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- [Pierre] Now that we
have a better understanding
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of object transformation,
let's start animating.
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We will work on the classic bouncing ball.
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Since I'd like to be able to
squash and stretch the ball
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during the animation,
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using its very center as a
pivot point is not ideal.
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What I'd like to do instead
is adding its origin point
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on the base of the ball
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as this is going to be the
contacting point of the ball
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with our imaginary ground.
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So I will simply enter edit mode,
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select every vertices
and press G, Z, and one
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to move everything off
one meter on the Z axis.
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When they get back into object mode,
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I still have the same sphere,
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but its origin is now on its place.
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By default, the timeline in Blender
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is in the bottom of the screen.
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When you press space,
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you can see that we are
playing an animation,
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meaning that blender is going
through the different frame
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of the document.
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The play head in the
timeline indicate which frame
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you are currently reading.
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We can change the length of the animation
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by setting the end frame
and the beginning frame.
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I will set the beginning frame to zero
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and end frame to 24.
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When I press play,
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we can see the play head
moving till frame 24
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and getting back to frame zero.
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This value indicates
you in the current frame
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that is also alight on
top of the play head.
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Animation in Blender
is basically recording
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a different transformation
to an object in time,
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meaning that we can recall the location,
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rotation or scale of an
object on different frames.
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To insert a key frame,
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we simply need to have our
object selected in space
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and press the I key.
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A menu will pop up asking you
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which kind of key frame you want to write.
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Basically, do you want
to recall the location,
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the rotation, the scale of the object
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or a combination of those?
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When I select location,
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we can see that in the
transform channel of my object,
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the location input turn to yellow.
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And on the timeline, I get
a little yellow indicator
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that tells me we have
recorded a key frame.
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The key frame is a simple
registered value in time.
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In our case, we have registered
or recorded the location
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of our object on frame zero.
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I will place to play head on frame 10
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and move my object higher and
insert a location key frame.
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Now I can see a new key
frame on my timeline,
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and as soon as I move the
play head from left to right,
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I can see sphere moving
from its previous position
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on frame zero, to the next
position we have key framed
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on frame 10.
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We have recorded two position
on two different frame
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and what we are seeing now
is Blender interpolating
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or creating an interpolation
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between those two position in space.
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key frames can be manipulated
in the timeline as objects,
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so you can move them using G,
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you can press Shift + D to duplicate them.
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You can box select them,
press X to delete them.
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You can insert a new key
frame by simply hovering over
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a transformed channel and pressing I
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or right-clicking and choose
between insert key frame
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or insert single key frame
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if you just want to add a key frame
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on the X location, for example.
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Right clicking will also hollow you
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to delete all the key frames
from the selected channel
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or choose delete only single key frame
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to delete a specific X, Y, or Z channel.
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So let's start our exercise on frame zero
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and insert a key frame.
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Let's moved the play head to frame 12
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and then move our sphere
or ball on the Z axis
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by eight meters.
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We can see that our transformed
channels have changed color.
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The X and Y are still on green,
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meaning that they have
been key framed previously
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and their values haven't changed.
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And the Z key frame as turned to orange,
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meaning that we have
transformed the Z value,
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but it's not recorded yet.
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And this is a big warning,
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because as soon as I
will move the play head,
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my ball will return to its
first key frame position,
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meaning that I have lost
the Z transformation
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I've performed on frame 12
because I haven't recorded it.
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So I will jump back to frame 12,
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move my sphere of eight meters
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and then press I to insert a key frame.
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If I now scrub through
frame zero to frame 12,
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I can see the ball rising in the air.
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So transformed channels
are colored in yellow
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whenever I'm hitting a key frame
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and they are green whenever I'm in between
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or during an interpolation.
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I can select the first key frame,
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press Shift + D and move
it onto the very last frame
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so that I have a looping action.
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To create a loop you just
have to make your first
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and last frames being the same.
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You can move from frame to frame
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by pressing the left and right arrow.
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Whenever you will press
the up and down arrow,
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you will jump from the
previous to the next key frame.
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Pressing Shift + right and Shift + left
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will bring you to the very last
of the very first key frame.
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You can perform all those
play head manipulation
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using the UI in the
header of the timeline.
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As we have seen before,
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anytime while I'm moving
our object somewhere,
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we need to insert a key frame
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or we will lose the
manipulation we have done.
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While it might be okay to press I
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each time we perform a manual manipulation
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on the single bouncing ball,
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when you will start
animating a full character
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with thousands of controls,
that's gonna be very tedious.
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Fortunately, there is
the record button here
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that allow us to auto
key any transformation.
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As soon as I move the sphere,
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you can see that new
keys are being recorded
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for every channel of
this fear automatically.
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Not that whenever you
are using this option
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and moving your object in space,
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you are warned that there
is an auto keying going on
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on the top right corner
of your (indistinct)
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As explained in the beginning,
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we can keep frame mostly every
kind of value in Blender,
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and it can be a color.
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If I select the material
preview of my sphere
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and I click this little rounded icon,
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it will add a key frame
on the color value.
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And I can find this key
frame on the timeline.
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If I go a little further
now and change the color,
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since the auto keying is on,
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it will insert a new key
frame of this new color.
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And whenever I scrub through the timeline,
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I can see the color
interpolation of the sphere.
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To summarize, we have seen
that we can use the timeline
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to navigate through the different frames.
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We have seen that we
can create a key frame
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by recording any value, whether
it's a transformed channel,
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a color or whatever we
want onto a specific frame.
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Blender will automatically
create an interpolation
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between two key frames.
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Key framed values appear in yellow,
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animated values appear in green
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unrecording value changes
are shown in orange
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and gray value are just unanimated values.
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