1
00:00:05,910 --> 00:00:13,020
All right now in this video we're going to go another way to animate our object or to add location rotation

2
00:00:13,050 --> 00:00:17,010
and scaling keyframes which is pretty cool.

3
00:00:17,160 --> 00:00:25,230
And it's it's fun but it's not that practical but it's it's a way that you can add them which is actually

4
00:00:25,230 --> 00:00:32,160
useful in some instances but for the most part like I said you want to have precision in your animation.

5
00:00:32,160 --> 00:00:34,040
So let's take a look at what that is.

6
00:00:34,050 --> 00:00:37,910
Very quickly because it is pretty cool way to do it.

7
00:00:37,920 --> 00:00:39,160
Let's add a cube.

8
00:00:39,180 --> 00:00:46,180
So shift day and mash cube and let's move that Q About two out of our scene.

9
00:00:46,200 --> 00:00:47,810
Let's move it over here.

10
00:00:49,790 --> 00:00:57,200
Now the way to do this is if we go to frame 1 and then we select this right here which is called automatic

11
00:00:57,200 --> 00:00:59,150
keyframe insertion.

12
00:00:59,240 --> 00:01:05,640
So select that and just as the name implies it will insert the keyframes automatically.

13
00:01:05,840 --> 00:01:11,690
So if I click if I grab my cube and position and there it will insert a key frame for the location the

14
00:01:11,690 --> 00:01:15,560
rotation and the scaling go to frame 30.

15
00:01:15,650 --> 00:01:23,380
Grab it scale it rotate it automatically it's adding in a key frame so I can move along my timeline

16
00:01:23,690 --> 00:01:29,620
and actually just grab it and move it wherever I want and rotate it.

17
00:01:29,630 --> 00:01:30,680
However I want.

18
00:01:30,860 --> 00:01:33,380
And it will add a keyframe automatically.

19
00:01:33,380 --> 00:01:40,220
Now again keep in mind that when you hit r to rotate it will rotate it in the perspective that you're

20
00:01:40,220 --> 00:01:41,000
in.

21
00:01:41,060 --> 00:01:47,240
And of course you could hit are to rotate along the x axis to get more precision and along the Z-axis

22
00:01:47,300 --> 00:01:48,240
and whatnot.

23
00:01:48,470 --> 00:01:51,020
So this is the automatic keyframe insertion.

24
00:01:51,080 --> 00:01:57,920
You can see if I go back to the beginning and hit Alt-A now our cube is moving like crazy all over the

25
00:01:57,920 --> 00:01:58,700
place.

26
00:01:58,940 --> 00:02:00,590
Pretty cool.

27
00:02:00,590 --> 00:02:08,840
Now another way and again a good animation project for the most part.

28
00:02:09,060 --> 00:02:14,910
You won't be using this unless on specific instances because you want to insert your keyframes strategically

29
00:02:14,970 --> 00:02:18,040
if I want to use that word and precisely.

30
00:02:18,150 --> 00:02:22,560
You don't want to just have them all over the place but it's a fun and interesting way.

31
00:02:22,560 --> 00:02:24,510
If I hit Control Z to undo all that

32
00:02:27,430 --> 00:02:34,150
is if I play my animation while this automatically Freman assertion is on.

33
00:02:34,420 --> 00:02:40,420
And while the animation or the timeline is playing I move this around you will see that every time I

34
00:02:40,420 --> 00:02:46,750
move it or manipulate it with grabbing it rotating or scaling it you will see that when I move it with

35
00:02:46,750 --> 00:02:52,900
rotating grabbing or scaling it now will actually add a keyframe as my animations playing because the

36
00:02:52,900 --> 00:02:54,960
automatic keyframe insertion is on.

37
00:02:55,180 --> 00:03:01,120
So let's go ahead and do that and keep an eye on the timeline right here on all the yellow marks that

38
00:03:01,120 --> 00:03:02,650
happen from this.

39
00:03:02,650 --> 00:03:05,170
And also on how I'm moving my cube.

40
00:03:05,380 --> 00:03:08,230
You could follow along and do as well as well as well.

41
00:03:08,410 --> 00:03:13,310
And so what I'm going to do is hit alt 8 to start the animation as soon as it starts.

42
00:03:13,390 --> 00:03:20,020
I'm going to grab my cue and hit G R and as to grab it scale and rotate it all over the place.

