1
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All right let's set it up for rendering.

2
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Now just a couple of things before we set our settings and put it to render first being that I want

3
00:00:11,330 --> 00:00:18,590
to grab this light and bring it out so that's not behind our backdrop which is not going to do anything

4
00:00:18,590 --> 00:00:19,890
right there.

5
00:00:20,630 --> 00:00:24,290
Now I want to check just one or two things.

6
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First being is out want to render out one or two images just to get a feel for how our scene looks and

7
00:00:30,350 --> 00:00:33,380
make sure everything's good to go.

8
00:00:33,470 --> 00:00:37,040
However I'm going to change it to GP you as that's much faster.

9
00:00:37,040 --> 00:00:44,570
So if you have a graphics card going here to file user preferences and go to a system and then go over

10
00:00:44,570 --> 00:00:51,110
here where it says cute or none when it's online it's on C.P. you when you click kuda it goes to your

11
00:00:51,110 --> 00:00:59,340
GPO rendering or graphics card which is a lot faster and that go over here and change from GP to GP

12
00:00:59,350 --> 00:01:01,580
you compute.

13
00:01:01,660 --> 00:01:02,070
All right.

14
00:01:02,080 --> 00:01:04,390
Cool cool cool.

15
00:01:04,390 --> 00:01:07,660
Now our animations can be rendered at nine 20 by 10.

16
00:01:07,660 --> 00:01:10,750
80 are going to render mine up 50 percent.

17
00:01:10,750 --> 00:01:14,050
But feel free to re-enter yours all the way to 100 percent.

18
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Just know that it's going to take longer.

19
00:01:17,460 --> 00:01:19,590
And then our animation ends.

20
00:01:19,690 --> 00:01:21,120
Let's see when it ends.

21
00:01:22,420 --> 00:01:24,000
What frame is he out.

22
00:01:24,010 --> 00:01:25,440
So it ends right.

23
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Here.

24
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So frame six sixty two.

25
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So let's put and frame six sixty two.

26
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We don't here render any unnecessary frames that will just make it take longer.

27
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Next we want to select where we're going to render our images because again we're going to render them

28
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in images not movies.

29
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And what's cool about this and I'll show you a little bit later.

30
00:01:50,060 --> 00:01:55,340
But for example let's say you render your whole animation and move in images.

31
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But then you see that like for example right here the movement when he swings and he hits the sign just

32
00:02:01,850 --> 00:02:02,930
doesn't look good.

33
00:02:02,930 --> 00:02:04,760
And you want to redo that.

34
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Well the cool thing with images for example if it was a movie you would have to read redo the animation

35
00:02:11,960 --> 00:02:13,970
and then rerun the whole movie.

36
00:02:14,180 --> 00:02:21,200
But since we're rendering in two images what we could do is just go here fix that part of the animation

37
00:02:21,830 --> 00:02:30,410
and then just re render those frames so let's say it's from frame to 83 to frame 316 that we need to

38
00:02:30,410 --> 00:02:33,490
fix what we would fix the animation.

39
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And then just re render those 30 or 40 frames go to our folder and replace the previous images with

40
00:02:41,150 --> 00:02:42,510
the new images.

41
00:02:42,530 --> 00:02:44,030
So that's pretty cool.

42
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Allows for you to be able to tweak your animation without having to rerun or redo the whole thing.

43
00:02:50,150 --> 00:02:57,170
So they're going to be in PMG like your folder and find where you want to save them.

44
00:02:58,010 --> 00:03:07,490
I'm going to save them in my folder here called animation stills accept Do you accept.

45
00:03:07,560 --> 00:03:12,510
Now we want to go over here to sampling the sampling.

46
00:03:12,510 --> 00:03:16,830
This is going to be the render sampling We'll see how much it's out in just a second.

47
00:03:17,190 --> 00:03:23,230
And then of course PLG it's all good 24 frames per second.

48
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1 6 6 2.

49
00:03:25,110 --> 00:03:29,080
All right so everything here is good and dandy.

