Blender Beyond Basics #4: Fun with Transformations - Blender Tutorial

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👍︎︎ 2 👤︎︎ u/danieldhdds 📅︎︎ Jan 03 2020 🗫︎ replies
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transformations between objects can be done using keyed physics keyed physics is a powerful tool for controlling particle systems in blender it's especially nice for moving particles between two similar particle systems that's because when the particle systems are similar enough the order in which the particles appear disappear and move or equivalent examples of transforming between two similar particle systems include this animation of an object transforming into a smaller version of itself or this animation of an object transforming into a version with a different material or this animation of an object moving from one location to another I'll show you how to do all of these for this video I'll be using blender version 2.8 1a we'll start with an object transforming into a smaller version of itself I'm going to use a Taurus for the object I'll name it tourists start because this is what we'll see at the start of the animation we're going to break this object apart into small particles so we need to give it more geometry so add a subdivision surface modifier set the render and viewport values to 3 this value shows us the number of faces for all of the objects in our scene since this torus is the only object in the scene this is the number of faces that the torus has with this level of subdivision so I'm going to break this object apart into 36,000 particles to do that with the torus selected from the object menu select quick effects and then quick explode this adds a particle system and an explode modifier now switch to the particle tab and change the number of particles to 36,000 I'm going to make the tourist break apart from frames 10 to 110 since the frame start value can't be larger than the frame end value set the end value first leave the lifetime value at 54 now now open the velocity section and set the normal value to zero and also set the randomize value to zero this will prevent the particles from moving away from the object now open the field weight section and set the gravity value to zero this will prevent the particles from falling down if I were to play the animation now the none of the particles would move so let's add a turbulence force field to make them move so press shift a and select force field and then turbulence in the physics tab you can set the strength value I think that a value of 0.5 works well next we're going to set this up so that the torus comes apart from left to right we'll do that by adding a blend texture to the particle system so select the torus at the bottom of the particles tab open the texture section and click the new button then switch to the texture tab and set the type to blend to gain a little more control over this open the color section and add a checkmark next to color ramp now if you open the color ramp section you can customize it if you want to reverse the direction then click this down arrow and select flip color ramp I'm going to leave it the way it is so that the torus will come apart from the left to the right now let's see how this is looking so far so I'll select the torus and switch to the modifier tab then I'll click this button to refresh the modifier data next I'll click the overlays button to get a cleaner look now when I press the play button the torus will come apart from left to right I'll speed up the video for this the lifetime of the particles is set to 50 frames so once a particle starts to move it will disappear 50 frames later we're going to be adding a second smaller torus whose particles will appear at the same time and same place that these particles disappear this is possible because the particle systems of the two objects will be similar enough I'll set the frame number back to one and re-enable the overlays now we need to make a change to the material so switch to the shading workspace these five nodes were automatically added when we selected quick explode they'll interfere with what we're doing so delete them then connect the principal shader to the surface input of the material output node now I'll switch back to the layout workspace now we're ready to add the second object that this object will turn into we'll start by duplicating this object so press shift D and then right click to place the duplicate in the same location as the original then rename the duplicate torus finished because this is what we'll see at the end of the animation in this animation the torus is going to transform into a smaller version of itself so I'll scale this down in size by pressing s then point five then enter now we need to make some changes to the particle system so switch to the particles tab since this is a copy of the larger torus it's using the same particle system so we need to make a copy of this particle system before making any changes to prevent the changes from also being applied to the large torus this number two shows how many objects are using this particle system click it to make a copy for this small torus now scroll down and open the physics section change the physics type to keyed key particles let us control the path of the particles between two or more particle systems we're going to set this up so that the particles of the small tourists start at the location where the large tourist particles disappear then the particles will travel to the small torus to do that open the relations section and click the plus button for the target objects select tourist start and click the plus button again and