43
00:03:20,050 --> 00:03:22,440
So one two three.

44
00:03:22,540 --> 00:03:24,240
A rabbit.

45
00:03:24,460 --> 00:03:27,770
Rotate it just move it all over the place.

46
00:03:27,790 --> 00:03:29,500
However which way you want

47
00:03:33,790 --> 00:03:39,280
and now it's done and you could see from the bottom over here we have all these different key frames

48
00:03:39,310 --> 00:03:45,160
inserted for our animation of how our cube is going to move.

49
00:03:45,340 --> 00:03:47,650
And it was done in real time.

50
00:03:47,650 --> 00:03:54,340
That's what this allows allows for you to do it in real time and not insert it one at a time but actually

51
00:03:54,340 --> 00:03:55,210
move it.

52
00:03:55,300 --> 00:04:03,700
Like I said in a real time way now it's not always the best to have so many keyframes for such simple

53
00:04:03,700 --> 00:04:04,540
movements.

54
00:04:04,540 --> 00:04:05,980
The reason being.

55
00:04:06,220 --> 00:04:08,360
Let me illustrate this.

56
00:04:08,420 --> 00:04:12,890
Control Z to undo all of that if we're frame one right now.

57
00:04:13,840 --> 00:04:18,790
And then frame 20 or add frame 10 let's say we want it to be over here.

58
00:04:21,370 --> 00:04:22,320
We can move over there.

59
00:04:22,320 --> 00:04:25,110
And let me take the automatic keyframe insertion off.

60
00:04:25,480 --> 00:04:32,500
Now it knows Blendr knows at frame 1 it's here and at frame 10 it will be over here and Blendr actually

61
00:04:32,680 --> 00:04:40,150
fills in all the frames in between frame 2 to 9 in-between between very nicely and smoothly actually

62
00:04:40,150 --> 00:04:42,820
fills them up automatically.

63
00:04:42,820 --> 00:04:49,930
Now the automatic keyframe insertion like you saw when it had so many keyframe insertions one right

64
00:04:49,930 --> 00:04:51,220
next to the other.

65
00:04:51,370 --> 00:05:02,440
That would be like doing this frame one here frame to grab it I location frame three grab it and sort

66
00:05:02,440 --> 00:05:11,140
the location frame for grab it and insert the location five rabbit answer the location etc. etc. all

67
00:05:11,140 --> 00:05:12,670
the way to frame 10.

68
00:05:12,670 --> 00:05:16,830
So now we have all these frames in between.

69
00:05:17,110 --> 00:05:25,990
But the frames in between are completely unnecessary because all we need is frame one and frame 10 because

70
00:05:25,990 --> 00:05:31,320
Blendr will fill them out automatically and actually make it a lot smoother.

71
00:05:31,480 --> 00:05:35,830
Because if you fill it out by hand like this you might move it.

72
00:05:36,010 --> 00:05:38,970
Let's say you move it one foot from frame one to two.

73
00:05:39,060 --> 00:05:44,650
Them frame two to three you move it half a foot and then here you move it three fourths of a foot.

74
00:05:44,890 --> 00:05:47,280
It's not going to be smooth it's going be more jittery.

75
00:05:47,280 --> 00:05:54,400
So the automatic insertion does that as you can see it inserted a lot of frames but sometimes more is

76
00:05:54,400 --> 00:05:55,650
not better.

77
00:05:55,690 --> 00:06:01,120
Just like when you edit and model an object a cube has eight vertices.

78
00:06:01,120 --> 00:06:09,510
You do not need more vertices to make a cube any more than eight is not necessary to make a cube just

79
00:06:09,520 --> 00:06:16,220
us here any more than two frames to make it move from here to over here at frame ten.

80
00:06:16,240 --> 00:06:22,840
You only need those two key frames so keep that mind when you do that on my frame insertion and playing

81
00:06:22,840 --> 00:06:28,430
at the same time it's going to be more jittery because of the nature of it you know.

82
00:06:28,460 --> 00:06:37,660
LESKIE friends is better again keep in mind and in 3-D arts the less you can have with the results that

83
00:06:37,660 --> 00:06:39,980
you want an outcome that you want.

84
00:06:40,150 --> 00:06:45,770
And the way that you want it to look the better that's usually always true.

85
00:06:45,990 --> 00:06:51,580
The less vertices on your mesh the better the less keyframes and your animation the better.

