Transcripts
1. Introduction: There's something really
special about animation. When things start to move,
things start to come alive. It really opens up the
potential to see what's possible in three D software,
especially like Blender. Hey everyone, I'm Derek Elliott. I'm a professional three
D designer and animator. Animation is something that's particularly exciting
to me because it really gives you the option to start telling a story
in even more detail, guiding the viewer's eyes. You might be
interested in taking this class if you're pretty
familiar with blender. Maybe you've created a
few different scenes. You're familiar with
models and lighting, but you want to
bring them to life and create a more
immersive experience. Or maybe you're
someone like me who's interested in product animation. In this class, we're
going to cover a couple different
areas of animation. We're going to cover
moving the camera through a scene so that you can really feel like you're inside of it. We're also going to make
some animations of objects. We'll animate some lighting. We'll also animate a curtain
blowing in the wind, bringing that scene to life. Beyond that, we'll also
create a looping animation. All you need to get
started is a computer with a fresh version of blender installed a keyboard and mouse. Once you become really
familiar with animation, you can start to get
more freelance work and have a lot more fun with this new area of blender
that has a ton of potential. I think you're really going
to enjoy what we create. I'm looking forward to
seeing your own animations. Let's get started.
2. Work with Keyframes: So I'm very excited to teach
you about animation today. It's something that I do
all the time and it's one of the most valuable
skill sets in my arsenal. I like to use animation to describe things and
just in general, to make my otherwise static
three D scenes come to life. So the biggest difference from some of my other classes in Blender with animation
is that animation, you can think of it as rendering a lot of different frames. So before when we were rendering
images, just one image. You know, it might take five
or 10 minutes to render a still image depending on what your quality
settings are. Now with animation, we'll
usually drop the quality a little bit because
you're not focused so much on that
individual image. But creating an animation, I usually work at 30
frames per second. So that's 30 frames
in a single second. So to create 1
second of animation, we're basically
rendering 30 images. So that's definitely
something to consider when you're
approaching animation. Even though it's easy to get started actually
animating your scenes, be thinking about how
much you're animating, how long your animation
is going to be, how important the render is, how much quality
you need in there. And you can plan
accordingly with how long that might
take to render. So in this lesson, I really just want to get you very
comfortable and understanding the basics
of creating animations by inserting key frames and
interpolating between them. And kind of those really base level skills
that are going to apply to doing any animation no matter what you're animating. If you're not familiar
with the term key frame, what that is is
basically telling something where it starts
and where it finishes. And then blender will
do the work for us deciding what happens
between those keyframes. And we have control
over that as well. Okay, so the scene
I have here is a simple sort of hotel
hallway room scene. And that's one that we created in one of my previous classes. So you might already have
something just like this. We're going to add animation
to a lot of things. But let's just start by adding some key frames to the camera. So again, with key frames, all we need to do is
think about where our object is starting and
where we want it to finish. Let's start by having a
simple animation showing this pool sign over
here where we kind of start to come around the corner and see the rest of our scene. So I'm going to press shift
D to duplicate this camera. And I want that to be the camera that I'm
starting off with. Going to press control
in Numpad zero to snap that camera to being
my current active one. Then I want to just fly in here and take a look at this shot. To get started, we might start
with something like this, where we have a little
bit of a reveal, and then we'll come around the corner and see
these other objects. Now if you recall to move around the camera when
you're in the view, you can just press
Shift and Tilda, which is the button
above your tab key. And then just use the WAS
and D keys to fly around. This is the timeline down here. It's been there the whole time. But you might need to make sure that you see it
if you don't just pull up a new window and you can set that to be a time line. So I'm going to bring
up my sidebar here, which is the menu. And you can see these are
the location information and rotation information
for this camera. So I'm just going to
get this set up just about how I like the
Y in particular, when you're flying around can sometimes get a little bit off. But I want that to be
nice and straight. Now in this particular case, I just want to pull
out a little bit. I'm going to start
with the x location. To get started,
I'm going to right click and insert
single keyframe. And now we'll see that
that field turns yellow. That means that we
have a keyframe on that particular frame. If we look down
here, we'll also see that we have a yellow
marker right here. Now you notice that when I move my playhead around,
this turns green. What that means is that there is a key frame for this value, but it's not on the frame
we're currently on. Let's think about where we
want this to move to next. We'll say maybe over the
course of 2 seconds, which if you're rendering
at 30 frames per second, would be frame 60. And a quick note on
frames per second. By default, Blender
is going to be working with 24
frames per second, which is common, but 30 frames per second is a
little bit smoother. Keep in mind though, this will be more frames that
you have to render. And let's move to 2
seconds on the timeline. That's going to be a frame 60. We'll just have it
come around right here and we'll start
to reveal that chair, that picture of the
table and the lamp. Let's right click and
insert a single key frame. What we have now
is two keyframes, and blender is automatically
interpreting between those. You can see that on a frame
one, we're right there. And as we move through,
we'll be over here. You can also press Space
Bar to allow that to play. You might notice
that it starts slow, speeds up in the middle
and then slows back down. Now what that is,
is interpolation. And that's, like I mentioned, the way that you move
between key frames. Now we can illustrate
this really easily with just some cubes. And if you're following along
without a scene like this, this is a perfect
opportunity for you to start to play with
some of these concepts. I'm just going to
add a couple cubes to my scene and we can leave our rendered view over here just so we can see a little bit
easier what's going on. So I'm just going
to add a cube here. Then let's do the same thing where we'll insert a
couple of keyframes. So I'm going to insert a
keyframe on the x value here. And then at frame 60, we'll have it move over
here, for example. This is the same interpolation we were getting in
our camera view here, where it starts off slow
and then it speeds up, and then it slows back down. Now this is the default method of interpolation and blender, this is called Bezier
interpolation. Graph editor is something we're going to work with
more in the future, but just so you can
see what's happening, let's take a look
at that right here. If we bring our graph
