaction to the ball. So contractor to go
to the object mode, hide this or just delete it. Then we have this camera
activate the environment. Let's activate the
walls, the floor. And now we can an
hide the camera, select it, come here
on the camera setting, activate the depth
of field here. And so here, like I said, you can get this picker and pick the object
to stay in focus. In our case, our character here, which is the focus object. So show being in focus like so is a quick way to
put object in focus, or you can manually adjust the focus distance and
the F stop, right? So after doing that,
we go to the lender. The lender material is on 75, and you check on ambience
inclusion here on this window. Let's put it in lender
view so that we can see how it will look it will look like. It's
perfect like this. Let's go to the output
setting here. All right. So this is the format,
the dissolution. It's 1920 by 108, which is full HD. And also, this has to be
always 100% this one here. The frame rate is 24
frames per second, and these are the frame range, which is the same as
the timeline here. Okay. Here on the output,
this is the output. You click on this folder and
rename this clip. All right. Rename it. Okay.
When you rename it, this is $1 clip eight. Okay? It's up to you
how you rename it. Click except when you are done. So this is the folder where this clip is going to
export it to right. In my case, it's Brander
Project Principles of mention exported videos. And then click except. Okay, so here on file format, you have to set it to
FFMPEG video, right? And the c has to RGB, RA GB. And on encoding
here, the container, this one has to be PEG
four or QuickTime movie. Me, I prefer a QuickTime, right. So when you're done
with this setting, you can just come here on Lender and click on Lender Animation. Okay, after exporting,
this is the video. I think now our surprised facial expression
is now complete. In the next video reason, we now begin to look at
character object interaction. This is where now
we are going to learn how to make
our character adora pickup object and how to connect
some object to the leak. So we're going to
learn how to make her pick up this bouncing
ball and look at it. I think that is where now our bouncing ball
story is going to end, and we're going to mix it and
connect it in Premiere Pro, add some sound to make it a complete short mision
story that we can post on our class
project so that we can receive the feedback
from the community.
11. Attaching Objects to the Character : In this video reson, we're now going to
learn how to attach object to the g to
the collector leak. Alright. There are objects that are not supposed
to be wetted. For example, like grasses and eps and some object that
you just need to add to the character that are not
supposed to transform to the transforming
or the character Like the way glow things
transforms, right? This object are only
added to the league. They move together with some specific bones
in the league, right? So I'm going to
show you how to add this object to the character
leak. Let's go into it. If you want to modify
the character, if you want to make
some adjustment and put some asset or some
object to the character, you attach them to the leg. It's different from clothing. Clothings are usually
weighted, right? They are not attached. There are object E,
which you can attach to the leg and object that
need to be weighted, all right, like clothes. So like this cap here, this cap is not weighted. It's only attached to the leg. So when you come here on the
object data properties here, and then Scroll down
here on the delon, you can see that it's parented to a dora rig,
which is this leak, but it has a parent bone, which is Dev spine 006. This is the head bone. This
is the head bone, this one. So when we go to the pose mode and come here on the lag
data properties here, and this is the head bone, and this is the parent of this cap and other
object on the head. So this cap is attached
to the leg via this bone. It is not wetted. It is just transforming
to the movement or the rotation of this bone
and together with the leg. Okay, so let me show you
in the other Ada fowl, where she is a superhero. This fowl, this one, so this
is another vision of Ada. So you may want to
attach object like this let box and
also the grasses, this other asset, depending on what modification that you
want to put on the character, these objects are not wetted. They do not transform the
same way clothes transform, but they only follow the lag. For example, this box, it is not attached
to this lag yet. So when you go to the pose mode, let's go to the pose mode. Select this tonsil
and move like this. You can see that this object
remain here where it was. It is not attached to the leg. The glasses are
attached to the leg. If we select it and come here
on the object data here, we can see that the parent on the lesion here is
the facet leak, which is the whole leg. When we go to the pose mode and try to rotate the
head like this, you can see that the glasses are transforming to the
movement of the head. Now when I remove this
parent relation here, I cancel it from here. When I go to the pause mode, I try to rotate the
glasses on their own. So what we do to add it
back, you select first. You select the glasses first, plus shift on your keyboard
and you select the ig. Then you go to the pause mode. And then here on the
league properties, come here on the
transforming layer here. This is where the
mature layer is right, select it, and then it's
going to bring these matures. Then you can select the bone where you want
to attach these glasses. Please shift and select
you select this main bone, which is the Depth spine 006, which is the head bone, and
then press Control P on the keyboard and come
here on bone right Bone. When you click
there, the glasses are now attached
to the head bone. When we go to the we are
already in the pose mode. When we come here and
try to rotate the head, as you can see, the glasses
are now attached to the leg. The same goes with other object, the hair or the head
band or even the hair, you can use the same principle. They are just attached to
the lik via the depth spine, which is the head boone. They are not wetted. It is different from the
soot or the clothing. So to attach the
object to the lag, it depends with the
location of that object is. For example, this box here, you cannot attach this object to this link via the head bone. The way we did with the glasses. So where it is in the hip here, we have to attach
to the hip bone so that when the character tried to lotate or when she's okay, this box has to be moving in the same way these hip
bones are moving, right? So what you do, you
just select the box, you press shift and set the rig, go to the pulse mode. When you go to the pose mode, you come here on the
Ig data property here, the same we did
with the grasses, then you select this
amateur layer here, you press shift and
select this hip bone. This one, and then
place Control P on your keyboard and
you come on bone. When you go to the other
transforming layer and then try to rotate the hip bone, as you can see, the box follows to the movement
of the pelvic bone. Even when we play the animation, let me try to play the
animation. You see? It follows to the movement
of the pelvic bone. If it was wetted, it was going to transform here as this cloth are transforming. But since it's attached to the leg, it's not transforming. Okay, so now, let's go back
to our vowel, this one. So that is how you add
object to the lik, the objects that are not supposed to deform
like clothing. Even if you want to
add some risk band, that is how you add them. So now, this is all
for this lesson. In the next video lesson, we are going to learn
collector object interaction. The same principle, this one, which is the lesson here, it also applies to collector
object interaction. If you want to make the
character pick something, you can use this same principle, but you can also use the child of constraint
here in constraint, open the constraint here. We use the child of
constraint also. We are going to look at it
in the next video, right?
12. Character Object Interaction - Child-Of Constraint : Let's now look at character
object interaction, how to make our character pick up object and
interact with them. So we are going to make
our character adora, pick up the baseball and
look at it and bounce it. Alright. So we are
going to complete the bounce symbol story
that we started earlier on. We are also going to add the
clips that we are going to learn and learn from this
video lesson. All right. So we are going to
start looking at the child of constraint
first and later on, look at the principle that we looked at in the previous video. The one that we are attaching
object to the character, we can use that
same principle to make the character
interact with object. Let's first set up our blend file and let's
hide our baseball. And we can clear
the animation data here and even here
on our collector Ik, select the Ik and let click on the animation and come
on clear animation. Alright. Let's put our starting frame to
be frame number one. We're going to look at the techniques of character
object interaction. This is where you make the character pick
up things or carry stuff or throw some object or maybe holding a
gun or something, that is called collector
object interaction. So there are a lot of ways to make our collector
interact with object. The first one is by using the constraint called
the child of constraint. In the previous video, we looked at attaching
the object to the dig. Or you can also use
that same method to make the collector
interact with the object. You can duplicate, for example, this basketball and you can parent one to the
league like we did in the previous video and
leave the other one as it is so that you are able to animate these
properties here, Lender and view pot. We are going to look at
this in our next video. For now, we are going to focus on the child
of constraint. Now, to make our character
pick up the object, this baseball here, first, we need to make the first pause. Imagine this is our first pause, plus Control tab to
go to the pause mode, and we are going to put
this in the front view. And this window in the
light orthograph view. So you can just push
this first pose, put the hands like so. Like she surprised
looking at the bow. Now, before we go to frame 20, place A on the keyboard to
select all the controls and then plus I to insert
location and rotation, right? So now we can go to frame 20, and here we are going
to make another pause where our collector comes
in contact with the bow. So what we do to make that, select the tonsil
and place shift and select all the hand control, and you can rotate her like. Now you can bring the
hand toward the bow, so. Okay. So here you can make the hand be in
contact with the bow. So now you can just
activate this layer here, press shift and activate this layer for the
finger control, box erect the finger control
and press order to undo the rotation for the
fingers and just rotate a little bit to make
the fingers flexible like so. We can now place shift and
activate this layer and then set the hand control
and check bring it, make it in contact with the bow. So now you can set the shoulders and rotate them down
a little bit like so. You can define the
pause and make sure that the bow is in contact. Okay, so here you can
deactivate the miller and make the hand in
contact with the bow. So this is where the character comes in contact with a bow. So to make her stand, first, just deactivate these hand
controls here on the layers, pleas shift and deactivate them. So now you can select
all the controls and then box select
the first key frame, press Control C, and come on frame 40 and place
Control V to paste. Our collector will go like so. So now here on frame 40, you can activate
the hand controls in the light orthographic view, plus G to move the hand like so and you can even
rotate them like so. So now we are going to
go back on frame 20, go back to the object
mode, set the book. And come here on
the constraint tab, this one here and click on hard constraint and pick
Child of constraint. This is the constraint
that we are going to use to attach the
object to the ig. On the child of constraint, there's a target here. So when you pick the target, let's set the picker and
pick the lig which is $1, it will bring a bone where
this ball will be attached to, just like we were doing in the previous video when
attaching object to the rig, it's the same principle. So we are going to attach
this ball to this control, which is a hand control. So select the leg, plus control tab to
go to the pose mode, and then Come here on the
hammer char ayer here, the hand control
is this bone here, which is DEF hand dot hara. This is the light hand control. Let's go back control
it, controls it. So here on the constraint, we're going to search
here on the bone. We're going to search
DEF hand right. DEF and write this one here. So the ball will think that it has always been the
child of constraint. So it will move to a
different location. So to reset that you come
here on click on set inverse. You only click once. If you click twice, it will go to another location.
It would be confused. Alright. Just click here once. So the ball will move back
to its original position. So now what we do here
on frame 20 here, we're going to animate
this property here. Okay? This is for the
inference down here. Over here mouse here on the
property here and plus I. So we've added the
que frame here. So when we move
back on frame 19, we are going to disable
this child of constraint. So plus, come here. The queue frame is
going to be added automatically since we have
the auto key activated. So when we play when
we pray the animation, our collector will pick
the ball like that. Okay. So this is how you make the character interact with object using the
child of constraint. Let's say we want her
to throw the ball after looking at it and you
want her to bounce it. It's very simple. Let's create a quick animation.
