Blender Day 7- Animating Aircraft - Introduction to Blender/ Beginners Series

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[Music] hi welcome back to the final chapter of blender introduction series and today we are going to talk about how to animate stuff okay so far we have been dealing with only the still images and uh now that we have our own 3d model ready of this aircraft which we created in the previous chapter i think it's time we talk about animation what goes into animation what is the keyframing graph editor and basically setting up the render output and uh what are the parameters needs to be adjusted and what all those parameters mean when you're rendering stuff okay so this is where we left off in the previous chapter uh we created a very basic cartoony looking aircraft model and assigned a few materials on it so we were using ev in the previous chapter but now for this one we are going to use cycles because most of the time for the production you will be using cycles if you want to achieve realistic results okay so this is what we are going to make today okay it's going to be a very simple scene like nothing complicated and uh i didn't want to introduce too many complex uh animations at this moment because it's it could be very difficult for the beginners but this will be enough so that you understand uh what is the keyframing and uh how you can basically move an object okay and uh you will be able to understand what the graph editor is and uh uh and if you are already good with the principles of animation i think this will be even more interesting for you okay all right so without any further ado let's get started okay and so first thing we are going to do is uh we are going to prepare this model for animation okay so right now we have this model but it's not clean i mean there are several modifiers applied to it and uh we need and uh the scale is not right and pivot point are not adjusted according to the animation so that's what we are going to do first okay okay so let's select uh the wings first and uh let's see what is happening so we have subdivision modifier and mirror modifier on it okay what we can do is uh move the mirror modifier up and uh click apply okay for the viewport change the subdivision settings to one and uh actually you can make it zero for render leave it to two so basically what will happen is in the viewport uh if you are using uh like a laptop or something uh it could be difficult uh the file could get heavy sometimes so you can use these parameters like you can optimize the viewport performance with this okay you can make it zero but in the render this will render just two subdivisions okay select this object the main body apply the mirror modifier let's isolate this one and see what is happening so i'll apply the mirror modifier make sure the merge vertices is enabled and apply okay now go to edit mode and just cross check if all the vertices are merged properly okay so this looks good and i'll leave it as it is i can disable the lights and camera in the viewport okay so that we can concentrate on only on the model okay same thing i'll do for these objects one by one subdivision in the viewport make it zero all right and uh leave two subdivisions for the render okay viewport zero or you can leave one for the viewport so the basically uh what we are doing is uh we are cleaning up the model uh sometimes you have a lot of modifiers which are stacked over here uh which we which you used to model the stuff so before you go into animation you might want to merge those modifiers like mirror and weld vertices etc okay but if those are deformers like a bending objects and uh something which you want to animate later uh those you don't need too much okay move the mirror modifier up and apply this one i think you uh i hope you understand what we are trying to do here basically uh whatever is unnecessary we are going to remove that we don't need so much of a viewpoint resolution so you can either make it zero one uh to increase the viewport performance even though we are dealing with just one model right now we are going to practice this so that uh when you are making something really complex you have the habit of cleaning up the model okay so yeah i think all the modifiers are collapsed and we don't have any mirror or other modifiers right now what we can do is now select everything and uh just scale it right okay right now uh the scale is one meter okay 1.5 meter when you are dealing with the animation you just want to make sure first the scale of everything is right okay otherwise when you are when you are creating uh layouts or dealing with simulation or like dealing with the camera parameters which are very dependent on the scale parameter those things could be very become very difficult to deal with if the scale is not right let's say if you are dealing with a macro photography shot and the scale is like really big then your camera parameters won't work as well as so i'll select everything b and uh just scale this one to something like let's just make sure everything is selected yeah i'll make it around even though this is a very cartoony plane but i'll keep it like 30 meters okay around 30 meters something like this okay 30 meters in the y direction yeah so now each of these objects we need to parent okay before we start animating but before parenting uh we need to set the origins for each of these objects okay now just make sure origins are working properly i'll isolate this one the front part right now it's not in the center so what we can do is object set origin set origin to geometry so that this is in the center and same for this one object set origin set origin to geometry now we can align this one to this one align objects x and z press enter yeah object set origin to geometry now this is in the center as well now about the origin why we are doing this is uh before you do that you need to think about what you are going to animate and what not even though it's a good practice to keep origin in the center for or where it is needed in hierarchy like we discussed the door origin needs to be in the side so that it works like a hinge and uh for this object to rotate from the center it needs to be in the center and uh so yeah so for these objects it's crucial because we will be rotating these objects and animating so it should be in the center but for stuff like like these screws and all uh at this moment it's not necessary but you can uh do that if you want also the wings are right now one object because we applied the mirror modifier you can separate them by loose parts now these are two wings okay so now the wings are two separate objects and these as well now uh this model is not designed in the way that the wing should be animating uh because uh there is no there is no proper mechanism over here but even then it's a good practice that you when you cleaning up your model you place your origins where it needs to be so let's say these two wings right now uh the x-axis for these objects uh are sideways so i'll enable the origins in the move tool and go to the local okay and we are going to align the x-axis sorry the z in the z-axis should be upwards and x should be aligned to this one okay something like this let's go to the top view place it over here right over here okay so now the x is in this direction z is upwards and y is over here okay same for this one now because this is a mirror object the x for the x side for this object should be in this direction okay so let's move the z direction upwards and align the x direction sideways parallel to the wings yeah this looks fine so disable the origin now you'll see let's say if there was a need of animating the wings if you go to the individual origins you will be able to animate about these screws over here we used array modifier and a curve modifier so you can apply them in the order and always remember when you're applying modifiers the top most should be applied first okay apply array modifier and then curve modify and you can shade them smooth if you want all right so yeah now let's talk about the parenting yeah so the parenting as the name suggests uh is a basically control object okay so let's say if i just make a new file all right and make a sphere over yeah in the center and now let's make a cube okay and i scale it down move it up scale it in the z direction like this now if i select this object and then shift right click on this object now this one is the active object okay now what i can do is i can press ctrl p now this will ask you set parent to okay and you can click on object okay now what this does is when you any transformation you make on this object will also this object will follow as well okay if you select this object you can move it anywhere if you like and as you can see there is a connection line in between these two objects okay now this represents that this object is connected to this one this one is the parent and this one is the child okay and very easy terms over here i think uh it's a self-explanatory and uh whenever you are rigging any complex stuff this will be stuff you will be dealing with and the entire rig is designed in a certain hierarchy so when you're dealing with a human rig the arms will be parented to the torso and the legs will be parented to the pelvis and the feet will be parented to the lower legs the head will be parented to parented to the neck and neck to the upper body something like that but obviously there will be a much more complex system so this is what the parenting means okay so let's say if you if we want to animate these wings okay now what are all the components if i now this one these three should be connected to this one okay yeah so what you can do is you can simply select this one and uh this should be linked to this one okay you can select this object press control p click on object okay now if you rotate this one now in the z direction this will also affect the child object okay now similarly you