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These are the user uploaded subtitles that are being translated: 1 00:00:00,150 --> 00:00:02,540 - [Pierre] Now that we have a better understanding 2 00:00:02,540 --> 00:00:06,280 of object transformation, let's start animating. 3 00:00:06,280 --> 00:00:08,890 We will work on the classic bouncing ball. 4 00:00:08,890 --> 00:00:12,870 Since I'd like to be able to squash and stretch the ball 5 00:00:12,870 --> 00:00:14,557 during the animation, 6 00:00:14,557 --> 00:00:19,557 using its very center as a pivot point is not ideal. 7 00:00:19,970 --> 00:00:24,100 What I'd like to do instead is adding its origin point 8 00:00:24,100 --> 00:00:26,230 on the base of the ball 9 00:00:26,230 --> 00:00:29,880 as this is going to be the contacting point of the ball 10 00:00:29,880 --> 00:00:32,320 with our imaginary ground. 11 00:00:32,320 --> 00:00:34,880 So I will simply enter edit mode, 12 00:00:34,880 --> 00:00:39,880 select every vertices and press G, Z, and one 13 00:00:40,130 --> 00:00:43,940 to move everything off one meter on the Z axis. 14 00:00:43,940 --> 00:00:45,980 When they get back into object mode, 15 00:00:45,980 --> 00:00:48,130 I still have the same sphere, 16 00:00:48,130 --> 00:00:51,600 but its origin is now on its place. 17 00:00:51,600 --> 00:00:54,390 By default, the timeline in Blender 18 00:00:54,390 --> 00:00:56,350 is in the bottom of the screen. 19 00:00:56,350 --> 00:00:57,890 When you press space, 20 00:00:57,890 --> 00:01:01,120 you can see that we are playing an animation, 21 00:01:01,120 --> 00:01:05,030 meaning that blender is going through the different frame 22 00:01:05,030 --> 00:01:06,400 of the document. 23 00:01:06,400 --> 00:01:10,290 The play head in the timeline indicate which frame 24 00:01:10,290 --> 00:01:12,220 you are currently reading. 25 00:01:12,220 --> 00:01:15,000 We can change the length of the animation 26 00:01:15,000 --> 00:01:18,700 by setting the end frame and the beginning frame. 27 00:01:18,700 --> 00:01:21,420 I will set the beginning frame to zero 28 00:01:21,420 --> 00:01:23,560 and end frame to 24. 29 00:01:23,560 --> 00:01:25,170 When I press play, 30 00:01:25,170 --> 00:01:29,280 we can see the play head moving till frame 24 31 00:01:29,280 --> 00:01:31,680 and getting back to frame zero. 32 00:01:31,680 --> 00:01:34,260 This value indicates you in the current frame 33 00:01:34,260 --> 00:01:37,940 that is also alight on top of the play head. 34 00:01:37,940 --> 00:01:41,400 Animation in Blender is basically recording 35 00:01:41,400 --> 00:01:46,050 a different transformation to an object in time, 36 00:01:46,050 --> 00:01:48,380 meaning that we can recall the location, 37 00:01:48,380 --> 00:01:52,410 rotation or scale of an object on different frames. 38 00:01:52,410 --> 00:01:54,190 To insert a key frame, 39 00:01:54,190 --> 00:01:58,610 we simply need to have our object selected in space 40 00:01:58,610 --> 00:02:00,500 and press the I key. 41 00:02:00,500 --> 00:02:02,810 A menu will pop up asking you 42 00:02:02,810 --> 00:02:05,520 which kind of key frame you want to write. 43 00:02:05,520 --> 00:02:08,790 Basically, do you want to recall the location, 44 00:02:08,790 --> 00:02:11,480 the rotation, the scale of the object 45 00:02:11,480 --> 00:02:13,610 or a combination of those? 46 00:02:13,610 --> 00:02:15,610 When I select location, 47 00:02:15,610 --> 00:02:19,740 we can see that in the transform channel of my object, 48 00:02:19,740 --> 00:02:22,490 the location input turn to yellow. 49 00:02:22,490 --> 00:02:27,160 And on the timeline, I get a little yellow indicator 50 00:02:27,160 --> 00:02:30,810 that tells me we have recorded a key frame. 51 00:02:30,810 --> 00:02:34,800 The key frame is a simple registered value in time. 52 00:02:34,800 --> 00:02:39,570 In our case, we have registered or recorded the location 53 00:02:39,570 --> 00:02:42,740 of our object on frame zero. 54 00:02:42,740 --> 00:02:45,220 I will place to play head on frame 10 55 00:02:45,220 --> 00:02:50,220 and move my object higher and insert a location key frame. 