Press Control tab. So this is frame 40. She will look at
it up to frame 55. So on frame 50, we can just create a quick rotation where
she analyzes the ball on skis like, something like this. And don't forget
the first thing, focus on the bow animate it, and later on, you
come and polish up the movement of the body
according to that animation. So you can copy this from
skis place, Control C, and pass it on from ski five Control V. So now we're going to make her bounce
the ball to do that. Come on from 85. We're going to pass 20 k frames. So here, just select the hand where the
ball is attached to, rotate it like saw. Okay, so this is where the
ball is going to be released. So this is from 65. Here on frame 75, we are going to bring
the hand up and rotate it like saw When we
play the animation. Okay, on Kframe number 65, sect all the hand
controls and rotate them together like so make sure that here it's
on bounding box. It has to be on the
bounding box so that everything is rotating together. So when you press spray, Okay? On from 75, we can have this
hand supporting the bow. So even here. Okay. So 75-85, there's a very big distance. So if she's pushing
the ball down, it has to be a very
short animation space. So we bring this kill film
somewhere here on 80. Okay, let's go into a sort mode. Okay. Like we learnt
in the previous video, the movement of this
hand control down, it has to come with force so
that the book can be pushed. The way it is moving,
it is moving, throw in and throw out. So you have to go to
the graph editor here, open the graph editor here. You can zoom in and make
the graph into view. So on the Z location, this one, or just box sect this if frame and plus V and set it to vector. Okay, that's better. So now, how do you make her
release this bob? How do we animate it so that it goes out of the
child of constraint. Okay? So here on from 75, they move this hand, let's
put it somewhere here. Let's go back here to
the three D Ve pot and press Control tab to go back to the object mode, set the ball. So this is from eight. This is where we are going
to have the bolt least. Move one frame backward, here on from 79. And then press e on the child of constraint and on frame eight, dive both the child of
constraint here, disabled. It has added this new Kframe since we have an
autokey activated. Now we see when we disable
the child of constraint, the bow or the object goes
back to its original position. What we do here will be in the front orthographic view and here on in the side
orthographic view, and we need to bring
back the ball to its position on frame
79, this position. All right. So first, we're going to add the
rotation and location Q frame. So plus I and plus and add
location and rotation. And then on frame E, you select the ball
and move it back to the same location
somewhere here. So what we should be mindful
is just the rotation. As you can see, the bow on from et has a
different rotation, so you need to rotate it back. So you can just
activate this rotation. Here on from et, and you
can rotate it like so. And so this side,
and you're done. So when we play the animation, I think the hand is
not moving well. Let's go back to
the graph Ester. Here on the Z, you can make
the graph like so the hand doesn't make a sharp ten.
I think that's better. So now, go back to the bow. This is from 80 and since the
ball is pushed with force, come here on from 85, set the ball and push
it, bring it down. Bring it down like. Okay, so let's bring it somewhere here. Okay. Set this key
and bring them here. So now, it's a matter of going to the glove editor and polish up the movement of this bow
so that it is realistic. Okay, set location, this one, set this handle and
make it like saw. And also here as it
reaches the ground, it has to be handle
type, make it to free. So if you want, we
can make it bounce. Okay, so this handle here, it has to be like so so that
we have a bound symbol. Okay, so after doing this, we can now go back to
define the animation. Okay? To make this
animation realistic, this hand has to move
up a little bit. So this is so on from 84, you can And this movement of the hand must be at the same pace with the movement of the bow as it is going down. So what we do? Okay, set the key frame and bring them
closer to bit like saw. It has to be on 85. Alright, it is not that perfect. There's a loom to polish it up. Okay, let's go back
to the object mode and pray the animation
and see how it is. Okay, so this is how you make the character interact with the object using the
child of constraint. And since we've worked
on this animation, we can lender a quick
animation out of it. We already have the camera here. But before we do that, you can add some details to the movement of the
body like a set area. You first focus on the main
objective of the animation, then you later on begin to
add some details, right. For example, our character
picks up the ball here. So here we can add
some movement and rotation of the tonsil and
the chest and the head, we can rotate them a little bit. This is it. We're going
to export this shot and I will add to our animation
that we lend that area. And if you've managed
to reach at this level, you can also combine
all the animation clip, and then you can pose on the class project so that you
can receive the feedback. After doing some final
touches on the animation, let me show you how
it has come out. So this is the animation. She picks up the bow. Look at it, blink, and bounce the ball and hold
it and look to the go post. So I have two cameras, this one and this one. This one is captured in
the close up this shot, and I have also added
on the same came, I've added the depth of field, as you can see the background
is a little bit brad. And this is the shot where
she's looking at the ball, and when she bounces the ball, you can switch to the long shot. Congratulation if you've
reached at this level, if you've completed character
object interaction, I'm sure now you are able to
make some simple animation and some animation
that you can make the character interact
with object. Okay? So our clips that
we've rendered, starting from the bouncymbl
up to this level, we can now combine them in a double premiere
pro, add some sound, and make it a complete animation short story that we can
share on our class project. This is the animation that
I meant, as you can see. It's something that we can
have the community look at
13. Character Object Interaction Part 2: Okay, so before we start looking at the
collector movement, before we start looking
at the work seco, let me quickly show you
another technique that you can use to make the character
interact with the object. Okay, let's hide
the walls first. Let's remove the child of
constraint from the ball. Let's move it, cancel it here. And we can also we can
remove the animation data. Okay. So this is where the character picks up
the ball on from 20. So what you do set the lag and activate
the hand controls. So we are going to
attach the ball to this lag via this
hand, the let hand. So you can activate
this layer here, the amateur layer, this one, set the ball or first, you can duplicate it, press
Control D and duplicate it. Let click so that it goes
back to that same position. Okay? So this is a
duplicated ball we are going to hide this
duplicated ball. We're going to hide it. Okay, so this is
the original ball. We're going to attach
it to the leg. So to do that, select the
ball and press shift on your keyboard and select the lik and then go
to the pulse mode, just like we were doing
when we're attaching object to the lag and then
select this hand bone, this one, select it and press Control P. And
come here on bone. Bone. So when press
Control tab to go to the object mode and activate
the hands control, this one, when we play the animation, the ball will always
be attached to this leg so it will be like that so now on this frame, this is where our collector
picks up the ball. So what we do here, we are going to
create a Q frame. We are going to animate
these properties here, which is the viewport
and the lenders. So what you do here,
hover your mouse here and place I on the
keyboard and also here, do the same place I here. Okay? So when we
move a step back one and like one
frame to frame 19, we are going to deactivate here. Click here. The keyframe
has been headed because of the auto m. Do the same here on the lender icon, click it. Okay. So when we press
prey on frame 19, here, we are going to enable this ball which is not
attached to the leak. Here on frame 19, we are going to add a Q frame, press I on the keyboard, and here press I
on the keyboard. When we move to frame 20, this is frame 20, we're going to deactivate
this one here. This is the ball which is
not attached to the lig. So you press I to
deactivate it here, you deactivate it here. So the ball will
just switch when it reaches on frame 19 and 20, the one which is not attached to the dig will disappear
on frame 19, and the one which is attached to the dig will appear on frame 20. They will just switch. When we play spray, another thing that you need to keep
in mind, for this bow, which is not attached
to the leg, this one, here on frame 19, you need to add a queue frame, a location and
rotation que frame. This is because we
need to switch between this bow which is
attached to the rig and this bow which is not
attached to the ick. And for us to be
able to do that, whenever this bow
which is attached to the lik will be at
the point where we want to hide it
or want to switch it off and switch on this one, which is not attached
to the link. We need to move this bow, which is not attached
to the link to that new location, right. So if we do that, if you've not added the
queue frame here, this side on frame 19, that means that the animations that we've made this side
on the first frames, it will move to that
new location, right. That's the reason
why we need to add a queue frame here on frame 19. You need to add a location
and lotation que frame. So if you want to make a
complete animation whereby, she picks the ball, look
at it and bounce it, and then hold it again. This is how you do it. Here, let's start from here. She picks up the ball. Look at it, then push
it down to bounce it. This is from At. This
bow which is attached to the leak is always attached
to the lik like I said area. So what you do here on from At this is where she
pushes the ball. What you do this ball, you select it and on film 80, you can add a Q frame, plus I come here on
the viewport here, press here to add a new frame, and on the lender, plus
I to add a Q frame. Then when you move one
frame here on film 81, you can deactivate here, click and activate here, the keys are automatically
added because of the auto key. All right. So now
here on from 81. We're going to
activate this one. The one which is not
added to the league. Okay, this baseball. So come here on At
Over the mouse here, add plus I, also, plus I. When you move
further on from 81, you can now activate
and activate. Plus one to be in the
front orthograph, select the bow and move
it to the position where that bow which is
attached to the leg was. Make sure that you rotate it
to the same position where the bow which is
attached to the leg is so that it is seamless. Okay? So now after doing that, this bow which is not
attached to the leg, you can make a bouncing bow. Here on frame 85, this is where it is
going to reach the frog, the ground after she pushes it. And here on frame 81, you can bring it here, push it down a
little bit, like so. Okay. Here on frame 89, press G and bring the
bow up somewhere here. Okay, here on frame 90, we are going to hide this
bow again and on frame 89, come here on the viewpodTp here, place i and here place high. On frame 90, hide this bow. And then come back
again on frame 89. Come on this baseball here, which is attached
to the leag and place I to hide a new
keyframe and here place I. So when you go to frame
90 activate it now. Okay. I think it's
perfect like this. So now we can just play with the hand how she's
adding the bow, but it is perfect. So this is how you
make the bouncymb. And also, you can go to
the graph editor here, open a new window and go
to the graph editor and make it to the bouncymbqt in the previous video,
the Ze location, activate this and set the handle type to free
make the graph like so. Okay, so that is how you make the character interact with the object using this technique. There's a room to improve it. You can make it perfect. But this is one of
the ways that you can use apart from the
child of constraint. This is for this lesson, next, we are going to start looking at the work circle and the
character movement.
14. Simple Character Walk Cycle : We are now looking at
the collector movement. We're going to start
with the work circle. I'm going to teach you how to make a simple work circle that you can transform into a forward movement.
