Blender 2.8: All About 3D Animation #b3d

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Hello my name is Colin and in this Blender 2.8 tutorial we're going be talking about animation. Now, when somebody says: "Hey, the 'animation' in the latest Blender open short movie, like 'spring', or 'Agent 327', if they say the 'animation' looked great, they're probably actually talking about things like the modeling of the characters and objects or maybe the cinematography or the lighting or the effects in rendering and the quality of the rendering or maybe just the overall look of the quality of the movie that they watched, but *animation* is not any of those things. Animation is movement. Animation is the art of creating either character movement in a story, or object motion in in real space, or more abstract motion like smoke or fire or any abstract painterly animation that you can possibly think of. Animation is the art of creating motion over time in a movie or animation. So in this video I'm going to introduce you to how you create animation in Blender 2.8, and it starts off very easy. It's like playing a musical instrument like the piano. If you can press one key on note of the piano, you can successfully play a little bit of music. But in order to master that craft it takes a long time to make very intricate realistic looking animations so people practice for months or years of their life to get good animation and make realistic good character or other types of animation but you have to start somewhere so let's go ahead and dive in of course if you like this video or for doing something please go ahead and click on that like Pablos video it really helps me out and if you want see more videos like this one in blood or 2.8 or using like a doe game engine click on that subscribe button as well and click on the Bell icon to get notified whenever I upload a new tutorial so in blender 2.8 and most computer animation pieces of software you don't have to animate the old traditional way where you have to draw every single keyframe out of every frame of an object where characters motion would be a long use of your time or back use of your time in computer animation including blender animation is done using what are called keyframes keyframes are set down here at the bottom of blenders interface in your timeline and key frames aren't way for you to tell an object in your scene usually a character or something else like this cube hey we'll use that to start it's way to tell that object to be at a certain place or at a certain rotation or at a certain scale at a specific time in your animation so this timeline shows you time in frames which are frame 1 to frame 250 by default you can change those numbers here if you want your timeline or your animation to be longer you can change you can drag in here you can change it by clicking and typing in something like a thousand and pressing enter you can change it back though we'll talk about this more later if I go to frame 1 of my animation and I'm gonna orbit around so I can see my scene with the X red axis going side to side if I want make this cube go from this side of the screen or seeing it to this side I'm gonna turn on this auto keen bun thusly this is the easiest way to do animation when this record or auto King button is turned on and I might refer to it later as the red record button because an old versions of blender it used to be red now it's just white with blue highlight when it's on that's off that's on when it's turned on and you move or rotate or scale an object it will set that object at that exact position and orientation at that time this playhead by the way this blue bar with this handle you can drag around it's called scrubbing when you do that you're scrubbing around your timeline you can drag it from this point right here you cannot drag it on the actual bar this handles nice and big though so it's convenient so on frame 1 with the auto keying button turned on I'm gonna drag with the move tool the cube over and let go and when I let go you'll notice that in your timeline you've got a yellowy orange e gold colored diamond this is a keyframe and it shows you that with this selected object you have told it to be at this location at this scale and at this route at this exact place at this time if I play back or scrub through my timeline I don't have animation yet because we haven't told it to be anywhere else at any other time so I'm gonna scrub over to frame 24 24 because that's the number of frames it takes to make one second of animation by default 24 frames per second is the frame rate of traditional movie film it's a film projector or movie cameras old way of recording the film and that's the rate that became the standard a long time ago so at frame 24 one second later I'm gonna drag the cube over to that side of the screen and let go you'll notice that it said Auto keying on over the top right just to remind you and we've just made another key frame because Auto keying was turned on and we transformed the cube so now if I press the e go back to the beginning button right there and press play hey we've got animation the cube moved from the left to the right in one second if I scrub around you can see all the in-between frames the computer blender made for us isn't that wonderful but of course animation is not just movement it can be rotation or scale so if I go to let's say au frame 24 the last keyframe I can include more information there or I can change the information there I can use the rotate tool and I want to rotate on this y the green axis and if I start dragging that handle I can actually hold control and it'll snap to little 5 degree