can select these three objects the wings and activate this one over here and press ctrl p again and set parent to object okay now if you rotate this one you can see the entire the propeller part is working perfectly okay now this is much more easier and convenient and now these objects if you like you can merge them together or what we can do is we can basically select all of these select everything but leave the front part okay and now we can shift right click on the main body because we want the main body to control all of these okay press ctrl p and set parent to object now if you just move this one everything else will also move with this okay and now you can select this part and select the main body and parent this as well now since these objects are already already parented to this one uh those are also moving so this object is uh the child of this one this object is tired of this one okay now if you were uh dealing with much more complex object like if you wanted to animate these as well then you can all break the hierarchy even more like you can parent this one to this one and this one to this one like you need to see i mean what your model is and how the function how it functions okay so it's totally up to you and uh yeah yeah now you can select this main body and press alt g to place it in the center okay change this to okay now select everything now we can apply sorry ctrl a all transform okay so that uh the this is the default scale and default position and everything okay now select the main body and press shift s we want to set the cursor to selected so that the cursor is in the center of this object that's because we are going to bring one empty object in the center let's make uh empty object cube okay now let's make the scale 15. and we can align these two align objects x y and z okay now these empty objects are just to help you arrange your stuff like these are used for rigging and this doesn't have any render properties you can't render these out uh it's not a good idea to set the key on the model okay you you would want to use a control object for the keying okay this is always a good practice just so that if there are any changes in the model or any changes in the rig or something you will always have the keys unaffected of these control objects which are unaffected okay so you can select the main body and empty object and press ctrl p parent to object and we can rename the rename this one to controller now if you like you can make one more empty object what we can do is uh shift s cursor to selected and make one empty object over here circle make it 10 and align this to sorry yeah right in the center we are going to move it out a bit yeah so we'll use this one to animate our these parts now let's select this one and select this one press ctrl p object yeah so this is working and now i can select these wing controllers and select the main controller press ctrl p object yeah so we are not going to complicate uh this further because uh it's a very basic um beginner series and uh i don't want to get into the rigging part at this moment but uh i hope you understand the uh meaning of the parenting and uh how this works yeah so i think we are now all set and we can start animating this one so let's talk about uh the animation the animation is in 3d or 2d or any other medium or the principles are pretty much same okay so think of the photograph when you capture a photograph that is one frame and that is captured the one moment is captured okay but in the video just like in the video you have 30 frames per second so basically what happens is when one moment is captured into multiple frames and those multiple frames are played at rapid succession such as 30 frames per second or 24 frames per second or these days actually we have 60 and 200 frames per second so when uh it's displayed in rapid succession that is where it the human eye perceives perceives it as if it's moving okay so to clear this out i'll just uh make a new file and make a uv sphere over here okay let's go to the front view so as you can see uh over here we have a timeline okay and since we are working on 24 frames you can make it 30 if you want so the time in the animation is divided into frames okay so uh just like in real world at a certain time let's say if at zero second i was on the at the door okay and at the uh 10 second i was in the kitchen okay so from 0 to 10 in the animation and that sequence will be captured into frames okay not just the animation but in the video as well so in the video we capture those frames but in the animation we manually make those frames with whatever content we have in the viewport so right now let's just make this ball and move it on the ground now i want this ball to bounce okay and uh i want this ball to move up and down okay so let's make uh this one is a timeline and uh when you play this timeline whatever animation is in the viewport that will play okay whatever the motion is recorded and how do you record that motion that is what we are going to discuss okay so over here as you can see there is a thing called auto key you enable this now what this will do is this will auto key this will basically record all the motion whatever changes are happening over time uh in uh i mean uh in different frames okay so at frame zero if i move this you can see there's a yellow dot over here that means the position of this object is recorded at frame 0. now let's go to the frame number 15 okay i'll make this timeline a little shorter i'll make it 30 30 frames so that we can create a small loop and let me just uh enable the screencast again yeah so with the control middle click you can stretch this timeline if you want that is not important right now so don't worry about it so at the frame 0 we have this frame already so i'll move to the frame 15 and move this up okay and you can see i have two frames now now let's go to the frame 30 again and you can move it back again or what you can do is you can simply if you want to bring it to the same position as uh where it was before you can simply right click on or left click on this frame press ctrl c and go over here press ctrl v so that we have same frame okay now disable the auto key and let's play the animation okay so the ball is moving okay i won't say it it's bouncing because it doesn't have a very realistic motion but that we will get get to that in a moment okay this is uh auto key okay now what will happen is let's say when the auto key is in enabled okay whatever changes i do that will be recorded okay now for a simple setup like this it will work but a good practice is to not set the auto key on but manually set the key okay now i'll just uh press b and select all these frames and delete them delete keyframes press alt g to set the position reset the position now how do you manually keyframe an object let's say at frame one i want to set a key okay and i want to set the key for only the position i'll press i on the keyboard and this will give me insert keyframe menu okay now click on location and go to the frame 15 and move it up press i again click on the location and just like before i can copy this frame and paste it over here or you can also press shift d and place it over here all right so we have same animation but we manually manually place the keys okay now why do you manually place the keys because like sometimes let's say if you forget to disable this one or during the auto key you happen to adjust any other stuff uh any other thing which can be animated now it could become very difficult to clean up your scene and it will basically generate a lot of frames okay and this way by i actually it gives you a lot of control like what do you want to set key for like right now over here if you see this is called summary of animation in the timeline now this object this object's x y and z location is recorded in the timeline okay so that is what it's showing you keys for okay now the changes are happening only in the z okay if you click on the x uh sorry you can see this line over here this means there are no changes happening and it's the same key continuing from here to here to here in the y it's the same key continuing from here to here to here because this yellow bar represents that there is no change but in the z there are changes that is why there is no connected line over here okay so we are going to add few more exciting things over here now let's go to the frame zero and right now it's a very linear motion okay now if you go over here uh just like any other editor we have the animation category if you go over here you can see it over here as well now right now we are in the timeline okay but if you want to uh let's just play the animation first so this one is a very linear motion okay it's like a piston moving up and down it's a very robotic animation okay and and you can not just uh place the keyframes but also adjust the time interpolation okay i want this ball to work as if uh the real ball i mean it should when it bounces it should be fast and when it when it reaches the highest maximum point where where it can no longer escape the gravity there it should slow down okay so we want this ball to be really fast till here and then it should slow down in the center in the middle of the animation and then come back like a real fast okay that is how the real ball bounces basically so if you change this to graph editor or you can simply press ctrl tab to change the timeline to graph editor you can see the summary again but this time these are not keys but the graphs okay if you are coming from after effects you must have seen graphs over there as well so again in the x direction we don't have any graph in the y direction we don't have any graph i mean the graph is there but the changes are not visible because there are no changes so in the z direction you can see the changes okay now you can manipulate this graph okay now as we discussed we want this ball to go really fast like go up really fast and