Let's go into it. There are two different method that you can use to make
the character Wecle. What I'm going to teach you
is a simple way to make a work cycle that you can
use in your animation story. Okay? So contoub to
go to the pose mode. And we only need
the foot control on this layer here
and this layer, the foot control, and also the hands this layer
here and this layer here. If you're using this blender and also for the
tons of this layer, which is on here. Okay. Now, let's undo
all the pausing that is on the character so that
we can start from scratch. So select all the controls
and press O R and OG. Okay? So the character
is now back to the original position
to make the w circle. The first thing that you need to do is to make the
first work pause. Okay? So our character we'll be working in the
Y direction, the Y axis. So now let's change
the king set. Go to the object mode and
come here on object and come on animation and
click on hangeKinset here. Then set the key to
location and lotation only. Okay? Contract up to
go to the pause mode. So now, let's begin to make our first pause and then
make the hand like so. So we are going to
bring 1 ft forward, this one and this one
backward, a little bit. And we can bring them
this side a little bit, even this one, I bring it a
little bit closer like so. And for the hand, since
this leg is in front, this hand has to go backward, like so, and this one has
to go in front like so. And they shouldn't be stretched, so you can push them up
a little bit, like so. And I'm sure you can bring
this leg heat to bit here, and this one and now select the tonsil and
push it down like so, where the leg are
starting to bend, okay? We've not added any Q frame yet, we are just posing her for now. Let's make her like so. I'm sure this is okay for
now. Just for the hand. You make the hand
relax a little bit, activate this layer
here for the fingers, pleas shift and activate it. Then please shift and
select the first layers, and then you can
activate the mirror here and use the
rotating to here. You can just put her like this and rotate in your
perspective like so. And also the second fingers, the second control, press
shift and set all of them, and then you can
rotate them like this. Even the thumb, you can rotate it and bring
it down a little bit, like so, just to make
a little bit relaxed. When we are done,
you can press shift and close this layer
for the fingers. After doing that, you can now
begin to add the key frame, plus A to select
all the controls and place I on your keyboard. So we've added the location and lotation here on
frame number one. So minimize that
arrow so that we can only med with three Okay, so the complete work circle, mostly it's up to
the character or the personality that you want
to put in that character. Alright. But for a
normal work cycle, we use 32 frames for a
complete work cycle, 32 frames or for the first, a little bit first,
we use 24 frames. That means when
you use 24 frames, the mid frame is
frame number 12, and the frame
number six is a mid of the first half
from 12 and one. So now we are going to use 32 frames for a
complete work cycle. Okay. So when you select
all these controls, here now you can
activate the auto king. Then press A to select
all the controls, and then box sect
this first keyframe, press Control C, or
just click and copy. Then come here on frame number 32 and let click then past. Okay? So frame number 32 and frame number
one is just keyframe, just the same one keyframe, the same pose, right? So the mid keyframe, which is from number Sistine is the one that is going
to be opposite, Okay? As those controls
are still selected, come on frame number
Sistine, then paste fip. Okay? So now we've
flipped the pose. Okay. Since frame number one and frame number skisin
is just the same, so we are going to
make our end frame for the work circle to
be frame number 31. Okay? Type one here
and press Enter. We don't want to
see frame number 32 because it is the same
as frame number one. So when we press pre you see? Okay, so now we're going to
continue defining the pose. So here on frame number one. Okay, there are some details
that we're supposed to add. For example, this shoulder, we can rotate it a little
bit in front like so. Okay. And I forgot to
deactivate the mirror here, make sure that you
deactivate this mirror here. Okay? So you can rotate the shoulder a little
bit in front like so. We are doing these changes
here on frame number one. When you are done to
make the changes, we are going to select
all the controls and copy these keys here and
paste them on that two and paste them on it on Sistine to add to
update the changes. Okay? So here even on
this shoulder here, you can rotate it backwards
a little bit like so. And the chest can
rotate clockwise, a little bit to this side, sect the chest, sect the chest and rotate
it just a little bit. L 0.07, just a little
bit, and the head also. You can rotate it
also to this side. Like 0.1 or 0.9, somewhere there,
just a little bit. So when you're done,
select all the controls, copy this gif frame
here on number one, press Control C, pass
it on frame there two. Past, then come on
frame number 16. Let click then past frap here. So we've applied those changes that we made here on
frame number one. So when you press prey So we have a little
movement over the head and the
shoulders and the chest. All right. So now, next, we are going to go to
frame number eight, which is on the middle
of frames s and one. So here we are going to
make another new keyframe. This frame is only for the foot control the
hand and the tonsil, and the pelv control
this one, right? So select this foot control, the light foot because the light foot is the one that
is starting first, right? So sect the foot, then pleas shift and
select the hand control, both of them, and also sect
the tons of this one. Okay? Then plus one to be in the
front orthograph view, and then you just push it up, push all of them up like so, and make sure that the
foot that will remain on the floor is not stretched
right somewhere here. Okay. You can also select the foot and push it
up to bet the foot alone. This is from eight
and for the hip, we are going to rotate it. We're going to rotate
it to this side in the Y axis like so. Okay. So after doing that, we can also select the hand. As you can see, they have to be down on this
pose on this frame, they have to be relaxed like so. You can push this
one, this side a little bit and this one here. So when you are done
making that pose here, you can now select
the foot control or the foot control and select the hand control and this one and sect the hip
control and the tonsil. Select the tons of this one. When you are done, box
sect this keyframe. When you set this keyframe, you are only selecting
for the controls that you selected
on the lead here. You are not copying everything just for the controls
that are selected. All right. Box sect here, then copy the queue
frame. Then come here. The mid of 16 and 32
is here on frame 24. Here we are going to
be fp this keyframe, this keyframe number
eight, right? Best flip here. So now, when we prey spray, we
have this movement. Okay, so this is the
complete work circle that you can use in your
short and ion story, in your short and ion
movie. All right. The work circle that you can transform into a
forward movement. So now, before we proceed, open a new window here, and this window added
to a graph editor, and we're going to define our foot movement
in the Zt axis. Press shift and
sect both of them. You can open this menu. So this is the foot left
and the foot right. So you can close
these other caves and remain with only the Z
location only, right? So even this one can cross
this is for the foot C, and for this one, you can also close these curves and remain with the
Ztlocation cave only. You can zoom in here and put
the cave into view like so. Okay, for the foot, box select this handle, right click and handle type, set it free, and then select the handle and move
it up like so. Do the same here. Then
come to the left foot. Do the same handle
type, set it to free, and here to free and
make the cave like so. So when we press spray, I think it's perfect
like this for the work circle that we want to transfer into a
forward movement. Okay, so this is all
for the work circle, a simple work circle that you can transform into
a forward movement. In the next video, I'm going
to show you how you can transform this work circle
into a forward movement.
15. Transform Character Walk Cycle into Forward Movement : In this short video lesson, we are now going to look
at how you can transform a collector work circle into a forward movement.
Let's go into it. So to do that, first, the sliding back movement or the foot from this
point going this side, this movement has to be linear. It has to be a
straight line, right? Okay. So this is a Y axis. Our collector is
moving in the Y axis. So what you do select
both foot controls, and then come here
on the graph editor and activate the Y curve, the Y location only for the
left foot and on the foot. So this is the Y
location graphs. So the sliding back of
the foot, for example, for this foot, it's this movement from
this key to this key. All right. So this is the part that's supposed
to be a linear, all right, that's supposed
to be a straight line. So to set this clap
to a straight line, pleas shift on your keyboard, serect this handle, and
this handle ending, or you can just book select them like don't sect them together
with the key frames, serect these ending
handles, right. When you do that,
place on your keyboard and set this andotype
to vector. All right? So we have a straight
line like this. Controls it. Let me show you. So if you box straight together
with the key frames like so and plus V and
set it to vector. The graph is going
to be like this. Even this handle is going to be affected and we don't want this. We only want this part, right? This part to be in vector. So place V and set it to vector. Okay, so now, select
the light foot. For the light foot, the
sliding back movement is starting on this key
up to frame number 32. So book select this handle, plus V on the keyboard
and set it to vector. All right. So now what we are going to do to transfer
this movement, we are going to cope this
sliding back movement. This straight line here is
the one that we're going to cope and pass it in
the out control. So come here on the
control layers, press shift on your keyboard and activate the lute control. Okay. So what we
are going to do, we are going to copy
this movement in the Y axis only and pass it into this so that it moves
together with the foot. As the foot will be
moving backward, the loot is going to use
the self movement to move forward so that the foot
will be locked in the space. So press in here on the
transform panel here. So what we need is just
the Y location, right? So the key frame
that we are going to put is only for the Y location. As the timeline indicator
is on frame number one, hover your mouse here and let click and then come on insert
single K frame, right. So the keyframe is added
on the Y axis only. So heaven here on the graph
this is the key here. Okay? So now, select the foot
and box sect this keyframe, this two keyframe here, and then click on it
and copy Keyframe. Copy it. Then select
the loot here. Open this menu and this
is the while location. Click on it and click on the
glove and click on Paste. Okay, we've just coped that movement of the
foot to the lute. When we place play,
the lute will be moving backward in
the same manner as the foot is siding back. So what you want
is the lute to be moving forward at the
same pace with the foot. So to do that, come here
on the graph editor, place S for scale. And then place Y. So what we need is to
scale in the Y axis only. So when you place I,
you can now press negative one and press Enter. So what we've done is we've just flipped that
movement, right. Instead of the cave
going up this side, the cave is coming down like so. So when we place play, as you can see, the foot
will be locked in space. Okay, what we need now is this lot to be going
forward, right. So to do that, we can just add a circle modifier
to this cave. Come here on modifiers and add a circle modifier
here. This one. Second now it will be repeating. What we need is it has to
be going just forward. We don't want it to be coming
back to the starting point. So to set it like that
here on repeat motion, open this menu and set it
to repeat with offset. Repeat with offset. Even here on the before mode, before mode is this
side of the graph, which is not in this area
where we are animating from. Okay? So you can also set it to repeat with offset,
but it doesn't matter. Alright. So now,
when we play spray, our root will keep
on moving forward. So even if we extend our ending qeframe
to 250 plus enter, our route will just
keep on moving forward, even when the work sequinmon end because
it's ending on frame 32. But the route will keep
on moving forward. So now since our work circle is ending on frame number 32, how do we extend it so that it continue together
with the loot? So we can closs
the loot for now. I'm going to show you
the simple way to extend the work circle up to where you want the
character to leach. For example, if you want your character to work and leach, let's say here, I'm going to show you how you can extend it. First, for the foot movement, we are going to add the
circle modifiers to the caves to the Y location
and the Z location only. We are not going to copy
this keyframe for the foot. Instead, we are going to
add the eco modifier. So select the foot on the Y location and
also the Z location. So on the Z curve, first select the cave, come here on hard modifier
and add seco modifier. Okay, so do the same
with the Z cave. Come here on hard modifire
and add seco modifier. Okay. Do the same on the foot, activate the Z location, add add the second mode fire, and to the Z location, add the second mode fire. So when we play spray, So the legs will keep on moving. Even when the animation
for the top part of the body stops because
it's ending on that too, the leg will continue
moving because of the circle modifier that you've added to the curves here. So now you can deactivate
the leg layers, the leg controls, deactivate
them, all of them. So that we only mad with
the top part of the body. Now, pressed to select
all the controls, minimize here, and box select
this keys all the keys. Then cop them. What
we are going to do this frame number one is the same as this frame number 32, we're just going
to be pasting Bec. Contrast it to cop
or a click and cop, then bring the
timeline indicator on the two, click and paste. Come here and click and paste, even here, like,
click and paste, so you can keep on pasting
until the collector reaches to where you
want it to leach, right? So you may be asking why we didn't copy the queue frame
for the foot and paste them like the way we've done with
these other controls or it's because for the foot since
we've modified the caves here, this pattern that
we've made here is not going to be the same
with the coped if frame. It's going to add it
to automatically. The handles are going
to be automatically. They're not going to be the
same way as they are here. That's the reason why we cannot cope the
movement of the foot. Instead, we can just add the seco modifier so
that when we place play, we now have a complete movement. Even though this food is riding a little bit,
but it's perfect. I think it's okay like this. I have seen some West rock
circles in some and movies. This one is even much better. Okay. So now let's
activate one camera. Let's set up the cameras, go to the add the if from here for the
camera, move from 250. Put this window into a
three D view pot and put it into a camera view and
set up the cameras like so. All right, this is
not an active camera. Okay, so here place I. So here on frame one, you can lotate it like so so that you can put the
character inside. And let's try to activate the environment and see how it can look like if we landed it. So on this window, let's use the lender view so that we can
see how it will look like. And also, make sure that you set the keys for
the camera to vector, sect all of them and press
B and set them to vector. O. Okay, so what you do
for the depth of field, since this camera is
moving here on frame one, you can set the focus distance and make the character in focus. And you can animate
this property here by clicking
on this icon here. Okay? So we've added
the queue from here. And then when we
come from 250 here, we can also set the focus
distance and make the character in focus, like so. Okay. So the key has been
added automatically. We have this animation. This other camera, you can
set it for the close up shot. Play seven on your keyboard, and here this is frame one. So we have this shot and you
can put this camera like So We can also
animate this camera, press I to add a keyframe here on frame one, and
on this window, press seven and
come here on frame 250 and move the camera and put the character
back in view like so. Just make sure that you also
set this key to vector. Okay, so we have this animation. Okay, so this is how
it has come out. I've added some trees in
the background. Okay? You can get this twist also. They are also in the
lesson resources, you can download them if you want to add some
life to the scene. I just want to make this animation a little
bit interesting. I want to add the
facial animation, some simple facial animation just like the movement of
the eyes and the blink. Okay, so just serect the first three layers
here for the first. Just as we learned in the previous videos
to set an eye brink, you both sect these
controls here. The one that are
surrounding the eyes, then press I on the keyboard, and then you can move
eight key frames. So in our case, we can
move to frame eight. So here, press I to
add a new keyframe. Then come back from the
four on the middle and begin to begin to
cross the Is like so. Okay. We didn't activate
the auto king here. If you move our casa from this pause is
going to disappear. What you do, just box
sect these keys again, these layers again, and press I on your keyboard to
insert the key frame. When you press spray, Okay. As these layers are
still selected, this one here, you can copy this gframe for the
blink controls, and you can paste it
maybe on sister here and anywhere you want where
you want the blink to be, you can past and even
here, you can paste. So now you can also add some
animations for the hires. So here where she's
making an I bring, place I to add the q frame. And here on frame 77, make her look somewhere. Let's say, decide like so, and place I to add
another key frame so that we can create
that first eye movement. Okay? So you can copy this keyframe to create
a holding key on 85. Place Contrav to past, then cop this first key frame, Control C, and paste it on
on 90 Controv, all right? Okay. This is all I wanted to add some
details to the animation. So now I'm going to export and I'll show you how
it will come out. This is all for the work
circle and the Ford movement. This is the video clip that I've learned from this lesson. I added some cubes in the background and added
some building textures. Okay, so if you've achieved
something like this, you can edit it in a double premiere pro
or any editing software and add some sound, and you can share it on the class project section so that you can receive
the feedback. In the next class section, we are now starting to look at the principles of animation. We're going to look
at all of them and how best we
can apply them in our animations for
us to be able to make realistic and
appealing animations. Alright, see you in
the next section.
