Blender | Make A Short Movie [Part 1] BEGINNERS

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learning how to animate is one of those really rewarding things you can learn to do in a 3d software like blender in this three part tutorial series i'm going to be teaching you step by step how to recreate this cute little animation that i've made so we're going to be starting with this one which is part one where we're going to be tackling the model at a very beginner level with very basic shapes and then in part two i'm going to be taking you guys through how to set up this really simple little rig that we're going to make from scratch so you can control the eyes and hopefully this is not too complicated i'm going to keep it super super simple and once we've done that i want to also show you guys how we can add the materials and the lights and finish off in part three with this little simulation of love hearts here that falls on the character when he pushes this little lever here so this is gonna be something that i hope you guys are able to really enjoy and if you guys haven't followed me on instagram yet you can check that out in the description below i put a lot of cool stuff on there and also i've got patreon down there where you'll be able to find a lot of these assets and things that i do for these little projects including this one right here so if you want to learn how to do this keep watching this little series on making your first little animation in blender we're going to be using blender 2.9 free so let's get started so once you've opened up a new scene in blender we're going to start by just selecting all of the default objects and we're going to hit x and we're just going to select delete we now have an empty scene and we're going to add in a primitive shape to get started so let's hit shift a on the keyboard we're going to go over to our mesh options at the very top and let's go down and just select the uv sphere so the uv sphere is going to make up the majority of this project and we're just going to be essentially making it into a capsule which is just kind of like an extension of the sphere so the sphere here active and selected you can actually see up here in the scene collect collections it should be active and we're going to hit the tab key on our keyboard to go to edit mode and if you're not familiar with it you can also come up here and just change it manually so in edit mode all of this should be active if it's not just hit a to select everything and you can hit r so r on your keyboard and then y and then nine zero so r y nine zero and hit enter we've now rotated it 90 degrees on this y-axis right here all right and then what we're going to do is we're going to hit z and we're going to go into wireframe then we're going to click over here on our left i'm going to drag selecting only these verts here we're going to hit x and we're going to delete those verts we're going to go to our modifiers we're going to go add modifier add a mirror modifier and we're going to just hit a to select all of this and we're going to go g x and we're going to move it over to the side just a bit enable the clipping here and now we're going to click here and select just these verts and we're going to go e to extrude and we're going to go x so e x and just bring them together and because we have clipping enabled if we move them together they'll clip in the center here okay so you can see here we have the x mirror which is this red axis line here that's being mirrored so now all you have to do is you have to hit a to select everything and you can go g x and you can move it you can make this capsule however long you want it to be so for me i'm going to go with something rougher like this you can always change it a little bit later on so just something like this should be fine and let's also go ahead and just add a subdivision surface modifier on this and it will tab out of edit mode back into object mode you can now hit z and go to wireframe at the moment you can see we have this um non-smooth shading here so with this capsule active we're just going to go to object mode here and let's just enable shade smooth so now we have a nice smooth shading style in our viewport which looks a lot better and before we get into the actual materials in a later part of the series at the moment to make it simpler we're just going to add some placeholder materials so with this capsule selective i'm going to go over to our materials tab i'm going to click new and just click here and let's name it something like skin so i'm just going to call it skin and i'm going to do underscore so skin underscore 1 so skin 1 and let's just come down here to the bottom where it says view port display let's just give the color whatever you want the skin to be in my case i'm going to go kind of with like a purplish kind of color and it doesn't really matter too much right but you can make it whatever this is not going to be showing in the render this is nothing more than a placeholder material that we can see in our viewport we're now going to and with this capsule selected we're going to go shift d to duplicate it and then we're going to go just right click to let go and with that new capsule sphere 1.001 active we're gonna go r nine zero in a front orthographic view we're gonna go r y nine zero and we're gonna hit enter and we're gonna go g z and we're gonna move this capsule down to here and we're gonna go s to scale it i'm gonna scale it about that much i'm going to go g z and move it up into here we're then going to go into our right orthographic view by hitting free on our number pad and in our right orthographic view we're going to go g y and we're going to move it back just a bit go back into front of graphic view by hitting one on your number pad so now let's make the eyes so let's go shift a again let's just add in a uv sphere and let's just give this uv sphere a subdivision surface modifier and let's go g and just move it over to the side go to object mode and enable shades move we're now going to tab into edit mode and with all of this geometry active we can go r x 9 0 and we can hit enter and let's go to our materials let's click new and let's just call it i and it should be assigned because it's the only material and then with our vertex select option enabled here we're going to click on the vertex in the middle here and go control plus to grow the selection however much you want i'm going to go about with this much i'm going to click on a plus again go new and i'm going to call this pupil and then i'm going to click assign and at the moment you don't see it but if you come here to the viewport display if you make that