All language subtitles for 02-01-Object transformation

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,440 --> 00:00:04,650 - In blender almost any input can be animated. 2 00:00:04,650 --> 00:00:08,580 Whether it's an object position, the armature 3 00:00:08,580 --> 00:00:12,770 or a character, or even the color of an object. 4 00:00:12,770 --> 00:00:15,950 Let's start simple with object transformation. 5 00:00:15,950 --> 00:00:17,120 In this chapter, 6 00:00:17,120 --> 00:00:20,060 we will focus on object animation. 7 00:00:20,060 --> 00:00:23,720 And understanding what an object is, is crucial. 8 00:00:23,720 --> 00:00:27,200 An object in blender is a simple container 9 00:00:27,200 --> 00:00:30,270 and depending on what kind of object you've added 10 00:00:30,270 --> 00:00:32,802 it contains different objects datas 11 00:00:32,802 --> 00:00:36,710 like mesh datas, camera datas or empty datas. 12 00:00:36,710 --> 00:00:38,780 These datas can be transferred 13 00:00:38,780 --> 00:00:41,000 from one object to the other. 14 00:00:41,000 --> 00:00:44,280 The important thing regarding object animation 15 00:00:44,280 --> 00:00:47,364 are not these object or mesh datas, 16 00:00:47,364 --> 00:00:49,710 but the object transform data. 17 00:00:49,710 --> 00:00:52,270 The position of the object in space reserved 18 00:00:52,270 --> 00:00:54,400 of its location transform. 19 00:00:54,400 --> 00:00:58,450 Its orientation is based on its rotation values 20 00:00:58,450 --> 00:01:02,150 and size is the result of its original size 21 00:01:02,150 --> 00:01:05,280 multiplied by its current scale. 22 00:01:05,280 --> 00:01:09,420 For example, a cube mesh that is one meter tall 23 00:01:09,420 --> 00:01:12,220 and has a scale of 1.5 24 00:01:12,220 --> 00:01:16,730 will be 1.5 meter tall in the viewport. 25 00:01:16,730 --> 00:01:19,950 These coordinates and transform information 26 00:01:19,950 --> 00:01:23,400 are affecting the origin of the object. 27 00:01:23,400 --> 00:01:27,680 So while the mesh object might look offset, 28 00:01:27,680 --> 00:01:31,580 its position is not linked to its geometry, 29 00:01:31,580 --> 00:01:34,660 but only to its origin point. 30 00:01:34,660 --> 00:01:37,730 So basically when transforming an object 31 00:01:37,730 --> 00:01:41,100 you're just transforming its origin point. 32 00:01:41,100 --> 00:01:43,290 We can see that everything rotates 33 00:01:43,290 --> 00:01:47,130 or scale around or toward the origin point. 34 00:01:47,130 --> 00:01:51,800 We can see this doted line between my mouse cursor 35 00:01:51,800 --> 00:01:54,850 and the origin point of the object, 36 00:01:54,850 --> 00:01:58,610 showing the pivot to use for this transformation. 37 00:01:58,610 --> 00:02:01,370 The current location of the object 38 00:02:01,370 --> 00:02:04,360 is based on this origin point. 39 00:02:04,360 --> 00:02:09,030 And it's measured based on the origin of the blender scene 40 00:02:09,030 --> 00:02:12,150 or the origin of old space. 41 00:02:12,150 --> 00:02:15,550 So by default the origin of an object 42 00:02:15,550 --> 00:02:18,070 is it's transformation pivot 43 00:02:18,070 --> 00:02:20,420 and what we are going to animate. 44 00:02:20,420 --> 00:02:22,670 even if an object seems to be made 45 00:02:22,670 --> 00:02:26,030 of multiple object the only important thing 46 00:02:26,030 --> 00:02:29,060 for animation is its origin point. 47 00:02:29,060 --> 00:02:31,650 You can use the different gizmos available 48 00:02:31,650 --> 00:02:34,680 in the tool panel to transform your object. 49 00:02:34,680 --> 00:02:38,500 I generally prefer to use the shortcuts G to move, 50 00:02:38,500 --> 00:02:43,440 S to scale and R to rotate combined with XYZ 51 00:02:43,440 --> 00:02:47,450 and shift to constraint around specific axis. 52 00:02:47,450 --> 00:02:51,630 To summarize, any kind of object has an origin point. 53 00:02:51,630 --> 00:02:53,620 When animating an object, 54 00:02:53,620 --> 00:02:56,930 we are manipulating its origin coordinate. 55 00:02:56,930 --> 00:02:59,290 So manipulating an object, 56 00:02:59,290 --> 00:03:02,553 is manipulating a single point in space. 4381

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