Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,170 --> 00:00:01,010
- [Instructor] In this video,
2
00:00:01,010 --> 00:00:03,640
I will show you how we can use shapekey
3
00:00:03,640 --> 00:00:06,790
to be creative with our animation
4
00:00:06,790 --> 00:00:10,170
and generate additional
effect on top of it.
5
00:00:10,170 --> 00:00:12,550
I will publish a free tutorial on YouTube
6
00:00:12,550 --> 00:00:16,870
on how to create the effects
of the current final animation,
7
00:00:16,870 --> 00:00:19,282
but you will find the
link in the documentation.
8
00:00:19,282 --> 00:00:22,830
Shapekeys allow you to deform an object
9
00:00:22,830 --> 00:00:24,310
into another shape.
10
00:00:24,310 --> 00:00:27,890
They are also known as
morph target or blendshapes
11
00:00:27,890 --> 00:00:31,400
in Maya or ZBrush, for example.
12
00:00:31,400 --> 00:00:35,320
Shapekeys are often used
to create facial expression
13
00:00:35,320 --> 00:00:39,350
for your character that
can be triggered later on.
14
00:00:39,350 --> 00:00:42,420
It's great to create
advanced facial expression
15
00:00:42,420 --> 00:00:44,870
or quick test for your character.
16
00:00:44,870 --> 00:00:47,120
Then the rigger can create controllers
17
00:00:47,120 --> 00:00:49,960
so that you can trigger
those shapekeys at will
18
00:00:49,960 --> 00:00:51,581
in your animation.
19
00:00:51,581 --> 00:00:53,420
(air whooshing)
20
00:00:53,420 --> 00:00:57,110
shapekeys are a modification
or a transformation
21
00:00:57,110 --> 00:00:58,200
of the mesh,
22
00:00:58,200 --> 00:01:02,400
so you will be able to
find the shapekeys panel
23
00:01:02,400 --> 00:01:05,860
into the mesh data of your object.
24
00:01:05,860 --> 00:01:10,380
To create a shapekey, we simply
need to click the plus icon
25
00:01:10,380 --> 00:01:11,367
on the right of the panel.
26
00:01:11,367 --> 00:01:13,760
The first shapekey to be created
27
00:01:13,760 --> 00:01:17,120
will be automatically named basis.
28
00:01:17,120 --> 00:01:21,410
It's some kind of snapshot
of the current position
29
00:01:21,410 --> 00:01:24,340
of each vertices in your mesh.
30
00:01:24,340 --> 00:01:28,700
Whenever we jump into edit
mode with a vertex selected,
31
00:01:28,700 --> 00:01:30,420
in the properties panel
32
00:01:30,420 --> 00:01:34,040
we can see the current
location of this vertex.
33
00:01:34,040 --> 00:01:38,300
The basis shapekey will record
the position of each vertex
34
00:01:38,300 --> 00:01:42,170
for our mesh, and this
specific basis shapekey
35
00:01:42,170 --> 00:01:46,050
is going to be the point of
reference for the next shapekey.
36
00:01:46,050 --> 00:01:49,840
It's a bit like the rest
pose for a character rig.
37
00:01:49,840 --> 00:01:52,190
From there, we can create another shapekey
38
00:01:52,190 --> 00:01:53,770
by clicking the plus button.
39
00:01:53,770 --> 00:01:56,773
And now render is no longer
naming the shapekey basis,
40
00:01:57,630 --> 00:01:59,320
but key number one.
41
00:01:59,320 --> 00:02:02,000
Now, to be able to animate this shapekey,
42
00:02:02,000 --> 00:02:04,850
we need to create a first deformation.
43
00:02:04,850 --> 00:02:06,380
You need to be in edit mode,
44
00:02:06,380 --> 00:02:09,550
and the most important
thing is to make sure that
45
00:02:09,550 --> 00:02:12,210
the key is currently selected.
46
00:02:12,210 --> 00:02:14,700
To select it, you just
need to left click it
47
00:02:14,700 --> 00:02:16,180
and it will be highlighted.
48
00:02:16,180 --> 00:02:19,150
From there, I can move one
of the vertices of my mesh.
49
00:02:19,150 --> 00:02:22,010
You can move as many vertices as you want.