into view there, we'll see that this is exactly what's happening with
those key frames. It's starting off slow and then it's speeding
up in the middle, and then it's slowing
down again at the end, from left to right here. These are our frames. You
can think of this as time. Then right over
here is our value. Using this normalized option
will basically just give you values 0-1 A little bit
easier to work with, especially if you're
working with something like rotation and location. This is the value
that's changing, which in this case
is the location. And then this is our time
again, because of that, where we have a flatter value
that is a slower animation. And then where it's steeper, that starts to speed up. Let me illustrate this by adding a few different types
of interpolation. So I want to press Shift
D to duplicate this cube. And then that'll get the same animation data that the previous one it was
duplicated from had. Now let's change the
interpolation of this. You can either do this
in a graph editor by pressing or you can
change it down here. A lot of times when you're
doing simple animation, you don't necessarily need
the graph editor open. You can just do that down here. And I need to make sure that those key frames are selected. I press A to select
them all down here. Then when I press, we'll see that cube moved
a little bit. Now this cube,
rather than starting off slow and then speeding
up in the middle, it just has a constant
rate of speed. So anytime you see
a straight line like that linear interpolation, it's just going to have
a constant motion. Now we have a lot of different
interpolations by default and blender that we
can work with without actually working in the
graph editor itself. So let me show you another one here. This one's really fun. This is the elastic
interpolation, so that you can see
that this is doing something crazy with
a graph editor. Now, before we press play, you can imagine this is a very fast motion at start
because it's so steep. And then it steadies out towards the end and we can see
exactly what that's doing. It's creating an elastic effect and this is something
that's fun to play with. We could also change this to the bounce effect is going
to do something like that. Another fun one is
the back effect will actually go a little bit past the value you have inserted and
then come back to it. If you were animating
something like a clock moving or just a
steady camera motion, then the linear interpolation
is great for that. This interpolation
that I have right now, the back interpolation is great if you want to show
something like maybe a character's running
forward really fast and then they
pull back at the end, they **** a little bit. This is most important
when you're thinking about combining shots together. You usually want to
feel like there's a fluid motion from
one shot to the next. If one shot ends with no motion, then you might want to start the next shot with no
motion as well. Similarly, if one shot is ending with a linear motion
or fast motion, then you'd usually
want to have the next shot catch that
motion, if you will. So moving back over to our
camera object for this scene. I want to start by having
the animation just be steady like we just were dropped into the scene and we're
moving immediately. There's no real
introduction here up here, I can press and change this
to a linear interpolation. Now we have a nice
cinematic panning shot. So let's take a look at
this shot altogether, with our materials and
lighting all in place, sort of a nice steady reveal. Now we actually could go into the graph editor if we're
feeling like this is a little bit too fast and then maybe just move
these key frames. You could adjust the value right here or you could
actually just do that in the graph editor and
just move that up a little bit if maybe it's a
little bit too fast for you. Taking a look at this render, we can see what it looks like. Now in the rendered view,
now it's very grainy because we are doing a Viewport render and it's updating every frame. So when we pause it, we can see a little bit higher quality with those more samples
having time to render. Now, we did want to animate
one other thing in the scene, and that was just a little
bit of the lighting. Now this is a similar type of animation where we're going to be adding some key frames in. But instead of adding
them onto objects, we're going to actually keyframe some values on our
sky texture here. Now this is one
thing that might be surprising to you,
but in Blender, you can right click and add
keyframes to almost anything, even in your materials, and especially in something like the sky texture with the sky. I want to go back into
my main camera view just to sort of set up what
that's going to look like. So let's get our sky to a good value that we
feel like we like. I want to mostly animate
the elevation of the sun as well as the
rotation of the sun. Just a little bit, almost
like we're looking at a time lapse video
of the sun setting. In this scene, I'm going to find where I like
it to start off, the sunniest this will be. Let's bring the elevation
of the sun up a little bit and let's find a nice
angle for the rotation. Something like that, I
think looks pretty good. We've got some nice shadows being cast on the
back wall there. I'm going to insert some
key frames, right click, inserting keyframes for the
elevation and right clicking, and inserting some key
frames for the rotation. Now I want this to be animated over the course of
my entire animation. Let's say our whole
animation ends up being about 10 seconds long. Let's type ten times 30. We're moving to frame 300, which is the end of our 1030
frames per second animation. We're going to
change the values to about where we'd
like them to land. I want the sun to be
quite a bit further down in the sky so we start
to get an evening look. Then we can also change
the rotation a little bit. Maybe casting some
longer darker shadows. Something like that, I think
is looking pretty good. Now if we play this animation, we'll see that over
the course of it, our sun is setting
in our scene and we have this nice
time lapse effect. Now later we can
go in and actually add some animation to
the lights as well. Now the strength of
the sun is still feeling a little bit high
towards the end here. I might actually also insert
some key frames for that. Let's have it start at the
power it currently is, which is 0.1 inserted key frame. And then at the end
of the animation, let's have that be just
a little bit lower, maybe almost down to zero. Let's type in 0.01 Let's right click and
inserted keyframe. Now our lights are
starting to shine a little bit more and we have sort
of a nice moody scene here. Now for these keyframes, I'd also like to keep
things nice and linear. I'm going to press A to make
sure everything is selected. Here you can see our values
that have been animated. I'm going to press and changes
to linear interpolation. In this lesson, we covered
inserting basic keyframes and learning a
little bit about how to interpolate between them. Whether you want to
have a fast motion, a linear motion, or some other cool effect like the elastic one we played with. So we added another camera into our scene and set that
as the active camera, and created the first shot for our animation of this
little hallway scene. Now the most important thing to think about when
you're setting key frames is thinking about the mood you're trying to set. In this case, I want something
that feels nice and calm, or relaxing, slowly revealing
details of our scene. So that's why I'm using
this linear interpolation with not a lot of
movement between shots. So meet me in the next
lesson where I'm going to show you some more
ways to add motion. How we can start
bringing life using similar techniques to other
objects within our scene.
