Opening the Box - Animation, Rigging & the Solidify Modifier

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it's been a bit of time but welcome back to you blender for designers and even though I haven't been here in a few months I actually managed to get a thousand subscribers so Wow and thanks everyone enjoy and today we're going to take a box and open it I'll play that again we're opening the box so this will teach us a number of cool things about animation basic rigging and the solidify modifier so let's get started alright so I got a brand new blender window here and first of all I'm going to change this to cycles and get rid of the default light I'm going to keep the default cube we're not going to call it cube we're going to call it box alright so now to open this box pretty simple tab into edit mode get the face select version tool hit X only faces OOP okay now it's open you get an open box you're done oh wait we're not done first thing I want to do is get the center to the bottom so we're going to go to front view and we're in edit mode so we're just going to bring side panel up and then just make this one height alright so now let's get this tabs extruded so I'm going to make these tabs we're going to go extrude in Z easy up to a half a point and you know half a blended yet so we're going to take this up to 2.5 and then same thing yes you just definitely otherwise will extrude the whole top so extrusion Z and then up and then 2.5 oh all right and then we got to extrude this back bit and normally we extrude it so it covers the whole thing and you got to have a little flap there but we actually want to extrude it so we don't want to quite cover the whole thing so we're going to extrude we're actually shooting Y here so ey and then almost to the top and then not quite alright and then we actually want this to face straight up at least for now so what I'm going to do is I'm going to take Kurt and hit that say cursor to active that purse of active and then going to select these two points going to rotate to the 3d cursor where to go rotate the 3d cursor our X minus 90 well okay perfect all right and so we want a little tab on on the tab so we're going to go extrude in Y just a bit they want to curve that in so we extrude and Y again and then scale in one sorry scaling X median points so extrude and Y again okay on X shootin Y again scale an X and then clean it up a bit so you had a nice little tab there great and then what these we want to scale them in so they actually look like tabs so we'll scale in Y and there you go look kind of like an open box doesn't it alright now we'll unwrap it and get my pretty art on there of course you don't need to put seams on the top open already we do need one on the side and we also need it on the bottom boop-boop-boop will do another right-leaning on let's go to you V's mark scene all right and then let's get our little UV image editor alright we're going to go to front five a a unwrap and oh my god if that doesn't look like a set of guidelines that actually is you could print that out and if you put some little tabs on here you could actually just fold that up does this mean that you can use blender to do packaging design sure why not alright so we need these yeah in Illustrator so we're going to movies export UV layout right here and we're going to call this layout UV and then one thing I hate is that they put opacity here so I'm going to turn out to zero and we'll do this 2048 2048 doesn't matter then bring that into illustrator and so that's going to be a square image so we need a new square image and I'm just going to do two 7 by 7 inches so it's a reasonable size and then I'm going to place that layout here right there I'm going to need to scale down and then I'm going to hit command you to turn on guides to turn on whatever these things that are called auto guides or whatever they're called so that I'm scaling exists so I'm not exactly here there we go that should do it alright great so now we got our die line and I actually already created some art here so I'm going to open recent files and then I'm just going to take all these layers of the art I already created when I back when I rehearse this going to make sure that taste remembers layers is on and I'm going to paste in place and you just go down there great so like any other dye line this is the front that's the bottom left side right side back and top the top is upside down that's why I made it upside down and it's called brass monkey because I'm going to put a brass monkey in there and I like to be see boys so first of all is to export the whole image to file export export as we want a PNG we want the artboards and we're just going to call it art okay okay hit 300 dpi is good and then take that off so you want just a brass bit export export as PNG artboards and we're back in blender and let's get that art on the box so let's split this view and create a node editor let's get a material on this box clap ashore there's one already like we call it outside you'll see why in a second alright so now we're going to want to use nodes we're in compositing okay one of these nodes in ya go to materials use nodes or so we have a two piece material on there so what we kind of want and then okay we're going to add a a image texture and wilderness texture to your art OOP let's go to text your modes he said yep there it goes brass monkey so that's wrapped nicely alright so let's go look at this thing again up close you probably notice a few things one is that the texture is going on both the insides on the outside and - it's just very stiff so first of all now just like other boxes you want to add a level to the edges to kind of smooth it out of it and you can be able to kind of doing wacky things so let's make it less less wacky things a good way to do less wacky things is you just select just the points that you want to bevel which are going to be new ones you only want to bevel the bottom of it we don't want to bevel the top bit so we're going to add a vertex group and we're going to call it stubble I'm going to assign let's go check that they were correct okay good is that they're going to anyway all right so then we're going to go to bevel and we're going to do the vertex group double okay and we don't really want much of a bevel we can go down to like point O three put two signals though and they get a bevel on there but we stop that black on the inside and thing shelter so to make the inside a real inside we're going to have to add another kind of modifier and that's called these solidify modifier so you're going to add that this says this basically allows you to make it solid so you can make a thickness there we go think that's honestly 2001 8.0 to some of me to be that thick now we've got a thickness to it but we don't you start the inside matching the outside so the way we change that is you go to the material index and you can see it's zero right now we're