50
00:02:22,010 --> 00:02:25,490
And as soon as I will press
tap to exit edit mode,
51
00:02:25,490 --> 00:02:28,190
my mesh will return to the shape it had
52
00:02:29,040 --> 00:02:30,580
on the basis shapekey.
53
00:02:30,580 --> 00:02:33,150
From there, I can activate my shapekey
54
00:02:33,150 --> 00:02:37,010
by simply increasing the
value of key number one
55
00:02:37,010 --> 00:02:38,410
from zero to one.
56
00:02:38,410 --> 00:02:41,477
Blender will automatically
interpolate the shapekey;
57
00:02:42,540 --> 00:02:45,740
one being the shapekey
we have currently built,
58
00:02:45,740 --> 00:02:47,540
zero being the basis.
59
00:02:47,540 --> 00:02:49,830
To understand how shapekeys work,
60
00:02:49,830 --> 00:02:51,410
I will create a new shapekey,
61
00:02:51,410 --> 00:02:52,970
then I will enter edit mode,
62
00:02:52,970 --> 00:02:55,400
and I will rotate my whole character.
63
00:02:55,400 --> 00:02:57,650
Note that you can rename your shapekeys
64
00:02:57,650 --> 00:02:59,360
as any other data in Blender
65
00:02:59,360 --> 00:03:01,660
by simply double-clicking its name.
66
00:03:01,660 --> 00:03:04,870
As we have rotated our object in edit mode
67
00:03:04,870 --> 00:03:06,700
by triggering the shapekey,
68
00:03:06,700 --> 00:03:09,130
I'm expecting it to rotate in space,
69
00:03:09,130 --> 00:03:11,943
exactly as I'm doing here in object mode.
70
00:03:12,850 --> 00:03:14,340
I'm going back onto my model,
71
00:03:14,340 --> 00:03:16,130
and I will trigger the shapekey.
72
00:03:16,130 --> 00:03:18,810
What's going on here is that it seems that
73
00:03:18,810 --> 00:03:20,760
my object is getting scaled
74
00:03:20,760 --> 00:03:22,810
while I'm triggering the shapekey,
75
00:03:22,810 --> 00:03:24,660
but this is not the case.
76
00:03:24,660 --> 00:03:27,330
This is currently how shapekeys work,
77
00:03:27,330 --> 00:03:29,260
and to better understand it,
78
00:03:29,260 --> 00:03:31,610
I've tracked one of the vertices,
79
00:03:31,610 --> 00:03:34,120
parenting a small sphere to this vertex.
80
00:03:34,120 --> 00:03:37,370
If you carefully focus on this vertex,
81
00:03:37,370 --> 00:03:41,740
you will see that it moves
in a straight line in space,
82
00:03:41,740 --> 00:03:46,500
and this is because a vertex
only have location coordinates,
83
00:03:46,500 --> 00:03:50,650
and Blender will simply move each vertices
84
00:03:50,650 --> 00:03:55,650
in a straight line from
their original basis position
85
00:03:56,040 --> 00:03:58,550
toward the key frame position
86
00:03:58,550 --> 00:04:02,040
over the key frame values
that goes from zero to one,
87
00:04:02,040 --> 00:04:06,220
so you can't perform a proper
rotation using shapekey.
88
00:04:06,220 --> 00:04:11,220
You can only perform translation
of individual vertices.
89
00:04:11,250 --> 00:04:15,510
So even if the final output
looks a bit like a rotation,
90
00:04:15,510 --> 00:04:17,560
this is not a rotation.
91
00:04:17,560 --> 00:04:20,830
Each vertex is moving in a linear fashion
92
00:04:20,830 --> 00:04:25,313
from its current basis position
to the shapekey position.
93
00:04:25,313 --> 00:04:26,146
(air whooshing)
94
00:04:26,146 --> 00:04:29,680
Now, to better understand
shapekeys extrapolation
95
00:04:29,680 --> 00:04:31,070
and their behavior,
96
00:04:31,070 --> 00:04:33,800
I have created this arrow shape,
97
00:04:33,800 --> 00:04:37,340
and I will create the basis
shapekey and a first key.