3. Add More Motion: Okay, so we left our last lesson off with a steady flowing shot, just kind of moving
around this corner here. I think the first thing
I want to do is add in another camera and then be
able to switch to that camera. So I'm going to press
Shift D to duplicate this camera that I have now
with the same settings. And let's just move that out of the way just a little bit. Now, before I do
anything else with it, I'm going to right click and clear the keyframes
on this camera. So that does not pick
up the keyframes that this previous camera it
was duplicated from head. So in order to move between
cameras and blender, we need to add what's called
markers to our timeline. I'm going to select this camera right here and add a marker. And then I will bind
the camera to a marker. Now we have a new
marker that's been created with camera one, which is this camera right here. And that's going
to be what Blender interpolates as the camera we're looking through
at that frame. So we'll continue to stay
looking through that camera until we add another marker
with a different camera. So because we ended this
animation at frame 60, I want to start the next
animation of the camera at 61. So I'm going to select this
camera and then press marker. And then bind camera to markers. Like all things in blender, if you're interested
in having the hot key, you can press it right
there. Control B. Now if we actually go into our view here and we
play the animation, we'll see that at frame 61, our camera view switches. And now we can start
to add some animation to this second camera,
which we've just added. Let's go ahead and
go to frame 61. And then using our
shift tilda hot key, and our S and D keys, Let's start to add a
little bit more detail. I think after we come
around the corner, we want to start to just see a little bit more of
what's in this scene. Maybe focusing on
the statue object moving up to the
pots on the shelf. With this camera,
I'd like to animate more than just the X location, which is what we
animated earlier. I want to actually also insert keyframes for the rotation. I'll just go ahead and
press in this area, and that will insert keyframes for all of those
rotation values. I'll also press to insert keyframes for all of these
location values now, rather than just
animating one value by right clicking and
inserting the key frames, If we just press
in those fields, we'll insert keyframes for
all values in that area. You could similarly
do that with scale, but we're not going to be animating the scale
of the camera. On frame 61 is where
this animation starts. And I want it focused right
on this statue object, so we can move these around just a
little bit until we know we have that framed nicely. I changed this Z value
just a little bit. Let's right click and replace
that single key frame. Now the y animation, I'll eventually clear out, but for now we'll
just leave it still because I'm not going to want
to move this area at all. Let's have this shot also
be about 2 seconds long. I'm going to move
forward to frame 120 and we'll have our
animation end right there. I'm just moving my
camera around slightly, just getting a little bit
better look at this object but starting to reveal a little bit more of the painting
in the background. Now that I'm on frame 120, remember that the orange
keyframes means that we've changed values
on a keyframed value, but we have not
inserted keyframes. So let's go and press
with our mouse over these fields to insert
the keyframes there. Now again, I mentioned
that I don't want to animate this y value, it's at a very small value. Now sometimes that happens when you're moving
the camera around. It might interpolate just a
little bit of a value change. Let my right click and clear
these single key frames, which will clear
all the key frames. You can see this
has gone back to gray for this particular value, and I set that to zero. Let's play our two animations together and see where we're at with these selected. Up here where I have all the
key frames in my viewport, I'm going to just press A to make sure they're
all selected. And then press and
change that to linear. Now one thing I want
to also animate in this first sequence is
where we're focusing at. First, I want to
start focusing on this little pool text object. And then as we start to
come around the corner, how our focus fly back
into the rest of the room. I'm going to do that by
animating and empty. We have an empty
leftover here from a previous scene we worked on. We can just use this same one. I'm going to grab this
empty and I'm just going to put it around
where this pool object is. I'm going to press F two and rename this to Cam One Focus. Then I can select the focus for this in this
camera selection, I'm going to go down
to my depth of field. And right now that is correctly
set to Cam one focus. I want a pretty shallow
depth of field so that we're not revealing too much
of what's in the background. But I want to have
this pool totally in focus while we're in here. We might want a little bit
of light on this pool. Let's just add in an area light. I want to keep the focus on the pool text object
until right about here. I'm going to press to insert location key frames
With a focus object. We don't really care much
about the rotation because it wouldn't matter because
it's really just focus on the origin
of the object. I've got my focus staying
right there. And then. Right around that
point. I want it to fly back and start
looking at the chair. Let's move this over
to the chair object, just navigating my viewport and getting that to focus right
exactly where I want it. Let's insert another
key frame right there. Now you can change the interpretation of
this if you want, but I want it to be a
slow and steady move towards that new area
that we're looking at. Now if we play this back, we'll see that our focus is
on the pool object. And then as soon as we
come around the corner, we get a little flash
reveal of what's to come. That's a nice effect. And then we're
moving into looking at this object. This one. I don't need to animate
the focus because I want to stay focused
on that statue object. Let's just go into the
depth of field settings. You can see right
now this is focusing on the same focus as before. But I'm just going to
press X to delete that. And select this statue
object as the focus. We can have a pretty
shallow depth of field for this one as well. That statute really stands out. Now you can see we
have our two shots nicely flowing into each other. Maybe in this shot,
I want this statute to feel like it's coming alive, giving a little bit
of a indication of what's to come
in this animation. We want to have it
start to lift up, let's say at about frame 90, which would be 3 seconds
into our animation. That's taking place at 30
frames per second statute to start to come up and maybe rotate just a
little bit into the air. Now, similarly with this, I
don't want this motion to start slow and then speed up,
and then slow down again. I want it to look like it's
going to continue moving. I'm going to use a new
interpolation technique, and that's going to be
one of these ones here. Easing by strength, you can
use whichever you want. But I'll start with the
quartic one and see how that looks right now. It's going to start off slow, but then start to
speed up a lot more. That might be a little
bit too fast for me. Let's pull this down
to the quadratic one. I want to add the next step
to the scene by adding in just a final shot where
we're really panning out and we see the whole
picture of what's happening. I already have a
camera set up in a pretty good position
for that final shot. I'm going to use
that one right here. We're going to have this
camera start at frame 121, which is just over 4
seconds into our animation. Again, I can press control B to bind that camera
to a new marker. So now if we play our animation, we've got the first shot, we've got our second shot, and then it should move to
our third and final shot. Let's set our end to 240. And then that's what we want
