Transcripts
1. Intro: Hello and welcome. My name is Suzana. I'm a 3D artist and
your guide through amazing world of 3D design
and animation in Blender. In this class, we're
learning together how to create quick
explosions in Blender, and how to change shrapnel
into particles and objects of our
choice, colors, etc. You will also learn how to set background,
environment, light, how to animate a camera, and render animation with textured or transparent
background. After going through this class, you will gain experience in creating special
exploding effects, which can be layered over
some other video or used to create interesting
exploding animations for your video intros. Let's begin.
2. Text: Let's begin with
creating a new file. I'll left click here on general. And I will enable
a screencast keys. So you can see when I click here and let me hide this sidebar. And we're ready to
delete this cube, make sure it's
selected like this. And you can see this
orange line around. If you see this way, then it means you click
somewhere and this selected, so you can select whether Bye, left clicking this cube
over here or here. So make sure that that
cube is selected. Now point here, right-click
and click Delete. To remove this cube. We will go here to
add left-click God, and go to text, left-click text. And here it is. We have tax. Now, I will rotate this text. So it goes up and around. And to do that, I will let you pick here
on objects properties. And in rotation over here on
the x-axis, this is x-axis. I will enter 90. I just left-click here, hit backspace to clean this. And Nike. And I left-click on the
side so it applies. Now it went up. Now I want to
rotate this around. So it goes to this line. That means I need to
rotate around that axis. This is that axis. It goes this way. I want to rotate for 90 degrees. So I need to rotate this way. And I will click here and
hit backspace and enter 90. Now I will click here on
the side so it applies. Now our text is here. If I press middle mouse, I can hold my mouse and rotate this thing so you can see how
it looks. This is my tax. Now. Now I want to change this default text
into some font. I have on my laptop here. You can do the same and change into font you have over there. It's not necessary to
use font I will use now. We will go here. I left-click on this a. That's Object Data Properties. And here you will see, if your point here, you will see here many things. But he is font. And if you left
click this arrow, it will open this over here. Now, if you'd like to
click this folder, it will open folders on your computer and
you can find font. It will by default open
fonts on your Windows. And you can select
some of these. I want to select
one, I prefer more. So I want to go here to my
own fonts and deselect here. I don't know why I just
like to work with this one. So let's see. I was like this over here, and let's open this
change immediately. As you can see,
different fonts now. And now what I will do, I will go to geometry over here. So I left Gleick this. Now, here it says offset. What it means, if you will, let's say a left
click this arrow, you see what happens. I was shown on such changing
and offsetting your font, but it doesn't look nice. So it will go back to 0. Here is extruding. And I want to use that. So we will now start reading. You can either point
here a left click, and then drag to the right to exclude or to the
left to reduce that. You can also left-click arrows
like to add or to reduce. And then it got looks like that. Now, the next thing you can
do is to use the vowel. I will zoom in a little
Using middle mouse. I just scroll to zoom in. And I will now use this hand. I will left-click
this handle here. And holding left-click,
I will pull this to the left side, dissenters center so
I can see better. This is taxed now. And if I add the loud
here where it says depth, I will just left-click
and add one or two maybe. And it will look nicer. We're sat here. Now. I want this text over here
to something else, not text. So I will now edit this text
and write something I want. Here. I will go to
click this arrow. And open edit mode. As you can see, we have here, just as we have in any other software where
we need to type something. So we can now move this using backspace
and delete this text. And we can enter. So just hit backspace. One by one. Letter will go away. And now you can
enter your own text. So just type on your keyboard. But every wish I will type explored and or let's say explosion, like this.
