1
00:00:05,910 --> 00:00:10,640
All right in this video let's take a look at something called Shape keys.

2
00:00:10,850 --> 00:00:15,900
So shape keys What are they and why do we use them and why do we need them.

3
00:00:15,920 --> 00:00:22,010
What shape keys if we select our lattice modifier you can see that right here we have something called

4
00:00:22,250 --> 00:00:31,930
Shape keys now shape keys basically allow for you to animate modify and edit your mesh in edit mode.

5
00:00:32,010 --> 00:00:35,120
So that's pretty much what it does.

6
00:00:35,120 --> 00:00:39,600
Whereas right here we animated objects in Object mode.

7
00:00:39,770 --> 00:00:42,130
What if we want our ball.

8
00:00:42,260 --> 00:00:47,890
Let's say we wanted Let's actually add in a new Kuban do this with this shift.

9
00:00:47,960 --> 00:00:49,290
And mesh cube.

10
00:00:49,430 --> 00:00:52,170
We'll go to our lattice to do it right after as well.

11
00:00:52,280 --> 00:00:54,740
Hit delete on the keyboard to zoom into your cube.

12
00:00:55,940 --> 00:01:02,330
And now hit tab to go into Edit Mode W and let's subdivide it three times by W..

13
00:01:02,340 --> 00:01:04,540
Subdivide and left clicking.

14
00:01:04,620 --> 00:01:11,830
Now if you go to the data on the cube as well it also has a shape key group.

15
00:01:11,840 --> 00:01:20,390
Now as I was saying we can animate our cube by moving it like so and rotating it and scaling it.

16
00:01:20,540 --> 00:01:24,830
But let's say What if we want our cube to be like this.

17
00:01:24,830 --> 00:01:31,680
And then all of a sudden have spiky parts to it that it just you know it becomes a flat cube and then

18
00:01:31,700 --> 00:01:34,060
becomes a spiky cube all of a sudden.

19
00:01:34,190 --> 00:01:36,780
How would you animate something like this.

20
00:01:36,980 --> 00:01:39,470
Well that's where shapes he's come in.

21
00:01:39,470 --> 00:01:46,820
They actually allow for you to animate the editing portion of your mesh whereas right here in Object

22
00:01:46,820 --> 00:01:52,990
mode we're only we're only animating the object when we go to Edit mode and use shaped keys.

23
00:01:53,120 --> 00:02:00,410
We could actually animate the individual vertices and faces and shape keys are what we are going to

24
00:02:00,410 --> 00:02:02,540
use for facial features.

25
00:02:02,600 --> 00:02:08,360
If you make a character you will use shape keys to animate you know the mouth the lips and everything.

26
00:02:08,360 --> 00:02:13,590
So let's go ahead and take a quick look at shaped keys and how they work.

27
00:02:13,700 --> 00:02:17,950
And let's do a quick little example here with our cue.

28
00:02:18,110 --> 00:02:19,000
I'm going to hit.

29
00:02:19,010 --> 00:02:22,660
I'm going to close this window just so we have a full window for this video.

30
00:02:22,910 --> 00:02:26,900
And now with our cube selected I'm going to add a shape key.

31
00:02:27,850 --> 00:02:31,280
Now the basis shape key is always there when you add it.

32
00:02:31,330 --> 00:02:40,170
And this is basically the shape key or the shape of your object as it is in its original format.

33
00:02:40,240 --> 00:02:49,300
So the shape key as the name implies determines the shape of your mesh via the editing or via the edit

34
00:02:49,300 --> 00:02:54,030
mode and the Via the vertices and the faces so basis.

35
00:02:54,250 --> 00:02:57,470
This is how it will look on the basis keyframe.

36
00:02:57,470 --> 00:03:00,950
Now we just have to add another one by hitting the plus sign.

37
00:03:01,390 --> 00:03:04,340
And now we have one called key one.

38
00:03:04,510 --> 00:03:07,140
We could go ahead and rename it by double clicking.

39
00:03:07,360 --> 00:03:16,240
Let's name it is Nike underscore hube and hit enter.

40
00:03:16,250 --> 00:03:18,780
Now let's bring the value all the way.

41
00:03:18,820 --> 00:03:21,120
Let's go into edit mode first.

42
00:03:21,190 --> 00:03:26,790
Actually nevermind Let's stay in object mode and bring the value all the way up.