to insert keyframes for. I think that it would
make sense to be pulling out where we're
leaving the scene. I want to imagine that as we're moving
through this scene, the sun is setting and the night lights will
turn on a little bit. Let's say at frame 150, this light is off,
and then maybe also the light we have up
here in the ceiling is off. Let's set that to zero
and insert keyframes, then by the end
of our animation, we want those to
slowly start to glow. Let's add back in some
power right here, right click, Insert Keyframe. And then similarly on
this lamp right here, I'm going to add some
more power to that one. And we'll have that land maybe
somewhere around 55 watts. But play with values
that you think work in your particular scene. So let's play this
back in the viewpoint, remember we're viewing
this in cycles, so it's a little bit slow. You could view this
in V if you were really interested in seeing
some certain things. But I think that
for my purposes, I can see mostly what's going
on here using cycles alone. Now besides that, we've covered most of the basics of animation. But I just wanted
to sort of complete this story by starting to
have some more things. Lift off the ground, like
this chair for example. Maybe even the table that
the statue is sitting on. And even our picture could start to come off
the wall a little bit. And then we could have
some small details like these pots lifting up. Now there's one way to really
quickly add animation, and that's by using auto keying. So there's this little
button down here that looks like a record
button that will allow me to automatically insert keyframes for objects,
bones and masks. So we're inserting
keyframes for objects. So that's going to
work great. If we turn on auto keying time, we move an object, it's going to automatically
insert keyframes for it. You can see the inserted
keyframes for all these values. Now, I don't want
to necessarily be animating the scale
of these objects. I can have it only for
the active keying set. Let's click that right there. And then change our
active keying set in this menu to only adjust
location and rotation. Now if I was to
move this object, it's going to insert
key frames only on those active keying sets which excluded
scale in this case. Now I need to insert
some initial key frames where all these
objects are starting. I'm just going to
select all of them. All the ones that
I want to animate. This is all parented properly. Let's like this object,
this object, this object, the painting, and a couple of, maybe all of these pots. I want the motion to be starting right around
when that statute, maybe the statue is the first
thing to start lifting off. But maybe right
before this shot ends that the motion starts to
happen on the other objects. Let's press E to insert keyframes for all
these at frame 115. And then we can just
go to the end of our animation and decide where we want those all to
end up on frame 240. I'm just going to
slowly lift things, maybe in my camera view here just to create a little bit
of interesting animation. And you can see
that our key frames are automatically
being inserted. I hope this shows you just how exciting animation could be, and this is one of the amazing
things about animation. You can take something
that might look simple and maybe your scene actually
does start off simple. But then once things start to happen,
things start to move. The scene gets way more
interesting, way more exciting. And that is the
power of animation. In the next section, we're
going to take a look at another way to
animate things, not with just key frames, but using actual physics simulation that's
built into Blender.
4. Shape Keys and Cloth Animation: In this lesson,
we're going to use a new type of animation, which is physics animation, to create a cloth simulation. This is going to be great for making the look of a curtain blowing in the breeze and just adding a little bit more
life into our scene. Okay, so to get started
with our cloth simulation, we first need an object that we're going to add
that simulation to. So I want to add my curtain
right around here using this curtain rod that I created in a previous
lesson as our example. And we probably don't want
that floating mid there. So let's just pull
that over that. That connects in a
nice spot now so that I can see what I'm working
on a little bit easier. I think I might move this to a separate collection
so that I can work on the cloth simulation independently of everything
else going in R scene. We'll do that in just a minute. But first let's go
and add that cloth object and make sure that
it's the right height. First, I want to make sure my origin for this curtain
rod is right in the center. So I'm going to
right click and set my origin to geometry,
which will do exactly that. Then I'll press shift snap, my cursor to selected, press shift A to add a plane. And then let's just get that
in the right orientation. I'm going to rotate
it on the Y axis by 90 degrees by pressing R
Y and then typing in 90. And I'm just going to move
this down a little bit, then let's scale this out. Remember to do your
scaling in edit mode. This is particularly important when you're doing simulation. So I'm going to scale
this on the y axis, and because that was created
right in the middle, that should be
looking pretty good, just scaling it out to
something like that. Now I want to pull
this down so that our curtain just kisses
the floor right there. So I'm going to go into
the physics property tab and I'm going to add cloth. Now if we just press play, we'll see that our
cloth falls down. That's how we know
that there are physics properties
happening on this where gravity is pulling
that cloth down, but obviously we don't want
it to fall down completely. What I'm going to do is
add in some pin groups. I'm going to select these
topmost vertices right here and add them to
a new vertex group. If I click plus right here, that will create a
new vertex group. Now I can assign those
vertices to the vertex group. Now in my cloth simulation, I can go down here
in the Shape tab. I can change the pin group
to that group right there. Which is probably a good idea
to go ahead and name Pin. Now if I press
Space Bar and play, it's not going to fall
down because we basically, those two vertices are holding the cloth simulation in place that it won't just fall down. Now to actually get
some more interest happening with the
cloth simulation, I'm going to add
in a force field. And we'll use a wind force field to simulate a little bit of
wind blowing on this curtain. We'll just move that
into place over here. And just have that blowing
directly at the curtain. It'll move into our scene. Now if we press Space Bar, we can see that the curtain is starting to blow into
our scene there. But it just looks like one big sheet of wood or something like that
for it to look correct, we're going to want to
add in a little bit more geometry to the mesh. I'm going to make sure I save my file right here
because sometimes this can get a little bit heavy on your computer when
you're doing simulation. Some press A just like everything right
click and subdivide this just a couple times till we have some geometry
to work with there. Now if I press
Space Bar in play, you'll see that for one it's
not moving nearly as much. But we do have a little
bit more detail happening. It's very hard to
see now, though. Now the reason it's
not moving quite as much is that because the
way these simulations work is that it
basically assigns a physical weight
to each vertex. Now that we've added so many more vertices into this object, the curtain is much
heavier and we need either a
stronger wind force, or we can also
change the weight of each individual vertex
to a lower value. If we bring that way down, you can see now it's moving
a little bit too fast, so let's bring the
weight of those back up. And now it's behaving just a
little bit more naturally. Let's also increase the power
of this wind right here. You can do this live where I can keep continuing to add