3. Explosion: What I will do next is I
will go back to object mode. So I left-click here and
go back to object mode. Now, if you go here to
object to left-click object, you have here quick effects. And it says quick explode. If you left-click that. Ah, you will notice that when you hit play,
nothing is happening. Why we applied explored effect, and it's not working here
because this is still text and we need to
convert this to mesh. So we can make
this text exploit. So we will go here to object. So that effect doesn't work unless this text is
converted to mesh. We will go here to object, makes sure that explosion is selected before you do anything. So just left-click text or left-click here
and go to object. And here you will
see it says Convert, select here, mesh, so
just left-click mesh. And now we converted
our text into mesh. You remember here
was that letter a, and you'll see this symbol now that means this
is now a mesh. Let's apply explosion effect. Now. Go to Object, Lifecycle object, and
go to quick effects. And left-click week explored. See now it pop out here. We have particle
system over here, and we have explored. So now it works. What we will do now
is to set everything. But before we do, I want to set how
this will explode. I will show you now
What's happening. By default. If I hit play, everything explodes and falls down and it happens
very quickly. I will show you one more time. I will pull this
timeline higher. I point here to this line, left-click and drag
this a little. So if I left-click here, it will go to endpoint. And I need to left-click
and drag it to 0. Because 0, nothing is happening. I will hit play again so you can see everything fell
apart and fell down. But I want that to
be much better. So I will just left-click
and drag this to 0. And here, our particle
properties left-click here. I don't want this
to start on one. Here it says frame start one. I want to have some delay here. Left-click and
enter, let's say 50. And I left-click on the
side, so it applies. And I want that to end on 150 or maybe even
200, like this. And now let's see what happens. And it starts falling apart, but it's not nice deal. So I will drag this back. So what I want here is to
add some rotation psi, the left click here
to add some rotation. And I will go here
and left-click. And here it says gravity. I will point here too. Right side, I left-click
and holding left-click, I will drag this left
side like Slider. And I will set
here gravity is 0. You can also, I will show now, we can also left click here, hit backspace to
clean this and enter 0 and left-click on the side so it applies
either way you like. So let's see now what happens. And it's falling apart
and goes all around. Okay? But I want that
to be much better. So the next thing I will
do, I will go here. I will let God and I go to
Mesh and I select Plane. Now we have here one plane. And I would love
to hear Move tool. And I will grab
this green arrow. I left-click. And
holding left-click, I will drag this plane
to the right side. Okay? So now here I will
use middle mouse, holding the mouse, I
will lean days so I can see what I'm doing. Here. I will select Transform
tool, selected click that. I will grab this
red box over here. I left-click on that and push
it in, holding left-click. So it reduces like this, maybe a little more. Just called the left Gleick. And I push mouse like that towards that center.
And that's it. Okay. Now becomes something
very, very thin. And let's do another thing. Now. We will select again text. And here, a point here at
the center of this parabola. And use mouse wheel to
scroll down to render. Here, you going to
left click this arrow. And once you click this arrow, you will see here it
says render as not. But we want these surrender
now as this plane we created. So particles will be, we left click this arrow and
this menu will pop out here, select object, Left-click that. So we have here object and
we can scale the object later depending on how Rebound
is explosion to appear. And we can even select
the scale random. If you want to scale random, you go just left-click
here and enter value one. But we will do that later. I will leave as 0
for the time being. And we will see how it looks by default and then
we will adjust later. Now as we want, this
explosion particles, this explosion to
render as object, and we want that
object to be plane. We will go here to object and lived with this eye dropper. And point here to display. And left-click. Now we select that plane
and it went here. And I will also add here
is this object rotation. So it doesn't just go away from this text when he
starts exploding, but also to rotate a little. So I will just last week
here to enable that as well. Now, let's see what's happening. When I hit play. Now it looks there. It falls apart. Okay, but let's
do another thing. We will point here and scroll up here where it says
the mission number 100. Let's increase this number
to something bigger. Let's say we add
here 10 thousand. And I left-click, so it applies. And let's hit Play now. Let's see what happens now. It looks a lot better. We have a lot better
explosion at this point. So you can make it faster even. So let's say the, and here on one fifty, one fifty lab click
Cite applies. Let's go back to 0 and let's start exploring and
goes to pieces. Now you can adjust here scaling. It's set to 0.05. And we can scale randomly. So we can just left the
cure and enter one. And let's see what's
happening now. Now particles that are
just of all sizes. Now you can even go
further if you like, you can left-click
here in physics. And right now this
is set as Newtonian. You can go and set this to boys for an example,
alive to pick here. And now hit play and
see what happens. It won't fly so far, it will just explode and
fly around this area. So can make a lot of
changes that way. And here you have movement. So you can let say,
allow climbing. Now hit Play to see
what happens then. It starts behaving
a little different.
