All language subtitles for 02-03-First Keyframe

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Original subtitles

- [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.

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