Welcome to the time line in this video you'll be introduced to the timeline shown how to adjust the
playback and rendering range and how to alter the frames per second of your animation.
So let's hop straight on over into blender.
Okay so let's first of all make the timeline appear and I hid it a few lectures back.
Now you may already still have it on your screen.
I don't want to reveal it that way.
So let's get rid of that.
I'm going to create a new window and I'm going to change this bottom one to the timeline view and I'm
just going to push all this lot over here to one side so we can see the entire head a bar of the time
line along the bottom of the screen here.
Now I'm just going to go through it bit by bit.
Obviously here we have what the window we have is in and we've got it selects to the time line just
here at the bottom then it's got a picture of a little clock under view.
Well we're not going to go into anything under view for the moment and the markers.
Now this is incredibly useful if you need to mark a point in time.
Now when you initially add a marker it's named it f underscores 0 1.
You can right click and move that to where you want and press left click to place it just like you do
objects.
You can zoom in an out of the time line by the way just nudge the scroll will vary with the scroll Well
if necessary.
Now if f underscores 0 1 is not to your liking under a marker We've also got the option to rename marker.
You can see there's a key here for M to add a marker and rename marker is control an M.
The moment we have that for instance if we were going to make our model jump at this point we can put
in a marker there that we wanted to be name.
Jump.
Perfect frame.
Now there are some or awesome options here.
The start frame and end frame.
So the short cuts here.
S n e.
Well they're the same as this starts frame and end frames here so I'll probably be editing them down
here rahaf and going into the menu.
However if you've just gone to a certain location on a bigger project say frame 80 is where you need
to start from and work on.
You can set the staff home very quickly by just doing that out rather than waiting around and going
here.
But since in this case we're going to be starting from zero and going onwards from there.
Those options aren't necessary in this module.
And now if we want to just preview a range now this is very helpful so we go to set preview range.
We can quickly select this area here by drawing a box around it essentially and it limits the playback
range which is here to this section here now.
The great thing about that is it doesn't change anything else so we go back to frame when we clear the
preview range goes back to how it was before.
So we have the start and end frame here which you can see as zero on this side and goes all the way
along.
I'm just clicking and dragging the green thing to demonstrate to 250 and obviously we can increase that
and decrease that as we like.
And then we've got some playback buttons along here so we got all the way back to the beginning.
Rewind play backwards play forwards.
Fast forward and all the way to the end frame.
So how do we control the frames per second and how do we know what they are.
I don't see any option along here.
The rest of this we won't deal with on the head bar by the way will come to that.
This area here with the what looks like a record button.
This Red Circle where we talk about key frames in the next lecture.
So in order to change the frames per second well that's hidden under the render properties.
I'm just going to move this back out now.
So we've got the camera here were in the Properties window.
The little picture of the Canda the render properties.
Now scrolling down or scrolling up in this case you want the one that says dimensions and down here
we have one of the options is frame rates and that's where you can set the frame rate so if we set this
back to zero and press play it's currently moving along at 24 frames per second.
So by the time we reach 240 frames 10 seconds of animation has passed before it automatically loops
and plays through the animation again.
Excellent.
So if we change that to 60 frames per second.
The animation speed is going to be a lot lot faster.
Now in this case what we probably want to do is leave it how it is we're not matching it up to any existing
video.
So I'm quite happy leaving it at 24 frames per second.
At any point you can pause a video and we can play it backwards and you can pause a video and play it
forwards.
You notice as I was hovering over that it gives us a short koshy's Alton A.
So on the keyboard at any point you can hear Oulton a and it will start playing back the animation that
we're working on.
I'm so used to hitting space it's not space it's OT now shift.
Alright then I will play it backwards shift Olsen a will play our animation backwards.
And Altern a will stop it and play it forwards and stop it and play it forwards and then we can go backwards
and forwards as much as we like.
Looking at the animation we've made or we can just click the pause button down there.
Great.
One final consideration to make.
When you work at a higher frame rates I f p s here are at 60.
There's going to be a lot more work for your computer to do when rendering in order to get your animation
out because it's going to have to.
In this case do one point something that worked over twice the amount of work.
In this case is going to have to do over twice the amount of work.
If we set it to 20 to 60 frames per second.
And one thing you do not want to do is keep hopping between frames per second because it will change
how your animation looks.
If you set up your animation when it's at 60 frames per second and you slow it essentially slow it down
24 frames per second your animation will get a lot slower.
In fact it will be over half as slow.
Now if you go the other way of we've said it 24 friends and we do our animation and then we go back
in an adjusted 60 frames per second it will go over twice the speed.
And so when you need to set this right at the very beginning you cant realistically go back and change
everything.
So make sure you get that right from the very beginning.
Okay guys.
Its challenge time.
I'd like you to set the animation time to five seconds.
So leaving the frames per second the frame rate at 24 frames per second set the start and end frame
so that we will have a five second animation balls of video now and give that a go.
Welcome back.
Let's hop straight on over into blender and solve this little mathematical problem.
Okay.
So back over in blender.
Let's just make make sure here the frame rate is 24 frames per second which it is brilliant.
Now a five second thing will be five times twenty four or ten second one will be 240.
So a five second one will be 120.
So now we've got it on 120 you can see here we can see the changes in value here to 120 or indeed go
to frame and set the end frame here or press E.
And there we go.
We'll now have ourselves a five second animation and if we count zero one two three four five.
Perfect.
Now of course you cannot set what ever one you like.
But for the purposes of this exercise to keep it as short as possible so we can see our results as quickly
as possible.
If you set it at a five minute animation the render time is going to be astronomical compared to a shorter
animation.
So we'll be also working with our animation shortly and constraining it to those five seconds.
Excellent.
So we've got the timeframe set in the next lecture.
We're going to be starting to animate our lamp bringing it to life.
I can't wait.
See you soon.