4. Material: Let's set material
for this explosion. So left click this and go
here to material properties. We have here already
sat mixed shader and many things over here that show what type of
material we have already. And if we go here, shading, and you would just point here at the center and zoom out or
zoom in a little. So you can see this properly. If you hold mouse wheel
and move left or right, you can move this. So you can see better. Here is sad shader by default
and it tastes. Here is that UV map
exploit fade and separate XYZ and color ramp is sat here and I will
move this across. So don't see well, It's a little squeezed over here and not not
so nicely visible. I'm trying to make everything
look a little better. Have here color ramp. And it's attached
here to mix shader. And you have here transparency. And everything goes into this
principle, VS, VF shader. And from here goes
to material output. Now, to change color, we have here white and
change color of this. Let's save to something
else who will just luckily here and point here to this dot and push this for our example
up here somewhere. Now, this is transparent. As you can see that
so by default, you can change that if you want. And if you'd like to click here, and you go here to alpha blend, and you left-click this one. It will not be
transparent anymore. It will be full
like this than just like back here and
change this as well. If you wanted more
and more shiny, you would go here
to principled VSD. And here, reduce the roughness. So I will just point here, left-click and drag this to the left to get some
are more shiny, shiny material like this. And you can add some metallic appearance
if you point here. See this pop out. I see point here to this corner, left-click and
drag to the right. You will get
something like this. So let's set our
plane as well to that color will go to plane. And I will zoom out a little, pressing mouse wheel
to move this around. And I liked with this hand. So I can see this plane wetter. And here I will left-click new. I'm hearing material properties, I click new material. And the same is there. You can set here, or you can set here
whatever is easier for you. Base color blue. Or you were able to do
the same thing over here. Left-click and elastic
this dot and drag it up. So it's the same
what you see here. Just in some cases when
you're using mixed shader, you'll need to open
here shading and to adjust in this area because not everything
will be visible. Here. In material properties. Here we will set this vowel
metallic as the other one, and we will reduce roughness. We just point here and holding left-click with
jogged the left side. So it's nice and shiny. So now materials
are just the same. And I go back to Layout. And I switch here to display render preview to see
how it appears as rendered.
5. Light and Environment: Here to work properties. And I will here
change this to black. So I will just left-click
and drag this down to black. So now everything is black. Now what I will do, I will left with this slide
and I will rotate this. And I will zoom out so
I can see this slide. And I will change here to
Move tool, left click that. And now left-click this blue
arrow and drag this down. So I'll zoom in. So you can see how light
falls on your text. And you can left-click here
to jog it closer. Again down. And now let's left-click here on this x-axis,
so it rotates. And we can zoom in to see how we adjust this slide and how
it falls and our text. At this point. You can change
this slide also over here. The last Glickman shows
that light is selected. I'll click here. And you can from point light
chains two area light. As you can see. Now,
light is pointing down. And we want that light
on our text over here. So we will just
left-click over here. And if you point over
here and left-click, you can drag this to the
right or to the lab. Do you see how it's
moving now and it shows you where the light goes. And we want that 90 degrees. And we want that to
be straighten it. You see it? Now goes to the
lab to move on to light to go exactly here. So we're going to go