98
00:04:37,340 --> 00:04:39,970
From there, I will jump into edit mode,
99
00:04:39,970 --> 00:04:42,680
and, with my shapekey number one selected,
100
00:04:42,680 --> 00:04:45,000
I will move by one Blender unit
101
00:04:45,000 --> 00:04:46,910
the top vertices of the arrow.
102
00:04:46,910 --> 00:04:49,690
Now, when I trigger my shapekey,
103
00:04:49,690 --> 00:04:53,220
those vertices will
move in a linear fashion
104
00:04:53,220 --> 00:04:56,150
by one Blender unit on the Z-axis.
105
00:04:56,150 --> 00:05:00,440
But since the shapekey occurs
at the mesh data level,
106
00:05:00,440 --> 00:05:04,960
I can rotate my data container, my object,
107
00:05:04,960 --> 00:05:05,793
and trigger the shapekey.
108
00:05:05,793 --> 00:05:09,610
and the shapekey will behave as expected.
109
00:05:09,610 --> 00:05:13,720
Now, if we have a closer look
to our shapekey's information,
110
00:05:13,720 --> 00:05:16,087
we have a minimum range
and a maximum range.
111
00:05:16,087 --> 00:05:19,780
This will allow us to
either clamp or increase
112
00:05:19,780 --> 00:05:22,270
the interpolation range of the shapekey.
113
00:05:22,270 --> 00:05:25,270
If I count the maximum value to 0.5,
114
00:05:25,270 --> 00:05:27,320
I won't be able to go further.
115
00:05:27,320 --> 00:05:29,737
If I now allow a maximum value of two,
116
00:05:29,737 --> 00:05:32,610
the vertices of the arrow's head
117
00:05:32,610 --> 00:05:35,180
will move two times further away
118
00:05:35,180 --> 00:05:36,390
in a linear fashion.
119
00:05:36,390 --> 00:05:38,970
If I allow a negative minimum range,
120
00:05:38,970 --> 00:05:42,610
I will be able to extrapolate
the current shapekey
121
00:05:42,610 --> 00:05:46,435
backward or negatively, and
the vertices will just move
122
00:05:46,435 --> 00:05:47,900
the opposite direction.
123
00:05:47,900 --> 00:05:51,070
You can combine as many
shapekeys as you want,
124
00:05:51,070 --> 00:05:53,100
and this is how we generally create
125
00:05:53,100 --> 00:05:55,290
complex facial expression.
126
00:05:55,290 --> 00:05:58,520
I have created a couple
of additional shapekeys,
127
00:05:58,520 --> 00:06:02,090
and now I can trigger all the
shapekeys at the same time
128
00:06:02,090 --> 00:06:04,370
or combine different values.
129
00:06:04,370 --> 00:06:07,420
The coordinate modification
of each vertices
130
00:06:07,420 --> 00:06:10,050
will be added one on top of each other,
131
00:06:10,050 --> 00:06:13,200
based on the factor of each shapekey.
132
00:06:13,200 --> 00:06:14,900
If you need to edit your mesh,
133
00:06:14,900 --> 00:06:18,980
make sure that you have
selected the basis shapekey,
134
00:06:18,980 --> 00:06:21,660
or you will be editing
the current shapekey,
135
00:06:21,660 --> 00:06:22,830
not the basis.
136
00:06:22,830 --> 00:06:24,510
We can use vertex group
137
00:06:24,510 --> 00:06:26,920
to limit the influence of a shapekey.
138
00:06:26,920 --> 00:06:28,490
In the vertex group panel,
139
00:06:28,490 --> 00:06:30,450
I will create a new group,
140
00:06:30,450 --> 00:06:33,250
and I will assign at 100%
141
00:06:33,250 --> 00:06:35,000
the tip of the arrow,
142
00:06:35,000 --> 00:06:38,930
and with a value of 50%,
the base of the arrow.
143
00:06:38,930 --> 00:06:42,930
Now, if I assign this vertex
group to the first shapekey
144
00:06:42,930 --> 00:06:45,630
by selecting it in the vertex group slot,
145
00:06:45,630 --> 00:06:48,150
and I now trigger the shapekey,
146
00:06:48,150 --> 00:06:51,320
you can see that the tip
of the arrow is moving
147
00:06:51,320 --> 00:06:52,900
at its full range,
148
00:06:52,900 --> 00:06:57,350
while the other vertices only
move by 50% of their range.