during the hang time it should slow down okay so what i can do is instead of this ease in i can make this change to happen fast okay so try to read this graph as a change okay so this graph represents change and over here i want the changes to happen fast in the z direction so if the if it was like this that means the change is slowly dragging up and like slowly building up and then it happens fast and then again slows down over here and if i uh play that it will not look like a bounce okay the ball when it hits the ground it immediately uh deflects and uh it happens very fast and the ball bounces like i mean after the contact to the ground uh the push is really strong and when it reaches the maximum height then it slows down you can either scale this point or you can move these handles inside out in the x direction okay and again you can make this point on this handle i mean this there should be more acceleration over here okay so now see what happens now this looks like a ball bounce okay i'll just place one simple ground plane over here all right so if you want you can uh exaggerate this motion a lot you can stretch it and make it like this okay so the motion is there but uh um okay i will not get into the principles of animation at this moment but i'll just add one exciting thing over here okay so just like how we have added one key from for the location if i press i i can set the key for scale rotate and other properties as well so i'll go to the frame 0 now if you if you see in the real world or if you're coming from 2d background i'm sure you know what the stretch in squash means those are first two principles of animation okay now uh just to clear the idea i'll draw one sketch over here okay when the ball hits the ground it will be squashed and after that when it catches the speed it will be stretched and as it moves up it will take its original shape during the hang time it will be perfectly circular and as it falls down it will start stretching again slowly just before the ground hit it will be really stretched if it's already like a rubbery ball and then during the contact it will be squashed like this it's not a best sketch but i hope you understand okay i'll just delete this sketch go to the view and uh annotation delete okay so now we try to do the same thing with the scale parameter let's go to the frame 0 and scale this in z direction like this and scale it up move this down press i and since we moved this one as well i'll press location and scaling okay go to the frame 15 alt s to reset the scale and scaling and for z scale i can copy this key and place it over here as well okay actually z location as well all of these keys we can copy and paste it over here all right for some reason yeah let's just do shift d okay so we have stretch and squash but it's not happening at the right time okay so what we'll do is we'll uh uh break the animation down a further okay what we want is at the frame zero it's squashed but like just like i how i explained in the sketch at the frame too just uh just after it hits the ground and it catches the speed when it lifts back up it should be stretched so i'll press alt s to reset the scale and scale it in the vertical direction scaling key for scaling and when it's about to reach the just in the middle of the animation before it reaches the center hang time you can make it almost perfect okay now after the hang time when it's about to fall down you can make it vertically stretched very slightly scale and just before it's about to hit the ground you can move it up and scale it like this you can also click on available this will uh set the keyframe for whatever animation parameters we have over here now let's disable the overlays okay i'll just reduce the stretch scaling yeah so we have a like a slight stretch and squash in animation okay now now these are the things uh software will not help you with i mean you will have to manually observe motion around yourself like you need to study the motion of like each of the objects you see now this is if you want to really uh master the animation and this is uh if you want to take the animation forward okay but uh just to clear the fundamentals of this is how you set the key for different channels and uh this is uh and it's not just for uh the parameters of an object you can also animate any other uh parameter you see most of the parameters you see on the screen for any object okay you can also animate the materials the environment and the colors of object you can animate the modifiers okay now let's uh give this one some material and make this one black i'll go to the look down mode and disable the scene word let's enable the screen space reflection in the render properties and to this ball i'll give one interesting color like this okay now what we are going to do is we will uh just like i mentioned we can also animate uh any of the parameters okay so instead of uh let me just uh save this file and for the scale parameter i'll delete all the keys okay double click on the z scale delete y scale delete x scale delete now we are back to the basic animation okay i just want to explain one more thing and that is how to set key for other parameters now let's apply one simple deform on our ball object okay sorry simple [Music] deform and i'll change this to stretch okay now let's go to the frame 0 and this is already stretched and yeah so this is a other way of adding stretch and squash to your ball bouncing animation so instead of pressing i over here now this will set this will not work with the modifiers okay now if you want to set a key on any other parameter which are not the transforms of one object you'll have to go to that parameter and press i now this turns yellow and over here you can see there's a simple deform okay and let's go to the frame one you can stretch it like this press i oh sorry press i over here make it zero almost zero i go back to the 15 frame zero press i to set the key when it's about to fall down stretch it again slightly till over here you can make it really stretched and again you can copy paste the same key so yeah this looks like a very stylized uh ping-pong kind of animation okay and similarly if you go to the material properties you can animate color metallicness or any other parameter you see or on the modifier literally like any parameters you can animate okay which are on the object level okay i don't think you'll be able to animate these parameters because this property cannot be a name because this is our viewport property this is not a scene property okay okay so i'll change this one to i'll key it as it is and when it's in the air i'll change this to purple and come back again you can copy paste these shader nodes key shift d yeah so as you can see it's changing color over time you can also add textures and animate textures like uh let me just uh one add one last thing over here if you go to the shader editor and yeah okay for the textures you can do uh let's say if i had one texture mask texture in the base color okay now these parameters i can animate as well okay you can set key for i over here and scale it select key come back again set one key and you can see this texture is animating now okay similarly you can go to the i just disable this one you can go to the world property and bring one texture environment texture and let's just open some hdr enable the hdr in the same word i'll make it isometric view so that we can't see the hdr press ctrl t so that we have coordinates now you can rotate on hdr and create a day night cycle okay and uh not just rotate this one if just like previous chapters if you bring one uh shader mix shader you can combine two different hdrs and let's open bright daylight over here so oh sorry instead of mix shader i i should have done mix texture color mix rgb yeah my bad and make it two so in first one i have a one night hdr and in second one i have one brightly lit cdx hdr so let's say at frame 0 i want this to be night and i press i on the factor of the mix rgb and go over here make it daylight and make it night light okay so like this you can animate any parameters okay all right so there are a lot of things you can animate and uh that is what we are going to discuss we are going to make clouds and add motion to the clouds with the texture and we are going to animate camera like a zoom in and out also add motion to the airplane so uh if you like to study animation further i suggest you study principles of animation first and also even if you don't want to get into animation uh what's more important about animation uh than these uh keyframes or graphs is the motion of animation and once you get the sense of motion like i just have a look around and try to understand what is driving that motion if you have a look at the fan it's a linear motion and if you have a look at the bouncing ball and you have you try to understand when you walk how your uh arm swings okay a lot of things there are and once you understand the motion better then you would know where to set the key okay just like for this because i already know animation of bed i i knew just before uh when the ball hits the ground it should squash and it should accelerate when it uh after deflecting the surface and when it's in the air it should slow down as the gravity is trying to slow it down so yeah let's scale it up and since we don't have any scale keys right now we should be able to scale it up how like however you want okay all right so so basically you can animate any parameter uh for one object's uh physical properties material properties and modifier properties or like anything related to one object okay and also uh so this is the timeline and this is the graph editor okay let me just uh enable the screencast again so control tab for the timeline control tab for graph editor and you can click on normalize to see your graphs aligned together properly okay and if you press home it will maximize the graph in the view and with the numpad 0 dot