Blender- Learn This Awesome Animation Technique

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hello everyone and welcome to another tutorial so I recently made this animation here on and as you see here on Instagram well I didn't make it on Instagram I may have done blender and not post it on Instagram so today I'm not gonna be showing you how to make this complete scene that you see here but I'm gonna be showing you to take the technique here the main animation that's going on here that looks kind of integrated but it really isn't so this is the scene we're gonna be making today and I really would recommend you try this out it's really fun and it's just exciting a little tutorial and I really enjoyed making and putting it together so this is this is the project worker this is what you see here so it looks quite like quite a lot but what it is is just two simple objects we've animated there's some really basic rotation and location key framing and then we've just parented to an empty and then parent at that empty do this plank here and just kind of made it all work together I'm gonna go step by step how we do it I think you guys are really going to find us quite educational by the way you guys who are on patreon will be getting this seen file of mine that my sometimes every now and then I'll put for the tier two and up I will put some of my Instagram projects on there for people to check out and a lot of you guys really have been enjoying that and telling me about it so let's get into this tutorial I think you guys are gonna yeah learn something really awesome okay so for brand new scene opened up in blender 2.83 what we're gonna do is hit a to select everything and then X and delete um I like to go to my front orthographic key when I whenever I'm doing something so I'm just gonna go to front orthographic hitting one of my number pad and then I'm gonna go shift a good at my mesh options here and I'm gonna go down and add in a cylinder with this cylinder selected I'm gonna go our X + 9 0 and hit enter and in I'm gonna just go s Y point free and hit enter so that's gonna scale along the y-axis by point free so that's gonna be our dimensions here once we've done that we can go ahead and go to control a and just apply the scale and because we initially rotated it as it was going upwards we are gonna go ctrl a and also apply the rotation if you hear the jet ski in the back I do apologize for that because I live and like in front of the ocean so there's a guy at the front kind of going around it was jet ski so I hope that doesn't bother anybody too much anyway so let's hit end to open up our properties panel here so you should see here if you go up you can see item and then you can see here our location should be at 0 and all our rotation constraints should also be at 0 because we've applied the scale and/or Titian so let's just quickly do some basic modeling with this here so first of all is just go to a modifier tab just add a modifier and let's add in a bevel let's make the limit if at an angle and the offset we're going to just decrease something like points your force okay you don't have to this doesn't really matter it's not important so make whatever you want you can make it big small but I'm just gonna go something like that maybe free segments and then just go add and add in a subdivision modifier and go to object and just enable shade Smoove so we should have something like this I just minimize these two here to clean that up a bit and let's do some basic modeling so just tab into edit mode and if you hit K on your number pad your keypad you can click on this vertice here and just go to this vertice on the side of it and click on it and then hit enter so we're just gonna add in a cut over here and then I'm gonna go K click on this vertice go to the side here and click on this and then hit enter and the reason we're doing this because we want to add to two different colors to this so we can actually see it rotating otherwise it's not going to really be that apparent in that viewport so let's go to our materials here when a by default you should have a material already added to this the default material we can just go ahead and create one so let's just make this material in the viewport for now something like a red or whatever and then it's just click on here make another material go new and just go to a face select or yeah just click on your face look here and then go into your hit Z to go into your wireframe and then go B and click on here and just box select these bottom vertices and in that new material we created we're going to go assign so should now see two materials this is really important because it like I said if we didn't have these two different materials you know we wouldn't the rotation wouldn't be as apparent so you can see over here kind of the issue we'd have so that's why we're doing that so with this done let's go and add in our cylinder here notice all their else feared it's gonna be sitting on the top so when your shift a and then I'm going to go to my measure options and add in a UV sphere move this UV sphere selected I'm going to go to my modifiers tab go to add modifier we're going to add in a subdivision surface modifier get in my object and let's just go and make this shade smooth so we want to scale this guy where we have it selected so we're gonna go s point 5 and hit enter and and whenever we kind of like gonna do any sort of animation it's important to apply our scales and rotation most of