56 00:02:50,420 --> 00:02:53,820 Now I can see a new key frame on my timeline, 57 00:02:53,820 --> 00:02:58,170 and as soon as I move the play head from left to right, 58 00:02:58,170 --> 00:03:02,720 I can see sphere moving from its previous position 59 00:03:02,720 --> 00:03:06,770 on frame zero, to the next position we have key framed 60 00:03:06,770 --> 00:03:07,990 on frame 10. 61 00:03:07,990 --> 00:03:11,920 We have recorded two position on two different frame 62 00:03:11,920 --> 00:03:16,280 and what we are seeing now is Blender interpolating 63 00:03:16,280 --> 00:03:18,910 or creating an interpolation 64 00:03:18,910 --> 00:03:22,310 between those two position in space. 65 00:03:22,310 --> 00:03:26,160 key frames can be manipulated in the timeline as objects, 66 00:03:26,160 --> 00:03:28,550 so you can move them using G, 67 00:03:28,550 --> 00:03:31,580 you can press Shift + D to duplicate them. 68 00:03:31,580 --> 00:03:35,330 You can box select them, press X to delete them. 69 00:03:35,330 --> 00:03:38,520 You can insert a new key frame by simply hovering over 70 00:03:39,370 --> 00:03:42,290 a transformed channel and pressing I 71 00:03:42,290 --> 00:03:46,780 or right-clicking and choose between insert key frame 72 00:03:46,780 --> 00:03:49,370 or insert single key frame 73 00:03:49,370 --> 00:03:51,910 if you just want to add a key frame 74 00:03:51,910 --> 00:03:54,600 on the X location, for example. 75 00:03:54,600 --> 00:03:56,850 Right clicking will also hollow you 76 00:03:56,850 --> 00:04:01,010 to delete all the key frames from the selected channel 77 00:04:01,010 --> 00:04:04,560 or choose delete only single key frame 78 00:04:04,560 --> 00:04:08,440 to delete a specific X, Y, or Z channel. 79 00:04:08,440 --> 00:04:11,420 So let's start our exercise on frame zero 80 00:04:11,420 --> 00:04:13,640 and insert a key frame. 81 00:04:13,640 --> 00:04:16,570 Let's moved the play head to frame 12 82 00:04:16,570 --> 00:04:21,370 and then move our sphere or ball on the Z axis 83 00:04:21,370 --> 00:04:23,620 by eight meters. 84 00:04:23,620 --> 00:04:27,590 We can see that our transformed channels have changed color. 85 00:04:27,590 --> 00:04:30,380 The X and Y are still on green, 86 00:04:30,380 --> 00:04:34,420 meaning that they have been key framed previously 87 00:04:34,420 --> 00:04:37,310 and their values haven't changed. 88 00:04:37,310 --> 00:04:41,160 And the Z key frame as turned to orange, 89 00:04:41,160 --> 00:04:45,780 meaning that we have transformed the Z value, 90 00:04:45,780 --> 00:04:47,970 but it's not recorded yet. 91 00:04:47,970 --> 00:04:49,520 And this is a big warning, 92 00:04:49,520 --> 00:04:52,300 because as soon as I will move the play head, 93 00:04:52,300 --> 00:04:56,780 my ball will return to its first key frame position, 94 00:04:56,780 --> 00:04:59,860 meaning that I have lost the Z transformation 95 00:04:59,860 --> 00:05:04,110 I've performed on frame 12 because I haven't recorded it. 96 00:05:04,110 --> 00:05:06,070 So I will jump back to frame 12, 97 00:05:06,070 --> 00:05:09,050 move my sphere of eight meters 98 00:05:09,050 --> 00:05:12,040 and then press I to insert a key frame. 99 00:05:12,040 --> 00:05:15,350 If I now scrub through frame zero to frame 12, 100 00:05:15,350 --> 00:05:17,730 I can see the ball rising in the air. 101 00:05:17,730 --> 00:05:20,680 So transformed channels are colored in yellow 102 00:05:20,680 --> 00:05:23,470 whenever I'm hitting a key frame 103 00:05:23,470 --> 00:05:26,710 and they are green whenever I'm in between 104 00:05:26,710 --> 00:05:28,700 or during an interpolation. 105 00:05:28,700 --> 00:05:30,640 I can select the first key frame, 106 00:05:30,640 --> 00:05:34,920 press Shift + D and move it onto the very last frame 107 00:05:34,920 --> 00:05:37,570 so that I have a looping action. 