50
00:03:29,540 --> 00:03:34,800
Now what I want to do is just render one or two frames.

51
00:03:34,800 --> 00:03:38,480
Make sure everything is good.

52
00:03:38,630 --> 00:03:44,690
So I'm going to go to frame on this frame or so right here.

53
00:03:45,510 --> 00:03:53,170
Let's go ahead and hit F 12 to render and it will render out 128 samples right now.

54
00:03:53,430 --> 00:03:59,930
So you can see that right here every block or every cube is rendered at 128 samples.

55
00:03:59,970 --> 00:04:07,320
So if you want less noise in your image and the noise is the graininess of it you would increase the

56
00:04:07,320 --> 00:04:08,100
samples.

57
00:04:08,100 --> 00:04:13,650
Right here the render samples the previous samples are basically the samples that are shown when we

58
00:04:13,650 --> 00:04:18,630
go to render view right here the rendered preview buffer the render you increase the render samples

59
00:04:18,630 --> 00:04:19,570
here.

60
00:04:19,680 --> 00:04:23,450
Now the more samples you put the longer it will take.

61
00:04:23,460 --> 00:04:29,910
So keep in mind that the higher the resolution and the higher the samples the longer it will take but

62
00:04:30,060 --> 00:04:37,680
the larger and the crisper it will look to it right here I could get kind of a feel for my scene and

63
00:04:37,680 --> 00:04:38,930
how it's going to look.

64
00:04:39,090 --> 00:04:44,210
I like it it looks good to me except I want the ball right here.

65
00:04:44,250 --> 00:04:48,170
The ball looks a little bit like it's floating.

66
00:04:48,180 --> 00:04:57,830
So I want to fix that quickly actually getting S11 on select the ball and we can see that it's sticking

67
00:04:57,830 --> 00:05:00,760
out under the floor right here.

68
00:05:00,950 --> 00:05:07,800
But I'm going to actually bring it down so that it's like that and it looks completely flattened.

69
00:05:07,950 --> 00:05:13,120
So to do that let's go to the dope sheet once again back to the dope sheet.

70
00:05:13,290 --> 00:05:18,980
I thought we had been done with the go to where the ball is squashed which is right here.

71
00:05:20,100 --> 00:05:29,910
Go to the empty keyframe and right here on the second one let's hit G Z.

72
00:05:30,180 --> 00:05:39,480
Bring it down so that's like that and although it's digging out from under the floor it's going to look

73
00:05:39,480 --> 00:05:46,380
a lot better from the view of the camera that we have it at and I'm going to hit I location rotation

74
00:05:46,380 --> 00:05:51,120
scale because we don't have automatic key for him insertion on now.

75
00:05:51,260 --> 00:05:57,710
Well and of course we're going to have to move the hammer because now Hamara is too high.

76
00:05:59,330 --> 00:06:00,980
In g z.

77
00:06:01,050 --> 00:06:02,610
Let's bring the hammer down.

78
00:06:02,850 --> 00:06:08,480
So there's some contact with the ball.

79
00:06:08,500 --> 00:06:10,420
All right cool.

80
00:06:10,450 --> 00:06:14,830
So now let's see how that looks in the frames.

81
00:06:14,880 --> 00:06:16,560
Let's say S11 to go back here.

82
00:06:16,570 --> 00:06:19,020
Let's see what frame this was 568.

83
00:06:19,060 --> 00:06:20,820
So let's go to frame five.

84
00:06:21,980 --> 00:06:23,510
Five sixty eight.

85
00:06:25,080 --> 00:06:29,700
And then right here we have different slots and this is cool this allows for us to compare images.

86
00:06:29,730 --> 00:06:35,310
So you could go here and select a slot or you could just press the number two three four etc. to go

87
00:06:35,310 --> 00:06:40,870
to the slot Zongo slot to hit F 12 to render.

88
00:06:40,940 --> 00:06:43,520
Now I'm going to rerun render this image right here.