16. Principles of Animation - Squash and Stretch : Hi, guys. Welcome
to this section, the Principles of
animation section. This is where now we
are going to look at some of the important
principles of animation and how you can apply
them in our work for us to be able to
create good animations. Alright. This is more
of a theo section. So you need your pen and a book so that you
can be able to let down some important notes that you cannot
afford to forget. So after this section, we'll go into our
last section where we'll be looking at
animation Workfrom. I'm going to show you my
simple animation Workfrom that you can be using as a beginner meter
for you to be able to create
professional animations. Okay? For now, let's look at
some important principles of animation that we'll be
using in our animations. Okay, so we're going to start by looking at squash and stretch. What is squash and stretch? Squash and stretch is simply
the ability of object to deform and recover giving the illusion of weight
and flexibility. Okay? So, for example, I have this scene here, this animation of this
character when I play it. I'm sure you can see
how it is moving. So here, the character
swings on the lob like saw. Okay. So stretching. This is a point where you
can add a stretching. All right. This is
where you can stretch the character because the
character is in the hair and that weight and flexibility will cause
the character to stretch. This is the point where you
can add stretching effect. Okay? Not the way it is,
the way it was done. So you can stretch
the character, both the body and the
foot and the leg. And for stretching the body, we use the spine Fcaser? The spine F case on this
layer here, these ones. So even if you're
using Brenda 4.2, the newest Brenda, you can locate the spine Fk
in one of the layers. So to stretch the character, you can stretch it just by setting one of these spine FKs. It depends on how you
want it to be stretched. Okay, so you see, at this point, the
character is stretched. Okay? Let me deactivate
the lute here. Let's hear and do
all the pausing on frame number one
on the spine FK, place autogy and ot Rr. So when we press spray, Okay, so this is where
the character stretches. Let's stretch him like this. And this is frame seven. When you contact the ground, this is now where you can apply a squashing effect so that
the character comes together. So here, remove all
the squashing effect that is on the spine F case, select O, and then you just
place out R and out G. Okay. So now, when
we play spray. Okay, so this is how you use the squash and
stretching effect.
17. Anticipation : And special. And suspension is simply building expectation
before an action. Alright, we use
anticipation to create believable action like the
character preparing to jump, hit or throw an object. Okay. So here on our character, you see, this is ant speciation. Okay, rather than immediately jumping this stretch from here, we should animate
him moving backwards to build that
momentum and tension. This anticipatory movement will generate the force and
create audience expectation, engaging the viewers
and leaving them wondering will he jump or not? This deliberate buildup
enhances the overall animation, fostering suspense and
viewer engagement. Okay. That is what
ant speciation is. For example, this
is Ada character. This is also anticipation. She's about to hit this ball. She has to build that
force that is going to hit this ball to go far or to go to the point where
she wanted to go. Okay? This is also anticipation. I'm sure you've watched some of annoying videos on this
platform, Facebook or YouTube, whereby a guy or a girl put something that
is about to happen, and then it's taking long
to leach at the result. That is anticipation. Anticipation puts the audience
connected or engaged to the content to see
that action that is about to come after
that anticipation. Okay? So this is how we
use anticipation, and anticipation is very
important in animations.
18. Staging : So we are now on staging. What is staging? Staging is simply
the presentation of action in a clear
and engaging manner. For example, the
character movement is staged to face the camera
ensuring visibility. Okay, so we have
this scene here. I'm sure you can clearly see it. We have the logs this side, and we have the trees in the mid here and
the character here. We don't have los this side. So which means this scene
is staged in such a way that we only want
to be this side, and this other side
is for cameras. When animating, we don't
model a lot of stuff, things that are not going
to be seen by the camera. That's why staging
is very important. If my camera is going to be this side like the way
this camera is here, and the character will be here. So I don't need
object this side. I only need the objects that are going to be
visible in the camera. Alright, I only want objects that are going to
be seen in the camera. So we use staging to direct
the audience's attention. For example, this
long shot here, mostly it's showing
the environment. I want the audience to see the environment together with the character's movement, okay? So when I want the audience to see maybe the facial
expression of the character, to see his expression
on the face, that's when uh, we
bring another camera. Let's say this camera here, we bring it for a cross up shot. That would mean that when this camera will
begin to render, some of these
objects that are not going to be visible
in this shot that I'm going to render using
this camera are going to be disabled and hidden because
they are not important. So this is how you use staging. We stage to direct
the attention of our audience to what
we want them to see. Okay? So this is
how we use staging. Even when you are modeling, you don't need to
model a lot of stuff, even the things that
are not going to be seen in the scene
or by the camera. You only model or put assets that are going to be
seen by the camera. We don't just put everything to make the viewpot slow, okay? So you only make the things that are going to be
visible in the camera.
19. Timing and Pacing : Timing and spacing. This is simply controlling
the pace and me of animation. For example, the
character's work cycle as a consistent tempo. We use timing and
spacing to create a coercive le them like pacing dialogue and
animating movement. Okay? So for example, our character work cycle here. This work circle has a
consistent piercing. It's not like here she walks first and there
she walks slow. She's moving consistently
at the same pace. Okay? So this is how we use
timing and pacing. So when we go to our
other character, when we look at the jump here, So the timing and
passing here on framing is jumping from
here on 120, okay? Okay, so we need to
how much time we will take in the hair and to reach
this side of the cliff. So this timing has to
be believable, right? It shouldn't be very fast or
it shouldn't be very slow. So this is how we use
timing and passing. Okay.
20. Exaggeration : Exaggeration.
Exaggeration is simply emphasizing action
for dramatic effect. For example, the cartoon
characters reactions are exaggerated for
comedic effect. And how do you apply
this exaggeration? We use exaggeration
to add emphasis like enhancing facial expressions or actions for dramatic effect. For example, this pause that I made for our
character Dora here, she's about to kick this bow. Imagine this is the ball. So how do we
exaggerate this pause? It's just to stretch beyond the normal pause to create that emphasis right
on the pause. To show how big that
action would be. For example, we can exaggerate
this pose by let's say, we extend the pause and we stretch it a
little bit more, like so. We stretch the hand like this. Like, so. So this is
now exaggeration. You can even tell that
when she kicks this bow, it's going to move
with a lot of force. So we use exaggeration
to add emphasis, to a pause, right? Okay, so now, when we go
to our other character, if we were to add exaggeration
to this animation, the point where we
can add exaggeration is this pause here, right, where he is building
anticipation, right? This is where we can exaggerate
that anticipation pause. Okay? And also, here, when he jumps here, we can
also exaggerate the jump. And even here when he lands, we can put we can add
exaggeration effect. Let to emphasize the landing
impact of each jump. Okay? So here we can
add exaggeration. And we also add exaggeration
on facial expression. For example, uh, to a
surprising character, you can exaggerate the
surprising facial expression. We can extend it and
exaggerate it to add the emphasis
on the supplies. Okay? So this is how
you use exaggeration. Exaggeration is very important and is mostly used
in animations.
21. Follow Through and Overlapping Action : So now we are on follow through
and overlapping action. What is follow through
and overlapping action? This is the continuation of
movement after an action, right, the continuation of movement after the main action. For example, we have
our character here, is hording to the tree
lobs hoding to this slope. And then when I press spray, That lop remains in action. It remains swinging back and forth after he has
jumped from it. This created a
realistic movement or a breathable animation. So after he jumps, the lop has to remain in action, which is called
overlapping action. Or the secondary action of an object after
the main action. We use follow through and
overlapping action to create a fluid movement like a character's air or clothings
reaction to their actions. So it's the same as
I'm explaining here. This lop has to
swing back and forth to react to his jump
or to his movement. This is a follow through
and overlapping action. So it was also
supposed to be added to this thing he's wearing, but it is not leaged
as the skirt. It's only legged as the mesh together with the body
and the clothings. Okay, because this is just a quick animation
that I thought I should create to show you
guys how to use these things, the principles of admission. So now, if this animofaO this
thing that is putting on, if it were leaked, it was supposed to be
like this at this point, at least give from here. It was supposed to
be like this to create the overlapping
action, right? The action or the things that is having in pons to
his main action. So it was going to be
dragging like this, right? So this is called follow
through and overlapping action. This is the reaction
or the things that is attached to the character
or, for example, the same skirt and the
things that is wearing and also maybe this
neck object here, it was supposed to
make some action to respond to his movement. This is how you use follow through and overlapping action.