43
00:03:26,800 --> 00:03:30,110
Sometimes I think we could do things both in that it mode in object mode.

44
00:03:30,280 --> 00:03:32,410
No you can only do it in Object mode.

45
00:03:32,410 --> 00:03:39,130
So an object might bring the value all the way up to 1 and now hit tab to go into edit mode hit control

46
00:03:39,130 --> 00:03:48,110
tab to go into vertex select mode and let's select some vertices and hit G and Z and just grab them

47
00:03:48,180 --> 00:03:49,960
g x.

48
00:03:50,320 --> 00:03:57,300
Grab this one as well gee g y and let's do one more here G.

49
00:03:57,460 --> 00:03:59,190
X.

50
00:03:59,330 --> 00:03:59,820
All right.

51
00:03:59,960 --> 00:04:04,510
So that is our spiky cube we can hit tab to go back into object mode.

52
00:04:05,690 --> 00:04:13,250
And now you will see that the value out one the cube will look like this and add zero.

53
00:04:13,460 --> 00:04:16,160
The cube looks normal and it looks flat.

54
00:04:16,160 --> 00:04:17,630
How awesome is that.

55
00:04:17,630 --> 00:04:19,150
That's pretty cool isn't it.

56
00:04:19,340 --> 00:04:27,950
So you could actually then animate these values by inserting a keyframe just like we did when you animate

57
00:04:28,280 --> 00:04:29,510
a object.

58
00:04:29,510 --> 00:04:36,790
So if you animate an object you could just hit I and insert a key frame for the location rotation scaling.

59
00:04:36,920 --> 00:04:44,690
Here you would insert a key frame for the value you could actually insert key frames for values of anything.

60
00:04:44,690 --> 00:04:45,740
Believe it or not.

61
00:04:45,950 --> 00:04:48,300
Or the majority of things I should say.

62
00:04:48,410 --> 00:04:50,020
So let's go ahead and try that.

63
00:04:50,030 --> 00:04:51,760
Let's go to frame 1.

64
00:04:53,330 --> 00:04:56,750
And in frame 1 let me hide my ground floor as well.

65
00:04:57,640 --> 00:05:03,660
In Flint and frame one I'm going to hit I with my mouse hovered over this value.

66
00:05:03,730 --> 00:05:11,080
So it's going to tell Blendr that on frame 1 the value of this shape key is going to be 0.

67
00:05:11,170 --> 00:05:12,830
So go ahead and hit I.

68
00:05:13,330 --> 00:05:15,830
And we get a yellow.

69
00:05:16,040 --> 00:05:19,790
We get yellow over the values showing that there is now a keyframe.

70
00:05:20,230 --> 00:05:30,400
Let's go to frame 15 15 and bring the value all the way up to 1 and then hit I with your mouse hovered

71
00:05:30,400 --> 00:05:34,060
over the value and you can see added the key frame there.

72
00:05:34,090 --> 00:05:36,820
And a key frame in the timeline as well.

73
00:05:36,970 --> 00:05:44,860
So now if we scroll through here you can see that we're actually able to animate the editing portion

74
00:05:44,980 --> 00:05:50,800
of an object that is pretty awesome using shaped keys of course.

75
00:05:50,800 --> 00:05:53,440
So that is how you use shape keys.

76
00:05:53,440 --> 00:05:55,600
Now couple other things that we need.

77
00:05:55,600 --> 00:05:59,520
Take a look at or we could take a look at this right here.

78
00:05:59,710 --> 00:06:03,310
Let's say let's go to frame 30 right here.

79
00:06:03,330 --> 00:06:05,290
The maximum amount is 1.

80
00:06:05,310 --> 00:06:08,000
So you could bring it all the way up to 1.

81
00:06:08,010 --> 00:06:13,940
How about if we want to inverse these spikes and bring them into the cube.

82
00:06:14,280 --> 00:06:20,160
Well we could go ahead and you know add in and you keyframe or a new shape key.

83
00:06:20,640 --> 00:06:28,020
And with this one go into Edit Mode bring these in and do that all over again.

84
00:06:28,020 --> 00:06:35,770
But since the since going in and going out is the exact same thing just inversed.

85
00:06:35,790 --> 00:06:43,050
So going out is this way and going in would be the same thing but in the opposite direction what we

86
00:06:43,050 --> 00:06:45,440
could do is you could see right here if we go to zero.