89
00:06:45,520 --> 00:06:50,450
And I'm going to hit escape right now because I can see what the ball looks like right there.

90
00:06:51,040 --> 00:06:54,880
And now if I hit one and two back and forth you can see what it looks like.

91
00:06:54,880 --> 00:06:57,520
So I definitely like that a lot better.

92
00:06:57,520 --> 00:07:03,220
It looks like it's flat and here looks like it's flying by also looks like it's flattened but floating

93
00:07:03,670 --> 00:07:08,860
on the surface right here it's really flattened.

94
00:07:09,220 --> 00:07:10,600
All right cool.

95
00:07:10,990 --> 00:07:14,210
So that's good and dandy.

96
00:07:14,490 --> 00:07:20,570
Now I know why I said dandy but I want to go to one more frame maybe around here.

97
00:07:22,110 --> 00:07:29,970
And F 11 go to slot 3 by pressing 3 and hit at 12 to render that out.

98
00:07:32,190 --> 00:07:37,010
Now this is good because you kind of see how your scene will be how your lighting will be.

99
00:07:37,110 --> 00:07:44,760
And before rendering the whole 600 plus frames that we have we can get a feel for how it will look with

100
00:07:44,760 --> 00:07:46,920
the lighting and make sure everything's good.

101
00:07:47,340 --> 00:07:53,090
So I'm going to escape just to stop that because I'm already seeing one thing now I want to fix quickly.

102
00:07:53,970 --> 00:07:58,860
And that is on a mushroom right here you can see that the top right here with the light is Llobet touche

103
00:07:58,980 --> 00:08:04,570
to LIT's because it's completely white or it's almost completely white.

104
00:08:04,710 --> 00:08:10,870
So heading F 11 to go back here you actually going to select this.

105
00:08:10,940 --> 00:08:17,130
Let's turn this one to the 3-D view and click on rendered.

106
00:08:17,360 --> 00:08:25,380
And what I'm going to do is go the mushroom top right here where I can see how bright it is.

107
00:08:25,380 --> 00:08:32,920
I'm actually going to turn the brightness down to three and then because we turned it down to three

108
00:08:32,920 --> 00:08:39,340
you could see that the the white highlights on his head is no longer there which is good but now it's

109
00:08:39,340 --> 00:08:41,500
a little bit darker so to brighten it up.

110
00:08:41,500 --> 00:08:45,850
Remember if we rotated downwards it makes a little bit brighter.

111
00:08:46,090 --> 00:08:49,210
But it also makes a shadow on his face a little bit darker.

112
00:08:49,360 --> 00:08:58,910
So it is just rotated down just a tiny bit and possibly possibly put the strength of this to 3.5

113
00:09:01,060 --> 00:09:04,440
or three point three should be good.

114
00:09:06,200 --> 00:09:12,690
Now hearing F 11 go back here on the head for on the slides and had 12 to render that out.

115
00:09:20,350 --> 00:09:21,900
Rendering rendering

116
00:09:27,610 --> 00:09:30,360
doesn't he look cute.

117
00:09:30,660 --> 00:09:33,030
All right hitting the escape key.

118
00:09:33,060 --> 00:09:33,860
To stop that.

119
00:09:33,870 --> 00:09:34,350
Let's see.

120
00:09:34,350 --> 00:09:36,530
Back and forth and hit three and four.

121
00:09:36,810 --> 00:09:48,130
So you can kind of get the feel that it has for it three is like that or is like that.

122
00:09:48,150 --> 00:09:48,970
All right cool.

123
00:09:49,000 --> 00:09:53,520
I like it like that because I don't want any part of it to be completely white which it is right there

124
00:09:53,530 --> 00:09:54,610
it's little too wide.

125
00:10:00,270 --> 00:10:05,750
And he has a nicer shadow to his face you know way.

126
00:10:06,840 --> 00:10:07,660
All right cool.

127
00:10:07,680 --> 00:10:20,050
And I'm actually going to go ahead and with the lamb have 11 rotators up a little bit that's more honest

128
00:10:20,060 --> 00:10:20,590
face

129
00:10:23,130 --> 00:10:31,920
cool and that then maybe just another filler like grab this one shifted to copy it rotate it this way.