key uh you can focus on one graph okay all right so if you go over here in the editors there is a category called animation so this uh first one we discussed was timeline which basically gives you representation of the keys which are recorded in the timeline second one which is this one is the graph editor okay now there are few others called dope sheet and drivers and non linear animation we are not going to get into dope sheet or non-linear animation at this moment it's a a little bit advanced topic to um talk at this moment basically what non-linear animation is like just like this one uh when you have multiple animations of one object you can combine those so like in a way basically how you work with the compositing basic so you have multiple layers of animation and you combine them with the non-linear animation yeah and then there are drivers so so these are uh topics we will discuss maybe in some other chapter these are very bit advanced for beginners to understand uh or discuss uh introduce at this moment but there's one thing i want to explain which is over here if you press n just like this property panel in the right you can bring this property panel in the graph editor let's select your object bouncing ball object okay now if you go over here you can see the modifiers okay now there is there are few modifiers which are very useful okay now let's see the cycles if you click on the cycles what this does is basically it creates a loop of animation okay now right now we are dealing with only 30 frames uh like our animation is only 30 frame but what if you wanted this animation to continue for 10 seconds okay so you can increase your timeline and use this parameter cycle okay and uh there are a few things uh you can adjust over here like at the influence and all but um we won't discuss this at this moment and uh there is one very useful which i like a lot it's called step interpolation okay now if you have seen the the stop motion you would see once i play this one sorry i think i need to apply this one in the z location yeah stepped into position so as you can see it's uh trying to uh like instead of one smooth animation it looks like a clay animation okay like you have these steps in motion okay and you can increase and decrease these animations so it looks a little more like a glitchy okay so if you are like dealing with a stop motion or something uh i mean you want to give it a stop-motion effect you can use this parameter it's a very interesting one i'll just disable the scene light it's a bit distracting okay so step interpolation is an interesting one and there's one other called noise now what this does is basically adds noise to your graph instead of making it smooth it adds a random noise and you can play with these settings like as you can see there's a some random noise and you can scale this noise up and down stretch the duration of noise so uh like when you're dealing with the of organic stuff you might uh would want to throw in a bit noise let's say if you are making a airplane airplane animation and you want some of the body parts to shake okay and you can use this parameter to add a shape to the motion of one object and uh similarly we have a generator and this one is like it basically generates a value let's say if you want to animate one fan and you want it to just keep rotating so for that you would you wouldn't want to set keys and try to manually rotate one fan you can simply click on generator and we will use this in on the final animation so we'll get to get to this in a moment so all right so these are the few interesting things you can play around with and uh so timeline graph editor and also just like uh how we created pipes for the aircraft model so when you create one curve object it gives you these handles okay so these are handles and when you create new points the new point will automatically adjust the curve and make it a smooth connection okay now sometimes you want uh like a very sharp point so what you can do is you can press v and click on the vector b and vector this option is also available over here control set handle type vector okay now why i'm explaining this one is because the graph editor is pretty much similar to curves when you want to change the vector type i'll go to the z position now let's say if i want the z let's say if i want to change this graph sorry yeah i disable the normalize so if you select this point and you want to make it sharp you can press b and click on the vector you can see it's back at shaft you can basically select the entire animation and make it linear with the vector so it it's a back to being linear again okay so this is a one good thing about uh the blender basically whatever shortcuts and however uh you work in the 3d viewport uh you can navigate in any other editors in a very similar way like if you are dealing with the uv coordinates you can just move rotate scale and adjust the view in a very similar way now over here i can control middle click to zoom in and zoom out over here or on the timeline and i can control middle click to zoom in and zoom out i can select this things with the b and drag i can press c and circle select so everything is like uh it works the same way so this is a very uh good thing about blender which i like a lot okay so let's move on to the uh main thing and that is going to be uh we are going to start animating our aircraft model okay so you have your aircraft model prepared and i think it's a good time uh we start applying these uh practices on the actual animation and it's going to be really exciting after you start seeing uh the final output all right so let's get back to our main file but we have set up already so we have our airplane and uh everything is linked and scaled right so let's see uh what is happening in the front view side view side view actually this should be other way around we want this to fly from the left to right so press r z 180 and press enter and the first thing we are going to do is set up the camera so press 0 and see what is happening now since we scaled the uh airplane to bigger scale nothing is fitting our camera so to fix that let's go to the view and uh simply press lock camera to view okay and zoom out something like this let's disable the scene word and there's too much shining over here let's disable the blue we want something like this now uh i'll just select the camera sorry first i'll have to enable the camera and light in the object type visibility which we had disabled previously select the camera and uh change the focal length to 60 so that the view is uh like when you're looking at something really big the view is kind of distorted and uh yeah this looks uh big now and uh i'll just change the hdri something like this okay so this is just for viewport the hdri don't worry about it okay so i'll keep it something like this for now and uh click on the lock camera to view okay now we have the camera fixed over here now uh just for the reference uh we are going to create one very basic layout and what the layout is basically uh for the reference that from where to where the animation needs to be so i'll create one plane over here and go to the top view in the uh item over here let's see the scale so we want the y scale to be around 1700 meters because we want the airplane to fly like really fast so it should fly from here to here because it's going to be 10 seconds animation okay so and also what we can do is go to the side view create one uv ico sphere over here and scale it up go to the edit mode press shift d and duplicate everything shift d and make something which looks like cloud okay press l to select this and make it something like organic shape don't worry about the shape this is just for the motion reference and you won't have to render this later we are going to create some other good looking clouds okay so yeah we have our clouds and let's apply one array modifier and make it around 50 copies okay yeah so uh when you're dealing with large scale layout sometimes your viewport may clip off the stuff so to fix that you'll have to go to the view and just change the clipping values over here in the view okay now you can see everything so we might would need 55 copies all right now let's go to the view and see what is happening okay we have a basic looking clouds just for the reference of animation we can make one sorry one more duplicate so i'll make this one 75 70 copies now there is no uh strict number which you need to follow it's all going to be like uh you'll have to make some judgment over here and uh take a creative call how big the layout you want to be you want the plane to fly really fast if you want the plane to go at like supersonic speed you can make it like a really long uh layout and that is totally up to you okay and i'll make the duplicate of these clouds and place one layer in the background okay all right so let's select all these layout objects these two clouds and the ground plane and press m now m is for the collections and when you press m it says move to collection you can simply select the collection which you want which we have over here or you can make a new one and call it layout now let's hide this one and go back to our camera the first thing we are going to do is uh animate these uh propeller or whatever you call it so i'll go to the there are two ways you can animate this okay so we'll have to rotate this one in the y direction one is you manually set the key for the rotation simply press i and rotation and go to the last frame and in the y rotation set the value to something really high and press i and rotation now this will rotate your uh this propeller part okay but maybe you you would need something like 15 000 and press i again and this rotates okay it looks good now because we don't have motion blur over here it looks stupid uh but it's rotating at a really high speed okay now this this is one way and other way is if you can let's delete these uh keys delete keyframes what