the time it probably doesn't matter so much of the scale here because I'm not going to be animating that but let's just do it anyway so ctrl a and just apply the scale and then if we go G is Z and we hold in control we can move this up and it's going to keep clicking or snapping I should say to the grid here and we want to move it just that snaps above here so you'll kind of feel it if you do that and let's just do the same thing of the colors here it's going to be just as important to go into wireframe go to your materials just add in that first material here then click on the plus sign and then go new but radically come here and just give it that material 0 0 1 and then you're gonna go B click on here and box like the bottom faces here and just assign that material so we should have the same thing going on here like so so we have our cylinder in the bottom with all of these location and rotation vectors at 0 and we've got this guy here and the location vectors we need to apply now we don't need to apply the location of this on traditional eave it as it is that'll be fine so now we can start getting into some of our animation so what we're gonna do first of all is just hover over here just give ourselves a little bit more real estate to pull this out and if you roll your middle mouse we can bring this in a little bit and what I'm gonna do is make sure I'm gonna frame 1 by default you should be and on frame 1 we're gonna grab both of these guys here and then when I go hit I on our number pad and we're going to insert our location keyframe and that's because we have to both select it's going to do that too to both of them as you can see here both of them have that done to them so just select them by forget holding shift and then what we're gonna do is go to frame 40 like so and then frame 40 we're gonna move this guy first okay so we want to move this guy on the X location okay negative on the X location which is going to be to our left here on the screen so we want to move it by a measurement of six so we're gonna type in negative six and hit enter and on frame 40 we're gonna go eye and insert a keyframe so we should see this okay and I think this was looking a little bit faster what I might do let's just grab this guy like drag little box over in this code G and just go to frame eighty with it like that so it should be like this okay that's looking really good and then what we're gonna do is we're going to make it rotate because we're already on frame one inserted a keyframe for our rotation if this guy doesn't seem to have so let's just make sure we do it just go I and insert a rotation keyframe okay so this should be yellow on frame one and we're gonna drag it to frame 80 and then frame 80 as it is moving and a negative x value to a unit of six meters we want to also write it on its y-axis its local Y so let's come over here on frame 80 and make this value here 300 for now so typing 300 and then hovering over it hit I insert a keyframe so now as it's moving across the x-axis and a negative it should be rotating at the same time okay so at the moment it's not rotating the right way so let's just go to frame eight again and let's just make this negative 300 she's typing - free 0 0 and hit enter and you said I again okay so that should fix that problem so let's look at that and now we're seeing a nice rotation like so that's looking really good as kind of what we want it now the reason I went with a value of 300 is because I found that it slides to anything more than that and it starts kind of sliding it doesn't make sense and anything less than that it's it's moving faster than its turning so this is a I didn't do any math for this I kind of just did it till it felt right but I'll quickly show you a little techniques if you just go to frame one what you can do is go shift a just add it in a cube and then check out s to scale this cube down just bring it down here somewhere and then go r45 and hit enter and your front orthographic view and now if you go on your ego through here very slowly okay you go to where this these two where these two colors meet where they kind of touched your grid here we're going to go G and move this guy here so if you kind of go through it slowly we should see it shouldn't slide too much away from that point as it's moving forward and then you can keep moving along till the next point where it comes almost down at a 90-degree angle and go shift the X and just move it up to here so this is kind of like a quick and dirty way to do an animation like this a little bit of sliding won't be that noticeable but if you're really finicky about it you can kind of like do the math on it but I didn't do anything like that so this is just kind of like something you can mess around if all you have to simply do is just keep coming to ad and just mess around of this valley here and keep getting hitting AI until you get something that makes sense and doesn't have too much sliding okay so let's go back to frame 1 and let's do the same with this guy now what we're going to do is on frame 1 we're gonna go by and just insert a rotation keyframe so now we have a location and a rotation on frame 1 and this is slider to frame 80 and from a frame 80 we're gonna go G and then we're going to go X and you're going to drag to decide holding and control to it snap snaps just right above this or other work order otherwise if you want to be more accurate just come here to the location and you can type in negative 6 and hit I so this is