here, left-click enter 0. And here we will enter an IT. Now light goes straight ahead. And at this point we can
change again over here. If I left-click here, here it says Shape rectangle. You can change shape
of light to which you want here in size by x-axis. That means how you will change on this side
or y axis on this side. So let's increase
a little this way. And I will point here, left-click and drag this
to increase our light. As you can see, it falls now all over that explosion text. So just left-click and drag this left and right
as much as I need. And I can left click this arrow over here to move this cellular
to adjust this file. So now our light is falling
right where we want. If I left-click, I can
adjust even better. Something like that. I don't want that to
reflection over there. Too much. Something over here. And let's change
color of this slide. Let's say I left-click here, and let's change
to something else. I wanted to get some nice, nice colors over there. Let's say red, maybe
Something like that. Okay. And I will
increase this total. Okay, something like that. Maybe even five meters. Let's see. Now, let's hit this explosion
to see what happens. So click Play. And let's see now, everything
is falling to pieces. I think we have too
many right now. So let's reduce this. I will left with text and
I go here to particles. And let's make it's 1 thousand. I just remove 10. And I will here, enter. Here says the lifetime. That's lifetime or one particle
lifetime is set to 50. But if I enter
here value of one, now lifetime will be random. So let's see how it
looks like. Random. Okay, let me deselect
everything so we see there. Okay? So let's see now this light, I want this slide. I will go now back to 0. I want this light to
be a little stronger. Let's say 10 thousand,
maybe 5 thousand. And I will increase this
size as well on this side. Let me see now how it looks. Now it's a little better. So let's go back and
change back to Newtonian. I prefer that first way
of how it explodes. Let's see. Yeah, this
one is a lot better. But you can do further is to
make more changes to this. Or you can even go here and
changed his background. Let's say you left-click and
go to environment texture. And here you can add environment texture
from your computer. In this case, I will hear some, some texture I have. Let's say, this dark
studio for an example. And let's see when it applies. And it will be a
little different than it gives more
light over here. And I can even
increase that light, let's say to 545. So get side lights this way. As you can see, I
have sat environment, which is adding some
lights on the side. It depends a lot. What environment texture
you use further, how it will appear than that. Reflection on this subject. Become something different now. And this will add more
light to those particles. You can hear change seed
of explosion point here. You change to any number and particles will move
I differently than or you can scale
particles the smaller. Let's say 0.02. And if you go back and hit play, particles will shrink Column. What you can do further is to add some children two
particles, let say simple. And each of these particles, you'll see now there are
tiny, tiny particles around. I hope you can see
that I was zooming in a little tiny small
particles around each. Now, be actually using this here to adjust the
amount of particles. What we see now as
display amount is ten, what will be rendered
or later is 100. So we see less than it will be when we render
animation later. Those tiny particles
around we see ten. Because that allows blender to show this animation faster. And in render, there
will be 100 difference between what you set as display amount and
render amount allows your computer to
work easily with your animation and rendering. Oh, and you get
rendered animation, then it doesn't matter
when you play video. How many particles is
their video is video. Here. When it's rendering,
it really matters. The higher number you add here, the more difficulties
for your machine to show everything here in real time. So this would be our animation.