we discussed in uh like uh earlier simply select this one and uh set one key over here uh press i and rotation now press ctrl tab to go to the graph editor and on the y rotation enable one modifier over here and click on generator now you'll see it's uh generating one value and continuously it's spinning the uh the propeller okay so but you can play with the these values and you'll see uh this graph over here you can make it like a point five point zero one would be something really slow but as you can see the graph this is just for your reference it's it adds a contin continuous growth to the to the graph okay so we want this to be one okay let's keep it one all right so you have your uh first animation this is one of the way now let's go back to the timeline control tab now the second thing we are going to do is select the main um body and go to the frame one okay we want this to be 10 seconds animation and the animation if you go over here to the output properties you can see the frame rate is 24 fps so this is a pretty good frame rate for animation standard it is and if you multiply 24 with 10 it's going to be 10 seconds is 240 so i'll set the range to 240 frames all right and i'll just save my file okay now let's uh set the key for the location i'll make one more view over here so that we can see what is happening in the other and change this to enable layout and this one to camera view okay okay so for uh over here on the frame one i'll press i and set the location key go to the last frame 240 and let's move this all the way till the end and set the key for location now our plane is moving okay if you see over here it's flying it's a very basic animation which we'll fix very soon now the thing is moving out of the camera because camera is not following it so we can do one simple thing but before that let's uh make sure we when we go to the graph editor press ctrl tab we want this plane to fly at constant speed uh equal speed so we we don't want it to slow down at the end of the range or slowly ease in at the start of the animation so we want this graph to be linear now for that you can select the y location press v and set it to vector all right so so that it's flying at a uh linear speed now let's select our camera we have our camera over here either you can right click over here and let's scale it up it's just a visual representation it's not going to change your view okay so frame one control tab to the timeline i'll set the key for location on the frame one sorry global make this global view and move this go to the last frame and move this all the way till you see your plane and the frame where it looks uh something like the first frame so yeah this looks like a first frame and set a location key now over here you can see our layout is kind of uh falling shot so we can increase the number of copies to 75 yeah this is fine now select the camera and let's go back to the graph editor again and select the sorry y location press v and make it vector again so that the camera and the plane have same motion all right so it looks like it's flying really fast and uh right now these clouds look very repetitive and uh that is okay this is just for visual reference uh so that you have the idea of the speed don't worry about it too much disable the layout now we are going to add some secondary animation uh so we have the plane moving in the y direction but it doesn't look much interesting so let's uh so let's go to the frame number 100 over here and rotate this one over here tilt it towards the left okay and yeah first we need to set a key for uh sorry undo first we need to set a rotation key on the frame one i rotation go to the frame number hundred make it like this set the rotation now let's see how it looks all right so go to the frame 180 and uh let's make it something like this i rotation and let's play the animation shift space bar now on the last frame we are going to make it uh reset the position alt r sorry not alt r maybe expand this summary and y rotation and copy the first key over here shift d and place it on the last one all right so if you want you can adjust these rotation keyframes uh something like this and uh if you're sure about the location and you don't want to accidentally change these uh location keys then you can simply lock it over here so that even by mistake if you happen to select the location keys it won't change okay so i'll just change the rotation one so it looks like the plane is taking turn okay okay so we have some very basic animation now but uh right now the view kind of looks boring so that is because uh because our layout have these very dummy looking objects and uh also the camera is not really interesting okay camera is like uh flying at equal distance okay so first thing we are going to do is uh just add some more interest to the camera so let's disable the layout and select the camera let's just uh yeah select the camera so first thing make sure you have some rotation key in the camera at the frame one okay so i'll press i rotation same at the last frame i rotation i already had uh keys for some reason i think but that is a good practice now go to the frame 80 and uh what we can do is enable the lock camera to view over here and select the main body enable the overlays okay now over here what we can do is zoom out now you can see over here uh whatever changes we do because of the lock camera to view those changes are happening to the camera now we want when the camera takes turn uh the camera should zoom out and become a slightly more frontal more frontal view now select the camera and do one rotation and location and rotation key yeah so this looks better and then other way around when around 160 frame let's select the main body press dot on the num lock number pad so that you zoom zoom in on the view zooms in on the selected object now let's move it sorry move it in the center and zoom in like over here okay now you can select the camera okay maybe slightly over here yeah select the camera and press i location and rotation so as you can see uh the view looks much more interesting it's like uh it's not like uh always sticking to the subject but also zooming in and out so one more thing we can do is uh our view is always like this three-fourth view what we can do is in the frame one we can make it slightly side view like this okay and uh select the camera press i and location and rotation do the same thing and visually adjust it to almost similar to the first view something like this select the camera sorry can either select it from here or here that is okay now press i on the last frame and location and rotation now this looks better i'll just save the file okay it's not a perfect loop and i'm not even trying to make a loop so that is okay the next interesting thing okay now disable the lock camera to view now let's enable the layout and see what is happening i'll just move these clouds down these are looking too much all right and let's play the animation what we can do is uh yeah go to the look dev mode and see the animation press n minimize this one so yeah i mean um till the time we add more detail like a clouds and the hdr and stuff uh the layout the speed and all the camera looks fine so now we can start creating some interesting clouds okay these are just for the reference okay so to make the clouds what we are going to do is so we have our plane animation flying from left to right okay and we have our layout now we are going to create some realistic uh clouds okay the first thing let's do uh let's change the engine from ev to cycles and now let's uh render this view and see what is happening yeah let's go to the shader editor and go to the word and i'll apply one sunset.exr okay and change the rotation so that we can see only the sky all right this is our main uh environment source and if you want the sky to be like a really blue what you can do is color and bring one hue saturation and enable the hue saturation over here put it over here and increase the saturation of the of the sky slightly not too much and also play with the different rotations of the different angles of the hdri so that you have some really nice looking clouds uh sky okay so we have this guy and uh we have a one light over here and which we created earlier we don't need it uh we can delete this one and bring one more light it's called one sunlight okay and give it some interesting angle let's uh make it something like this okay strength maybe 50 or 20 okay give it slightly warm color like this okay now to make the clouds uh let's go to the object in the shader editor and uh what we are going to do is uh we are going to create clouds with a shader okay let's bring one cube in the viewport over here okay and make it around if you go to the item make it around 30 by 30 by 30 okay and place it over here we are going to make this one go to the frame zero sorry for frame one and uh go to the side view and place it over here go to the camera view something like this and press m and make a new collection called clouds okay now let's disable the plane so that we can only focus on the cloud now let's create a one new shader called principal bsdf it will bring principal bsdf by by default i'll change this to clouds now so far whatever materials we have used those were surface materials like whatever color or whatever texture i bring in these are always applied on the surface level on the polygons okay i can't see what is inside the object okay now if you see in the material output there are two kind of output one three kind of output one is the surface one is the volume and displacement and so far we have only worked with the surface materials in this series now if we delete this one and bring one shear called volume scatter and enable this one and plug this one into volume you'll see it creates this volume like like a smoky volume thing and fills the box with it okay and it's not applied only on the surface if it doesn't matter how much you zoom in you