87
00:06:45,450 --> 00:06:51,630
It's completely flat but our minimum value is actually set to zero.

88
00:06:51,630 --> 00:07:00,460
So if we set this negative one you can see that now we have more to play with our value option here.

89
00:07:00,470 --> 00:07:08,270
So now if we bring it down you could see that the value is going in words it's going to a negative to

90
00:07:08,270 --> 00:07:13,560
a negative number or two and negative.

91
00:07:13,700 --> 00:07:16,970
And I came in from my work today yet to a negative value.

92
00:07:16,970 --> 00:07:21,620
There we go to negative value on the cube where we're not all perfect.

93
00:07:21,620 --> 00:07:22,950
All right.

94
00:07:23,480 --> 00:07:27,040
So goes the negative value and then the positive goes to a positive value.

95
00:07:27,260 --> 00:07:31,650
Pretty awesome so now I'm on frame 30 I could go to a negative value hit.

96
00:07:31,670 --> 00:07:34,850
I insert the keyframe.

97
00:07:34,970 --> 00:07:36,750
And now we have this.

98
00:07:36,770 --> 00:07:42,590
If I hit Altay up eight to play that is our animation of our shape keys.

99
00:07:42,710 --> 00:07:47,670
We could also increase the maximum value let's say to 10.

100
00:07:47,690 --> 00:07:52,410
So now you could bring your spikes even further out.

101
00:07:52,430 --> 00:07:53,770
How awesome is that.

102
00:07:53,960 --> 00:07:57,620
So again shape keys are really really cool.

103
00:07:57,710 --> 00:08:03,530
Just like with the other one you could actually copy and move them with this little option menu that

104
00:08:03,530 --> 00:08:04,440
we have here.

105
00:08:04,520 --> 00:08:07,790
We have different options here from mirroring the shape key.

106
00:08:07,910 --> 00:08:10,590
And you know moving it to the top or the bottom.

107
00:08:10,770 --> 00:08:13,350
And we could probably we might take a look at that later.

108
00:08:13,520 --> 00:08:15,370
But these are the main options here.

109
00:08:15,380 --> 00:08:19,120
The plus and minus sign to add or to take away shape key.

110
00:08:19,220 --> 00:08:20,780
The value here.

111
00:08:21,140 --> 00:08:27,260
And then the range of minimum and maximum are the main options that you're going to be using for the

112
00:08:27,260 --> 00:08:28,270
shape keys.

113
00:08:28,280 --> 00:08:30,290
So really really cool.

114
00:08:30,380 --> 00:08:36,470
And again the basis is how your shape looks in its original position.

115
00:08:36,470 --> 00:08:38,780
So once again those are shape keys.

116
00:08:38,930 --> 00:08:48,500
And let's go ahead and now use shape keys with our lattice modifier in order to make our ball look like

117
00:08:48,500 --> 00:08:50,190
it's squashing and stretching.

118
00:08:50,210 --> 00:08:50,660
All right.

119
00:08:50,660 --> 00:08:53,710
Let's head over back to our scene see you there.

120
00:08:53,760 --> 00:08:56,250
And you come up with some kind of catchy phrase.

121
00:08:56,510 --> 00:08:58,740
I'll see you there or B.

122
00:08:58,970 --> 00:09:01,600
Now I can say I'll see you there.

123
00:09:02,090 --> 00:09:04,240
And this image is in black and white.

124
00:09:04,250 --> 00:09:06,570
What is happening.

125
00:09:07,080 --> 00:09:09,590
All right I decided throw black and white image in there.

126
00:09:09,590 --> 00:09:15,290
Hopefully that's cool with the belief in oneself is what one needs to start planning into the mind.

127
00:09:15,290 --> 00:09:21,200
The seeds of one's goals that were once just dreams until one day they grow up to things that can be

128
00:09:21,200 --> 00:09:25,020
seen Believe in yourself and in your dreams.

129
00:09:25,040 --> 00:09:30,680
Ladies and gentlemen start planning that seed of belief into your mind for your 3-D arts and for anything

130
00:09:30,680 --> 00:09:32,400
else in life as well.

131
00:09:32,400 --> 00:09:33,550
I'll see you in the next video.

132
00:09:33,620 --> 00:09:34,220
Oh wow.

133
00:09:34,260 --> 00:09:36,430
Appreciate you all as always.