increments and you'll notice that up in this part of the screen when I'm doing that so I'm gonna press control Z to undo that rotation if I grab the screen gizmo handle to rotate on the y axis hold ctrl I can rotate exactly 90 degrees by watching up all the top left of my screen it says wrote 90 degree Global that's what I want so now I've got an animation of the cube doing a little bit of flipping as well if I want to make the cube scale overtime I can go to one of my keyframes and I can tap s or use the scale tool and if I want to scale uniform I can drag in this white circle the little one and click and drag and now the cube will start big gets smaller over time and rotate all at the same time so there you go animation is really that easy at least to start if you want to change the frame rate how fast your animation goes you should probably do that rate at the very beginning before you start animating I have got a 1 second animation here because we have got from will frame 1 to frame 24 if I go to my output tab this is the properties editor the output tab looks like a little printer printing out a picture in the first section called dimensions at the bottom you'll see frame rate frame rate of 24 frames per second is default if you live in Europe your television standard if you're outputting for television is 25 frames per second that's the pal standard if you're in North America it's 29.97 frames per second which is a relic of the transition between black and white television which was exactly 32 color don't get me started there YouTube can playback at 60 frames per second I think it'd be even more now and you can choose even a custom value if you like so if you change your value you will playback at a different rate it'll also export if you make a movie file at that rate as well so now if I play back at 60 frames per second well this animation is only going to take less than half of a second BAM okay it's not changes things so you want to set this very early on now in your timeline you can move keyframes and you can delete keyframes and this is new in blender 2.8 if I click on a keyframe just left click normal click on a keyframe it selects it selected keyframes are this yellowy orange e-gold color if I want to move a keyframe around I can do that in fact I could make this animation go from frame 1 to frame 48 which means it would be at the default 2 frames of animation because 2 times 24 is 48 so now if I play back the animation that's what it looks like it's it's half as long if I undo that control-z a few times I can even go in the middle of this animation and like could let's say transform the cube and move it up and on abhi or at my view and zoom out a little bit as well so now my animation is changed she doesn't little hop that's wonderful I could even select multiple keyframes by dragging just somewhere that doesn't have a keyframe and dragging and letting go once I have made a box selection and I could grab I can tap G and move those around if I want to so now my animation doesn't start until frame 25 or so I can even scale it in animation if I have multiple keyframes selected I can tap s and scale and it'll make the animation bigger or smaller if the animation is bigger it'll take more time and therefore it'll be slower if I make the animation smaller I can I can make it go really quick if i tap s and I go you know too far if I cross it across itself I can even make the animation reversed I'm kind of messing things up here because animation scaling or keyframe scaling down here in the timeline happens in relation to this playhead so I'm gonna press control Z many times undo my animation so it goes from 1 to 24 again if I want to make this animation twice as long I can go to frame 1 because if I scale right now it scales away from that dot playhead if I have my playhead let's say over here and I tap s well it'll scale away or towards that playhead okay so if I undo that go back to frame 1 I can scale out the animation nicely from the beginning you can even tap s and then tap a number a modifier like 2 so s and then 2 and then enter will make the animation twice as long or at least it should so now it goes from frame 1 to frame 47 I'm not sure why it does that it should be at 48 so I can just move it over and fudge it a little bit okay so now that the animation plays back over 2 seconds and I like it for the most part but if I want to let's say have more control of my animation and now we're going to dive a little bit deeper into how you can control your animation have a better workflow and really fine-tune things when I use this Auto key framing button it is not me choose what kind of data I'm recording at least by default with these keyframes so if I actually want to look and see what these keyframes are actually doing well if I were to let's say at the beginning of this video I made the cube rotate from point A over here to point B over here by just rotating it at the last frame by 90 degrees remember that well at the first keyframe I didn't tell it to be rotated in any which way but it's still seen at that rotation when I rotated it at the last keyframe it knew to stay rotated about that first rotation automatically it wasn't actually automatic it's done because you when you use Auto key framing you are setting the location and rotation and scale every time you move or rotate or scale anything even if you just want to do a movement it records the information for rotation and scale as well I can show you that by making my timeline a little bit taller and then pressing this little tiny arrow that's hidden at the side of your timeline hopefully you can see that right there if you click