this uh you will not see the inside of the box because it's filled with the volume okay now one more interesting thing you can do is if you plug this one the warranty texture into the density you'll see something interesting sorry i'll just uh change this one device from gpu to cpu to gpu now let's render this one okay now you can see the texture is driving the density of this object but these volume objects could be very uh time taking i mean these take time to render but we are going to optimize it don't worry about it okay so first thing we are going to set it if you have powerful gpu you can change this to gpu and also in the volume section in the render properties we are going to increase the step size so that it renders faster right now it's only 0.1 i'll make it 1 meter okay now you can see it's rendering very fast okay but if your volume object doesn't have too much of detail you can increase this even further even further okay so right now this is our volume object and you can see my texture is creating a volume okay now i'll bring one better example i'll just cut this one and bring one uh gradient texture and plug this one into density okay now if i change this to spherical and uh press ctrl t because my node wrangler is is enabled this will bring a bring my mapping coordinates okay by default this brings a generated vector that is because by generated it means uh the texture is generated from one corner from this one and scaled up like from here if i scale in and out it will generate from here okay but i want this to be in the center of the object now you'll see my the gradient texture is creating a volume okay and and there is one more interesting thing you can do uh this i i had seen in the cg geek tutorial and uh it's a very interesting approach you can see uh they have a entire tutorial on just how to make clouds so as you see over here the z direction is represented in the blue and uh the x direction is in the red and the y direction in the green okay now rgb and xyz these are vector coordinates okay and actually you can use uh these rgb values to influence the vector uh inputs okay like x y z in the rotation location now you'll see uh the difference if i go to the color and bring in rgb okay now the blue one is the z with a vertical one so i'll go to the blue one first let's just plug it in now see what happens if i increase or decrease the blue one it affects the vertical okay now if i go to the red one and this is the x direction see what happens when i increase or decrease the x one the cloud move i am in the gradient texture moves in the x direction so this is a very good way of creating some organic distortions in the vector coordinates so you can make something like a cloudy cloudy looking shape from here and this is not just it we are going to create one interesting uh texture just in a moment now i just reset it rgb blue and i just want to give this one a slightly shaped like this okay and just like in the shading uh chapter we had uh discussed about how you can combine multiple textures now this gradient texture we can multiply this with a warning texture now let's go to the color and click on mix rgb and bring in one mix rgb and plug the distance of water texture into this one and change this to overlay and now you can see you have a cloudy looking shape okay and if you remember in the shading tech uh shading lesson we had created one of wooden texture and that was with a varana and in the vector if you plug in some noise let's add one texture and add some nice texture now before that let's just uh make this one a 4d 4d will give you this uh a parameter uh where you can uh animate the cloud okay like animate the evolution i mean the time parameter okay now let's make this one around six now i'll change this overlay value all the way all the way to one and uh the nice one i'll make it five and leave the rest as it is okay and let's uh change this value in the w what this does is it generates a random value and animates your architecture so let's create 4.4 okay now you have some cloudy looking shape and let's try some other texture from um here f1 f2 so as you can see from f1 if i change this to f2 you you get some different shape okay so i'm going to just play with this parameter over here also change this value and the rgb value and make it vertically like a squashed okay and now let's add one converter color amp over here and what this can do is this can limit upper and lower limit of your uh the cloud i mean the density so you can adjust these values how much the you want to expand this gradient texture okay now after this you'll just have to play with these parameters and find a perfect uh find the cloud kind of cloud you need so if you want a very cartoony looking cloud which doesn't have much noise you can decrease this scale value over here uh let's just do one thing uh enable the the plane and uh place the cloud over here yeah so now that our light is affecting the cloud you can see that uh the difference and also what one more interesting thing you can do is you can when you stretch this box in the x direction or the y direction or the z direction you can actually create one like a different shape of the cloud i mean the texture is going to stretch with it so as you can see over here it's the same cloud but the shape has changed now one more thing you can do is uh go to the shader and click on the add shader we are going to bring in one more shader and click on the volume absorption okay we want this volume to observe one color and that is going to be i'll just plug in the same input in the density and add some sort of a purple color like a very slight hint of color okay i don't want this to be like like a grey cloud so your scene will kind of get heavy uh if you add too much of volume and i i'm not sure what kind of computer configuration you're using but if it gets too heavy then you can always play with these values increase the step size and make it like uh around or like up till the time it's uh not losing too much of quality but also you can see the cloud okay so now that i have this cloud and uh uh start replacing these uh the additional layout we created for the layout with these ones okay now to do that uh we are going to simply let's just delete this box and uh we are only going to keep this cloud and we are going to keep the volume step size to 5 okay you can keep it to 10 if it's taking too long to render and uh yeah so let's go to the camera view and uh let's create one other view over here for layout reference and enable the layout now let's add this cloud over here okay disable the layout and frame it over here something like this scale it down if you want and let's make it five steps for now okay now what you can do is you can make a duplicate of this one and place it over here so that when the camera animates you'll have multiple clouds if you scrub the timeline okay and also you can stretch it in y direction and move it downwards and maybe give it some random rotation like this okay now create one more duplicate of this place it in the y direction and let's move ahead and see where it falls so this is over here and now you can move this one up place it over here and also give this one a random rotation scale it up or down that depends on your taste all right so now i'll make a copy of these three and move these in y direction and add more copies okay now let's select all of these and create more copies and just fill our layout which we created earlier with these clouds okay so this is just the front layer and also now go to the front view let's uh disable the camera select these clouds and go to the side view now we are going to create one more duplicate and move them in the y direction okay now that you have your entire layer of clouds in the front row what you can do is uh let's uh enable the screencast again for some reason my screencast uh keep disappearing so i'll make one more duplicate of the clouds over here and this will be back row okay and the scale up the entire entire thing and since our view is flipped because we are working from the left to right these cloud sorry let's work in the back view yeah back view and place few clouds over here okay now what we need to do is we need to arrange them more properly uh what we can do is uh let's go through it one by one okay let's go to the frame one and select this one select this one and start aligning these clouds and create as much randomness as possible let's go over here now this cloud is looking too much so what we can do is scale it down press zero now move this down okay now i think these clouds look way too dense so we are going to decrease the density of these clouds let's uh select any of these box go to the shader editor and uh let's uh move this value the black one towards the right and also let's play with the scale parameter or change this to linear light yeah so these are just like photoshop mods i have a bit more advanced but you'll have to choose the right combination right now the clouds look too dense so that's because the light is not bouncing uh much in the clouds so what we can do is enable if you go over here in the render properties go to the light path in the volume if you enable this value and make it one you'll see your light of light is interacting and creating some bounces okay now also you can change this value and make it warm so right now our view kind of looks empty we don't have much of clouds so what we can do is add one more layer and let's go to the front view sorry the back view and select all these clouds and duplicate them and place it somewhere over here okay and let's go to the back view again select all these uh back layer of the cloud and shift them up and then you can start adjusting the clouds position and scale so just go to the different frames and just see if you can create some variation and yeah so that it doesn't look repetitive so once you have uh placed your clouds and uh created some variation so