22. Pose-To-Pose and Straight Ahead Animation : Okay, so now let's look at pause to pause
and straight ahead. I want you guys to pay
extra attention on this. So what is pose to pause? Pause to pause is both an animation
workflow technique and a principle of animation. Pause to pause has a
workflow technique. The workflow is how you animate. It's how you make the keyframes, how you make the pauses, how you animate the character. So pause to pause is
keyframe animation, whereby you identify
cltical frames or pauses in the scene. For example, I have
this character here. That I animated, I'm sure you
can see how she is moving. So this same animation, there is both pause to pause
as an animation technique, and there is also
straight ahead. For pose to pause, you first identify frames where you need to make
important pauses for the character from the
start of an action up to the end and then filling
in between the frames. Okay? For example, here
we have these two cliffs. And here is the character. So the first keyframe is
this one here on four. The character here is
planning to jump this cliff. The second pause will be
the anticipation pause. The anticipation pause is
where the character comes here and prepares to move
and jump this cliff. This is the second pause. There's this pause this way
and there's this pause here. The third pause let's
go to frame 15 here. So, this is the pose where
our character is now jumping. Is building the
force to jump, okay? The next pose now, we're going to make
this gif frame this pose where our character
is now in the here. So this is our
character now here. Our character is in the hair. So our next pose here, our character now lands. So this is what they
call pose to pose. As you can see, So we first identify the key frame and then prepare
them or draw them, and then we start
fitting in between. For example, this
first pause here, then you come in between here, let's say, between this
pause and this pause, we make another pause. So this is now the
character moving backward. So when we press
spray, we have this. Okay, let's hide
the cue for you. So the character moves
backward, learn and jump. And also here between
this pose and this pose, we pause our character
in motion here running toward the cliff
in order for him to jump. Okay? So this is the
idea of pause to pause. You first make keep pauses, and then you come fiding
in between, okay? So here in this file, this is our character
about to jump. On this pause,
which is frame 110, and there's also this pause 100. So after he has moved backward, then we make the
anticipation pause. After that, we come to
let's say on frame 121, this is a jumping pose. Then we go in between and make the pose that is
supposed to be here. Okay, this pause from this pose to the landing
pose, this pause here. So you first make
these key poses of the character and then you
start filling in between, like this one from here, this pause here and
the landing pose here. And this is landing pose where
you're supposed to squash the character to emphasize the landing impact
on the character. Pause to pause is more
of an action animation. We use it for action animations rather
than movement or motion. And then straight ahead is more of motion and movement, right? For example, with
this animation here, and met our character moves from here up to here
where the bow is, we use straight
ahead and measure because we need to
control the motion and the movement of the foot
in the graph editor until she reaches here
where the bow is. Which is on frame 24. Okay? So this is now
the character is going to make this action of hitting the ball
or kicking the ball. So this is where pose
to pose comes in. So this is, let's say, frame 24. How is my character going
to be in the next frame? After planning, then I come to the conclusion and say the character is going
to be like this. Okay? So after planning
my next pause her pose, at what frame this
pause should be, right? So this is an action. A pause, she's about
to kick the ball. It shouldn't take a lot of time. Alright? I'll just move four key frames from
24 to frame 28. So now I come to frame 28 and begin to pause my
character like so. And then in between, you fill in and make some adjustment right
on some controls. For example, for the
foot, the heel hike, and for the hand, you make some control and polish up
and fill in between, okay? So now, what is straight
ahead animation? Straight ahead animation is an animation technique
and principle that involves animating scenes sequentially from
start to finish, like the way I was explaining
here on our character. So this motion,
this movement from this point to this point, you can use straight
her head animation, whereby you need to
have full control of her motion and the spacing that she would take for her
to reach on the bow here. Mostly, straight
her head animation is used for fluid animation. For example, if you want
to animate or make fire, you cannot predict the
next frame for the fire. All right, you
cannot predict it. Okay, so this is where you use
straight ahead and mision, whereby you need to
animate each frame. You just need to pass the frames that you
are living in between. For example, this is
frame number four, and we have this frame
frame number seven here. You also need to
draw the fire here. And then next frame, you draw the fire like so And here, you also draw the fire. Okay, so this is how
you use straight ahead. You animate every frame. You just live in between the
frames that you are jumping. You are not coming back to
add any key frame in between. So this is straight
ahead animation. Okay, so we end here for the
principles of animation, I have only talked about
the important ones that I think you must know
as a beginner meter. Okay, in the next video, we are now going to start
looking at imion Workflow. This is more of a
practical section where now we are going to apply everything that we've learnt, starting from the beginning
up to this level, and where we are going to apply the same principles
of animion. Okay?
23. Animation Workflow : So now, in this section, I'm going to show you the
best animation workflow that you can use as a beginner meter
for you to be able to create some
professional animations. Alright? The workflow
is how you animate. Is the method you use for you to be able to make
quality animations. So now you can download two Brand File from
the lesson resources. If you haven't
downloaded them yet, you can download the detective
police office Brand file, and also the detective crime
scene Blend file, all right. But for this lesson, we use the detective
police office Brand file. Let's go into it.
This is a scene. This is a detective
office scene. Our two characters here, Colin and this is George. And here on my scene collection, I've arranged
everything in order. This is George's collection. And this is current correction, and this is the
office correction. And so when you are animating, make sure that you put
things in order here in collections so that
if you want to concentrate on animating
and ease the viewpod, you can just close some
corrections so that you can ease the viewpod so that you can concentrate
on characters only. But for this scene, I've already arranged
this for you. When you open it, you'll
find it as it is here, okay? So here in the office folder, we have these other
corrections, right? This is a correction
for the door, this is for the window and
the table and asset here. And below here, these
are for the walls. There's the office wall back, the one which is in front here. When you activate it,
this is the wall, okay? So for sin staging, my camera is in front. When you come here,
activate the extras here, the lights and the camera. So this is the camera. So when you activate this
office wall back this one, when you press zero, will not be able to see
the characters, right. So when deactivating
the wall like this one, make sure that you deactivate it both in viewpot and lender. Because if you don't
deactivate it in lenders, if you forget when lendering it will be
bringing this flat color, right, which is the
color for the wall, and do not know what the
cause of this will be. Make sure that you
deactivate both in viewpot and in lenders
for this wall. And for the characters,
this is colon. And the collection
for Karen is here. Karen ig is this one. And in Georgie, the Judges' age the Judges Ligue
is this one here, which is this ig, Alright. So now, what is an
animation work flow? An animation workflow leaf us
to the step by step process of creating an animated project from concept to final delivery, which include pre production, where we have script lighting, storyboarding, character
design, voice over recording, reference video
recording, and in production where we
have moding texturing, three D asset creation, layout and staging and
animations and other things. And also, we have
post production. This is where you do editing and assembling that's where now we use the video
editing software such as Adobe Premiere Pro
and other softwares. And then there's also delivery, which is exporting, formatting and quality control, right? Now, the workflow that
I'll talk about in this lesson is how you animate. The method you use to make
quart animations, right. So for me, I use automation, pause to pause
plus exaggeration. This is my animation workflow. This is a very simple
way of animating, and this is the method
that you can use as a beginner anima to create
profession animation. This involves acting
through the script while recording the
voiceovers for characters. Then using the same
recorded video as a difference video
in Brenda and animating your characters following it by pose to pose and adding
exaggeration in some pauses. This is a process that
most of the animators use, and it is very, very
simple to do in Brenda. So what I do as my
animation workflow, I first create my
difference videos from the script and then
import them in Brenda, and I manually animate my characters
following the footage. Like I said earlier, I recorded the reference videos
that we are going to use for our
difference videos. I recorded myself
with my friend, Fema she's an actress. Hi. Hello. So we are going to use these difference
videos as we animate. Let's cross the office for now so that we can only
remain with the character. And also, let's cross
the words here. So in that same
detective office scene Brand father that
you downloaded, there's this detective office
scene difference video. So the first thing you do
you have to come here on on Editing and then come on preferences and come
here on addons. On addon you search
Import images as plane. This addon here, you need to
activate this add on here, which is import images as plane. Activate this one and
click on self preferences. So when you're done, you
can closs this window. And also here on correction, that reference video can just come outside here
or you can create a new correction and name
it as reference video. Okay, select it and
then come here on the viewport and press Shift A and then come on on image here. And then you are going to
come on image as prance. All right. Image as prince. And then you are going
to go to where you downloaded that brand file, and you're going to load this
reference video, this one. Okay? Click on Import
image as plain. Okay, so this is our video here. Our video is on this plane. So when we go to
material Preview, this is our video, our difference video here. You can scour it out and
put it behind like so. So when you're done
setting it up, you can now open a new
window here and come to the Sedar editor here so that you can
see the material. On the shedder Editor, this is the material for this plane for this same
difference video, right? Here on our timeline, let's put our starting frame
to be frame number one. And our end frame, let's put it on 500. Bring our timeline
indicator on frame one. So here on the material for the reference video
here on the frames. The video has the total of 1040 frames from the
beginning up to the end. That is how long this animation will be
up to somewhere here. This will be the last flame. Okay? But don't worry
about ditching this side. We animating step
by step. All right. You unmet this step, you
render it and save it. You go to the next
but you unmate it and render it just like
that until you finish. So here, the start
frame is one here. And the other thing
that you shouldn't forget here when you
click on the video here, click on it, come
on properties here, that come on details here. You'll see that the frame
t is 23 frames per second. 23.98/second. So even in the file here, when you come here
on the output, on the output tier
on format tier, this percentage here
has to be 100%. And here on the frame rate, it has to be 23.9
frame per second. It has to match with the
flames or the video, which is 23.98
frames per second. It has to be exactly the same. If here it is 29 frames per second and the video is
23 frame per second, when you animate, the
ip synchronization is not going to match with
the audio in the video. It's not going to match with the animation when you go
to Adobe Premiere Pro.
24. Animating Body Movement with a Reference Video : In this video lesson, let's now look at staging and animating body movement
for the difference videos. We are going to animate the
first movement for George. So our difference video
start on from number one. That means that the plane or the video in the plane will be starting on
from number one. When I press play, it
start on number one. If I change here,
let's say I add it to 50 and press Enter, that means when I
press play here, it will start playing when
it reaches on frame 50. This helps if you want to start flowing the
difference video. Let's say, from frame
100, here on the start, you can type 100 and
here on the timeline, when it reaches on 100, that's when it will start
playing on the plane here. Put it back to one
here and press Enter. Okay, here, let's go back
to the three Dive pot. And so now, the other
thing is that the audio in this difference video
is the one that we are going to use
for our characters. The audio doesn't prey on
the prene here in Brander, but there's a where
you can pray it, but I don't use that one. What I do, I usually get the same difference video and take it to a video
editing software. In my case, a double Premiere Pro and put it on
the timeline here. Okay, this sequence is a full HD and the video
is not a full HD, because in Brenda, if you import a full HD video of a big size to be
dragging when praying. So when you put the
difference video in the video 18 software, so from here, you
can hear the audio. And also when you animate the clip in Brenda
and export it, you can take direct to
the video 18 software and put it here and see
how it has come out. So now let's begin admitting. Here on the difference video, when you pray it, we
have our character, George, who's looking
at the case board, trying to figure out the case. So when we activate X wards, when we press to view
from the camera, George is standing this side. And now, so we can bring George and make him
stand this side. Alright? Let's rotate
him to negative 90 so that he can deface
this side also, like so. Okay. So we put jog like
this and Carleen is seated. So we are going
to make her seat. Activate the office here. Let's hide this wall
and also this cabinet, which is the local here, we can hide this folder. So when we press on the
nump we have this view, and when we press one, we have this view
for the front view. This will be our
first shot, this one. Let's bring George closer
to the bod like so, and also for the
reference video, we can put it here. Now the viewpot
looks to be heavy. Let's get the table
and remove it from the office correction and
bring it outside here. All right, so that when we
cross the office correction, we remain with this
correction only. So now, contrat up to go to