108 00:05:37,570 --> 00:05:40,440 To create a loop you just have to make your first 109 00:05:40,440 --> 00:05:43,070 and last frames being the same. 110 00:05:43,070 --> 00:05:45,410 You can move from frame to frame 111 00:05:45,410 --> 00:05:48,580 by pressing the left and right arrow. 112 00:05:48,580 --> 00:05:51,810 Whenever you will press the up and down arrow, 113 00:05:51,810 --> 00:05:56,000 you will jump from the previous to the next key frame. 114 00:05:56,000 --> 00:05:58,970 Pressing Shift + right and Shift + left 115 00:05:58,970 --> 00:06:03,070 will bring you to the very last of the very first key frame. 116 00:06:03,070 --> 00:06:06,670 You can perform all those play head manipulation 117 00:06:06,670 --> 00:06:10,320 using the UI in the header of the timeline. 118 00:06:10,320 --> 00:06:12,060 As we have seen before, 119 00:06:12,060 --> 00:06:15,060 anytime while I'm moving our object somewhere, 120 00:06:15,060 --> 00:06:17,160 we need to insert a key frame 121 00:06:17,160 --> 00:06:20,270 or we will lose the manipulation we have done. 122 00:06:20,270 --> 00:06:22,980 While it might be okay to press I 123 00:06:22,980 --> 00:06:25,950 each time we perform a manual manipulation 124 00:06:25,950 --> 00:06:28,100 on the single bouncing ball, 125 00:06:28,100 --> 00:06:31,100 when you will start animating a full character 126 00:06:31,100 --> 00:06:35,310 with thousands of controls, that's gonna be very tedious. 127 00:06:35,310 --> 00:06:39,460 Fortunately, there is the record button here 128 00:06:39,460 --> 00:06:43,630 that allow us to auto key any transformation. 129 00:06:43,630 --> 00:06:45,220 As soon as I move the sphere, 130 00:06:45,220 --> 00:06:49,020 you can see that new keys are being recorded 131 00:06:49,020 --> 00:06:51,747 for every channel of this fear automatically. 132 00:06:51,747 --> 00:06:54,540 Not that whenever you are using this option 133 00:06:54,540 --> 00:06:56,750 and moving your object in space, 134 00:06:56,750 --> 00:07:00,110 you are warned that there is an auto keying going on 135 00:07:00,110 --> 00:07:03,090 on the top right corner of your (indistinct) 136 00:07:03,090 --> 00:07:04,740 As explained in the beginning, 137 00:07:04,740 --> 00:07:09,460 we can keep frame mostly every kind of value in Blender, 138 00:07:09,460 --> 00:07:11,450 and it can be a color. 139 00:07:11,450 --> 00:07:14,970 If I select the material preview of my sphere 140 00:07:14,970 --> 00:07:18,060 and I click this little rounded icon, 141 00:07:18,060 --> 00:07:21,870 it will add a key frame on the color value. 142 00:07:21,870 --> 00:07:24,520 And I can find this key frame on the timeline. 143 00:07:24,520 --> 00:07:27,840 If I go a little further now and change the color, 144 00:07:27,840 --> 00:07:29,843 since the auto keying is on, 145 00:07:29,843 --> 00:07:33,690 it will insert a new key frame of this new color. 146 00:07:33,690 --> 00:07:36,700 And whenever I scrub through the timeline, 147 00:07:36,700 --> 00:07:40,483 I can see the color interpolation of the sphere. 148 00:07:43,680 --> 00:07:46,800 To summarize, we have seen that we can use the timeline 149 00:07:46,800 --> 00:07:49,520 to navigate through the different frames. 150 00:07:49,520 --> 00:07:52,330 We have seen that we can create a key frame 151 00:07:52,330 --> 00:07:56,560 by recording any value, whether it's a transformed channel, 152 00:07:56,560 --> 00:08:00,010 a color or whatever we want onto a specific frame. 153 00:08:00,010 --> 00:08:03,490 Blender will automatically create an interpolation 154 00:08:03,490 --> 00:08:05,200 between two key frames. 155 00:08:05,200 --> 00:08:08,420 Key framed values appear in yellow, 156 00:08:08,420 --> 00:08:11,050 animated values appear in green 157 00:08:11,050 --> 00:08:15,380 unrecording value changes are shown in orange 158 00:08:15,380 --> 00:08:18,353 and gray value are just unanimated values. 12662

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