Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
- [Pierre] Now that we have a better understanding
of object transformation, let's start animating.
We will work on the classic bouncing ball.
Since I'd like to be able to squash and stretch the ball
during the animation,
using its very center as a pivot point is not ideal.
What I'd like to do instead is adding its origin point
on the base of the ball
as this is going to be the contacting point of the ball
with our imaginary ground.
So I will simply enter edit mode,
select every vertices and press G, Z, and one
to move everything off one meter on the Z axis.
When they get back into object mode,
I still have the same sphere,
but its origin is now on its place.
By default, the timeline in Blender
is in the bottom of the screen.
When you press space,
you can see that we are playing an animation,
meaning that blender is going through the different frame
of the document.
The play head in the timeline indicate which frame
you are currently reading.
We can change the length of the animation
by setting the end frame and the beginning frame.
I will set the beginning frame to zero
and end frame to 24.
When I press play,
we can see the play head moving till frame 24
and getting back to frame zero.
This value indicates you in the current frame
that is also alight on top of the play head.
Animation in Blender is basically recording
a different transformation to an object in time,
meaning that we can recall the location,
rotation or scale of an object on different frames.
To insert a key frame,
we simply need to have our object selected in space
and press the I key.
A menu will pop up asking you
which kind of key frame you want to write.
Basically, do you want to recall the location,
the rotation, the scale of the object
or a combination of those?
When I select location,
we can see that in the transform channel of my object,
the location input turn to yellow.
And on the timeline, I get a little yellow indicator
that tells me we have recorded a key frame.
The key frame is a simple registered value in time.
In our case, we have registered or recorded the location
of our object on frame zero.
I will place to play head on frame 10
and move my object higher and insert a location key frame.
Now I can see a new key frame on my timeline,
and as soon as I move the play head from left to right,
I can see sphere moving from its previous position
on frame zero, to the next position we have key framed
on frame 10.
We have recorded two position on two different frame
and what we are seeing now is Blender interpolating
or creating an interpolation
between those two position in space.
key frames can be manipulated in the timeline as objects,
so you can move them using G,
you can press Shift + D to duplicate them.
You can box select them, press X to delete them.
You can insert a new key frame by simply hovering over
a transformed channel and pressing I
or right-clicking and choose between insert key frame
or insert single key frame
if you just want to add a key frame
on the X location, for example.
Right clicking will also hollow you
to delete all the key frames from the selected channel
or choose delete only single key frame
to delete a specific X, Y, or Z channel.
So let's start our exercise on frame zero
and insert a key frame.
Let's moved the play head to frame 12
and then move our sphere or ball on the Z axis
by eight meters.
We can see that our transformed channels have changed color.
The X and Y are still on green,
meaning that they have been key framed previously
and their values haven't changed.
And the Z key frame as turned to orange,
meaning that we have transformed the Z value,
but it's not recorded yet.
And this is a big warning,
because as soon as I will move the play head,
my ball will return to its first key frame position,
meaning that I have lost the Z transformation
I've performed on frame 12 because I haven't recorded it.
So I will jump back to frame 12,
move my sphere of eight meters
and then press I to insert a key frame.
If I now scrub through frame zero to frame 12,
I can see the ball rising in the air.
So transformed channels are colored in yellow
whenever I'm hitting a key frame
and they are green whenever I'm in between
or during an interpolation.
I can select the first key frame,
press Shift + D and move it onto the very last frame
so that I have a looping action.
To create a loop you just have to make your first
and last frames being the same.
You can move from frame to frame
by pressing the left and right arrow.
Whenever you will press the up and down arrow,
you will jump from the previous to the next key frame.
Pressing Shift + right and Shift + left
will bring you to the very last of the very first key frame.
You can perform all those play head manipulation
using the UI in the header of the timeline.
As we have seen before,
anytime while I'm moving our object somewhere,
we need to insert a key frame
or we will lose the manipulation we have done.
While it might be okay to press I
each time we perform a manual manipulation
on the single bouncing ball,
when you will start animating a full character
with thousands of controls, that's gonna be very tedious.
Fortunately, there is the record button here
that allow us to auto key any transformation.
As soon as I move the sphere,
you can see that new keys are being recorded
for every channel of this fear automatically.
Not that whenever you are using this option
and moving your object in space,
you are warned that there is an auto keying going on
on the top right corner of your (indistinct)
As explained in the beginning,
we can keep frame mostly every kind of value in Blender,
and it can be a color.
If I select the material preview of my sphere
and I click this little rounded icon,
it will add a key frame on the color value.
And I can find this key frame on the timeline.
If I go a little further now and change the color,
since the auto keying is on,
it will insert a new key frame of this new color.
And whenever I scrub through the timeline,
I can see the color interpolation of the sphere.
To summarize, we have seen that we can use the timeline
to navigate through the different frames.
We have seen that we can create a key frame
by recording any value, whether it's a transformed channel,
a color or whatever we want onto a specific frame.
Blender will automatically create an interpolation
between two key frames.
Key framed values appear in yellow,
animated values appear in green
unrecording value changes are shown in orange
and gray value are just unanimated values.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.