the pose mode for current here and let's make
her state like so. Okay, please shift and
activate the layers and for the hand control,
and this one here. Okay, so activate the mirror here and just rotate them like. You can also activate this one, the spine C and push
this spine inside a little bit and make her be looking on
the laptop like so. And she can be like this
a little bit. Okay. So when we look
through the camera, right, this is okay. Okay. So now our collectors
are in position. The next step, we need to begin following the difference video. Okay? We need to begin animate. As this link is selected, you come here on
object and click on change KinsetO animation. Come on, change Kinset and
add location and rotation. Do the same with Jorge's link. Come on, object, and on
animation, then change Kinset. You add location and rotation. So here open a new window, which will be in the
camera view, okay? Let's hide current for now and make the
animation for George. Okay? So select the
leg Control tab to go to the pose mode, and let's activate
the layers for the hand and the foot,
which are on here. So for the start, you only focus on the body movement
and then later on, do the facial animation. Okay? Select all
the controls for George and press E
on the keyboard, add this first keyframe here and activate the
auto king, this one here. Okay? Now play the animation. You can even put the
reference video to where you can see it clearly so that
you don't get distracted. Let's do this case here. Okay, set the lg. Let's go back to
the pose mode and activate the fingers for George and threat O again and place I so that even the finger controls a keys here
on frame number one. Okay? For the route, I
think it's not necessary. You can deactivate it. And now, for pause to pause, this
is frame number one. So on frame number one, we need to pause judge exactly the way he here
on the difference video. So press one and begin
to pause Judge like so. Okay, let's side this. Let's go back to the pause mode. Okay, continue posing
him like so and make him look at least a
little bit closer to the way he is in our
reference video. Okay. So after you are done pausing, the first pause here, you can press pre Okay, from this pause
propose number 20. So now we're going to pause George like so here
on frame number 20. This is pause to pause. Let's start by making his
aunt hold in the West, like it is on the
difference video. Okay, there's one control for the finger for the thumb that we need to
activate this one here. Because when you look closely here on the reference video, you see how the thumb
is coming this side. So we need this control
on frame number one. So this one is the
thumb master, this one. So plus I on this one and
then come on frame number 20. Okay. So let's rotate
the hand like so, and the thumb master, we can now rotate it
and make it like so. And for the hand, we
can put it like this. Okay. Now we can
deactivate this one here. Let's deactivate even the
foot so that we can see clearly so that we can concentrate on the fingers
and try to put them like so. For the hand, this is enough. We can go to the other hand, which is like saw. All right. This process is time consuming, but when you are focused and dedicated and you know what you are trying to
achieve, it's very easy. I just want to show
you how to do this. I want us to animate together. And when it's done, I will
show you how it will come out. Okay. So these fingers, we can fold these fingers. Just a bit like so. After that, we can now activate the tonsil when we press spray you moved
behind a little bit. Also, the pose that I made
has to be here on frame 15. What you need to do is
activate these controls, especially for the
hand and sect, and then box the
key flames on frame 20 and bring them
on frame number 15, and here on 15, we can make this hand
itch the chin, like so. Okay. Now, be mindful that the meshes are not
go into each other. They shouldn't go
into each other. Alright. Just make sure
that they are spaced apart. So this is on frame 15. Select the tonsil only. And then just let's press spray and see and see
how it is moving. He moved backward. So before you move the tonsil, the tonsil has to
move together with the hand and the top
part of the body, they have to move
together with the tonsil. So activate the hand controls. This one and this one and
then set them together, sect the tonsil and press
shift and select the hand. And you can use these two, and you can just push the
character in the X axis. And then if you've
not here on the leg, the leg also moved
when you press spray. We can now activate
the leg, the foot. The foot is the first thing to move before the
body start moving. When you look closely,
the light foot is the one which is
starting to move first. For the foot, we make
it on frame eight. On frame eight, you
can push the foot to this side just somewhere here. You see, it's already
coming together. And for this food Okay, so this foot start
moving on from even. So what you do sect a foot control and
copy this first frame, Control C, and press it on even so that you have
a holding keyframe, or you can just press I
and add a holding frame. So when you press prey, from even to to 18 somewhere here. So here on 18, you can move this foot as well, a little bit just
like in between, don't forget to
push the foot up in the z axis so that you
can create that movement, and also you can do the
same with the tonsil. But for the tonsil and the hand, just a little bit, just a little bit. You can do the same
with this foot here. It's movement 1-8, you can come here on from number four and
push it up a little bit. Together with the
tonsil in the hand, you can put them up a
little bit like saw. Okay. The sun frame which is off this keyframe here for
the tonsil has to be deleted. This keys here on 15 for the tonsil has to come
here only on frame 14, which is the mid
frame for this foot. So select the tonsil
together with the hand and push the character
up a little bit like so. On frame 17, we can push him back down
a little bit like so. So when we play spray,
we can have this. Alright. So for the hand, let's lead this frame
14 for the hand. Okay, this is the first shot next because when
we play spray here, He's not moving much here until the next action for
the girl, which is Bingo. For his action, he's just
this first movement, and you can just exaggerate and push him a little bit more
to make him more riiveo? That is what we are
going to do from this film up to out to frame 40. So we can just from here
when we press spray, it's just looking on
the bod. Contact up. Let's activate the office, hide the reference
video for now, and let's hide the ceiling. Set the leg and go
to the pause mode. This is from 17.
Look. Let's go to frame 25 and make a new pot. We're going to make
him looking on the bot for the head
on frame 15 here, press I to add the key
frame for the head alone, and then come here on frame 25 and you can rotate
the head like so and the tons press shift and select it together
with the hand controls and rotate make him bend
a little bit like so. When we press spray, we have
this kind of animation. We're going to extend it on from 40 plus one B in the
front orthographed view. For the head, we
have the que on 25, so we can rotate the
head a little bit here on this flame
and for the hand, let's make it like so. We make him as if he's pointing on the boat
on the papers on the boat so we can make
one finger straight. Okay, set one of these
finger controls, place OTG and ot R
and do the same with these other controls until
it's straight so Okay. Sect the layers for the
finger controls on here. Box sect these layers
for the right hand. Then copy the frame
which is here on 15, Control C, and paste
it on 25 here. Okay, so that we can have the holding key
frame for the finger, that finger, what
you point, this one. Now, it's it's too slow
for the finger controls. As they are still selected here, box select these keys here
and move them on third here. Okay. That's much better. So here on 40, we can activate the
layers for the hand, and we're still on frame 40. Let's make him like so and make him like he's pointing on the paper
here on the board. Okay, that if you say
that it's too slow, you can select all the
control and you can just box select the
keys and press G, you bring them somewhere here on 35 so that it can be
a little bit fast. The other thing we
can do on foe we can press G and make the hand
move a little bit like so. On 45, we can make the hand move on the h
paper somewhere here. Then for the tonsil on from 45, we can press I on 40, and then on 45, we can
try to rotate him. So when we press
pray it's too fast. Let's bring the key
here on from 50. And even for the hand, the book rect the keys here on 45 and bring them on fifth. On from ft five, we can make the bot and the tonsawT move a little bit toward where
the hand is moving, we can make it like so. And for the tonsil, the frame that we put on 40, we can copy the one
which is on past five, the new one, press Control C, and press it on 40 so that we can have a holding que frame. Alright, so we are done for him for now only
facial animation next. We can go to press Control tab, activate the folder
for current here, hide the office, and activate
the reference video. This is all for this video. In the next video, we now look at the facial and lip animation.
25. Facial and Lips Animation : In this video now, let's look at facial and lip animation. We're now going to
focus on Karen. We are going to met her saying, Bingo, pointing on the
laptop. Let's go into it. Now, press contact tab to go to the pose mode for Caren
on from number one here, on different video, we
focus on the girl here. So when we press play
frame from one, Okay. She's not moving much. She's starting to
move on from 35 here. We just make some simple
movement for her. She's looking on the laptop, so she can't be hi up. So we can start with the hand controls and reach Admin with the
hand and the tonsaw. Press A to select
all the controls and press I on from number one. Then come here on
from number ten, and so what we need is just a little body
movement like her body moving toward the laptop as
she presses on it and focus on the laptop
and also her head. Let's rotate this hand like so. Let's put it on the
lap somewhere here. So now activate the
finger controllers and make some fingers relax
a little bit like so. Now for this hand, we can rotate it and make it like
something like this. Even the fingers, we can
relax them a little bit. Okay, Controlla, let's
bring one paper somewhere here where the hand is. Okay. So this one doesn't
need to have keys here. Contract to go back
to a pose mode, so this is from ten. On frame ten, we can
just make this hand. And for the shoulder and arches, you can try to push it
up a little bit, so. On frame 20, we can also can bring the chest
down a little bit like so, and on 20, we can bring this hand down and make
it list on the table. So on frame number 30, we can make some adjustment, make the body move a little bit, even for the head, you
can pray around with it. After that, we go
to frame number 40. Here on frame 40, this is where we're
going to build an anticipation pause
for her because when you look at
the reference video here she start moving on 35, moving backward like she's
trying to lean on the chair. So here you can
activate the spine IK. And for this spin IC, you can press and add
the Q frame here on 20 and try to bring her back a little bit
here on this frame. Then on 40, that's
when we can bend her like so and make her
be this side like so. And if you can see
here on the hand, you see how they and her. Although the hand are
nothing but will try to get another shot because
when we are done and mating, we take different shot
on different angles, like the way I
have put her here, this can be a good
angle for the camera. Okay? So here on
40, with the hand, we can make them the way they
are here on the difference. Okay? Let's deactivate
this other array so that we only
focus on the hand. So on 30, that we can have the holding
key here on third and now we can make
the hand like so. Let's hide the table here
and set these controls and use the rotating
to and begin to rotate the fingers
like so. All right. So these fingers
can be a bit hard to bene because of the
topology in the mesh, but they can be
controlled somehow, just a simple rotation. T. Okay, even this side, we can just bend them
a little bit like so. Okay, just like that is okay
because of the same problem. Alright, I think
this is enough for the hand and the
fingers on this pause. So when we go to
frame one, whoa. Okay. So the mistake was we didn't hurt the frame here
for the finger controls. So what we do on
frame third here, pleas shift and deactivate for the hand and set
all the controls for the fingers and
here on 30 Okay, let's make it from 20 plus O R and OG and copy this
frame number ten, Control C, and paste it on 20 for the fingers
the side on this and. And also, let's bring
this frame number 20 and bring it on on from 30 here. All right. Okay, that's better. Activate the table here and
activate the hand controls. And on frame 40, we can raise the hand like so. Okay. So our
anticipation is on 50. You see the way she is
on the difference video. This is the anticipation pose. So we are going to build
the anticipation pause. Activate the spine C and we can just we can
bring her like so. The hand can be like this. Okay, so her hand
are folded here. But we can try to bend
some fingers on this hand. Okay, this is much better. We need to rotate this
one, the upper arm. We need to bring it like so. So next, let's now
look at the lip and ion because when
we go to Premiere Pro, here on our difference video, this is where she's
saying Bingo. So we're going to follow her deep movement and
animate our characters deep move exactly the same as in the
difference video, okay? So, let's just push
further the pose. Let's put it let's put it
like so, and like this. Okay, when we press
play, we can have this. Next, we go on the
lip synchronization. For the lip synchronization, just activate these
first three layers, this one, and this one. For now, just this
ones and just for the mouth and her mouth
a little bit open here on from 40 according
to the difference image, select O and press here on from 40 and make the mouth
open a little bit. And she looks like
she's smiling. You can bring this control a little bit like so and make sure that you activate
the mirror like so. So the highest looks
to be too wide open, you can can make her looking
on the laptop like this. For the highest, we can even add some
quick higher movement. For example, here on ten, you press i for the high, and then you come here
on on from Veteen and you can just move the highest x And also here on 20, you place I and on 23, you can move the
Is upward like so. So we are here on from 40, and we should be following
the difference video here. So the mouth is
closed on fifth here. So on 45, we can we can try to make it more open by
using the jar master. Okay, this is on 45. So we go on 50 here. This is where we are going
to make the mouth closed. So sec the Jamster, press OTG and ot R to take it back to its
original position, and we're going to use these controls and the lip top doesn't have the Q
frame here on 45, so select it and place and also this one place I and
do the same with this one. Okay? Come back on frame 50
and make the mouth closed. The next frame, which is 55, we just add an emphasis on the pause that you stretch
it a little bit more. Like so. From SkiseF Skisa we are going to make
the new pose like this one, the way she is on
the difference. The mouth is now open
exactly the way she is. That is on from Skise. Since we still on the face, we start by opening
the mouth for the charm master plus I to add a holding que
from here on 55. So from frame 50 to 55, it starts on the same position. And then on Skisa we can rotate it and