just basically make a duplicate and fill up your scene with this now if you go to the solid mode this is what it looks like so we don't want we won't be able to do much in this view so let's just select the cloud select objects in the cloud and go to the object properties and in the viewport visibility let's make this one two bumps and then right click over here and copy to select it now all of these boxes are only visible in the bounds format okay now your clouds are still there don't worry about it and uh we are going to tweak few more things maybe nah we can tweak the noise scale let's see what happens if i make this to two so this looks interesting and uh let's go to the rgb curves and let's see if we tweak these values and create some interesting shapes okay i'm just going to throw in some some random some randomness and let's go over here and see so this cloud is kind of too big so that is okay uh let's move it over here and uh again there is too much of cloud over here so we can just adjust these as we see them in the view let's limit this with the gradient and also you can if you want to scale these up and down you can do that 0.5 will fill up the entire box uh i mean uh if you make it two it will be very small looking cloud so let's make it uh 0.8 and also uh right now the plane looks kind of a dark okay so what we can do is we can create one light over here let's click over here and create one light and area light okay and let's uh disable the clouds okay i'll just press m and move this to light and camera and disable the clouds now i'll select the this light we have created and select the main controller and press ctrl p and parent this one okay now scale the slider go to the camera view and rotate this one other way around now what we want is we want this side of the plane to look brighter it was looking very boring and not exciting so let's add some warm color and it should look like a bounce light okay so as you can see when i move this light around like without this it was a very dark looking bottom and if i enable this one it looks like a bounce light so i'll make it 1000 and add some brightness to it if you want you can make one more duplicate of this and place it over here so that we have some sort of fill light somewhere over here okay maybe make it 2000 and see all right so we have some bounce light over here and uh okay and also uh if you see over here uh we need to adjust this material if you go to object and uh index of reflection for this glass part make it 1.3 okay and what we can do is we can move it out a bit okay right now it's not visible much so disable the clouds and let's move this entire object in z direction like this go to the edit view select these entire edges and move them in z direction downwards okay and also what we can do is select this character unnecessary objects and we can move it out a bit okay like this now if you want you can go to the front view and create one more layer of the let's go to the back view so whatever clouds we have in the back let's create one more layer of it and place it very far from the camera like so that we have some more interest in the background so yeah i mean um looking at your computer configuration if the scene is getting too heavy you might wouldn't want to add so many clouds and uh also uh uh you need to adjust this parameter if it gets uh really difficult to render okay but don't increase it so much so that uh the cloud start to look really flat like if you increase it too much the density will be the these will appear really flat okay so make it uh i'll keep it at 10 for now and uh now let's uh start preparing this this one for render and take a preview okay okay so right now i think uh when i look at the clouds uh the overall uh frames look fine uh but i think we can add some more interest to the light so let's go to the 3d view and see what all light sources we have and i'll disable the clouds for now so we have one sunlight and then we have a few lights which are attached to the plane so i'll create one more light over here duplicate this uh area that we created earlier and change this to point light okay let's increase the size of this light we want some soft shadows over here if we enable the cloud and uh we definitely need some more interest in the in the main sunlight okay so let's select the sunlight which is somewhere over here and we are going to give it some interesting angle which looks like a sunset let's make it 20 and see what is happening increasing the intensity creates some interesting rim on the clouds so but this might be too much so i'll make it 10. all right and let's go to the so after this uh the process is going to be a back and forth back and forth basically what we are trying to do is uh we are trying to achieve a good visual so this process can take time like all you need to do is find the perfect balance of lighting and the layout and the look of everything so you might would need to go back and forth in the color of the light and the color of the material of the layout so i'll increase the saturation of the background and make it more blue and now now before we start rendering this so the first thing i'll apply some camera effects let's select the camera enable the render and disable the depth of field which we had created earlier okay and enable uh go to the render properties and enable the motion blur okay now to view the motion blur what we are going to do is first let's just make the render size smaller from the render output output properties and render image okay now you'll see uh there is uh this motion blur okay in the entire image now i'll just uh cancel the render we don't want a motion blur for everything we want this for only for these wings the propeller so what we are going to do is we are select we are going to select the cloud or actually lets select everything with a in the viewport and go to object properties let's uh disable this one and uh right click on it and copy to selected so none of these will have motion blur now if you render this render image so it appears flat okay now what we'll do is we'll select only these parts let's disable the cloud for now and overlays let's only select these parts which are rotating and enable the motion blur for these and copy to select it right click okay enable the clouds we can delete the layout uh delete uh hierarchy we don't need it anymore so now if you render this one let's just uh render this image the only the propeller will have the motion blur you can adjust the speed of motion blur from here in the render properties you can change the shutter speed and adjust the motion blur render image let's see what is happening so yeah uh the more this value and the more you'll get the motion blur and that actually also depends on the motion the object have if if it's not moving too much then it doesn't matter how much parameter you change here it won't affect okay so one more thing we are going to do uh before we start preparing for the render these clouds we have created if i isolate this one cloud you'll see if i change this value the w over here in the voronoi 4d texture the shape of the cloud changes over time so what we can do is actually animate this value go to the frame one and press i over here go to the frame 240 and maybe change this one slightly and press i again so that your clouds are animating over time and it gives you illusion of a motion okay okay all right so now we are going to tweak few more things uh before we start rendering if you go over here if your computer uh configurations actually are slowing the renders down there are a few things you can do to take this render uh make this render faster okay these bounces parameter actually uh these are for number of bounces for each of these parameters like how how many times the light bounces to the diffuse surface and how many times to the glossy and uh to the volume and transmission so you can decrease these values uh which are capped by this number and and see if it's affecting your render uh how much it's affecting your render so i'm going to uh put very drastic number over here let's make it five for now okay and see how much uh it's affecting my render now if you see if i make this one one you'll see some of these uh uh things start to look really flat okay uh like uh because uh uh because of one in transparency uh what is happening because we have four walls like outer and inner this glass is starting to look uh black so one will not work so let's make it two three now our glass uh we can see but then uh the because of our limited number of parameters over here the light is not getting through the glass and falling on the character so you so it default value is 12 and uh you can either adjust this manually from here like for transmission let's make it eight and for uh transparency let's make it five for volume you can make it zero if you like and now this will uh make the clouds a little less a little boring but uh that will save you render time okay and step size for volume keep it 10 now one more thing you would want to do is in output properties or sorry in the view layer properties uh enable the denoising now what this will do is uh whenever your render is done if there is any noise it will remove the noise okay now i think it's time we start preparing our render now so far what we have been doing is we we have been uh rendering our output from here in the output in the render properties okay output properties but uh if you want to render out some passes you also want some of these properties like glossy transmission and so later you can composite them properly so for that uh what you would need to do is two things one is enable these passes so let's say if i want glossy direct and indirect and i want uh one z depth and uh we want one maybe shadows let's make it uh let's make ambient occlusion as well so what will happen is now if you press f12 uh let me just make the render 50 50 okay and uh let's make the render sample to 