WEBVTT

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Welcome to the time line in this video you'll be introduced to the timeline shown how to adjust the

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playback and rendering range and how to alter the frames per second of your animation.

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So let's hop straight on over into blender.

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Okay so let's first of all make the timeline appear and I hid it a few lectures back.

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Now you may already still have it on your screen.

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I don't want to reveal it that way.

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So let's get rid of that.

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I'm going to create a new window and I'm going to change this bottom one to the timeline view and I'm

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just going to push all this lot over here to one side so we can see the entire head a bar of the time

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line along the bottom of the screen here.

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Now I'm just going to go through it bit by bit.

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Obviously here we have what the window we have is in and we've got it selects to the time line just

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here at the bottom then it's got a picture of a little clock under view.

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Well we're not going to go into anything under view for the moment and the markers.

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Now this is incredibly useful if you need to mark a point in time.

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Now when you initially add a marker it's named it f underscores 0 1.

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You can right click and move that to where you want and press left click to place it just like you do

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objects.

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You can zoom in an out of the time line by the way just nudge the scroll will vary with the scroll Well

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if necessary.

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Now if f underscores 0 1 is not to your liking under a marker We've also got the option to rename marker.

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You can see there's a key here for M to add a marker and rename marker is control an M.

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The moment we have that for instance if we were going to make our model jump at this point we can put

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in a marker there that we wanted to be name.

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Jump.

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Perfect frame.

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Now there are some or awesome options here.

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The start frame and end frame.

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So the short cuts here.

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S n e.

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Well they're the same as this starts frame and end frames here so I'll probably be editing them down

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here rahaf and going into the menu.

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However if you've just gone to a certain location on a bigger project say frame 80 is where you need

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to start from and work on.

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You can set the staff home very quickly by just doing that out rather than waiting around and going

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here.

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But since in this case we're going to be starting from zero and going onwards from there.

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Those options aren't necessary in this module.

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And now if we want to just preview a range now this is very helpful so we go to set preview range.

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We can quickly select this area here by drawing a box around it essentially and it limits the playback

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range which is here to this section here now.

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The great thing about that is it doesn't change anything else so we go back to frame when we clear the

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preview range goes back to how it was before.

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So we have the start and end frame here which you can see as zero on this side and goes all the way

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along.

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I'm just clicking and dragging the green thing to demonstrate to 250 and obviously we can increase that

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and decrease that as we like.

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And then we've got some playback buttons along here so we got all the way back to the beginning.

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Rewind play backwards play forwards.

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Fast forward and all the way to the end frame.

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So how do we control the frames per second and how do we know what they are.

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I don't see any option along here.

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The rest of this we won't deal with on the head bar by the way will come to that.

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This area here with the what looks like a record button.

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This Red Circle where we talk about key frames in the next lecture.

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So in order to change the frames per second well that's hidden under the render properties.

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I'm just going to move this back out now.

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So we've got the camera here were in the Properties window.

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The little picture of the Canda the render properties.

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Now scrolling down or scrolling up in this case you want the one that says dimensions and down here

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we have one of the options is frame rates and that's where you can set the frame rate so if we set this

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back to zero and press play it's currently moving along at 24 frames per second.

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So by the time we reach 240 frames 10 seconds of animation has passed before it automatically loops

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and plays through the animation again.

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Excellent.

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So if we change that to 60 frames per second.

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The animation speed is going to be a lot lot faster.

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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

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video.

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So I'm quite happy leaving it at 24 frames per second.

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At any point you can pause a video and we can play it backwards and you can pause a video and play it

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forwards.

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You notice as I was hovering over that it gives us a short koshy's Alton A.

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So on the keyboard at any point you can hear Oulton a and it will start playing back the animation that

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we're working on.

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I'm so used to hitting space it's not space it's OT now shift.

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Alright then I will play it backwards shift Olsen a will play our animation backwards.

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And Altern a will stop it and play it forwards and stop it and play it forwards and then we can go backwards

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and forwards as much as we like.

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Looking at the animation we've made or we can just click the pause button down there.

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Great.

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One final consideration to make.

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When you work at a higher frame rates I f p s here are at 60.

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There's going to be a lot more work for your computer to do when rendering in order to get your animation

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out because it's going to have to.

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In this case do one point something that worked over twice the amount of work.

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In this case is going to have to do over twice the amount of work.

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If we set it to 20 to 60 frames per second.

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And one thing you do not want to do is keep hopping between frames per second because it will change

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how your animation looks.

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If you set up your animation when it's at 60 frames per second and you slow it essentially slow it down

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24 frames per second your animation will get a lot slower.

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In fact it will be over half as slow.

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Now if you go the other way of we've said it 24 friends and we do our animation and then we go back

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in an adjusted 60 frames per second it will go over twice the speed.

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And so when you need to set this right at the very beginning you cant realistically go back and change

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everything.

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So make sure you get that right from the very beginning.

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Okay guys.

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Its challenge time.

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I'd like you to set the animation time to five seconds.

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So leaving the frames per second the frame rate at 24 frames per second set the start and end frame

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so that we will have a five second animation balls of video now and give that a go.

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Welcome back.

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Let's hop straight on over into blender and solve this little mathematical problem.

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Okay.

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So back over in blender.

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Let's just make make sure here the frame rate is 24 frames per second which it is brilliant.

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Now a five second thing will be five times twenty four or ten second one will be 240.

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So a five second one will be 120.

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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

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to frame and set the end frame here or press E.

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And there we go.

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We'll now have ourselves a five second animation and if we count zero one two three four five.

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Perfect.

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Now of course you cannot set what ever one you like.

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But for the purposes of this exercise to keep it as short as possible so we can see our results as quickly

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as possible.

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If you set it at a five minute animation the render time is going to be astronomical compared to a shorter

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animation.

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So we'll be also working with our animation shortly and constraining it to those five seconds.

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Excellent.

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So we've got the timeframe set in the next lecture.

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We're going to be starting to animate our lamp bringing it to life.

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I can't wait.

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See you soon.