on it you can expand a side bar is it a key on the keyboard no I don't see a key it's not the T the tool shelf or the N key for the properties panel I don't know what the keyboard shortcut is for that but it's there there's a summary of all the keyframe channels or tracks if I expand this out you can see that the cube was list of U that's the objects name if I expand that and expand that you can see that there are lots of keyframes or partial kind of sub keyframes for location rotation and scale okay so even if you just move the cube you're still setting its scale and rotation at that time but what this can do for you is it might interrupt your animation in certain ways let's say I want my cube to do a flip so it's sitting on the ground or somewhere like this flat I want to flip maybe 180 degrees well right now I've got it jumping it only rotates 90 degrees from this point to this point and there's this rotation keyframe in the middle well if I were to go to my last key frame and rotate 90 degrees more so if I rotate 90 degrees I'll hold ctrl down to snap and I'll go to 90 and let go of course you can type are y + 90 + N or to using modifier keys but now if I look at my object data here with the cube selected I'm rotated 180 degrees but if I look through my animation I want you to see what happens the cube only rotates from from zero degrees to about 45 degrees 47.9 between the first and second keyframes in the first half of the animation and then the second half of animation it rotates a whole lot so it's not a nice progression of animation because of the way that I recorded keyframes now play this back you'll see the rotation is slow at the beginning and it speeds up at the end I don't want that well I could go back and modify these keyframes I could select all three rotation keyframes these three right here just by clicking and dragging and I could press X or delete on my keyboard and then click on delete so now it only knows for rotation the start and the end keyframes and now you'll see it rotates much more evenly it rotates kind of progressively incrementally from frame 1 to frame 48 over the entire rotation maybe I want the same thing with scale maybe I want to scale from small to be orbitty very big at the beginning to small at the end but maybe this middle keyframe is getting in the way maybe it's not really scaling at the right proportion especially if I were to make it bigger at the end I've got Auto King still turned on so it's still letting me set keyframes being I want it big and big at the end and it's getting small in the middle for some reason well I can delete those keyframes as well ok so you have lots of control here now this isn't the best workflow maybe you want to instead only insert the type of keyframe that you want this is where and I'm going to delete this object so I'll press X with it selected I'm gonna turn off auto keying and I'm gonna make a new object this time yeah I'll just add a mesh cube again and maybe my cube only if you have movement animation to do this I'm not gonna turn on the recorder Auto keyframe button this time instead I'm gonna set keyframes manually by pressing the i key on my keyboard so I'm gonna use my move tool move my cubes where I want to be I'm gonna actually tap G + Z + 1 and enter to move it one up on the z axis sitting on the floor G and Z then one would enter and there are no keyframes yet in fact I'm not even at the right keyframe so or frame not in my timeline so I'm gonna go to frame 1 and now if I want to insert a keyframe of this cube here after I've put it there I can tap I on my keyboard for letter AI or bring up the insert keyframe menu and these are all called seeing sets keying sets allowing you to record different types of data to a keyframe if I only want to have location I can choose just location the default is with the auto keying button if I tap I it is local scale there it is that's the default for the auto Keane button if I just select with the I key location and then I go and look at the keyframe data of this cube you can see we now just have three tracks not 9 like before if I go to later in my timeline let's say frame 48 and I move the cube over again we don't have animation until I tap I up here and say the kind of keying information were keying set that I want location and so now I have just that animation and now if i change the scale or rotation or do the same thing as i do it at the beginning of this video at frame 48 I've rotated when we use the rotate tool on the y axis 90 degrees just like that but now because even if I insert a keyframe of rotation on frame 48 well there was no information record of there like before so now it's gonna be rotated like that throughout the entire time I have to manually control it and that might be a better workflow for you so you're actually controlling things and doing things intentionally if I tap are right now on frame 1 R and then Y and then negative 90 so our white negative 90 enter on my keyboard when I tap my rotation I've just rotated negative 90 degrees and inserted that keyframe so I can now have a rotation animation in my keyframe I just set those free three keyframes those three manually just that okay so hopefully that makes sense this might be getting a little bit more deep than you're ready for at first but it is a good thing to keep in mind if you want to use a little continue going on here if you want to use the auto King button and you want to have it just do let's say one of those skiing sets and not milk wrote scale by default you can go up to keying this is a lot on the header of your timeline keying and choose an active keying set I'm gonna actually make a