Create a HYPNOTIC looping animation in blender

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okay so you guys can see what we're gonna make and yeah that's just jump straight into blender and use the default cube that we have so scale this up by five or not the z-axis now we want to delete the stop and bottom face and create some extra edge loops in here so ctrl R and then I want to create some extra edge loops you get this little tab down here and you can change this number of cuts to 50 awesome now we want to add a modifier and it's gonna be the simply form we wanted to form it around the z-axis and then change this angle you can do 360 degrees I personally like to do 450 and you can always go higher or lower in this angle amount just make sure you do it in increments of 90 degrees so if I want to go higher you do plus 90 and if you want to go lower you Jesus ooh - 90 right so let's go and create a curve circle we're gonna scale this also five times and then we're gonna select this main cube again and then use our curve modifier we're gonna select this curve and then use the z-axis so you can see that now follows the curve if you go here into your object properties you can change this you can change the skill so we can do the skill of the set axis we can put close to each other and I would personally just put them so they are almost touching each other somewhat I hear awesome now I kind of want to rotate this so I'm gonna select both the curve and the cube and rotate this around the x-axis for 90 degrees so now if you click on this one so now if you click on one we are in our front view very cool so yeah we want to animate it right and if you want to animate it it's literally just put rotation of the y-axis and that is how we get that cool effect what I personally did and you have the option to do that or not I edited this cube so I just hit all of these modifiers and I created some extra edge loops and then I played a round of these edge loops so let's say this one I skilled in words just make sure you then do not do it around the y-axis because you still want to make it nice and straight and then I select it off these edges come to be and created a small bevel then I did alt s to kind of scale this bevel up and one thing that you want to do is you want to make sure you have some more vertices in here because we're going to spawn our like balls on top of every Pharisee so make sure you keep that into mind and well if you have something that you like make sure you put your simple own of course so you can see what's actually happening I would also do a subdivision surface and I will just put the subdivision surface a little bit up so yeah this is kind of the form that we're having right now I might want to secure this a little bit up so you can literally play around a lot with this okay so that is the shape that we have right now very cool and what we want to do with this is we want to create all of these wooden balls on top so if we just create a new mesh and it's gonna be a UV sphere we can select this UV sphere and create some materials for it so if you go here into your shading we can literally just put a new shader image texture so just open it and this is gonna be the boot rough color let's look a little bit closer this color goes into the specular open it it's gonna be the boot rough specular I also put it inside the roughness and then just with a color ramp change these colors a little bit so the amount of roughness that we have and as last I just created a normal map here make sure this is a known color data and a normal map note we need in between here kolakozhi the color normal normal and i put the step 4 into 2.3 something like that make sure you make a give this a shade smooth and when you're happy with this then we can go on into just our modeling again and we're gonna create a particle system go here into the product system click on plus and we're going to do hair now instead of hair I wants to render an object which is going to be our sphere and what I like to do always is to just put the skill to one so everything is the same size as my sphere so now it's way too big so select your sphere then just scale it down you can see that it's not really the same size and that is because the hair length also has to do with it so you can put that to one as well okay so now if you scale this up and down you can see it's the same size awesome you can see that this doesn't really look like it's following any geometry so how do we fix that go to source we're gonna omit from vertices so first and then do not do it at the random order so right now it already looks better but it still looks a bit weird why is that well it's because the number does not fit the number of vertices that we have inside this model if you go in this new model select everything we can see here the amount of vertices so 1300 if we put this here 1 3 0 0 we have a very nice amount of vertices so that's cool we can scale this a bit up so it fits a bit better and we can only see something in here which are duplicates and you can get some rendering mistakes from death and you can't really see it now yeah here you can see it you can see that this just doesn't look right that is a problem and you can fix it quite easily we just select all this front or the back here make sure you select the whole edge loop and what we're gonna do now is we're gonna go in here into our object data properties we're gonna create a