more strength to this. And this can be a little bit of an intensive process
on your computer, but a lot of times you can make some of these changes right in the viewport and you can
see exactly what's going on. Now it looks to me like
the top portion of our curtain is pinned
a little bit too much. Let's go back into
our vertex group tab into edit mode and then
select the vertex group. We could see that pin group
Telegraph down because we did the subdivision after we had already
set the pin group. Let's just press a to
select everything. Remove it all from that group, and then now if we press space, we'd see that it just
falls down again. Let's just select this
top section right here. Assign the pin group to that. But before I do that, I
think I am going to want just a little bit more
detail in this simulation. With everything selected, I'm going to subdivide it just a couple more times until we have a little bit more
of a dense mesh. Something like that I
think is looking good. Let's Alt and left
click this edge. Ring up here, and then let's assign the pin group
to that top edge. Now if we play it, we have
the whole curtain simulating. And it's just the
top part that's connected to that curtain
rod that's not simulated. Now I want to bunch this
curtain up a little bit. There's a number of
ways you could do that, but I'm going to use a
tool called Shape Keys. You can think of it as a
way to morph your mesh. If you're in edit mode, all your vertices are
in one particular place when you're in object mode. They don't really change much. So you can animate
objects in object mode, but how do we animate
objects in edit mode? Well, we do that
with shape keys. Shape keys allows you
to make changes to your mesh of your object in edit mode and
animate between them. Let's seventh edit mode. And to start by
creating a shape key, we'll just hit this
plus sign right here. And we need to do this
actually in object mode. Somebody hit the plus
sign right there, our basis shape key. That's exactly what we see here, that's the shape key that
we're starting with. What I going to do is
hit this plus sign one more time to add a
shape key to the object. What I'm going to do is simply pull in the vertices right here, all the way towards this edge, like we're drawing
the curtain across. The way I can pull them
all that direction is by just selecting the
one on the edge right here. And then pressing shift,
snapping my cursor to selected. And then I'm going to
change my pivot point by pressing period on my keyboard to the
three cursor now, making sure that I'm
in key one right here. Which we can just go ahead
and name that draw curtain. Now what I can do is
just scale this down. So I'm going to scale
that in a little bit, just so, something like that. And then now what you can
see is when we move this, we can animate that value. And it doesn't look quite
right now because it's just changing that one
top row of vertices. But if we animate that value over the course of
the Closs simulation, it should react to
what we're doing. I want to have that starting pretty much right
at the beginning of the animation at frame one. I want to have the value be
zero where it's fully out. Let's click this little button right here to insert a keyframe. You could also right click
to insert the key frame, then let's say by frame 60. I want this to happen
somewhat steadily. You don't want things to happen too fast with simulations. Otherwise, there might be
some glitches or errors where it's trying to calculate
too much, too quickly. So maybe at frame 120, let's bring this
value up to one. And we're not seeing that
change reflected here because we're actually
in a simulation. And when you want to see
changes on simulations, you need to see them at
frame zero typically. But since we know we
want this on frame 120, I'm going to insert the
keyframe right there. So if we press
Space part to play, we'll see now that our
curtain is drawing across that curtain rod that
we created because we did add so much
more geometry to that. Now we need to either, again, reduce the weight
of the vertices or add more strength to
our wind force field. I'll bring this vertex
mass down a little bit. Let's press Space part
to play that again. Now it's looking a
little bit glitchy. Probably a little bit
too much mass there. Now with cloth simulation, you can also change the
quality of the cloth. You could bring the quality up. There's also some presets
with the cloth simulation. Maybe we want to see what
the silk preset looks like. It'll change some of
the values down here. It's a little bit too jumpy, so we might need to add
some more quality steps. Let's bring that up to ten
and see if we can avoid that. As we can see, now it's
looking a lot more steady. Let's right click and shade the smooth to take a little bit of a better look at what this might look like when we're
finally done with it. That's looking a
little bit better. Now, I am noticing
that the curtain is intersecting with itself a bit, and I also wanted to intersect
with this wall a bit. We can go down here into
the collisions option, and then we can turn
on self collisions so that it will
collide with itself. Now, we shouldn't
have any places where the cloth is actually
intersecting itself. This is a really
important thing. Mostly working with just
one piece of cloth. You don't want the cloth
to go through itself now. Similarly, I'd also
like to make sure that it does collide
with this wall. Let's try just adding a collision setting to
this object right here. By clicking Collision, it looks like that's
working properly. So now we have our curtain
drawing across right there. And let's just get that wind blowing effect in there
a little bit more. Maybe the puff needs
to happen a little bit longer. Let's drag this out. Maybe we don't want it to look
like such a drastic puff. We have a nice breeze now
happening right there. Now, just to make this all
look a little bit better, we can make sure you
save your file anytime you're doing intense effects
like what I'm about to do, which is adding a subdivision
surface modifier. And it looks like we survived that time, but
that's looking good. You could also add in
a solidified modifier so that this cloth isn't
just a still plane. And we could right collect
and shade that auto smooth so we get a nice sharp edge on
the side of our curtain. But we also don't want the
auto smooth right here. Let's go down into
our normal settings and change the auto smooth
up to a much higher value, closer to 90, which would mimic the edge that's created with
that solidified modifier. Now as long as these modifiers are after the cloth simulation, it should not affect the way
the simulation looks at all. Now let's jump back over to the cloth settings and so
that we don't have to keep recalculating this every time we want to save what we have with the cloth simulation that's done with a
process called baking. If we go into the cache tab down here in our
cloth simulation, we can bake the simulation. Let's hit that bake button and it will calculate the whole simulation
all the way through. Now when we play it, it's going to be the same every time. Even if we started to
adjust values in here, the simulation is saved. And this would be a
point at which we don't have to mess with
those values anymore. We know that what we have
is totally locked in when we go to actually
render this animation. This is exactly the
simulation we're going to get in this lesson. We created a cloth simulation. We added the cloth simulation
to our curtain object. And then we used a shape
key to sort of pull it together so we had a
nice bunched effect. We also used a wind force field to give
it a little bit of blowing motion and add to that mystery that we
created in the last lesson. Meet me in the next lesson,
where we're going to create a simple looping animation using some of the techniques
we've already covered. Very cool, very easy. And an opportunity
for you to take an otherwise static model and turn it into
something more fun.