130
00:10:33,090 --> 00:10:35,610
Making sure that the shadow is not in the scene.

131
00:10:35,610 --> 00:10:36,410
Of course

132
00:10:39,750 --> 00:10:45,030
I just add that there are just four extra fact and extra shadows.

133
00:10:46,540 --> 00:10:50,440
All right cool so now we are ready to rumble.

134
00:10:50,430 --> 00:10:53,450
I mean render now going to the render time.

135
00:10:53,560 --> 00:10:55,290
We got everything else set up.

136
00:10:55,520 --> 00:11:05,050
Let's render one last image just to see and get a feel for it will render this one right here.

137
00:11:06,380 --> 00:11:08,390
You're going to have to run the

138
00:11:11,580 --> 00:11:14,810
he's terrified mushroom.

139
00:11:15,810 --> 00:11:18,430
I assume we have to give this guy name OK.

140
00:11:19,700 --> 00:11:22,860
What show's name be his name shall be.

141
00:11:25,780 --> 00:11:28,630
Mashi or mushroom.

142
00:11:28,630 --> 00:11:30,520
All right this is mushy.

143
00:11:30,530 --> 00:11:38,430
The mushroom and squishy the ball I have dubbed them mushy and squishy.

144
00:11:38,950 --> 00:11:40,340
Perfect.

145
00:11:40,630 --> 00:11:42,640
We have a name for our characters.

146
00:11:42,640 --> 00:11:45,780
Mushy and squishy and adventure.

147
00:11:45,790 --> 00:11:48,900
It can be a series.

148
00:11:49,120 --> 00:11:50,510
You can see how that looks.

149
00:11:50,560 --> 00:11:52,290
Looks pretty good.

150
00:11:52,300 --> 00:11:53,400
I like it.

151
00:11:53,440 --> 00:11:55,870
It's kind of got darker.

152
00:11:57,090 --> 00:12:00,030
Feel to it but also it's a nice scene.

153
00:12:00,030 --> 00:12:05,530
I don't want it to washed out like too much of a white backdrop or a white background.

154
00:12:05,610 --> 00:12:06,460
Of it.

155
00:12:08,220 --> 00:12:11,720
To have a you know ominous feel like it does.

156
00:12:11,730 --> 00:12:12,750
All right cool.

157
00:12:12,750 --> 00:12:19,890
So that's that mushy and squishy in lender of course.

158
00:12:19,890 --> 00:12:21,440
All right hitting F 11.

159
00:12:21,450 --> 00:12:23,330
I'm now going to go over here.

160
00:12:24,980 --> 00:12:27,310
Make sure all our settings are good which they are.

161
00:12:27,320 --> 00:12:29,150
We already check them again.

162
00:12:29,150 --> 00:12:32,330
The sampling I'm just are not the volume sampling the sampling.

163
00:12:32,330 --> 00:12:37,730
I'm just going to leave it at 128 for myself feel free to bump it up a bit and out.

164
00:12:37,790 --> 00:12:46,750
Let's go ahead and hit on rendered actually not render we're going to hit animation and do what.

165
00:12:47,110 --> 00:12:48,540
Let's animate.

166
00:12:48,550 --> 00:12:49,330
All right guys.

167
00:12:49,420 --> 00:12:51,580
See you in the next video.

168
00:12:52,980 --> 00:12:59,940
Now one thing that I didn't see I don't know how I missed that but you can see that right here on the

169
00:12:59,940 --> 00:13:05,370
first frame over here we can see the shadow of the ball which is not good.

170
00:13:05,370 --> 00:13:08,400
We don't want the shot of the ball in all the scene.

171
00:13:08,400 --> 00:13:14,860
So let's go ahead and remove the shadow and the sign is fine because that's the animations going to

172
00:13:14,870 --> 00:13:16,030
start right away.