new cube because it tends to work better that way and add shift a to bring up the add menu add mesh cube I'm going to change my King set to one of those options I can keep scrolling down on my mouse wheel I'm gonna choose just location now it will if I use the i key right now if I have a keying set deliberately chosen if i use the i key and let's say I move my cube over here and tap by you Lassa it didn't prompt me with that long insert keyframe menu anymore it only does that if you have not set an active keen set in this case when I tapped I I just said it again it only inserted the active keying set key so location keyframes and I can change that at any time that I want I can choose anything else if I go to a later time like at frame 48 and I move the cube over and I tap I on my keyboard it won't give me that menu again it'll just insert the active keying set now funny enough I'm gonna delete this cube and add a new cube and if I want to do the same thing with the auto Keane button and I've set my hue set right here turns out your auto key button does not use this active King set by default and I don't like this part of blunders interface I hope they change it there's this button right here there's no name all it's pretty you know keys that's great this button if I hover over it it says auto-keyframe insert keying set Auto Matic keyframe insertion burn me using active King set only that's hard to find it's not free obvious I should put up here I think but if you have that button selected around as blue this record button the Auto King button will use your active King set so I've got it set I've got the blue button on I've got Auto King turned on and I go to frame 1 mover cube over and check out what keyframes have made there we go it only made location even with this button I don't have to press I every time on frame 48 if I move the cube over 2 seconds later it only made those keyframes okay before we go any further though I want to talk a little bit about the timeline the timeline is your space to look at keyframes in animation and move them and at them and delete them as you choose but it's only 250 frames long by default and you might have an animation that's a thousand keyframes from 1 to 1000 that actually corresponds with your output settings if you're outputting rendering frames out to your computer or a video file out to your computer these numbers change when you change these and vice versa so if I change it to let's say 500 and press Enter it changes right here that's really nice but what if you want to only focus on one little bit of an animation let's say 1 to 50 and you want to have it playback and not just keep going so if you press play you know it keeps going and it just keeps going and I can get annoying you want to maybe a loop in a smaller preview area you're working on right now because character animation takes a lot of looking at it and playing it back and wanting to see it again and again you don't have to change these numbers you can use what's called a preview range and a preview range happens when in this timeline editor window if you press P on your keyboard a letter P you'll get these little dashed lines through your mouse if you then click and drag and let go you're setting a preview range and I'll show them what that looks like if you let go you will brown out I'm not sure why they chose brown part of your timeline and this little stopwatch timer button turns active this is your use preview range button so now if I play back my animation it's only gonna use the preview range of 0 to 55 and that way I can check this animation out and watch it again and again to refine it and work on it and just play back that one zone if I turn this button off I'm no longer using the preview range if I'm using the preview range and I want to clear it out I can press alt P if I mouse down here alt P will clear your preview range and turn it off so that's a really handy thing in blender it'll happen and you'll want to use that more often than you might think when you're just starting out animation it it is truly handy ok so getting into more technical parts of animation if I were to use that preview range I'm gonna press P again and just watch my animation of my cube from 1 to 50 or so you might notice that the cube is not moving I had an even increment throughout the animation it's not moving at a constant or linear speed if you're thinking about this motion on a graph in fact there is a graph editor we're not gonna quite get to it yet but I'll show you it and show you what's happening I'm gonna split my timeline window into two so I've got it nice and tall if you put your mouse over a top corner of a window you can get these little pull out a little plus mouse icon and if you drag your left or down from the top you can split the window into two so I like that I'm gonna change this window type into a this is how you change it this button to a graph editor or a their this graph editor will show you in like mathematical XYZ curves and if I go to view view all which is also the HOME key on my extended keyboard you can see everything this red axis it corresponds and the direction the key was making corresponds to this line in terms of a cubes movement so if I were to play this back again and again and again you might notice that the speed of the cube changes over the time that it moves the cube starts off a little bit slower then it speeds up and then it slows down again and they're not just let you watch that a few times through he knows that it's very subtle it's called ease in and E out it's one of the principles of animation and it's something that blender does by default because the