going to change it to 1 on both the rim and the material and what that means is that you're taking there you can actually create a second material for the inside and as long as it's the second material on this object it puts it there so one is the second material because it's computery so 0 is the first one is the second so we're going to create a second material and we'll call that inside I think we have to not be on texture so let me unrendered yes there you can see it we don't any lights yet so there's not much of a rendering but you can see that it's created a different look so while we're at that let's go start creating some lights all right so let's light this thing with a nice environment map let's go find them let's go find a good one so a good way to do it is to just hit Google Image Search and then look for I'm going to look for spherical predict projection and you see there's one right there and another thing I'm going to do is I'm going to go to tools and we go to users right and I'm going to save label reuse with modification so I'm going to go find a nice one I can reuse you kind of grab any of these that look like kind of distorted like this oh yeah I grabbed this one it's a really really big one but a shrug it down down to I think 2k because that's all you really need so I'm going to grow at a texture remember estimate environment texture and I'm going to go open that and connect it and let's turn the strength of two so there you can see the thing lit and you can see the environment map in the background alright so this isn't a texturing tutorial so I'm just going to import the materials that I already created and you can do that by going to file append going to your other blender file and then you can import objects materials whatever in this case material and I'm going to add them to the inside and outside materials so you get nice metallic text on the outside and I'll show you what that material looks like right here you can kind of see that I have two images one that's via the metallic I'm using the Alpha channel for that and one that's the image itself that I exported earlier and here's the inside material where I took a musgraves texture and made it above maps give it a little texture honestly you could probably get away with not doing that alright I'm going to import another thing which is the actual monkeys that are inside the box I say monkeys because a cubic box will actually contains two little monkeys as you can see right here and you can see they have a nice little metallic texture too alright now I'm going to import this set which is a psych and a plane which is illuminating a site and the Sun lip which is also adding some lighting and I'll show you what that looks like right here and the environment looks a little blue so I'm going to go into my environment nodes and I'm going to add a hue saturation and bring down the saturation of the environment texture alright so I'm going to go into material view and start rigging this thing and I'm going to get the 3d cursor all of the back vertices and actually appears already to be there so I'll have to worry about that so curse is exactly where I want it to be let's go back out at edit mode we're going to add shift a a armature let's start with a single bone all right so we want that phone to be right in the middle or x value we want to be zero and then we're going to tab it to edit mode on the armature and then we can scale that up we can go to the side view to see exactly how high we need to do that this is going to be the armature controlling that back flap there great and we guys you call that back all right reflect everything which is best that one bone we're going to duplicate that and move it over here we'll call that bone left all right so we actually want to make sure that that's right in the right spot so the X should be negative one on the head and on the tail and the Y should be one on the head and tail as well all right let me do me at this one look at an X right there get this at one and one I'm going to take those heads and move them down that's left this should be right perfect all right let's get to rigging this thing tab out we've got an armature we've got a box the box right the armature control T do parent and we're going to want to armature deform but we're not I'm going to do it with empty groups I'm going to make this a bit bigger so we can see what we're doing if we tap into edit mode on the box you can go into the vertex groups and you can see there are new ones is back left and right and so far they're empty so we're going to go looks like a back and we say assign and doesn't select anything so what we want to do is you want to assign obviously all those top points so let's just let's just select them and like any other vertex group you just hit assign same thing to the left aside step it at the right what's not so let's just check that back select yep that's what we want left select select that's what we won and we right that's what we want as well all right so then what you can do is kind of neat is you can go tap out of edit mode select the armature and you get a new mode called pose mode and that's when these go blue and that's where you can rotate these bones and animate your object so I'm going to rotate this in X R X you can see that it rotates just the back there very cool then this I'm going to rotate and Y and you can see it just rotates the tab actually distorting that a little bit and we want to see if we can fix that all right fix that you have to go into your modifiers to the box because if the armature is we down here you have to bring that on to the top so it comes before the solidify and the bevel all right so let's get posing this thing so you can go to the tooth the bones and you can actually realize that you can look at the rotations here so if you rotate this an X it does the right thing so we can undo that and we can lock off all the ones at our necks then this one's a little weird because you think you'd rotate it and why but that's not what you do you actually rotate it in Z cuz I think it's gotten turned around somehow so whatever will lock all these off and same thing here and then these are in radians so I'm not even going to do it exactly I'm going to do it visually so we're going to go front view and we're going to rotate this one down just like this and you want to go a little bit further than fully ninety degrees so with this car up to go over and this is now minus 1.0 for it should probably be 1.04 that's correct yes and the tab goes in the right direction and then so this should probably be gas it's probably going to be one a little bit less you can hold the shift key down to do it just slightly less actually I'm going to do because it thinks we're getting a little bit of an intersection here actually makes that tab just a little bit smaller so I'm going to go into the box I'm going to go to edit mode on the box I'm going to select