6. Background: We can now add another plane. We will go here. And to mesh and press S
on your keyboard. Scale this up and go here
to rotation and to Nike. And Nike to rotate this plane. So it goes behind
explosion in a way and push it back a just left click this arrow
and push this back. You can use this
left-click on these X or Y or that axis to move around so you
can see what you're doing. And I will now a center here. I was just left with the center. So I can see where I'm
pulling this plane. And I will jog this plane
to the right like this. And I will use Transform tool
and I will stretch it out. We're just left with this green, green box over here and
holding left-click, I stretch this a little. And I want to change
color of this backplane. I left-click here
material properties, and I will add new material. And hidden base color. I will change to black. I would just likely this dot, job this to black. And now we have here
set this background. And I want this to be
metallic like this. C because that reddish light behind and roughness. If I increase, we
will lose that. So I want that to stay around and I want
to go to shading. So I will just left-click here and want to add here a color
ramp and nice texture. I will just let big here. And going to noise texture, left-click and you see
it appears right here, I'm not doing anything. It's attached by
default like this. So just places where we want and left-click and
it stays there. Now just left-click God. And go here to converter. And you will see color ramp left-click to open
that nice texture. By itself, it says what it is, it will do, it will odd noise. And if you connect this FAQ, left click this dot, and hold left-click
and plug it in here. Then let go left-click. Now here, Let's click color and pull this holding left-click and plug it into base
color. Now let go. You see what
happened right away. I'll show now zooming out so you can see
what's going on here. And I will change this
view into render preview so you can see better what's
happening in render preview. We now changed background
material into a noise. You see those shaded areas around and you can adjust the amount of that and how
it appears now it's very, very light white around. And we can move this and this
to make changes on that. If a left click this
one and drag it, it changes a lot, they feel actually this one drag it changes a lot as well. So now I would like to take this and pull it
back the way it was. And I will click here
on this plus sign. And I will have here
one grayish area. So let's see. When
I pull this now, I left-click and drag it. Click and drag this one as well. So now I can make changes here. To get a different
appearance of this. More grayish. Let's add
another one. Over here. And now I will just
those change this white. Now, I just left
with this white. And you know which
one is marked. When you left-click, you see this line moves to
davon, you click. So now when I click this one, that color is over here, if I click that color, I'm changing that one, changing color of that one. So I want this to be
more grace and this one to be more grace like this. So lots of jobs that I
loved clean this one, and I loved click this color. And I will adjust this as
well to live a more grayish. So let's change. Here. I think I can remove this fun. I have a left click
and hit minus. So I think that will be okay
now, something like that. Okay, so we have it now
and let's change this to red text, left-click tax. And I go here to shading. And lastly here, color. And left-click here
to jog this to something between red and
orange. Something like that. I'd say now, when I hit
play, what happens? It falls to pieces. Okay? So let's here. Make this hollow more smaller. So let's say 0.3 q. And let's see what happens
now with particles. Okay? So we have that Now. Let's change this light
again to a little lower. I was just change
this to 1 thousand. Now, let's see again. Let's change color. Too little darker. Shadow. I want to remove
that shadow behind. So just let quick here and we
don't have shadow anymore. Okay? And now this will explode.
7. Adjusting: Now to make
everything work well, we can go here to text and
here where it says explode. If you go to modify
properties and explode, you will see here I say size. So that means size of particle. We have sat to be shrapnel
when this explosion happens. So we selected that now and now. Everything will be
the way we want it. So it falls to pieces now
and pieces are very small. So let's make those
pieces a little bigger. We go to particles and we sat here scaling, let's say 0.5. Let's see now, right. Okay, so we now
have blue particles coming out from this orangey. We can change that to
orangey is allowed here. Like this, something
between red and orange. And Let's see what happens. It's tearing everything around. You can see faster by
dragging this timeline. And let's change how
particles behave. We can randomize here
orientation and dynamic. Let's see what happens. So now you can play
further with that. The way you prefer your
animation to appear. Here in children, you can set none if you don't like
to have too many around. And go with first
how we started. We can go with
heavier, like one. Over here. We can change to boys. Or you can shorten
time of animation. Every time you change something, you will have to go from the beginning so can see
the blinds properly. We can change here to run
conduit and make it faster. Even. Going back to you, Tanya. And now it will explode faster. Now here in text. If you go to shading, we don't need this
transparent anymore. I can remove that. Just detach a left-click here. It was the thoughts like this. I just left-click here and
pull this back to detach, left-click, right-click,
and delete. So it's not needed anymore. I didn't want this transparent. We wanted the way it is. And here was collar around sat. And here we can change
from metallic to this example and change
color to a darker like this. Pull this down, it will
make color darker. Over here. You can
drag down to 0. This adds more lights to object. We want this darker right now. So I go back to Layout, and I want to seem to be
on display over here. So I will just left-click
and go to read. And I just go back
here and reduce this. So it's not anymore. The weight loss. And let's see now this
explosion, it's a little better.