default interpolation type interpolation means how it makes positions the keyframes between or frames between your keyframes I'll so then again how it calculates and positions the frames it puts in there for you between your keyframes interpolation can be controlled by you the default is this bezzie a it means you have these handles and you can adjust we'll talk about that later but if I go back and let's say I select my first keyframe and I press T on my keyboard T like the letter T else in this window you'll get this pop up but comes up there are three kinds of interpolation constant linear and bezzie a busy as a default includes easing in and easing out if I change it to linear just with this first keyframe the first keyframe controls the timing rate after it so on until the next keyframe so now if I go and play back this animation in the preview range again you'll see that the motion is a bit more scientific or mathematical or even there's no nice you know starting from a slow and I'm speeding up and then slowing back down again it's just at kind of a constant or really a linear rate and in my graph it or you can see that too you can see it's just moving from point A it's time and distance traveled or motion on the on the up and down axis and in your graph so yeah it's just moving at a constant rate and it's not really constant it's linear if you were to select that first keyframe again press T and select constant constant means that there's actually no interpolation at all so from frame 1 if I press play there's no motion until it gets to that last keyframe in other words if I looked at my graph there it is the X direction or access movement doesn't do anything doesn't change it in its location until it's told to do so same 48 this is actually good for a camera motion if you want to switch between different camera angles without blending between and having your camera fly around really quickly I'm gonna change the cube back to bezzie yeah so now it goes from one the other and interpolates in between i think about my camera view I'm gonna make this a bit smaller so it I press the camera button I can do that I'm gonna make the camera easier to control I'm gonna press n to bring up my side properties panel and then view under view I'm gonna select lock camera to view when I do that I can then orbit and change my camera view on my screen looking through my camera I don't have that checked it just breaks out of the camera that's a good thing - no it's the in properties panel or this little arrow up there as well okay so I'm gonna position my camera on frame 0 I've got my own keying button turn on actually we're just a little bit dangerous what might yeah I'll leave it on for now I'm gonna make a wide shot of my whole scene and if I scrub through and actually look at my cameras keyframes I'm gonna select the camera you can see on frame 0 it's been told to be at this location and then I've got Auto keen turned on if I go to frame let's say 21 and I zoom in and pan down you can see that it made a keyframe of my camera at frame 21 and it flies in it zooms it I don't want that I want to switch camera angles to be like a jump shot so it switches from this camera angle and it stays at this camera angle until frame 20 one another and I want to zoom in in fact I'll be what I'll do is I'll orbit around so it kind of gets a flyby shot there we go so my cameras keyframes are and by the way the timeline shows the object keyframes that you're currently on I'll talk about that in a moment but so if you want see the keyframes for the camera you have to select the camera and then you see the keyframes for that and you've wanted a cube we select the cube okay so it shows the keyframes of the object that you're currently on um if I select my cameras keyframes it's interpolating now from this camera angle why did it change I'm not sure let's change it back on frame 0 and all you know why because I'm using my auto keying set I'm gonna select look rose scale ha ha so at frame well I'm going to tap I in fact I'm going to turn off my key and make sure look what scale is set there and then it is gonna be already about there and I look Road scale just to make sure I'm getting all my types of keyframes so I don't want to do that that's a really not nice camera motion so I'm gonna select my first keyframe tap T and select constant and therefore now my camera will just jump to that other nice camera angle okay so that's not what you can use that for I'm going to get rid of all the keyframes I'll press a and then X a selects all X will delete all those keyframes and I'll jump out of my camera okay so that's a keyframe interpolation you've got three options with the T key no matter what kind of animation editor timeline or graph editor you're in you can press T and get constant linear or bezzie a before we move on to talking about the graph editor really quick if you want to be able to see multiple objects keyframes at once you'll notice that you know I've got two objects in my scene I'm gonna add a mesh let's say a UV sphere and I'm gonna animate that I gotta select it you'll notice that I don't see the keyframes or even my cube listed anymore but if I want to let's say have them go past each other on frame one maybe I'll have the sphere go back there and on frame 48 or so I'm gonna have the sphere be over here and now they're gonna collide yeah sure why not if I want to see both objects at the same time I cannot do that in my timeline the timeline is only for one object at a time unless you select alt shift up here and select multiple objects at the same time which can be a little bit annoying in blender you can make another window