make the mouth open. Okay. So for this one, you can press O G and this 10 G. And also the teeth below, we can press O G so that it gets back to
its original position. But you can push it up
a little bit like so, and even the upper lip, let's take it back to its original position and try
to push it them up, right. For the jam master,
make it like so. And for the tongue here on 50, 55, press I for the tongue
and on film schista. You can just try to bring it
up a little bit like saw. Now activate the spine IC and the tonsil and
hand the hand control. Alright. And now let's make
this pause on Fm schist. Okay, so we are
going just to make her pointing on the
laptop like so. For the spine, arc this one, press OG to bring it back
to its original position, and then you can rotate
it a little bit and just make her like so, and for the head, you can
rotate it down a little bit and make her
look on the laptop. Even though what we
are talking about on the script is not
what on the screen, so we avoid to
capture the screen on the laptop will just be
capture s and the character. So now, frame skit, let's continue with
the lip animation. You need to make sure
that you follow how the lip is moving here
on the reference video. That's how you should be animating exactly
frame by frame. For example, when we go
to the next frame here, this is frame Skister three. We need to make this kind of arrangement on
the lips, right? So we set the jester here. In the light or the graph view, try to rotate it back a
little bit, a little bit. And then this okay, we don't have an holding frame
for this year on skis day, so we need to add a holding
keyframe on skis day on this. And when you come
on Skixta three, you bring it inside
a little bit like so and try to Okay. So here, the upper teeth
shouldn't show much, add a Q frame here on on 55 for the upper
teeth, this one, press eye and here on
skis on skis three, you can push the upper teeth
up inside and also try to bring the upper lip down
a little bit, like so. A and next on the next frame here on
frame skistereight, the mouth goes slowed to close. So select the Jamster, press OTG and ot Rr to bring it back to
its original position, and book select these controls here and press Ot G and ot
Rr to bring them all back to their position
and just try to make a new pause Alright
so that when we press prey Go back to
the body movement. This is 68 on 65 here. On the reference video, she keeps on moving a little
bit closer to the laptop. So on 65, here,
activate this one. Let's use the spine and just move her closer a
little bit to the laptop. So that is how you do. That is how you
animate on the mouth. You follow the exact movement of the lips in the
difference video. So here, the mouth is
crossed completely, so we can make the mouth cross completely
here on frame 70. Alright. So when
we go to frame 75, this is now where the
animation for her end. Next, we have the
reaction from George. So when we press spray, we'll see that he got startled
by her shouting Bingo. I got startled because
he was deep in his thought looking
on the casebard. So we quickly going
to her and meet him. But before we go to George, let's add some little
movement for her because here from seven when you press on the
reference video here, she moved backward head to bit. So we can just press and rotate this one and bring
her backward bit. And if possible, we do
the same with the hand. Now, press control tab to go to the pose mode and save the file. Don't forget to be saving the file and save
the cop as well. This is the Cop file,
save cop can now hide the current
collection Dcide and also we can hide
the table asset. This is from 70, set the ligFGeorge Control
tab to go to the pose mode, and we already have this pause. So what you do here, press A to select all the controls
that are active here. And place I on the keyboard. This is the pose. We go
to the next this pose. We're going to pause George
like this here on 7-7. Select the tonsil and make
him so this hand like so. The head should rotate
to where clin is. This time, let's also
begin with the highest. For the highest, press
I here and on from 77, the highest can go like so. From 77 here when you
press prey, Okay. So let's go to frame 85. On 85, select the tons
and the hand controls, and just make odd G for the tonsil and just move
it and make him straight. And for the hand, you can
make them for the hand on 77 We can make them like so, and we can undo the folding
on the fingers here, book select them or
here on frame 70, let's add a Q frame. Let's cross the tonsil, press A to select all the
controls and press I. So when we go to frame 77, for this one, we can
press O G and OTR. And also for this one, we can press OG and OTR. Okay, so on 8-5, we can activate
the hand control, this one, and this one and
just make the hand like so. It can be down and
relaxed a little bit. Okay. Okay. Let's now
go to frame 90. Okay. So you just stood
straight here on 90. We can activate this and make you just stand
straight looking at Colin. Okay, so we can
rotate a little bit here and we make him
turn a little bit. Okay. So we can here
make the fingers relaxed and make use of this. This is the palm and try to make the fingers
laxed so a little bit. And for the head, you can
rotate it down a little bit. And so that when we activate
the table and caring Okay, so make sure that
when you look through the cameras looking
here where Colin is. So come here for the highest, make the highest, be
looking on Clin exactly. Oh, yeah, like this. And also the head the head, you can lotate it a bit like so. Okay. I think now for this part, the first part, animating
the mouth, I've touched, I've touched animating
the mouth movement, following the reference video, and I've also touched the
body on body movement, how you follow the
reference video. Next, is an Ibn. I'm sure you know how
to make an Ibn because I showed you in one of
the videos previously. Select cling and go to the control tab to go
to the pose mode for calling and activate
these two layers here and select these layers
are surrounded the airs. If this is why you
want to add an ebrink, you can just zoom in
here on frame six. You press I and then you
move eight key frames, which is to frame 14. Here on frame 14, you also press I. Then when you come in
between on from ten here, you begin to make the
Is closed, like so. You can activate the mirror, make use of the mirror here and make the is
closed like this. Just make sure that
you put her in the position where the face
is facing you straight. Okay. So when you
press play, all right. Now, if you want to copy this
bring to another position, you box the same
layers here that are surrounding the Is and
cop this keys here. Control C, and bring
the timeline in to get to where you want
it let bring to be. Let's say here on 42, you can just click and paste. When we press play,
we have another I bring here like SO Okay, that is how you add hyping. You can just be
coping and paste it where you want it to be added. Okay, so this is all
for this lesson for the facial animation
and lip animation. In the next video now,
we got to look at rendering and also editing
in a video editing software.
26. Rendering and Editing an Animation : In this video now,
let's look at endering and also editing in a
video editing software. Whichever video editing
software that you're using, mine in my case, I use Adobe Premiere Pro. We're going to
look at it and see how we can edit your animation, following the same
difference video and using the same audios that
are in the difference video. Okay, so next, Control tab
to go to the Object mode. Let's hide our difference video both in viewport and in Lenders here and activate the
office and some asset and, okay, so view from the lender
view, this is what we have. Let's activate the extras, and we need to have
another light. Let's duplicate this light, let's shift D and move
it in the Y axis here. So now halfs is lit. And for the camera setting, try to rotate the camera
a little bit like SOW and we can push
this share inside. And also this table, since it's not
shown in this shot, we can deactivate
it in the lenders and and also for the
depth of field here, let's make the F stop to 1.5, and the focus distance, the focus must be on her. Like so. And now, one more thing for George. We didn't do any
facial animation. Control tab to go to the
pose mode sect, the Jamster. Let's say on frame ten, press I for the Jamster
and on frame 15, when the hand reaches
here on the chin, we can try to rotate the
Jamster and for the eyes, they look to be too wide open, we can close them at a bit. So now, we'll try to export
this first animation. It's ending on 100. So on 100 for George, let's rotate him like so. And let's make him.
And here on Caren, Controllu to go
to the pose mode. And let's let's just make
some little movement. Okay, let's copy the blink
that we had it here, Control C, and let's
paste it on 70. And on 80, we can add some little movement
for the shoulder, the chest, and the head. Just some body movement. So when you're done
with this setting, you can serve the fowl. And save the copy. And here on layout
on Lender here, we are using EV and we have
ambience inclusion and also we can use screen space reflection
and come here on output. The other thing, like I said, area on the pot here, here on the format, measure that it's on 23
frames per second. It does to match with
the difference video. Now, choose the
folder where you want to you want it to
be exported too, you can put the name here for
the video and press accept. On FL format, we use MPEG video, and on encoding, on Metrosca you can either use
MPEG four or QuickTime. Now, let's use QuickTime. So these are settings, you can leave them as they are, and then come on lender
and lender animation. So when the first frame start lendering when you see that
something is not okay, you can cancel it
later and go back to the settings and change them. So now after lending the clips, you put it in your video editing software and put it on top of your
reference video. Okay? When you look at it and see how it has come out,
if it's not perfect, you can go back to
the file to Brenda and make some adjustment
in some keys. If you need to extend some
keys and some controls, you extend on the timin and make adjustment until you are
satisfied that yes, this is it. That's when you put the clips in your video edting
software and go to the next clip step by step until you finish the
clip, the script. After that, you can
now add some sound, some ambience, just
to make it original. And then after you're done, you can now export from your video 18 software
and make it fine.
27. Animating a Walk with a Reference Video : Now, let's continue animating, following the difference video. The last video clip
ended on frame hundred. Now we can make our
starting frame to be 95 here and make our end frame. Let's put it to 300 for now. So now, animating the
work like this one here as he walked toward
Colin as he's talking, I'm going to quickly show
you how to animate this one. Activate the foot for George. Okay, so pay attention closely on the
movement of the leg. Here on 104, press spray. This leg move first from
110. This is the leg. Press eye on frame 110, and then it's ending
on frame 118. So you move the foot like so. Push it this side and also pay attention to the movement of his waist and the whole body. So the whole body is rotating. So what you do on frame 110, add a holding frame for
the tonsil and the hand, and then rotate the
tonsil on frame 118, set the tonsil and the hand
and push push it like so, and you can rotate it in
the Zetaxis like this. Okay, so now the
halfway 110-118 is 114. You can push the foot
up a little bit, even the tons just a little bit. Okay. Next, from frame 118, we concentrate on
this other foot. So from frame 118 to 122, here on frame 118. For this foot, press I for the holding key frame
and then come on 142. On 142, we can move now the
foot forward. All right. And the tonsil together with the hand and rotate it like so, and and then for the head, had a QF here on 118, and then here rotate it back
so that he looks on Karen. Here on the camera, you need to face Karen here as you work, so we can rotate him a
little bit like this. Okay, now continue animating the movement up to
where Karen is. He's taking two step. Don't forget, holding keys for the foot that
is on the ground. And in between the keys
for the moving foot, don't forget to push the foot up a little bit together with
the tonsil and the hand. Another thing, since we
not capture the foot, there is no need to define the foot movement in
the glove editor. And now when you are done
animating the body movement, that's when you go back and
start adding facials and deep animation following what the person in the
reference video is saying. So now, if you can't see
clearly how the mouth is moving here in Brenda
on the reference video, you can go to the video
18 software and try to pray it in here
and analyze nicely how and hand on what frame the mouth is moving so that when you go back to Brenda you can
know where to start, okay? And also when
animating the face, make sure that the difference
plane is near the face or the character you're animating
so that you are able to see clearly how the
mouth is moving. So here on frame red, let's select all
the active controls for the face and press I then come to re seven and
begin unmating the face. You follow exactly how the
lips are moving on frame, but not on every frame,
but on intervals. For example, here,
this is from 110. So on 110, the mouth
start open a little bit. You can do the same here. You can make the
mouth open like so. And then on 14, we
try to open it. All right. Just be mindful. Don't forget to be adding the ordin keys for the controls
that are not moving at that particular frame
because when you come and move the control
at another frame, and if you did add
a holding key, that means the control
will start moving from that last key that you added and up to the new
key that you've added. That's why the hording
keys are very important. Sometimes when you are
done with the pose, you can just box rect all the controls that are
surrounding the mouth. And press I to add
the holding keys for those controls that didn't move so that when you
go to the next frame, the controls who have
the holding keys, they weren't moving unnecessary. So after you had done
the rip and mentioned, then you can come back and
try to exert in some areas. You exaggerate some
pauses or in some areas. So here cross the mouth Okay, you continue admitting and throwing the mouth in
the difference video. Another thing, if you
have two characters here, you don't need to be
animating all the characters. For example, here, this one, George is the one
who is in action. So you can just set up the
camera and capture George on the close up shot for George
only so that you don't waste a lot of time animating
the two characters. And when she start talking, that's when you bring the camera on her and
leave George out. So here, let's clear
the animation data and set this camera
for George only. Like so. And now let's set the off stop and
animate the focus distance. Since George is moving, you need to stay in focus
throughout this movement. And now, when you are done, activate the office sin and
activate the reference video. Okay, our end frame, let's put it to 200. And when you are
done, self and go to the output and make
these settings. Dname the video here,
the video clip. And Lender Animation. Okay, so this is how my
animation has come out. I edited it and composed everything in Adobe
Premiere Pro. You can take a look at it. Bingo. What the hell, Karen? Look at this. Okay, so in our next
last visual reason, we now make our
last class project, where now we are going to
apply everything that we've learnt and make our
last animation.