the top put it back and select these right select I'm just going to scale in X so we'd it's just not quite squared off all right and let's see what that looks like when we go back into pose mode good yeah that's that's a nice let just creates a nice little gap there and can actually yeah we can pull this back just a little bit just not intersecting anything good good good good okay so now we want to actually animate this thing so you want to create a keyframe so there's two ways you can do that you can just hit I and then key priam rotation or you can go over to rotation and just hit I over there and a keyframe so that works nicely so now we are on yes we are on frame one so let's go to 2024 and then let's keep reading this open so we'll start with the back one and just do this visually so all the way up like there we'll fix that and then do this around like this a little bit further and I'll copy that because you want it symmetric and then paste that but don't do it negative and there you go alright and then why keep frame all these key frame key frame key frame all right so let's see how that looks that's about right that is about right although I notice a problem and this is because they're all coming at the same time and you probably noticed that as we do that the flap is intersecting with the back flap is intersecting of the side flaps we don't want that that's bad alright so how do we fix this we want to have the side flaps come out a little bit slower so we can have the Claddagh after we can move the cue for a mechanic about after a little bit or we could just delay the way they come out so I think will delay the way they come out so what I'm going to do is I'm going to create I'm going to go to our graph editor this kind of creates the curve just kind of creates the motion curve that we have so these are the curves of the motion right here so we're going to going to just scale this this is coming from the bottom as it opens up so we want to probably scale this and get it a little bit slower so you can just scale there we go see how that works yeah there you see it's not really intersecting now tonight yeah so that comes out a little slower but then kind of speeds up as you get to the bottom all right perfect let's do the other one kind of same way now let's just kind of try to match them so we can scale it just just scale it you know so we have that Bezier curve kind of right to the edge and see how that works yeah there you go that's nice alright so we can do the same same over here well the opposite direction of course that we need to scale that great so they should now yes they should now go very nicely alright so now let's go fix the graphics coming to the top flap and that's actually pretty easy you just move the armature modifier to the very beginning of the modifier stack which I've actually done earlier but when I recorded this I hadn't done it yet so just move that all right now so let's get our camera set up let's go back to room we're on frame 1 and let me go to the front view because I want to start basically from the front view and then we're going to do a align camera to view with ctrl alt numpad 0 I never remember that so I just search for it and we got our camera okay great so I'm going to take our camera and I'm actually going to do a number of little tricks to this and then I get a 50 degree 50 millimeters and zooms me in even more so I want to be way out all right G is easy to kind of go on at z-axis so let's do that that'll tweak this a bit to just the right framing for frame one for the initial frame and so instead of animating the camera itself I'm going to go ahead and animate two and empty which is going to be a nice rotation so I'm going to hit command C chip C alt home to Center the 3d cursor letting us create an empty plane X is fine I'm going to call this camera empty this can be right on the origin if you look yet zero zero zero and we're going to parent the camera to the empty go to zero and a rotate in the Z with the camera empty and you can see you kind of have a spin move around the object it's up and I can also I can rotate an X and we get a nice kind of little crane move here so that's good so what I'm going to do is I'm going to actually create a keyframe of rotation for the camera empty and then I'm going to go all the way to 24 and I'm going to rotate in Z and then I'm going to rotate X X and then I'm going to hit akita nother keyframe for the rotation so that's a nice with a crane move has it open now you may have noticed the camera may want to pull back a little bit we can just see we can actually just go go to the end here maybe select the camera itself and then geez easy to kind of dolly out a little bit actually that might work pretty nicely and that way we've actually just framed this thing nicely and we get this nice little crane move that's going to cool I'm pretty happy with that motion that's all right so let's check a few things before we animate first of all we can actually just play through this animation see if it feels good in real time I won't always go in real-time this is a pretty simple animation that feels pretty good and then the other thing we want to check of course is go into rendered mode and see how it's looking do you know we can scrub through you won't quite get it working quite in real time so that's actually that's pretty good alright so now you can just go start to set up your render go to the render tab sampling check all those little wonderful settings one key setting you want to do with animation make sure that the sampling as it will stop watch next to it so you get a different grain pattern for each frame and when you're done with that just hit the render button alright and so this is the rendering and I have it speeded up a bit I'm not going to keep you here for real-time rendering but you can see on my little squares from all little cores in my CPU and I'm just going to say this has been brought to you by shape 360 calm or should I say has really not been bought to you by shape 360 calm since that is a lot of what I've been working on over the past few months what I've not been doing this so it's a web app that I've been building that allows designers to take their 2d designs and wrap them around 3d objects and you can kind of export renderings and share full 3d online with clients so it's kind of fun check it out if you get a chance it's at a shape 360 calm not done with it still under development still a lot of work to do but going to be launching pretty soon so check it out and now I'm just going to show the final render and enjoy
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Channel: Blender For Designers
Views: 61,388
Rating: undefined out of 5
Keywords: Blender, Design, Tutorial, Rigging, Animation, Solidify, Designers
Id: qh2fhnQlJqU
Channel Id: undefined
Length: 23min 6sec (1386 seconds)
Published: Wed Feb 22 2017
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