a darker color or a different color you can see it's now standing out so tab out of edit mode go into your front orthographic view and then go g and just move it about here and then go s to scale it down a bit and you can go g y and move it forward onto y if it's easier you can go to the side then hit g y and move it but we only want something that looks roughly like that or maybe even a little bit more out just mess around a bit till you get something that works for you but something like that looks okay in fact because we're gonna be seeing it from the front you can really push it forward quite a bit so that looks okay for now now that you have it positioned you can just go back to modifiers and we already gave it a sub div modifier but let's go and add a mirror modifier and click on the little eyedropper and to use a reference point we're going to click on this original capsule that we made so just click on that and you can now say see it says sphere over here you can name these things to like head body eyes whatever you want but i'm just going to leave it as it is so now we've got the eyes and to make the eyelids it's super easy we're just going to select the eye go into edit mode hit a to select everything shift d to duplicate and then go alt s to scale this new geometry out just a bit and if it's still active you're going to hit p and you can go separate selection tab out of edit mode and now we got this another object called sphere 0 0 3 so you can select it here sphere.003 it's this outer part go to the materials tab and get rid of those two materials come to the drop down and give it that skin one material then tab into edit mode and what you're going to do now is go to your right orthographic view hit z go into wireframe click here and just drag to select all these bottom verts then hit x and delete verts now you've got this semi sphere here and what you can do is you can go to your modifiers and let's give that a solidify modifier drag the solidify all the way to the top and then increase that thickness a little bit and you can also hit a to select everything in edit mode you can go alt s and just bring it back into the eye just a little bit to make it hug so now we have this thing here with all of that geometry active you can also in edit mode go rz90 if you want and hit enter and then it kind of takes that funny shading towards the end but that's optional you don't have to do that tab out of edit mode then go to your right orthographic view and with this now in object mode you're going to go r and just rotate it however you like and then go shift d to duplicate right click and then go r and just rotate it like this this is completely up to you it's completely your personal taste you can hold in shift and select both of these at the same time and you can go r z and rotate them onto z like this and just be as creative as you want it's completely up to you how you want to go about working with this you can select the eye as well and rotate all of that but just you know just take your time figure out how you want to do this and maybe i'll just select the eye and the lids again and just go gy i'm just moving forward just a little bit um so yeah you can select them separately rotate them just try different things so i'm going to go something like that looks pretty cute but don't overdo it that's that should be fine we're now just going to hit a in object mode to select everything we're going to go g and we're going to go z and just move it up till the bottom of the body is sitting about there on the floor don't overdo it doesn't have to be perfect then we're going to go shift a we're just going to add in a cube and with this cube active we're going to go g in our front view and just move it up to where the air is go to the materials and let's quickly just give it that skin one material s to scale it down g to move it on top of the ear here and then tab into edit mode and then what you're going to do is go into wireframe just click and drag to select these top verts then you're going to go e to extrude them up and then s x and scale them in on the x a bit they're going to hover the cursor over this edge here and you go control r you're going to see the yellow line up here you're going to click twice and then you can go s x and scale on the x a bit now you've got the start of an ear you're going to hit a to select everything s y and flatten it on the y you're going to go z and then go solid go to wire your face select and then select this face holding and shift select these two faces as well and then hit i to insert it and then once you've hit i to insert it you can go e to extrude and then s to scale and then you can go control plus to go to selection once and then under your material so you're going to click on the plus on the materials tab create a new material go new and let's call this skin underscore two so this is skin two and when you go assign let's go to the viewport and let's make it a pinkish kind of color they're gonna tab out of edit mode and let's go to our modifiers let's give this a subdivision surface modifier bump the levels up to 2 go to object mode and enable shades move and let's also go and give it a mirror modifier and then i'm going to click on the eyedropper here and once again make sure to select that capsule the original head capsule and now you can go into object mode you can hit r to rotate s to scale and you can make the ears however you want make it completely yours the way you feel fit so that looks pretty cute i'm not gonna i'm gonna leave it at that for now we can always adjust it later so let's get into making some more features that are super simple so we're just gonna for now select the capsule body here i'm just gonna hit ctrl a and i'm gonna just go apply rotation and because we've rotated in our world view it's changed the orientation the modifier is referencing so all we need to do is just simply go to our once we've applied it go over here to our mirror and just change it to z and untick the x now that's correct and now we're going to do is we're going to go shift d to duplicate this move it over to the side i'm going to come to the drop down and apply it on the mirror the mirror only then we're going to tab into edit mode we're going to hit z go into wireframe and we're going to select the vertex select option click over here and just drag and just select these top verts then go g z and just move it up like that and then we're going to tab out of edit mode we're going to go to our right orthographic view you can go back into solid view by hitting z and clicking on solid and then in your right of graphic view you can go r minus 9 0 and hit enter and