another editor on your screen so I'm gonna split my 3d editor window into two I'm gonna grab up here and drag straight down and I'm gonna make what's called a dope sheet window or editor the dope sheet editor is like a super timeline and no matter what you have selected you can see all your objects listed if you turn this little button on which may be on by default it'll only show you the selected objects key things like the timeline but you can turn it off and then it'll show you everything and you can see everything all at the same time and you can zoom in on your different frames or have a big wide shot of all your whole 500 frames of animation look like and then zoom in on your timeline so that's kind of nice going back to our graph editor though if I select my cube and then if I expand in this graph editor window all the different tracks of animation I've got everything on here look Road and scale and I want to be able to understand what's going on here I'm gonna make it a little bit bigger I'm gonna hide this sidebar something less cluttered and I'll make this a bit narrower over here if I want to only focus on let's say they left right the x-axis motion of my cube I can hide everything that I don't want to see so location is the one that I do want so I'm gonna just click and drag and hide all those with the eyeballs and then I can click on this line or one of the keyframes rather to show it the type of interpolation that my cube currently has on this first keyframe if I press T is busy that's what it has and Betsy it gives you access to our called Bezier handles and you can adjust them on both keyframes there are these circles with the orange lines that you can drag around to manipulate the curve which is actually the interpolation between different keyframes so if you want to exaggerate the easing in and easing out in other words to slow down and speed up of your animation well you can drag these handles out and I've got a middle keyframe - which again might get in the way but if I play my animation now you'll see that the animation and I'm gonna actually get rid of that middle keyframe just for the sake of seeing what's going on here you'll see that the animation starts even slower and it speeds up and I'm gonna make this one more exaggerated as well so if I pull these handles they're called Bezier handles out you're gonna see what happens it started really slow it sped up and then it slowed back down it took longer to slow down if I were to mess with these let's say I do that and all that say I do that well this up down access in my graph is distance traveled or amount changed of that track and the left and right axis is time so in this first bit of the animation the cube doesn't or does move a whole lot you see it jumps and lunges forward and in the middle of the animation it it kind of doesn't move a whole lot and then it moves a lot in the end so if I play this animation back the interpolation between our first and last keyframes is very different I can make it the opposite like I had before I could stretch out and make it last very long with very little motion at the beginning and they have all the motion at the end that's what this is like what happens aha so you can really play and this is what professional animators do in order to really kind of coax and refine their animations as they're going from different stages of blocking the animation out in its rough motion to making it polished and final these keyframes in your graph can actually be changed in terms of how this Bezier handle behaves if I click on one of these keyframes in the graph editor and I press the V key the letter V on my keyboard I can set the keyframe handle type I'm not gonna get into these I just want you to know that they're there so if I select something like free I can then even have you know a very much more control of this Bezier handle and you'll notice the busy handle now is kind of broken into two it's not in a straight line anymore if you select one on top V you can select a line and that might do something that it didn't didn't ormally do yeah I'm not gonna get into this amount of control in this video I just want you to be aware the V key is an option for you you can really precisely control things if you're more familiar with vector graphics programs like Inkscape or Adobe Illustrator you might be more familiar in here and adjusting Bezier handles but animation doesn't necessarily just happen with location rotation and scale with 3d objects in your viewport you can animate settings and properties over on the right hand side properties window for an object if you notice before with my cube selected in the object tab it's this one in the properties editor these value boxes for transfer became different colors as I set keyframes if you have a value box has a number in it or even will explore colors as well in this video a little bit later on you'll most the colors change and you might notice there are dots near some of these value boxes you can animate these if I were to go back to the beginning of my animation and look at the cube this box has turned yellow because there's a keyframe at that frame at this time and I could actually adjust things over here as well I do not have Auto keen turned on right now so if I adjust let's say the location of the cube at that time it does not have a keyframe right now I can actually right click on this box and say insert keeping or a place keyframe I can actually press this little diamond here and that will make sure there's a keyframe there and it turns yellow if I want to make rotation happen on this cube there is no rotation right now I actually don't need to