5. Create a Looping Animation : So in this lesson,
we're going to take a model that I already have built and we're going to add
some simple motion to it. We're going to create
a looping animation. Looping animations
sometimes find themselves as something
like a gift animation. They're really great
because they're short. They can be a small file size, but they'll play indefinitely, so where you might want to have a longer animation where
something keeps happening, but you don't have
the file size or the capacity to have
a large video file. A looping animation
is great for that. In this scene, right now, I have a few things
already set up. We've got some
basic lighting here where I've got a plane
in the background and creating a nice
vignette effect with a point lamp behind it. And we've got some
lighting on the side. And I have this skin care model right in the middle
of our scene. And we've got some
interesting materials in here that'll look great
for a reflection. Now, I did separate
these two objects because I think in
this animation, I want to have the cap
pop off a little bit. Let's first make sure that this object is parented
to the other objects. So let's press control
and keep it transform. Now when I move
this object around, the cap will move with it. Now the first step with a
looping animation is to decide how long you want
this animation to be. So I'm going to maybe make this one be about
6 seconds long. So let's go six times 30, and let's make sure we're set to 30 frames per second
in our frame rate. Now this animation is
one I'm rendering in V just to give you a little bit of taste of
what that might look like. It's great for
something like this that's quick and you
don't want to take all the time to
render the animation like you would in cycles. So the way I want to first start is by rotating
this whole thing, I'm going to want it to
spin around this Z axis, but I also want it to be at
a little bit of an angle. And if we set it at an angle first and then try to spin it, it sort of spins in a weird way. So I want to actually parent
this object to an empty. Empty will be what controls
that main rotation. Let's first shift
and add an empty. We can just have that be a cube. Let's adjust the
size of that empty. And then let's parent
our bottle object to the empty by pressing control and keep transform, just
like we did before. Now let's rotate this to
an interesting angle. Maybe something like this,
something like that. Looks pretty good. We've got a nice low focal
length, 50 millimeters, so we've got some good
perspective happening, which is going to look
really cool when the bottom of this bottle spins towards us. I'm going to first start by animating the rotation
of this object. Now, the most important thing
to note when you're doing looping animations
is that instead of inserting keyframes
at frame one, you want to insert
them at frame zero, and I'll explain that
in just a minute. Let's actually insert
it at frame one, so you can see what
I'm talking about. We're going to have that do
a full rotation starting at frame at negative 40
degrees on the Z axis. Let's right click, Insert
a single key frame, and then at frame 180, we're going to insert
another key frame, but we want to add 360 degrees
at full rotation to that. Let's replace that key frame. Now if we play this for one, it's starting up and
slowing down with the easing the default
Bezier interpolation there. Let's first of all
change that to linear. Now if we play it back,
it's very hard to notice. There's a subtle pause at the
very end of the animation. And that's because when
we added 360 frames, we basically made it the exact same rotation
as it was before. Right now, frame one and frame
180 are exactly the same. We have a little
one frame stutter. The way to fix that is just to pull either the 180 to 181, which is after the animation, or pull the frame one
back to frame zero. Frame zero doesn't
actually get rendered. Now when we move this
through, we have a nice, steady animation
that's looking great. Now as I mentioned,
I also want to rotate this around this
axis a little bit. The reason that we use the
empty is now that when I rotate this on the Z
axis, it's easy to do. So let's do the same thing. We'll start at frame zero, insert keyframe
for zero degrees, and then a Frame 180. We'll insert it for 360 degrees, depending on which direction
you want to rotate it. Let's also set this to
linear. It's spinning. While it's spinning, we've got a really dynamic motion here. Let's add another
little bit of detail, which is to have
this cap pop off. Now maybe it doesn't
start off off, but maybe somewhere around
here where we're not seeing so much interest in
the shape of the object, we've just got all
this text on the back. Let's have it pop off
right around frame 60 and we're going to have
that move in the Z direction to pop off. Let's insert a single
keyframe there. Then we want to make sure
that comes back down on to the bottle at
let's say Frame 150. Let's insert a single
keyframe there. Now we have two key frames
that are identical. And now I can add the position I want it to be popped off at. Let's say it pops off over
the course of these frames, and then rest a little bit, and then go right back down. Maybe at about Frame 90, we have this come
up a little bit, something like that, just to reveal the rest of the
bottle a little bit. Let's insert a single key frame, and take a look at
what that looks like. Snow comes off and
goes back down. I'd like it to stay up there
a little bit longer, though. I'm going to, with this
keyframe selected, scale this out a little bit just so that there's a
little more hang time with that animation. Then it comes back down nicely. Now I don't want it to
come down so steadily. I want it to have
that snap effect. Let's grab this handle on the bezier curve and just
pull that up a little bit. Now it pops off and
goes back down. We can have it pop off with
the same energy that it went down. Let's do
the same thing there. It's a really fast pop off, comes back down,
and the animation still is looping
perfectly. That's great. Now just to build off the
last lesson a little bit, let's add just a
real quick shape key to this object so that maybe we can have the pump moving a little bit while
the cap is off. The cap is off, starting
right around there. Maybe we have a
pump right there. And then it'll return
to its position. Let's insert a Shape key by clicking this plus
button right here. Let's add another key frame
for it in the down position. Now I'm tapving into
edit mode here. I'm just going to
select the parts that I want to depress down, which is really just this
top section right here. I'm going to go
into my wireframe view and make sure that I have everything selected and I'm just doing L to grab those pieces. We'll have this whole
part moved down a little bit and it looks like we're
missing one more piece here. I'm just going to do a
new selection technique. I'm going to use
to circle select and just make sure I get at
least one of those vertices. And then I'll hold
control and hit plus on my number pad and that
will grow my selection. And I'll just do
that a few times until I'm sure that I've got all the parts of that mesh and it looks like we've got
them all right there. I've got my shape key set up. Now I just need to move
this whole section down. I'm going to press and Z now. Instead of moving directly
down on the Z axis, I'm going to press twice. I'm going to press Z, Z. So that it's moving
down on its local axis. Just down a little bit. And that's our
depressing animation. It's not depressing,
it's very exciting. But the cap depresses if you get what I mean,
right around here. We have this at zero. It's not depressed,
it's feeling very nice. Let's add a keyframe there, and then let's have it pop down right here in
sort of key frame. And then have it pop
back up right there. And then we could just duplicate these key frames if we want that same animation
to happen again, we'll circle select
them down here on the timeline using C. And then
just duplicate them over. And then we should
have two presses and then the cap comes back
on in our animation loops. Now the last thing we might want to do is if we don't want our object to fully leave
the frame when it pops off, we could have the camera
zoom back as well. Just other little tips to make your looping animation
a little bit fun. We want to be animating
on the y axis, so let's insert a
single keyframe here, then when the cap comes back on, we want to be back down. That's right, about frame 150. Let's actually try to make
sure that lines up exactly. Frame 60 is right where
it starts to pop off. And that is exactly what
we did here, 60 to 150. Just making sure that
those keyframes are line frame 60 were right there. And then just like
the cap animation, let's pull out this one reached its peak
at about frame 90. Let's do the same thing here. Let's pull out
right around here, so that we can see
the whole object insert a single key frame. Then we can actually copy
the same curve we had before from this object so
that it matches exactly. Let's press A to select at all control C to copy
those keyframes, and then let's paste
them onto the camera. Set this at frame 60 and
then press control V to duplicate that animation
that copied the key frames. But it did move our
camera a little bit. Let's just select all
these and then move this down until our camera is
back in the right place. I'm just pressing with those keyframes selected
and moving them back. Now it looks like it's
actually popping in. Let's press and Y and scale that on the y
axis by negative one. Now it's properly popping out. We just need to have it
come out a little further and we just need to play with
the values a little bit. This is ready to
render now in V, V is super fast and this is an animation that you
render pretty quickly, since we don't have a
lot happening here. In this lesson, we created
a simple looping animation. Looping animations are
a really great way to practice your animation
skills and create something that's really
fun with a lot of action happening in a really
short period of time. Meet me the next lesson where we're going to tie
this all together. Take the animation that we've created here and actually
render it out to a video file that's ready to share wherever you'd
like to share it.