149
00:06:57,350 --> 00:06:59,350
If I now select one of the vertex
150
00:06:59,350 --> 00:07:03,150
and I exclude it by removing
it from the vertex group,
151
00:07:03,150 --> 00:07:04,520
it will no longer move.
152
00:07:04,520 --> 00:07:07,230
The vertex group value directly influence
153
00:07:07,230 --> 00:07:09,950
the amount of the shapekey motions
154
00:07:09,950 --> 00:07:12,100
that will be applied to each vertex.
155
00:07:12,100 --> 00:07:16,230
Finally, you can use other
shapekeys as a basis.
156
00:07:16,230 --> 00:07:18,910
This way you can create
complex transformation
157
00:07:18,910 --> 00:07:20,420
by changing the point of reference.
158
00:07:20,420 --> 00:07:21,830
(air whooshing)
159
00:07:21,830 --> 00:07:25,080
So let's now have a
look on what we could do
160
00:07:25,080 --> 00:07:28,870
with those shapekeys onto
our current animation.
161
00:07:28,870 --> 00:07:32,730
I will hide the background
and effects collection,
162
00:07:32,730 --> 00:07:35,010
so that we have a clearer viewport,
163
00:07:35,010 --> 00:07:38,510
and I will directly select
my character object.
164
00:07:38,510 --> 00:07:42,010
But since the character
was linked into this scene,
165
00:07:42,010 --> 00:07:44,900
I can't modify any of the mesh data.
166
00:07:44,900 --> 00:07:47,340
To be able to edit those data,
167
00:07:47,340 --> 00:07:49,570
I need to make the mesh local,
168
00:07:49,570 --> 00:07:53,170
and also the object of
the character local.
169
00:07:53,170 --> 00:07:55,940
With both the container
and its data local,
170
00:07:55,940 --> 00:07:58,490
I can now add a new shapekey.
171
00:07:58,490 --> 00:08:02,110
Since we will directly be
editing our character model,
172
00:08:02,110 --> 00:08:06,510
I can hide the rig, and I will
scrub through the animation,
173
00:08:06,510 --> 00:08:08,700
and I will try to spot the moment
174
00:08:08,700 --> 00:08:11,120
where the character is moving very fast,
175
00:08:11,120 --> 00:08:13,470
like this hook motion, for example,
176
00:08:13,470 --> 00:08:16,320
I've already created smears using the rig,
177
00:08:16,320 --> 00:08:19,793
but now I can add extra
details using shapekeys.
178
00:08:21,210 --> 00:08:24,110
Clicking the plus button,
I will add a new shapekey.
179
00:08:24,110 --> 00:08:26,390
I will call it hook zero one,
180
00:08:26,390 --> 00:08:28,130
and I will jump into edit mode,
181
00:08:28,130 --> 00:08:29,410
pressing the tab key.
182
00:08:29,410 --> 00:08:33,260
To be able to see your
character posed in edit mode,
183
00:08:33,260 --> 00:08:36,090
make sure to enable all the display option
184
00:08:36,090 --> 00:08:38,150
in the armature modifier.
185
00:08:38,150 --> 00:08:40,860
From there, with my shapekey selected,
186
00:08:40,860 --> 00:08:43,120
I can start editing my character.
187
00:08:43,120 --> 00:08:45,420
The process is simply to pull
188
00:08:45,420 --> 00:08:48,200
some of the vertices of the character
189
00:08:48,200 --> 00:08:50,480
toward its previous position,
190
00:08:50,480 --> 00:08:53,280
as if part of his mesh was dragging
191
00:08:53,280 --> 00:08:54,930
during this quick motion.
192
00:08:54,930 --> 00:08:58,750
I need to disable the X
symmetry while in edit mode,
193
00:08:58,750 --> 00:09:01,410
and now I can pull some
of the vertices back,
194
00:09:01,410 --> 00:09:03,353
and start to create my effect.
