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Let's take a look at a really cool feature on Blendr and that is animating values.

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So believe it or not you could actually animate any value within a blender.

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Now let me show you what that means exactly.

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If we go over here and go to our particle Settings tab add a new particle and leave it on emitter.

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Let's say I day to play.

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Now we can see the particles have a certain action or thing that they're doing are going to increase

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the lifetime of them as well.

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And now let's say that I want them to go down and then slow down to like a slow motion and then speed

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back up.

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Well the way I can do that is going over here and going to the dam factor under the physics if I go

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to say let's frame let's say frame 40.

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And what the damn factor with my mouse hovered over it.

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I hit the Ickey.

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You can see it actually enters in a keyframe right there for the dent factor at volume zero.

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And you can see we have a frame here.

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Now if I go to frame 41 I could increase this damn factor all the way to 1 and hit I to answer a keyframe.

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Now let's see what that does.

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Hitting all state of play.

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You can see that it basically goes fast and then right here you can see that the value jumps to one

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and does that pretty cool.

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Now let's go to frame 70 hit I over this answer a keyframe there as well.

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And now let's make it go more gradually back to going faster.

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If we wanted to make it jump back to going faster we would go to the next frame.

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But here let's make it take 10 frames go to zero and hit I.

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So let's see what we have here.

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So it goes it goes very slow and then it gradually goes faster once again.

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Pretty cool.

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So this is just one factor or one value that you could animate.

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You can animate pretty much any of these by just hovering over them and hitting the eye.

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Q Let me stop all day just by hitting the Ickey and it will insert keyframes on pretty much any value

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that you want.

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Pretty cool.

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Now of course these don't work as you just saw but most of the values you can add keyframes to them.

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All right.

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Let's take a look at another quick example.

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Going to the materials tab.

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Let's go to cycle's render and click on use notes.

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Believe it or not you can actually animate the the colors of cubes as well because these are just values

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though.

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If I go to frame one and going under viewport color so we could see it in the viewport.

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I excuse me I couldn't hit I with my mouse hovered over it and cert's a keyframe and then I'd go to

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say frame 10 and change us to a blue color and then hit the Ickey once more and you could see that it

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now animates the color of the cube.

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Pretty cool.

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I could go to from 30.

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Change it to read and hit I to answer a key from there.

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And now we have that.

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All right.

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That is pretty awesome.

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Now of course to actually render it you would do it here on this color because this is just the viewport

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color the render color would be right here.

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Let's take a look at one more example.

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And also if you had this say on glossy or another color you could actually increase or decrease the

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glossy ness or the shining ness of your object.

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Let's say you have a mirror and for some reason your animation you want it to be very shiny and then

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you want it to turn very not shiny.

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If that's correct vocabulary very not shiny.

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And so you could animate the roughness value of how shiny or not shiny your object is.

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Let's take a look at one last example quickly.

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If we had shift day.

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Add in a lamp let's add in a sun lamp hitting G and Z.

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Let's go into rendered mode and we actually hit Need to hit shift day.

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Add mesh plane.

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Scale it up and grabbing our sun lamp.

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I'm actually going to change it to a point light and ringing it I'm going to bring it down next to my

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plane.

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Going back to rendered view let's increase the strength of this and now we're going to animate it.

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So going to frame 1 we get hit.

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I over the strength of this lamp and then go into frame 20.

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We can bring this value all the way to zero and hit.

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I answer a keyframe.

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Now if we play this you can see that the light starts very bright and it diminishes.

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So pretty cool you could use that for example if you have a street scene with some street lights and

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the light is kind of flickering out or it's going to flicker out.

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You could actually animate this value.

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Scuse me you can actually animate this value up and down so it looks like it's flickering you know it's

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flickering in and out of on and off.

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So you would just animate it that way.

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And of course you can animate the color of it and the size etc..

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So pretty pretty cool.

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And that is basically animating values in blender.

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It is really awesome so keep that in mind as you go along and have some fun with it because now pretty

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much anything is animated will and no holding you back now.

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All right.

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I'll see you in the next tutorial by.

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All right.

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So everybody's here.

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I take it.

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Let me do roll call first make sure everyone's here for the quote of the video.

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All right.

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Do you believe in magic do you believe in magic.

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A world without it would be tragic.

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It's not some made up stuff or some hyped up fluff.

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Just look around and you'll see it's all around you and me.

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Seriously ladies and gentlemen.

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Take a look around.

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It's pretty amazing.

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All right.

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Ciao for now.

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Oh vois.