hit I hovering over here and insert a keyframe went from 80 and then we're going to do is the same thing on the Y value but if this one we're gonna go and type in 360 and hit enter and then go by and with this one we wanna the reason we're not doing negative because this one is sitting on top of this sphere it's got to be rotating the opposite way if that makes sense so that's why we're doing that so and this one both of them have a negative value on the Y rotation in the X location with the top one we want to make that one different because it's kind of like the opposite of reaction so we should have this it should look it should make sense if you like I said if you have any sliding what you can do is come here and adjust this value and hit I on frame 80 till it makes sense but I'm gonna leave it at this there's a nice little satisfying animation and what you can simply do is holding shift you select both of them and then you can go and just box select these first vertices and get shifty and just drag them to frame 160 so what we're gonna have is this it's going to come over here nice and slow and then ease in and ease that back and because by default blender should be doing L and busier and terpil ation on this it should look quite smooth so what we can do is just make sure so just select both of them again select all of these keyframes here and then go T and just make sure it's Bezier it should be by default if it was linear it would just it'll just stop the quick clean go back to where it was almost instantly and I just wouldn't look very physically pleasing nor accurate sir we're gonna go something like this it looks really good so now I'm gonna quickly show you how it can add that empty in here and make it kind of a little bit more interesting so let's go shift a let's go to our empty here we're gonna add in a cube on frame 1 and then we'll grab by from these guys holding shift and then still holding shift select to empty as a last object and got control Pete keep object and key transform so now if I were to example just rotate this and play then it's going to go the same rotation so we can now move this empty around but still have our animation happening separately so that's looking really good so what we can do now is go shift a and just add in a mesh cube and then go s-see just scale it down doesn't have to be specific just something like a little bridge and then go sx and make it yeah doesn't this long we'll be fine it's just for demonstration then guess why and just scale it a little bit so just we have like this kind of like this plank looking thing and then we can go control a just apply to scale and apply to rotation on that I don't think we mess up the rotation so it doesn't really matter and I'm just gonna delete these two objects there we don't need them so what we can do now is grab this on frame one and grab this empty and go g.x kind of move it over here anywhere here to the side and then holding in control I'm holding in shift we can click on this plank here and then go control P and set parent to keep transform so now if I were to grab this guy and kind of rotate it like this a little bit and go I and insert a rotation key on frame one it's gonna kind of be going down at a slope and then what I can do is just kind of as it gets not quite on frame 80 but just like it's 60 or something I can kind of go I insert a rotation keyframe and then on frame 80 I can slowly start making it tip up again like this slide a little bit I and ensure the rotation keyframe so let's have a look at that that goes down and then slowly goes up to kind of stop it and it starts rolling back like that and you can kind of just bring these frames in so let's bring that in to our end frame value to 160 let's have a look at that and then you can grab this frame on keyframe on frame 80 go shifty and kind of slide it up to frame 140 and then on frame 160 we want it back to where it started so let's just circle this guy here at the front like hover just box drag it and go shifty and just drag it to frame 160 so it should it should be loopable so let's have a look at this so go like that and then it goes back lifts at the last second and then it gets back so here we have a nice relatively complicated looking animation but really all it is is some really basic animation and a little bit of trick trickery to make something look really awesome so I hope you guys enjoyed this tutorial like I said it's not a final product we're not making like a lighting yet and anything like a fancy kind of scene or anything it's just to show you guys this kind of technique I hope you guys are able to implement it in your workflow make something interesting out of it I will be making my original scene that is on Instagram available on patreon so patrons will be getting that if you want to pull that apart have a look at it see what I did I did that one a little bit more complicated added a few more little things to it anyway I'll see you guys in next time for another tutorial and I hope you enjoyed
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Channel: PIXXO 3D
Views: 12,537
Rating: undefined out of 5
Keywords: Blender tutorials for beginners, Easy Blender tutorials, Blender Animation, Blender Sculpting, Blender Courses, Blender Motion Graphics, Blender 2.8, Blender 2.81, Blender 2.82, Blender 2.83, PIXXO 3D
Id: poCMnnz8qhs
Channel Id: undefined
Length: 15min 47sec (947 seconds)
Published: Tue Mar 03 2020
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