195
00:09:04,300 --> 00:09:08,260
The important thing is that
those effect will be seen
196
00:09:08,260 --> 00:09:09,880
from the camera view,
197
00:09:09,880 --> 00:09:13,670
so it's important to make them
work from the camera view.
198
00:09:13,670 --> 00:09:18,150
You can sure edit your mesh
from any point of view you want,
199
00:09:18,150 --> 00:09:20,800
but make sure that it does look good
200
00:09:20,800 --> 00:09:23,040
from your camera point of view
201
00:09:23,040 --> 00:09:25,160
as it is what is going to be rendered.
202
00:09:25,160 --> 00:09:27,370
If you want to create broader shapes
203
00:09:27,370 --> 00:09:29,600
or move multiple vertices at once,
204
00:09:29,600 --> 00:09:32,340
you can enable the editing fall off.
205
00:09:32,340 --> 00:09:35,160
Once you are done with
your first shapekey,
206
00:09:35,160 --> 00:09:37,270
you can exit edit mode,
207
00:09:37,270 --> 00:09:39,700
and trigger it by changing its value.
208
00:09:39,700 --> 00:09:41,580
As seen in chapter two,
209
00:09:41,580 --> 00:09:45,570
shapekeys, as most
Blender data, can be keyed
210
00:09:45,570 --> 00:09:48,300
by pressing I over the keyframe value.
211
00:09:48,300 --> 00:09:51,230
Then I can edit this value whenever I want
212
00:09:51,230 --> 00:09:52,650
over my animation.
213
00:09:52,650 --> 00:09:56,800
This will activate or
deactivate the current shapekey,
214
00:09:56,800 --> 00:10:00,660
or, if you change the
value over multiple frames,
215
00:10:00,660 --> 00:10:03,980
Blender will interpolate
the value of the shapekeys.
216
00:10:03,980 --> 00:10:05,920
For example, in the previous frame,
217
00:10:05,920 --> 00:10:08,170
I can add a bit of the shapekey
218
00:10:08,170 --> 00:10:10,730
to initiate this transformation
219
00:10:10,730 --> 00:10:13,260
and set it to zero on the previous key.
220
00:10:13,260 --> 00:10:15,860
Once you're happy with your first effect,
221
00:10:15,860 --> 00:10:17,650
you can add more of them.
222
00:10:17,650 --> 00:10:19,313
When working on a shot like that,
223
00:10:19,313 --> 00:10:23,140
that this is going to be the
final touch, the final effect.
224
00:10:23,140 --> 00:10:26,230
So I advise you to create
multiple shapekeys.
225
00:10:26,230 --> 00:10:30,720
For example, here, I want to
add few details on the arm too.
226
00:10:30,720 --> 00:10:33,470
I will create a dedicated shapekey
227
00:10:33,470 --> 00:10:37,095
instead of adding it on the
same shapekey as before.
228
00:10:37,095 --> 00:10:39,750
This way, it's gonna be
easier for me to edit
229
00:10:39,750 --> 00:10:43,300
whether the shapekey
of the arm or the head
230
00:10:43,300 --> 00:10:45,890
delay one compared to the other,
231
00:10:45,890 --> 00:10:48,630
or simply remove it without destroying
232
00:10:48,630 --> 00:10:50,190
what I've done for the head.
233
00:10:50,190 --> 00:10:53,280
Or you will also be able
to show different version
234
00:10:53,280 --> 00:10:55,510
to your art director, for example.
235
00:10:55,510 --> 00:10:58,260
In my case, I've also created a shapekey
236
00:10:58,260 --> 00:11:00,370
during the kick impact
237
00:11:00,370 --> 00:11:02,910
to try to blend with the previous shape.
238
00:11:02,910 --> 00:11:06,380
This kind of effect on
top of the smear effect
239
00:11:06,380 --> 00:11:08,220
will fake motion blur,
240
00:11:08,220 --> 00:11:11,940
and will help your audience
to better read your animation.
241
00:11:11,940 --> 00:11:14,560
And, as explained in the previous video,
242
00:11:14,560 --> 00:11:19,490
whatever you do to improve the
readability of your animation
243
00:11:19,490 --> 00:11:21,040
will take it to the next level.
244
00:11:21,968 --> 00:11:26,912
(bag slamming)
(man grunting)
19146
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.