then s to scale and this is completely up to you can make the legs whatever scale you want but i'm going to hit ctrl 7 or command 7 to go into my bottom orthographic view and i'm going to just go g and move it here and then r to rotate it this is completely up to you how you want to do this go back into your right view g z just move it down we're just trying to make this really simple primitive looking leg once you're happy with it just select it and on top of the subdiv just go add a mirror click on the eyedropper and this time you're going to select the body capsule like that and you can come now and just grab it move it around make it whatever you want it to be so i'm just keeping this super primitive and basic like that pretty cute so now we can add some more features like a little nose so all you have to do is go shift a add in a cube and just give that a subdivision surface modifier pump the viewport levels up to free and the render up to free go to the materials and go to the drop down and give it the skin to placeholder material go to object mode and enable shade smooth then tab into edit mode in wireframe select these two top these four top verts then go s x to scale along the x and then e z to shoot up on the z and then s x to scale in select these bottom vertices and go s x and flatten them so just a shape like this a to select everything then go s y and flatten it on the y just a bit and then tab out now you can hit s to scale it go into your right orthographic view and then go g and just move it forward go to the front of graphic view and just move it forward to about here once it's roughly in place you can go r x and just rotate it a bit on the x to make it fat and match this plane here or just work this curvature so now we've got a little nose or a little mouth whatever you want to interpret that as so i'm just going to put it right there and that just makes it look super cute and it's just one little abstract feature like that that just adds a lot to it you can also grab this guy here and just go shift d to duplicate it this is optional you can bring it down here and just rotate it and scale it like this and then just move it in place and you can make three of these and then go shift d to duplicate it rotate it shift it to duplicate and rotate it just to make these little pause and go to your bottom orthographic view if it helps um you don't have to do this part it's just an extra little detail and this will still look good without this but i prefer just to add this as a little extra detail and then once you're happy um just hold and shift and select all of them like so all three of these are active and then go ctrl j to join them go to your mirror add a mirror under the modifiers oops a mirror modifier click on the eyedropper and select the body and now i've got it on that side as well so now the next part is just going to be modeling the arms and that should be pretty much oh yeah the arms and the tail and that's going to be pretty much this little character done and then we can get on to modeling the little box next to them actually now that i think about it let's model the little box first that will give us a reference point for where we want to put the arms so let's go and hit shift a just add in a simple box tab into edit mode and then hit z go into wireframe and just click here and drag and select the bottom verts of the box then go g z hold in control and it'll snap in increments we're going to snap it to the floor or where this red access line is so just like that and then what we're going to do is we're going to come over here to our face select option we're going to select the top face and we're going to go e to extrude and s to scale you can also hit i just to insert it same thing pretty much so we're going to extrude it to about here and then we're going to go e to extrude we're going to extrude it up and then s to scale and at this point we can tab out of edit mode and we can go g x and just move it over to the side and then s to scale it down about this much should be fine and then we're going to tap back into edit mode you can go back into solid view if you want and then with this face still active we're going to hit i to insert it and then we're going to go e to extrude and z and just extrude it down and then what we're going to do is we're going to go and hit a to select everything and we're going to go and hit control in fact let's just select the corners first we're going to select this corner here holding and shift select this one this one and this one in fact just go to face select hold and shift and select all of these side um panels like this then hit gonna hit ctrl b to bevel it so control b and then roll the middle mouse button just give it a bevel like that and then we're going to go to our modifiers here i'm going to give it a subdivision surface modifier and then we're going to go with back to our edge select mode here and we're going to hold and shift and just select all of these edges here like so at the top all of these edges and then you can go ctrl b to give them a bevel give them a slight bevel like that and you can also just select these edges over here if i just turn the cage on you can see here just these edges and if you want you can go ctrl b and just give them a slight bevel and now you can come here to your subdivision levels and bump it up to three in both the render and the viewport then tab out of edit mode and now you've got this box here go to object mode and enable shades move or do object settings here now you have this nice little box it can be even more basic than this it really can let's go to our materials just click new and let's just give it a material and call it box once again it's just a placeholder we're going to get to the materials in another video and i'm just going to give it this kind of orangey color you can make it whatever you want and then i'm going to tab back into edit mode go to the edge select and i'm going to deselect everything then if you go shift alt you can just click on this edge here and it'll loop select this edge and you can go shift d to duplicate it and then you can go e z and extrude it up on a z control l to select all of this once you have any part of it selected just hit control l and then you can go e to extrude and then alt s and you're going to scale it out along the normals then while that is still active you can hit ctrl l just to select the whole thing go to your materials tab click plus new and assign and let's just call this box 2 and this comes to the viewport and just so we can see it's a different color let's make it red and then go g z and just move that part down to here and then s to