86
00:06:51,580 --> 00:06:57,100
The less you know the less the size of your texture the better because that's going to take up some

87
00:06:57,100 --> 00:07:01,030
RAM and some space on your animations can slow it down.

88
00:07:01,150 --> 00:07:07,510
So the less it the less that gets you the result you want is always better for the most part.

89
00:07:07,510 --> 00:07:13,330
There might be some exceptions but again what I show you the dramatic insertion because it can be fun

90
00:07:13,360 --> 00:07:17,860
for certain things and is definitely helpful for certain other things that we might take a look at a

91
00:07:17,860 --> 00:07:20,980
little bit later down the road but keep that mind.

92
00:07:21,040 --> 00:07:23,830
And with that let's head on to the next to Tauriel.

93
00:07:23,830 --> 00:07:24,440
All right.

94
00:07:24,460 --> 00:07:30,910
And also one thing to keep in mind always make sure to turn this off because if you have this on and

95
00:07:30,910 --> 00:07:36,460
you start grabbing and rotating and manipulating objects they're all going to be inserted into your

96
00:07:36,460 --> 00:07:37,420
timeline.

97
00:07:37,570 --> 00:07:38,560
And that is not good.

98
00:07:38,560 --> 00:07:42,730
You don't want to move around your whole fence and your house and then come back to the project later

99
00:07:42,730 --> 00:07:47,430
and find out that you've just animated your whole scene by accident and make sure that this is off.

100
00:07:47,440 --> 00:07:48,760
All right see you in the next one.

101
00:07:48,760 --> 00:07:50,310
Ciao.

102
00:07:50,350 --> 00:07:50,800
All right.

103
00:07:50,800 --> 00:07:52,480
Are you guys ready for this quote.

104
00:07:52,480 --> 00:07:54,380
I don't know if you are.

105
00:07:54,970 --> 00:08:00,760
While I hope you guys are enjoying these I put these because I believe a little bit of positivity is

106
00:08:00,760 --> 00:08:04,150
good for the soul and for your life.

107
00:08:04,150 --> 00:08:06,430
All right so the quote goes as follows.

108
00:08:06,700 --> 00:08:11,020
Most conclusions that we make are just illusions.

109
00:08:11,020 --> 00:08:15,850
A lot of the time the conclusions that we made at any point of our life were based on information that

110
00:08:15,850 --> 00:08:17,670
we had at that time.

111
00:08:17,770 --> 00:08:24,100
Most of the time however there is missing information to say that you aren't capable good enough worthy

112
00:08:24,100 --> 00:08:27,390
or anything else is always false.

113
00:08:27,400 --> 00:08:32,860
It was a conclusion that you might have made a very long time ago based on incomplete or skewed information

114
00:08:32,860 --> 00:08:34,690
about that situation.

115
00:08:34,840 --> 00:08:39,800
Take a new look at the conclusions you might have made an error and that you are still living too.

116
00:08:39,970 --> 00:08:42,170
Still living with to this day.

117
00:08:42,370 --> 00:08:47,500
Once you get down to it the truth is you can and are worthy of achieving everything you put your mind

118
00:08:47,500 --> 00:08:48,000
to.

119
00:08:48,190 --> 00:08:53,200
Don't forget the conclusions that you make are certainly false for most of the time.

120
00:08:53,200 --> 00:08:58,330
There is missing information and to say that you aren't capable is always false.

121
00:08:58,330 --> 00:09:01,590
You can achieve everything you decide to do.

122
00:09:01,580 --> 00:09:03,700
All right awesome hope you guys enjoy that one.

123
00:09:03,730 --> 00:09:09,550
And if if if if I based my what I could do based off of my conclusions.

124
00:09:09,560 --> 00:09:16,330
Well I kind of stumbled on that quote and conclusion I can make as I'm not good at reading quotes.

125
00:09:16,720 --> 00:09:21,910
I don't buy into that so don't buy into the conclusions that you might make and take a look at the ones

126
00:09:21,970 --> 00:09:23,420
you made in the past.

127
00:09:23,440 --> 00:09:29,830
You are worthy you are capable make some awesome 3D art and live an amazing life.

128
00:09:29,830 --> 00:09:31,630
Appreciate you guys have an amazing one.

129
00:09:31,640 --> 00:09:32,800
I'll see you in the next video.