28. Class Project Animation Lesson : Now, this is our
last video lesson where we are now going to apply everything that we've learned, starting from the
beginning up to now. We're going to make this clamsn. Like I set ea, I recorded
myself and my friend, Fema for the difference videos. If you have your friend
or someone whom you can record with this
difference video, you are free to record. There's a script in
the lesson resources. If you want to record your own difference videos
and your own audio. Alright, let's go into it. This is our detective
claims in Brand fw. I've set everything up for you. We have three cameras, and the cameras in
this correction here. This is a long shot camera here. This one, it's the
one that is going to capture the establishing
shot for the scene. Okay? I've already added the
animation for the camera. So when you press prey here, this is a establishing shot. Then in this same first shot, we have our character here, George, we are going to
make the walk circle from here where he standing
to somewhere here. And this will be doing
the establishing shot, and we're also going
to do the same to Karen from where
she's standing to somewhere here will
make a work circle. Four step is enough for
the establishing shot. And for the reference video for this detective crime scene, we have our reference video. This is our reference video. It's in the same folder where you downloaded this brand file. Okay. So the first thing you do, you get the reference video, you put it in the video
editing software like so. So the audio in this clip is what the characters
will be speaking. Like the first part here, where it said Karen wait, code. Okay? According to the script, the script is also in the same brand file
which you downloaded. You can check it out. And if you want to record
your own audio, you can record your own audio. The first part here
is said Karen wait. So this part can be in
the establishing shot. For this part will not
need to animate the mouth and the lip animation because we are not going
to capture the face, make a work circle in this
establishing shot and then put that same first part audio in this same clip when we lender it and put it in
the editing software. This part where he
said I was thinking, well, maybe we should
call for backup. This is a part where we animate the face and
the mouth for Karen, we have this part here. She says, Are you scared? Then he said, No,
I am not scared. Then she says, good. And she turns and
continue going. Okay? So like you were doing
in our previous video, we animate step by step. When we are done with
this establishing shot, the next step is a
close up for George. Like George is
going to move from here closer to this camera. So this camera is the
one which is going to capture the close
up shot for George. So we focus on George mating his clips up to the end
of the reference video. And then after that,
that's when you come and start
animating for Karen, following the reference
video as well. Okay, so this is the
camera for Karen. She's going to turn
and face George. Okay. For the Ok secona, let's take George
back to this point to his original location
and also for Caren, let's bring her somewhere here. Let's put this camera
make it an active camera. Okay. So here I put everything in order on
the correction here. If we hide the correction
for the environment, like so, we only
remain with the floor. The correction for the
floor is this one here, and the correction for
the car is this one. When we hide it, we only remain with the characters
so that we can see cleared. Now, for the work circle, I taught you how to
make a work circle, to make a hook circle. You first just activate
the foot controls, the hand and the tonsil. Then go to the pause mode
and you can add extras here. And both of them are cutting pupils because they
are detectives. So you can change
the kinset here, go to animation and
then change the kinset. Then contract up to
go to the pause mode, you select O and press I to
add the first g frame here, and then activate
the autokine and begin to make the
first pause when you select sect the foot and make them like so
the work pause, the first work pause, okay? Thing like so. And then you just now,
after doing that, you sect all the controls, and then you copy this keyframe, the first one here,
you press Control C, then come on frame number
32 and press Control V, and then come on frame
16 on the middle, let click and past frap. So we have this work circle. Now you can define the pause
here on the key frame. Make this should make this
shoulder come in front, a little bit like saw. And also the chest can rotate
just a little bit like saw. When you're done making
this adjustment, you select all again
and copy the frame. Control C and then
come from two and past and then come back on
from 16 and pressed frap. Here you can go to
the graph editor. But before you do anything, come on a mid here on
fm number eight here, select this foot and together with desctvated
tonsil and the hand, then press shift,
selected tonsil and the hand and push them
up just like this. When you're done, you press up, then cop this gif frame here, Control C, and
then come on frame 24 and let click and past flip. Past flip. Okay, so this is the foot which
is sreding back first. So it's not supposed to have any key here on this frame head, so you can box sect this
if frame and delete. Okay. So for this foot, that's for this
foot only so that when you come to the
graph editor here, deactivate all these cave layers and only remain with
the Y this one, book sect these dls, press V and set it to vector. Okay. Do the same
with this foot. We don't need this frame here. You can read them, and then you box sect the andles like so, press V and set it to vector. Then come back to
this foot here, plus shift and activate
the loot, select the loot, plus to bring this menu here, come on the me on top here, and then come on the
location for this one here. Let click here and you click
on inset single Que frame. The timeline indicator
has to be on frame one. Let click here and place
inset single Que frame. We've added the location
for Y line only. Pres N to add that, come back to this foot. And then box select
this keyframe here for the Y location only,
click and copy. Okay? When you copy, select the lute and then
let click and paste. Okay, so now we flip this movement like
we press S plus Y, and then we type negative one. Okay? So we've changed the movement of the lot
to forward movement, and then we add a
second modifier, add a modifier here,
then after mode, set it to repeat with offset. O. Okay, let's put our
end frame to android. When we render this animation, we clear the animation from
the characters right so that we start animating them afresh
without the work circles. The next thing after
doing this movement, we can for the movement of
the foot in the Z axis, activate the Z location here and the ando type set them to
free and you put these dos. Then on the modifier here you add a circle modifier
to both foot, right. And then for the top
part of the body, we activate the tonsil
and the hand only. Then we select or box select
this keyframe, Control C, and then bring the timeline
indicator on frame 32. Let click and past, and then come here. Let click and past up to the
end of the timeline, okay? You click and past. We forgot to add the saco
modifier to the y cave, select it and add the saco
modifiers to both foods. And we were done for
the work circle. We capture this shot when you activate the environment
before you render it you need to make also the work circle for clin from
somewhere here up to there. And when you lender this clip, you take it to the video
editing software and put it here on top on the
first part here, right? And then the next animation for this part here
where he's talking, you are going to undo all
the animation on him, including the work
circle and only concentrate on the
facial animation. You export it and you
bring it here as well, and make sure that you sink you sync with the animated
clip right with the do, and then you do the
same with the parts for Karen until you finish
this O animation. When you finish the O animation, you edit it, put some
sound, export it, and you share on
our class project Garrad so that you can
deceive the feedback. Okay? So the work
circle for her is just the same as the
one we made on Adora. So if you can't remember how to make the work
circle for her, you can go back to the Ok circle lesson
that we made for adora. So I made the work
circles for both of them, and I landed the clips
about five times. I couldn't get it light because the foot are always
trick to get them light. Okay. So until I I decided
to unmit the camera, this one, and avoid
capturing the foot. So I made the
establishing shot like, so it shows starting from up and coming down to this shot, okay? So this is the first
shot that I ended. And this is the last shot. When you are satisfied
with the clips and you are sure that you are
going to use one of these new final animation, you can now go
back to Brenda and you can just clear
the animation from the leaks and deposition
the characters. Okay? For example, here we
are on frame number one. Currently this one, you clear
the animation data like so, and you deposition them, okay? Okay, so you can also
deposition the cameras like so. After that, you can now
import the difference videos. You press Shift A, you come on image and go on image as plain. Then you set the claim
same difference, video this one, then
you click on Import. So this is the video.
You can scale it out. Let's bring it out here and bring it behind
George like so. Also, remember what I said that in a format
in the output tier, the frames has to be
23 frames per second. It has to match
with the frames per second for the
difference video, right? So now you can begin animating George for
in the fference video. First, you met him take one step forward toward
the camera like so. Okay. And also the tonsil, the same way we make
the work circle. Then polish it up, make sure that it's perfect, and then next, you can continue
met him now on the face. Make the face and
lips animation, following exactly on the
lip reference video, just like we were doing
in our previous lessons. Okay, remember that
this guy is scared, so we can make his face look scared before you
even start talking. Okay. So this is how you animate this
is how you follow the reference video animating
the mouth movement. So I animated all
the clips for George and this is the sixth
clip that I've exported. I had exported other clips before I reached
to this final one, which I thought
now it's complete. So now I'm rendering
for the girl. This is my first
clip for the girl. So while I've left the gaps, this is where I have to render clips and then mate
clips for the girl. This is my first
lender for the girl. She says, Are you scared? When you export it, that is when you are
able to see the mistake, and that's how you can know where to start from
when you go back to Brenda and which controls
to define and change. And for the Airs, like I said, when a person is turning, the IS is the first
thing to look at that, which you want her
to look at, right? So I animated this from this. I moved it first here on this
frame and in the next film, here this one, I balance
the position of the highest to focus on the object she's talking,
which is George. Okay? This is the same concept that is applied on the head. Okay. So now, when you're
animating a ten like this one, be mindful of the
tonsil rotation. This is the rotation, the Zt rotation, this one. Okay? This is the graph for
the rotation of the tonsil. It's called Z Ctenon rotation, and this is the cave that you need to control its movement, the handles, all right? The other thing is that
when you are animating, for the girl following
the difference video, here on the timeline, you don't delete this
is, you don't clear. For this part, this is where
she says, Are you scared? Animate this part,
you lend this clip. You can go to the next clip like this other part where
she says, Good. This is because when
you are done animating, and you're eight now in
the video 18 software, you may want to come back to these animations and
make some adjustment. When you look at the clips and you see that they
are not that perfect, you may want to come back to this timeline and
make some adjustment. That's why we leave the
kiss as they are, okay? Another thing is that
when you want to animate a character on
a different location, you can just go to the object mode and add the
queue frame for the leak and then move the character to that new location where you want to animate her from, okay? And before you start animating
the first queue frame, on that timeline where you
want to start animating her, you can also add the key
frame for the leak while in the object mode so that
the character will be fixed at that location where you want to
animate her from. So this is all guys, I'm sure you've
gotten the points and the techniques
that I wanted to share with you and I can't
wait to see your project. Thank you very much, guys. I can't wait to see your project in the class project section, and I can't wait to give
you the feedback, alright. So for my animation, you can take a look at it right now and see how it has come out, but I've already shared it on
the class project section. You can also watch it
from there, right. Take a look at it. Current wait. I was thinking, maybe we should go for backup. Are you scared? No, no, I'm not scared. It's just, uh Good. I have a daughter.
I have two sons.
29. Conclusion : Thank you very much
guys for this class. If you've enjoyed this class, you can leave a positive
review so that others can also be able to find this
class and learn. All right. And also, if you want
more skills in Brenda, the car set area, you can take a look at my other classes. I also have other big
class where I'm teaching how to model cartoon characters in a likeness of a real person. It is a complete modeling class where I share the whole
motoring process, starting from the modering, legging, texturing,
clothing, and adding air. So you can take a look at
it. Thank you very much.