6. Two Ways to Render: In this lesson, I'm
going to teach you about two ways that we can render our animation in Blender. And that's a little
bit different than rendering still images because with animations
we're rendering hundreds, sometimes thousands,
of different frames. Now the simple animation that we just made with the bottle
is rendered an EV, and that's going to
go very quickly. We can render that
straight to a video, rendering a more
complex animation like one that's made in cycles. The room scene we worked on
is something that's going to take longer and follows a
little bit different process. So let's get started with
the simpler process. Rendering our V animation, the bottle one, the looping animation straight
to a video file. Okay, so I've got my animation set up looking just
the way I like it. I've changed the background
color a little bit and just did a little
bit more polishing with the motion here. So this is an EV render
like I mentioned. So V renders very fast. You can see we're
moving in real time. We don't have any
of that graininess that we experience with
the cycles render. So we'll first go over into
our render settings here and let's make sure
we have our frame right set to 30
frames per second, which is what we were
animating in the whole time. And then consider
choosing an aspect ratio. So for me, I think a 1,200 by 1,200 pixels square image
is going to work just fine. So let's go into our render Properties tab here and we
can change a few settings. For one, we're going
to make sure we're in the EV render option. And then our Viewport
is rendering up to a maximum of 16 samples, but the render is going
to go at 64 samples. This works similar to what
we are doing in cycles, but with EV of course
it's much faster. 64 should be a pretty
high quality render. Let's do a quick
test real quick. Maybe at an important frame
within our animation. More. Right about
there. And press F 12 and just take a look at
what that looks like. So you can see everything
is pretty smooth here and it render
extremely fast. It took 0.1 seconds to
render that single frame, whereas with cycles rendering one frame was taking close
to 20 seconds to do. We could change those settings up even higher if we wanted to, but I think they look
pretty good right now. There's a few other
settings you can do in Eve. You can turn on
the Bloom effect, which will give you a little bit of a glow to your images. That's something that's
really fun to use in V. We can leave that on. You can also work
with depth of field. I'm less interested in that. In this case we'll ignore that. But we also have options around
screen space reflections, which will give us a little bit more
realistic reflections. And we can even turn on
motion blur if we wanted. Let's take a look at what
that might look like. We'll find area where a lot of things are happening quickly. Press 12 and render it. You can see we just
have a little bit of blurriness with how fast
that object is moving. We could bring the
shutter speed up a little bit to increase
that effect even more. So let's press F 12, render this image,
and then we have a really nice
emotion blur effect. Again, this is
rendering very fast. We doubled our render time, but we're still way
under a second, so this is incredibly fast. So have a look at some of
the other EV settings, but we've covered the
most important ones here. So now I want to move back into my little output properties tab. This little printer icon and control some variables about what exactly we're rendering. Again, when we're rendering
our cycles animation, we'll probably want to be
rendering it to still frames, PNGs or Jpex for example. But in this case,
render it straight to a video file because it's
going to go so fast. Let's select FFmpeg video here, and then we have
a lot of options under the encoding tab here. I'm going to change that
to something more familiar like Quick Time or Mpeg four. Now after you've
got those set up, we can render to another
popular format, 264. And that should give us
a pretty good video file that's nice and small, but works on a lot of different devices and can be uploaded in a lot of
different places. The next thing to
do would just be to select your
output folder here. I'm just going to navigate to where I want that
to be saved to. I'll make a new folder
called animations. And then you can name your
animation right here so that when it outputs you'll
know exactly what it is. I'm going to name
this bottle Pop. I want to press except to make sure that
that's ready to go. Let's make one more small change to make this a little bit more contrasted by adding a
high contrast look to it. Let's now have a
really poppy render that looks like
something you might see on social media to be used for an ad or
anything like that. Let's go ahead and press Render. Be sure you save your
file. Before you do that, I want to press
control as to save it. I'm going to hit Render. And then instead
of Render Image, we're gonna hit Render
animation again. Evie? Incredibly fast. It's going to be moving very
quickly through this render, not taking nearly
as long as cycles. So all 180 frames here. We're already about
halfway through that. And we'll just wait
for that to finish. So once that's
done, we can close this window and we can open up wherever we have
that file save. We can see now that we have
our finished animation 1,200 pixels square. And it looks really pretty good. And as we can see,
it loops perfectly. We don't have any
stutter between there. So now let's talk about a slightly more complicated
way of rendering, which is what I typically do when I'm rendering in cycles. So with cycles animations, I render things out
to frames because they take so much longer to
render each individual frame, rather than rendering
straight to a video file that could
potentially be corrupted. I want to render each frame individually and then string those together after the fact. That way if we have any
problem with our render, we've sort of been saving along the way and we can
pick up our render wherever we might
have had an issue and continue it
without having to re, render the previous frames. I'm pretty happy with
where this scene is. I want to go ahead and
start the rendering process here with animations. You can probably
drop your samples down a little bit lower, just so that things render
a little bit faster. I'm going to try
something as low as 250 samples, for example, because using noise is
going to help us a lot with making sure that we
still get smooth images. At the end of this, just
watching through one more time, making sure that there's nothing major that I'd like to change. And everything's
looking pretty good. I think we're pretty much
ready to render now. The process here is
about the same as working with some of the
other projects we've done, but just checking your samples, checking your output resolution, and maybe we even render this as a test render first,
just 50% size. This is a good tool to
check and make sure everything looks good before you really commit to
doing a full render. Other things to make sure you're checking is your frame rate. So in this case, 30 frames per second is what I
was animating at. So that looks great. Make sure your frame range
is set correctly. We have all 240 frames there, which I wanted to include. The last thing would just be
to check your file format. If you're just doing
a test render, you can probably
render to a Jpeg file, which isn't going to
have as much data in it, but it's going to create