173
00:13:16,260 --> 00:13:20,250
But the shadow of the ball is no bueno.

174
00:13:20,520 --> 00:13:23,220
So let's go ahead.

175
00:13:23,370 --> 00:13:25,410
Go back to the dope sheet.

176
00:13:26,350 --> 00:13:33,630
And really view like the bar now you might not have this problem if you don't.

177
00:13:33,640 --> 00:13:40,280
Congrats on you you rock and you are amazing.

178
00:13:41,130 --> 00:13:43,350
Now I'm going to hit G and x.

179
00:13:43,350 --> 00:13:48,860
Move that out does I.

180
00:13:49,130 --> 00:13:53,490
Location rotation scale and me render this.

181
00:13:53,510 --> 00:13:57,810
See the ball shadow is out of the way.

182
00:13:59,280 --> 00:14:05,760
Again you might not have this issue but it's it's a good thing because imagine if we had rendered all

183
00:14:05,760 --> 00:14:12,420
those frames before the ball jumps into the scene and we realize that the entire time his shadow was

184
00:14:12,510 --> 00:14:16,680
in the way not good not good at all.

185
00:14:21,530 --> 00:14:23,780
All right there we go the shadows no longer there.

186
00:14:23,780 --> 00:14:29,520
One more thing I'm actually going to do as well just in case it's over here.

187
00:14:29,840 --> 00:14:35,100
Select the lamps and you can see life if I got a 3-D view.

188
00:14:35,390 --> 00:14:39,950
Actually it's else you're getting ahead of yourself.

189
00:14:39,950 --> 00:14:44,000
We actually need to copy this over until he jumps into the scene.

190
00:14:44,120 --> 00:14:49,190
Otherwise he's going to be moving the entire time which is not what we want either.

191
00:14:49,390 --> 00:14:56,310
You can see that right there the ball's moving the entire time so make sure to hit shifty.

192
00:14:56,600 --> 00:14:58,990
I'm just too excited to render this thing.

193
00:14:59,600 --> 00:15:00,840
Jumping ahead of myself.

194
00:15:05,650 --> 00:15:07,260
Right right there.

195
00:15:07,260 --> 00:15:09,180
One two three.

196
00:15:15,570 --> 00:15:18,070
All right so that's fine right there.

197
00:15:22,260 --> 00:15:24,300
Moves into the scene right there.

198
00:15:24,300 --> 00:15:30,460
And before that he's just out of the scene cool.

199
00:15:30,820 --> 00:15:31,210
All right.

200
00:15:31,210 --> 00:15:36,280
Now what I want to do is go ahead and go to the 3-D view.

201
00:15:37,630 --> 00:15:40,570
Select rendered which it already has.

202
00:15:40,580 --> 00:15:45,340
All right here you can see that there is a shadow from our lights up here which I don't want because

203
00:15:45,340 --> 00:15:51,110
it's a light song and to go to the object data right here on select.

204
00:15:51,560 --> 00:15:56,970
Over here here it is under cycle settings.

205
00:15:57,110 --> 00:16:01,540
Les de-select shadow so that it doesn't cast a shadow.

206
00:16:01,690 --> 00:16:04,760
I always do the same with these PAHs.

207
00:16:04,880 --> 00:16:05,490
Well

208
00:16:09,430 --> 00:16:10,330
all right cool.

209
00:16:10,330 --> 00:16:12,270
So now we are ready.

210
00:16:13,150 --> 00:16:13,630
All right.

211
00:16:13,690 --> 00:16:19,210
Let's go and click on animation.

212
00:16:19,210 --> 00:16:24,520
I see you guys when this is done rendering which might take a little bit of time.

213
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All right ladies and gentlemen let's look at our quote for the video.

214
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One says I think I can while the other says I think I can't.

215
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The first goes out and does it while the latter does this ponder and quits.

216
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Ladies and gentlemen like they say whether you think you can or you think you can't you're right.

217
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So start thinking that you can.

218
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All right.

219
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Ciao for now.

220
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All of what.