8. Changing Particles: You can go here to mash
and let's say odd chores. And left click this
arrow bullet there. And I will just show
you now quickly. We go here, left-click and we select existing
material for this Doris. Doris is right away
the way we want. And if you now go here to text and left-click here
to particle properties. And you scroll down to to render over
here, random object. And you let left click this
x over here to remove blame. You will get eyedropper again. So just left-click eyedropper
and select stores. And now watch what happens. You have tourists coming
out during the explosion. And you can just select
an odd like that. Any any other
object do you like? It can be anything. You can increase. Size even if you prefer
that just point here, an increase and
see what happens. It will be a lot larger. See what happens
when it's too big. You can even make it explode
like these, very, very tiny. But then it's not so nice. Is that here 0.1. Let's make this torus,
let's less shiny. Shiny. I want that less shiny. Something like this.
Let's see now. And drop this declaration. Now it should be more red. Yes, like this. So now Inditex became one cloud of doors, exploded into one cloud
made of many shapes. And you can play
further with this. You can make this explode
into another color. You can change stars into
something else like blue. And when you keep
play from read, everything will become blue. And you can play with words, with shapes to create
interesting animation.
9. Camera and Rendering: Now we want to have this
surrender or later. You cannot camera here
somewhere centered or so. Just press Control
and Alt position, scene, zoom in or zoom out. The way you wish. Position very once your camera. And then press Control out
and hit 0 on numeric pad. And here it is your
camera now to adjust closer or back, left to right. Go here two objects properties. Just left-click that. And here you can
adjust your camera. Makes sure that you select
camera first week here. And here you can adjust
camera depending on axis x, y, and rotation of your camera. Here, I want to line up. To straighten my cameras. I would just left-click
here and enter 0. I will left the
here and enter 90. I would like to click here
and enter 90 as well. So now it's centered my camera. And I wanted here on 0 as well. And I want camera here
to be on 0 as well. And you see text is a
little to the side. Why? Because now we have
here a text's origin. I will now enable
this over here. So you can see what I'm showing. If I select the text over here. You see this little. When I point here two more, Two and left-click move tool
that will show you the best. This yellow point
over here shows there this text's origin is right now and it's
here on the left side. And we want that to be
somewhere in the middle. So we can change that. We can go here to object. And once we are there, you will see here set origin. Just a moment. So I moved my
tool for recording again, Sets origin geometry to
origin or origin to geometry. And we will now tell blender
to set geometry to origin, because this origin is right
at the center of this axis. So we want this object to move. So this goes right
at the center here. And let's do it. Object Set Origin,
geometry to origin, and it is here. So now we can see
I will undo this. And if I switch the camera view now over here, I
just left-click. We have here moved
our text, Hello left. Now we can adjust. We can even say here
to blend there, okay, set origin to geometry. Or we can say origin
to center of mass. And now it will go right at
the center of this text. From the left and from the right side and this
side and this side. Because this text isn't some shape like
rectangular or so. And this way you set origin
right at the center. Exactly. So if you select a
origin to geometry, it will go to derive
or to the left. The same way. If you move geometry to origin, again, the same thing happens, but if you say to Blender, set origin to center of
mass of this surface, it will go, as you can see, right at the center. I'm moving again to camera view. And now I can adjust this to go right at the center
here of camera view. And now I can hit Play to see
if everything looks nice. I change this back
to blue again. To read, sorry. Over here. And let me
see one more time. It goes like this. And to 150, I will go here. Now, I left-click
output properties and I will say blender to end animation
on 150 over here, because that's how far our
animation goes anyway. So if I left-click here, it starts like this
and then falls apart until 150 and we go again. And now we can render
this as animation. Now, if you left-click here and add ambient occlusion bloom
and screen space reflection. You will see huge
change over here. Normally I do that at the beginning when
we're setting material, but I wanted to show
you the difference. This will change a lot