128 and make it okay so our render is done for 50 uh render scale it took me around four minutes for one frame okay and this is not a very high quality render but uh for tutorial purpose i don't uh like i don't think uh you should you would be able to render the entire sequence in a really high quality because uh if i increase all these parameters to the production scale one render could come out to like 40-50 minutes so it's okay to render it in low resolution uh just for learning purpose and now uh if you go over here uh once your render is done right now it's showing combined so this is a combined render okay over here we had enabled a few passes now if you click on any other parameter now this will show you uh different uh settings uh different passes so in the shadows you can only see the shadows in the glass direction you can see the uh glossy parameters which are being directly uh influenced indirect the indirect light which is affecting the glossy parameter you can see that and noisy image and this is without the without the denoising and combined will have a bit smoother result okay so this is just for your knowledge it's not that you need this at this moment but uh this is how you render out the passes okay so one more thing uh now let's uh change this to compositor and uh click on make sure use nodes is enabled so this is what you will see in the compositor when you open it okay if if you can't see it simply press dot on number pad and this will zoom into your compositor now you can delete this node and add one node called file output okay and what this does is basically it will output your file now you can add this to image and d drive and make a folder called lane greater okay and i'll save this one as plain okay and now over here you can add more output if you click over here select this one uh go to the properties right now it's showing you image you can double click on this called color okay this will give you combined output now add one more input and call this maybe you want shadow so let's call this one shadow and you can add more inputs and let's say you want glossy and name it glossy okay now you'll you'll see if you enable or disable any parameters those will add up over here so this is just for your reference uh i don't need these passes at this moment but you you would have to add input over here and connect it uh in the file output and after that and also over here you can select which format you need okay so i'll keep it png and make it zero percent compression and now uh let's render it now over here uh so far we have been rendering our image now to render the sequence you will have to uh click on the render animation okay now let's first render one image and see what is happening so i just uh make one very low resolution render like uh maybe just eight percent render image and let's see what is happening okay now i'll go to the d drive and uh let's click on the plain render you'll see we have a folder called plane and this have three passes color 167 is the frame number glossy 167 is the frame number and shadows okay so this is how you render the output okay now uh for any kind of render it's always a good practice to render out a very low resolution output and like once you are satisfied with everything then you can increase this to 100 and uh also uh like if you can afford it i would suggest you keep it to at least 256 and that will give you a really nice looking smooth result but one one frame will is for me my computer configurations are pretty decent i have uh let me show you just your configuration task manager performance so we have uh 20 cores like multi-threading uh 40 logical processors and we have 64 gb memory nvidia quadruple 4000 okay so this is a pretty uh updated but good configuration for rendering okay and if you can afford it i would say keep it at least 256 and uh so let's go ahead and render this one and we'll see our final output all right so we have the entire sequence rendered and for like i've rendered this one in hd and for one frame it took me around 15 minutes to 20 minutes and this is still not a very high quality render but uh you'll have to live with this uh the process of rendering like even though you can optimize the renders a lot the process of rendering takes time so you'll have to be patient with it there is no shortcut for this and whenever you are rendering for production you should always keep uh you should always consider using render farms or at least keep one or two computers for a few computers for just the rendering purposes okay and uh like uh but uh render optimization will always be helpful but it as long as it uh it doesn't affect the quality way too much and it doesn't really affect your visual you should uh try to work on optimization maybe we'll uh discuss this in some other chapter okay so this is the sequence when you play it it looks like this okay so i adjusted the exposure a bit then i selected the sky color and tweaked made it bit darker i adjusted the colors and added some warmth in the clouds and some levels okay now i made a duplicate uh and uh i tweak the cloud color a bit add some gradient over here and as you can see i have this mask in the compositing so after that i added some glow and uh some motion blur in the post production okay so in after effects you can just add a pixel motion blur and increase the quality and i added my logo and for your final animation this is what it should look like so this is the final render and it's not very high quality but i think it solves the purpose at this stage it's a pretty good thing to look at so after uh you're done with the modeling and you have your clouds and everything i suggest you spend some time on the layout and once everything is set up and you have tested your uh entire animation in a low resolution preview then you should uh come back and adjust few parameters like uh if you can make the clouds a bit more uh the arrangement a bit more random and if you can tweak some frames so after i rendered the entire sequence uh i felt the clouds were repeating too much so i had to delete few clouds and scale them up and down a bit and also you can see over here uh the clouds are animating okay this is a very uh like exaggerated animation but it gives you nice sense of motion okay and uh yeah so and in post production i add some lens flare and i hope you have some knowledge of post production uh if not don't worry about it too much at this moment uh you can uh uh you feel comfortable and use any software your uh you like for the composition so yeah uh this was a very long chapter and uh like a lot of things we did today and it could be uh it could take some time to catch up with this but it's i think it will be a great practice if you can uh whatever your modeled you can make some nice animation out of it and render it okay so uh like it's a not just for this tutorial purpose it's always a good practice whatever you start it you finish it okay and try to work towards a portfolio like it doesn't matter how however basic it is um like whatever you're creating you should always try to give it some nice render and place it so that over the years you can see your progression and over the years you have some portfolio so your portfolio actually can begin on the um very beginner level itself okay if you are committed to whatever you're creating and you don't treat it like a just a tutorial then i think you will have some exciting things in your portfolio okay so i think this one is a pretty decent render and i really like it so thank you for sticking to this tutorial for so long and it's been a really long tutorial and because of so many uh things happening outside um this chapter was delayed a lot so for that i apologize and uh i really hope i can make up for it and my next tutorials will be coming soon and i'm really excited to um like get back to my other series which is content creation uh that is a really advanced one so feel free to message me and uh share whatever thoughts you have in mind whatever you're working on projects and uh like if you want any advice or um like just frame your questions properly and uh it should like uh a certain objective for what you need help for and i should be able to get back to you as soon as possible okay so take your aircraft model just uh scale it up right make some layout with a very dummy geometry add a nice cloud with a volume shader and place your clouds in the arrangement you needed it's a very basic animation it will take some patience okay and definitely i was not able to finish this one in now just one hour or two hour it took me some time i think it took me around a day to finish it so this is a recap version of what i uh in a short format okay so for this tutorial i recreated the scene but it took me one day so it's okay if it takes you more than one day but it's a it's a really good thing to have okay so i hope you like it and uh i'm really looking forward to seeing what you guys create out of this so do share your version tag me on instagram at instagram and i want to thank all of you and yeah good luck in this journey and hope you have learnt something from this do share it with your friends your colleagues and yeah [Music] you
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Channel: CrossMind Studio
Views: 181,731
Rating: undefined out of 5
Keywords: Learn Blender 3d, Blender for Beginners, Free Blender Course, Learn Blender Fast, Blender Crash Course, Learn 3d Animation, Learn 3d Modeling, How to make 3d Models, Blender, 3d, animation, 3dmodeling, HDRI lighting, Professional vfx training, Blender education, Get good with blender, how to make money with blender, how to learn blender 3d, Blender Modifiers, Blender Eevee, Blender Cycles, 3drending, 3ddesign, lowpoly, how to make cartoons, blender jobs, how to make 3d animation
Id: ZnWsCD1Ir2s
Channel Id: undefined
Length: 116min 21sec (6981 seconds)
Published: Sat Apr 11 2020
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