scale it in a bit tab out and now you have that box fully done this is a little decorative feature now we're going to add in the joystick so this is about the scale we want that at something like this maybe even just a tad bit smaller so just round about there should be fine and then we're going to go shift a we're going to add in a cylinder and we're going to go g and we're going to move it over to here we'll go s to scale it down doesn't have to be perfect but just something like this and then g bring it down then you can go hit um seven to go your top or for graphic view and then hit z and go into wireframe and then you can just try and line that up roughly in the middle of this hole here as you can see so it just needs to be kind of in the middle there it doesn't have to be perfect then tap into edit mode and just go to your vertex select option click and drag just like this top verts then go g z and just move them all the way to the top it is important though that if you go into object mode and you go and you look down here you can see there's a little orange dot in fact if you don't see it make sure you come up here and origins is enabled and that origin point is where it's going to be rotating around so make sure the origin point sits at the bottom and in edit mode you can make the stick as long as you want by moving those verts on the z-axis so i'm going to go up to about here then once i'm happy and i have those active i'm going to go shift s and i'm going to go cursor to selected so it's going to put the cursor right there in edit mode i'm going to go shift a and add in a uv sphere and i'm going to go s to scale it down to whatever size i want so something like that should be fine and then i'm going to go shift s and i'm just going to go cursor to world origin again tab out of edit mode and now we have the stick and if i hit r to rotate it you can see it's rotating so it's really cool um so we're going to be animating this guy later on but don't worry too much about that now let's just quickly go to our materials just give it a new material i'm just going to call it stick i'm going to make it blue for now then i'm going to tab into edit mode and with this ball active i'm going to get plus new and just going to call this ball and i'm just going to go assign and we're going to make this in the viewport a green material tab out of edit mode and then go to object mode and enable shades move to give that smooth shading so now we have that out of the way and you can edit this ball size at any time and you can you can come in here and just select the whole thing and move it around like that as well whatever whatever works for you okay so just and take your time with that so for now let's get into making the arms so the arms is essentially going to be a duplication of the legs here so if we go hit ctrl 7 to go to our bottom orthographic view we're going to shift d duplicate this move it over to the side and we're going to go r to rotate it just to straighten that out like this roughly lining up with this red axis line then we're going to go to our front orthographic view and we're going to go g and just move it in here s to scale it a bit so this can this is completely up to you but now you can tab into edit mode and just select these verts and go g x and make the arms as long as you need to make them so i'm going to make mine let's see about gx let's go about that much that's all that's needed and then you can come in here and go ctrl r hover over this edge and go ctrl r you're going to see yellow line up here then roll your middle mouse button to add in some more segments about this many and then click twice deselect and now you can just come shift alt and click on this edge here to loop selected enable your proportional editing and then you can go alt s and scale out along the normals and you can roll your middle mouse button to control the proportional falloff so i'm going to go and just give it a little bit of a feature like that and then disable proportional editing tab out of edit mode and we have these arms i'm now going to go to my modifiers and i'm just going to come to the mirror and apply it and then i'm going to tab into edit mode i'm going to hit a to select everything it's now one object then i'm going to hit p and i'm going to go separate by loose parts i'm going to tab out of edit mode and i'm going to select this new arm it's now its own object and i'm going to hit f3 and i'm going to go set i'm going to type in set origin so type in set origin and then go origin to geometry i guess now that's origin point is a little bit more central there don't worry about this arm all you have to do if this arm is going to edit mode enable proportional editing select verts and just rotate them this is something that's completely up to you so you can just hit g to move it around r to rotate just create kind of like a dynamic look to the arm here so this is something that's very um much up to you how you want to do it so i'm not going to go too much into how you should set that up you can just make it look like it's hanging keep it as it is you can rotate it more and just make it look like a dynamic looking armed it's just off to the side it doesn't really matter it's just going to be standing there anyway so it's not important the only thing we're going to be rigging on the body is going to be this arm here which we're going to animate so and also the eyes and just the head tilting but that's going to be in part two we're going to tackle the rigging and the animation so but for now we pretty much have our character done and dusted as far as the modeling goes we might add in a floor later on but this part is pretty much done so i'm gonna see you guys in part two we're gonna tackle making the rig and doing the animation and then hopefully we'll get to part three where we'll tackle the lighting and the final render of this little animation thank you for watching
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Channel: PIXXO 3D
Views: 9,876
Rating: undefined out of 5
Keywords: Blender, Blender 2.83, Blender 2.9, Blender animation, Easy Blender Tutorials, how to get started with Animation in Blender, Animation tutorials for beginners, Easy Blender beginner Animation tutorials, how to get started with animation for beginners, Blender Modelling Tutorials, Getting started with Blender, Blender easy modelling for beginners, 3d modelling made easy, Blender lazy tutorials, beginner blender tutorials, How to rig models in Blender, easy rigging in Blender
Id: 32TcsS1rs4E
Channel Id: undefined
Length: 26min 4sec (1564 seconds)
Published: Thu May 27 2021
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