how materials that beer and everything you
do, decide to glow. This add shadows in
corners of something like sharp corners like on, I will show you now on
this letter over here. If I remove and if I click, you can see the difference now. And bloom. You see how it appears
with or without. And this is for screen
space reflections. This is reflecting back
on this material at I, if I disabled, now it's gone. You can use this
for motion blur. Then you have camera movement to add or remove
motion, Motion Blur. And there's another thing. If you want to render
for an example, transparent background, and you don't want this
back plane to be seen. You can just disable here, but also disabled here. So it's not visible in render. Go here to fill and
tick transparent, and you'll see we get
transparent background. Now if you render
this explosion later, only this will be visible. Everything behind both be
transparent and you can add that over some other video. Like to have some special effect there on that video. And not to have this background behind
this black background. So this will be
fully transparent. All of this will be visible if you enable transparency
like this. But make sure that you disable that plane
which was behind, both in the view and
in render as well. Okay, Now you know how to
render transparent animation. Now let's set this as well. Here you have resolutions
of your render. Check my other classes
to see how to set those for high resolutions and for
photos even if you like. And this is where
you will select folder very wants
this render to go. You can render videos using
one of these file formats. So select which you
want or you can leave as PNG the way it is. And then it will
render 150 PNGs, which you can later in part into some video
editing software. To create your video
out of those PNGs, you go to impart that
as the sequence then and create MP4 video or
whatever else you want. If you prefer to have
video right away, you can select one of these. So if you want to add some
camera movement to all this, you will now go to camera view. Left-click here.
This what you see here is But camera will render. So make sure to jog this to 0 and that camera is selected. Go here to object properties. So we will now move
camera a little back. So I just point here, left-click and drag camera
away, increasing distance. And then I will live mic
here to mark all of these. To add those as keyframes. Over here. On this keyframe. And I will do the
same here on 150. But I will go closer. I will point here, and I will drag this closer. Let's move this back a little
to see how close I am. We will go this way on, on 50 and I will go here, Let's say like this. So I need to go to, let's say, eight meters. On this frame, 1 fifth, I had to check over here so I can see everything while before, I mark where I want camera because I don't see
object anymore over here. So I will enter eight here. And then just marking all these to enter those values as the last frame of animation. Now camera will
start at 14 meters and moved back to eight
meters closer to that object. To learn more about animations, check my other classes as well. Here we go. Camera is more than closer and we can even speed up our
camera to somewhere. Let's say we go here to run
50 and I enter here five. So let's see if camera
can go through explosion. So I will have to disable
this and enable again. So I change keyframe
from previous senior. So that's what you do
to re-enter keyframe. Now, let's see, I will
go to 0 and he'd play, Let's see what's happening
a little faster. So I go back to 150. If you miss it by any chance, when you drag or
click like this, you can adjust here around 5150. And if you see these marked, then it means you're
at the right spot. It has to be yellowish and these are mapped
and it means you are at the right key frame
where you entered keyframes before you go to 150. And here let's enter three. Maybe I left-click on
the side so it applies, disable and enable to
re-enter new value. So I go back to 0. If you want to go faster. Other side, left-click here, but because we want
to see from 0, you'll have to drag this a
little more to the left. And now we go here and explosion starts
and I want to go through, so it has to go a little more. That means we want
to go to one meter. Let's see, one meter. And let's see now, I go here. And that's it. Maybe even more. Let's see minus three. Let's see this. I want to go through explosion. So let's see how it happens. I wanted to go
through all the way before everything falls
apart. Now that's it. I started from 14 meters and on minus three kind of fall into
that explosion all the way. Everything goes right into
our face and exploding. And that's it. For now.
10. Closing Words: I hope you liked this
class and I hope to see you again.
Post your projects. Let me see those
explosions and don't forget to leave a
review. Until next time. Bye.