new vertex groups and assign this group to it so yeah this is just a group I'm not gonna rename it but yeah now we can go back into our particle system and we can click on the third X groups as you can see here density and use that group so you can see that it now only uses this and we just want to infer that so if you click on these arrows here it gets inverted and now we do not have any duplicates in the middle because it just denies those vertices so now if you look a little bit at our material you can see that we have zero volt a ssin in here like there's almost no randomness and I like randomness a lot so if we go here we have to put it to advance and now we have an extra option which is rotation make sure you select this and play around of this randomized phase and randomized phase so now we have some randomness in here which I really like and yeah that's kind of it last thing that I want to deny their vendor to see is actually the emitter so if you go into render you have shown a meter and you can turn that off awesome so now I put my camera I want it just in front so what I like to do is just go to view lock camera to view and then moved a little bit where it should be so around here will be okay they'll turn this off again so we can zoom in a bit go to item make sure you select the camera and here you can see all the values so I just put X at 0 Z at 0 then the rotation at 90 then 0 and 0 so now it's straight up front and you can of course change the y-axis a little bit so it fits inside awesome so that's kind of how I put it in the middle and now we want to animate this of course so how do we do that well I just grabbed this go to timeline by the way we can see now if and also some duplicates why is that remember we turned this off so now the count is not good anymore remember the count the number so if we actually look at these vertices which are 24 if we so if you just lower this number by the amount that you have then we should not have that problem anymore okay that seems to be fixed let's go back to animating so you select this go into your object properties and then if you rotate this y-axis you can see what it does and that is exactly what we wanted to do right so we're gonna insert the keyframe just when it's 0 and then I'd like frame 120 we are going to put this - let's do 360 and then insert keyframe so now it loops perfectly the one problem is let's put this 220 this end you can see that it will slow down but we actually have another big problem here that you can see that the scale-up very big and that it's just if you select this model here and then click a control a and apply the skill this will not happen but our next problem is if we play this you can see that it starts quite slowly then it picks up speed and then at the end it's like slows off again and because of this it looks like it doesn't really loop so how do we fix that I just like to grab another tab in here select our graph editor and if your graph editor you can see what the animation does it you can see that it's not really linear it uses a little bit of a curve so if we select everything with a then go to key interpolation mode instead of a bj we're gonna do linear so now it's just a linear line you can see that the line also changed and it will be perfectly looping okay awesome so yeah now you just have to render it what I personally did I like to render all the stuff you can do it in a V I personally like cycles way more it just looks more realistic so I got the cycles put it into GPU and let's put the performance because I use GPU I used I make the Styles bigger so 256 by 256 if you CPU then don't you do it way bigger that's not needed now I also like to add a background because we do not have it so what I like to do here is go into the shade editor make sure I go to world instead of objects add an environment texture in here kolakozhi to the color and we're gonna open a try so yeah just select one I guess I will just select this one here Kaleigh interior and then look at your render looks quite cool and you can of course move this around the way you want it so if you want to use a texture coordinate in here and a mapping node generated goes into the factor and then this factor goes into this factor you can essentially rotate this around so if I rotate the z-axis for 90 degrees you can see that now we have a different kind of lighting going on yeah you can play around with the strength and this is all up to you how you're gonna do it I would love to see your renders by the way I personally just also make this transparent and then put a background later on inside also just one I just put to the sides so again just can't see it and if you want to render it make sure you put an output map in here an output folder in here so I like to just make a folder inside the same folder that you have this save file boot looping animation and then just animation loop accept it and now when you render your animation it all goes into that folder so that's just the way I like to do it and yeah I hope you guys learn from this and I'll see you guys in the next one
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Channel: 3Dschool
Views: 85,139
Rating: undefined out of 5
Keywords: blender, animation, 3d, loop, looping, wood, sphere, cgi, tutorial, how, to, create, learn
Id: XuXPtrRNpHw
Channel Id: undefined
Length: 13min 36sec (816 seconds)
Published: Mon Mar 16 2020
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