a much smaller file that doesn't take up quite so much space on your computer. The next thing to do would be to select your output folder. I'm going to press
open right here, and I'm going to
create a new folder, my animations folder
that I'll call frames. And I'll double click right here and maybe even
make a new folder, because I'll also put my
final frames in here. We're going to call
this frames preview. Then let's press
into this folder, then I'll name these frames
RA for frames preview one. Then I'll hit Accept. Now once we feel like everything's
set up properly, let's save our
file one last time and then we can start
rendering our animation. Now usually when I'm rendering, I don't want my GPU to be using any extra energy
that it has to. I'm going to set this to a
solid view and then just get that out of the way so we're not taking up any
extra memory there. Then when it's time
to do is go into your render options and
click Render Animation. And once we click that, it's going to start rendering away, putting those frames into the folder we have
selected So you can kind of watch
those frames start to appear by pulling
up the folder. And when we enter that folder, we'll see that our
frames are starting to appear and they're
being numbered properly. Once these are all done, we'll
string these together into a video file to create something like we do
with the EV animation, but with our full cycles
rendered animation. If everything looks good there, we'll bring up our sample count. And we can also increase the
resolution to our full size so we have our total
ready to go rendering. Even though it
takes a long time, it's sort of a good thing
because it gives you an opportunity to step
away from your computer, take a break and let the
rendering happen, do its thing. And we'll come back
to it when it's done, to see all those
nice juicy frames. So my animations just
finished rendering, and now I want to take all those separate frames that I've created and pull
them together to create an actual video file. So what I'm going to
do is press File, and then I'm going to
open a new project. And we have a default
layout here for video editing, so
let's click on that. And now we have our, sort of, we're still inside Blender. It's looking a little
bit different, but this is just a Viewport
that's set up with a little bit more control
for video editing. So what I'm going
to do first is make sure my aspect ratio is correct, so 1920 by 1080 is the default. But remember this
was 1080 by 1920, because this was a
vertical animation. We also had this at 50% But rather than changing
that to 50% here, I'm just going to divide
these values by two. This should be exactly
what we've output. Now what we can do is start adding those images
into our sequence. I'm going to go to
the Ad menu here, and then I'm going to add
in an image sequence. And then I'll navigate
to where I have that saved in this frames folder. Here I have all the
separate frames. I'm going to make sure
they're sorted by name. Press A to select them all, and then add the image strip. Now if we press Spacebar here, we can see that our
animation is all together. And we have the actual fully rendered frames all
moving together, creating our final animation. One thing I did not set
was the frame, right? So let's make sure that's
set to 30 frames per second. And then we can
also make sure that the length of the animation is exactly what we
had it set out, the default and Blender is 250, but we need that to be 240. So let's set that right there. Press space part of play. This is the fully
rendered Cycles version. Remember when we were
in the viewport, we saw all that graininess. But now we have all
the frames rendered, individually strung
together into a more finalized
looking animation. Now, there's still
a little bit of glitching here because we use a low sample count and because we rendered it
at half resolution. But really this is
looking pretty good and this is a great place
for you to analyze. Things are looking
right, or if you might need to make
more adjustments. But I'm liking the
way this looks. So I'm going to exit out of that full screen view
with this altogether. Now I'm going to do
a similar process to what I did with
the EV animation. I'm going to first
select an output folder. So let's navigate to
where we want that. And then set a name for
the file room view. Preview is what,
I'll name that one. Let's press Accept, then same settings like
we did before. Let's go into the
encoding options. Mpeg four is great, H 264 is great. You could change the
quality setting, but medium quality does just fine for
something like this. Let's double check that our
output folder is correct. Double check that our resolution and our frame rate is correct, and that we have this rendering
frame frame one to 120. Now remember these aren't
actually rendering the frames, it's just pulling those
individual images together. Once that's all
ready, we can just click Render and
render animation. And of course, that will
fly through very quickly because it's just putting pre
rendered frames together. So now if we navigate into our
folder where we have that, we can double click on the
animation and say that we have a finished video
file that's ready to share. So in this lesson, we covered
two types of rendering. One in V, which I
like to use a lot, which is rendering
straight to a video file. But in cycles, we
render those to frames. Then what we did was strung all those frames together into an animation within blender and exported that as
its own video file, so that that's also
ready to share. Even though rendering
can take a lot of time, there are things we can
do to speed that up, whether that's reducing
the number of samples or by reducing the
resolution of the render. But it's all worth
it at the end to see that final, polished result. Now if you just hate
rendering on your computer, or maybe your computer
isn't very powerful, or you're working on a laptop traveling and you need to
render something quickly. There are a lot of ways
that you can render projects online using
different cloud services. Sometimes with a
little bit of money, you can render things very fast. This is really
important when you're hitting deadlines or clients are asking for things
very quickly and your computer just
can't quite keep up. Stick with it. Be patient. It will all be worth it
in the end, I promise.
7. Final Thoughts: So I hope you've enjoyed
this class on animation. This truly is my favorite part of blender animating objects, bringing otherwise
static things to life. In this particular class, we looked at
inserting key frames. We made multiple cameras
moving throughout our scene. And we really started to add a mysterious mystical element by starting to bring
objects to life, lifting them into the sky. We did a nice
sunsetting animation. You just add a little
extra mood to our objects. We added some depth of field variation to control
where the viewer was looking, what came in and out of focus. And beyond that, we did a
very practical animation. This is something I get paid for often with freelance work. We created a looping
bottle animation of a little cosmetics bottle. This is something that
people are looking for all the time and you
can get started with today. Potentially even start getting
some clients of your own. With just the skills that
we learned in this class, please share your work
in the project gallery. I would really love to see
what you came up with. I'm very proud of you for making it to the end of this class. Thank you and good luck on the rest of your
blender journey.