for the target object select tourist finish now school up to the emission section these are the values that we use for the large Taurus since the first particles start at frame 10 and have a lifetime of 50 they will start to disappear at frame 60 this is where we want the small Taurus particles to start appearing so set the frame start value to 60 the last large tourist particles appear at frame 110 and disappear 50 frames later at frame 160 this is where we want the small tourist particles to finish appearing so set the end value to 160 leave the lifetime value set to 50 now with the end value set to 160 and the life time set to 50 the particles will be done moving at frame 210 so I'm going to set the end of the animation to be framed 220 next switch to the modifier tab so that we can control the visibility of the particles checking unborn will make the particles visible before they start moving checking alive will make them visible while they are moving and checking dead will make them visible after they stop moving we don't want the particles of the small tours to be visible before they start moving so uncheck unborn we do want them to be visible while they are moving and after they stop moving so make sure both alive and dead are checked I'm also going to remove the check mark from next to cut edges which will speed things up now select the large Taurus I'll uncheck cut edges for this also for the large Taurus we want the particles to be visible before they start moving and while they are moving so these check marks are okay we're about ready to play the animation to see what it looks like but first it's a good idea to click the refresh button to refresh the modifier data I'll also select the other Taurus object and click the refresh button for that one as well next I'll click the overlays button to get a cleaner look and then I'll press play I'll speed up the video for this part this look good but we do have a problem if I were to render the animation now it would look like this which is not what we saw when I just played the animation I don't know whether this is a bug in the software or just how the software works but I'll show you a workaround I'll set the frame number back to one reenable the overlays select the large torus and switch to the particles tab if I were to change the lifetime of the particles to 220 to match the length of the animation then the key particles will look good but when I do this the large tourist particles will stay visible for the whole animation so my workaround is to use two copies of the large torus one copy will be invisible and will work with the key particles of the small torus the other copy will be visible an independent of the keyed particles to do this make sure the large torus is selected press shift D to duplicate and then right click to place the duplicate in the same location as the original name this new copy torus visible then make sure torus visible is selected we need to make a copy of this particle system to prevent changes from being applied to the other tourists so click this number-2 button now set the lifetime back to 50 this is the tours that will be visible next select torus start and make sure the lifetime value is set to 220 this is the invisible torus that will work with the keyed particles to make it invisible switch to the modifier tab and remove the check marks from next to unborn and alive next I'll click the refresh button for all three torus objects now when animation it looks like this this is looking good by the way for the renders I'm using the cycles render engine with 25 render samples if you don't know how to render an animation you can watch my video on that topic I'll put a link to it in the video description now let's make a version where the material changes instead of the size so move the timeline near the end of the animation so that we can see the small torus and select it if it's not already selected now we'll restore it to its original size so press s then to then enter now switch to the material tab we need to make a copy of this material to prevent the changes from being applied to the other objects so press the three button now I'm going to change the color now I'll set the timeline to frame 1 and click the refresh button for all three torus objects this is what the rendered Meishan looks like now let's make one more version where the location of the tourist changes so move the time line near the end of the animation so that we can see the finished tourists and select it then I'll switch to the material tab click here and select the blue material now I'll move the Taurus on the x-axis by pressing G then X then minus 3 then enter for this animation the particles will have a longer distance to travel so I'm going to give them more time to move so I'll switch to the particle tab and increase the lifetime to 100 now the last particles will start to move at frame 160 and continue moving for 100 frames bringing us to frame 260 so I'll set the end of the animation to 270 next I'll set the timeline to frame 1 and click the refresh button for all three tourist objects this is what the rendered animation looks like well that concludes this video thanks for watching and please subscribe and leave a comment
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Channel: tutor4u
Views: 114,247
Rating: undefined out of 5
Keywords: blender, transformations, blender version 2.81, keyed physics, chips, how to, tutorial, tutorials, tips, tricks, beginner, intermediate, Blender (Software)
Id: j4k7zClCcE8
Channel Id: undefined
Length: 13min 22sec (802 seconds)
Published: Wed Jan 01 2020
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