do it up here with my gizmos and controls I can actually go back to that keyframe and rotate here let's say I rotate the cube and you can see it rotating over there as I drag in this value if I want to set a keyframe I can right click insert keyframe or just click on that little dot it'll turn it into a diamond I get a keyframe I can go later on to frame 48 I can change that value and I can set a keyframe I don't have auto keen turned on right now so as I change these I have to manually do it right-click insert keyframe or press the little butt so you can control any of these value boxes that have one of these dots sometimes you can do it without even one of these little dots and/or diamonds if I go let's say to the color of let's stick with the cube and I add a material to this object I'm gonna add with the material tab selected I'll press new I'll choose a base color I'll make it a blue cube I can't see it yet though because I do not have my viewport set to a view type of shading that I can see colors there are two that you can material viewport or material preview this option right here it used to be called look dev in one or two point eight zero now in two point eight it's called material preview you can see the colors or of course in the rendered viewport shading okay I'll stick with material preview you can see it's blue on this frame on frame 10 I can actually right click on this box and say insert keyframe and you'll see a material kind of track down here and a shader tree and red green and blue and alpha values come up for the different primary colors of light on your object so if I go later on let's say the frame I don't know 28 sure I can change this color I'll make it red and I will right click and say insert keyframe there's no little dot there or a diamond even if I make this wider doesn't exist but I can still do animation I can transition between colors I can work with my keyframes down here it's really simple and really great it might not transition the way you thought it went maybe across that circle or adjusted for each of these values right green blue so it might not go between the exact colors that you like but again you can control the KERS of that to your heart's content but which is actually a lot more I think picky and advanced that I'm gonna get in this video the last thing I'll show you before we get into how you can move on and progress in animation is you can change the settings for different types of objects if I go up to my add menu and I add a text object which is not a mesh object text under the add menu gives me this 2d special non mesh it's not a mesh it's a text object and it has a text or an object data with an A on it tab and if I press tab to go into edit mode it has an edit mode but it has a cursor I can delete and I can type what I want like a press tab to go back into object mode so I'm gonna make Bourne CG and press tab I'll be this object data tab for text I can change the paragraph settings so I can make it you know centered and if I go into geometry I can extrude the text to make it 3d but I'm gonna animate the letters starting vary spaced out and coming together so kind of merging it in one word it could be my new intro for my videos on this channel so a letter or a part many character spacing is right here I can I mean it I'm gonna starting at frame one and I'm gonna space letters more out I'm gonna right click and insert a keyframe on frame 40 let's just do frame for the 8 I can change this down to 1 the default again and click the diamond or right-click insert keyframe and so now in my animation I've got letters coming together and balls and and cubes flying around okay so that's animation in blender that's an introduction with some details and a broader overview if you want to learn more about animation and how to make good character and object animations I would highly recommend another youtubers video on the 12 principles of animation the 12 principles of animation are squash and stretch anticipation staging straight ahead and post pose follow through and overlapping action slow and slow out are secondary action timing exaggerations solid drawing and appeal if you want to check out an awesome youtubers video on these 12 principles of animation his name is alan becker tutorials and i'll put a link to that on the screen and down in the video description below it's well worth your time the 12 principles of animation will help you understand what makes a good looking animation these 12 principles were thought up by two of the original Disney animators Frank Thomas and Ollie Johnston they were some of the original again these and the animators from way back in the early days of Bambi and Cinderella and they wrote a book about it and that's where these twelve come from so go ahead and check that out but that will be it for this video go ahead and click on that like button if you learned something click on subscribe if I don't see more videos from me on this channel in blender and in the cadeau game engine check out my facebook page at facebook.com slash born CG on that page I post previews and sneak peeks and I talk to you guys there the most but little bit for this video thanks for watching it's in the Excel goodbye you you
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Channel: BornCG
Views: 33,622
Rating: undefined out of 5
Keywords: Blender, tutorial, lesson, 3D, beginner, animation, timeline, frame, keyframe, motion, movement, rotate, rotation, scale, graph, editor, dopesheet, curve, principles
Id: i1opxHc_IqA
Channel Id: undefined
Length: 42min 8sec (2528 seconds)
Published: Sun Dec 01 2019
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