WEBVTT

00:00.820 --> 00:09.130
Welcome to key frames in this video you will understand what they are and how they are used be shown

00:09.130 --> 00:13.990
how to automatically add them and remove them from the time line view.

00:14.350 --> 00:21.940
Realize almost any thing can be framed and be able to use key frames to animate your lamp.

00:22.360 --> 00:24.940
So let's hop straight on over into blender.

00:27.330 --> 00:29.630
Right so let's start adding some key phrase.

00:29.640 --> 00:31.130
But before we do.

00:31.140 --> 00:36.250
Just in case we end up as were experimenting make a big mess of are animated lamp.

00:36.390 --> 00:41.160
Let's hop over into a brand new blender file and play with the default cube.

00:41.610 --> 00:42.120
Right.

00:42.120 --> 00:45.540
So I'm going to need the time line so I'm going to bring that out.

00:45.540 --> 00:48.630
I've changed my default file so I don't have to have the time.

00:48.630 --> 00:55.920
I know every time now I'm not going to worry too much about the length of time line or anything along

00:55.920 --> 00:57.160
those lines.

00:57.180 --> 00:59.280
So what is a key frame.

00:59.310 --> 01:03.990
Well a key frame is simply a moment in time.

01:04.080 --> 01:05.810
In our animation.

01:06.000 --> 01:09.090
So let's just set a key frame really quickly.

01:09.090 --> 01:15.780
So first of all on scan to hide this area here so we just got our 3D view in front of us and our timeline.

01:16.260 --> 01:18.490
So I'm going to click the record button here.

01:18.510 --> 01:21.050
And initially it won't do anything.

01:21.060 --> 01:26.880
However the moment time do anything in our scene even just move the cube ever so slightly.

01:26.910 --> 01:33.360
It records a point when we can see that on the timeline now those yellow line just here on the timer

01:33.630 --> 01:38.040
that indicates that that particular moment contains a key frame.

01:38.580 --> 01:49.590
Now let's say we go to frame 30 and move the cube up here and across a little and then at frame 60 we

01:49.590 --> 01:53.750
bring it down and across a little again.

01:54.120 --> 02:00.630
Now we see that there are three main states that the cubes in those that is starting frame this key

02:00.630 --> 02:02.300
frame here and this one here.

02:02.360 --> 02:11.120
And what key frames allow us to do is simply smoothly transition between those key frames automatically

02:11.710 --> 02:17.670
you imagine if you had to do that by placing it and setting it and placing it and setting it 60 times

02:18.000 --> 02:23.460
that's just not going to happen so a key frames allows to do things with a certain amount of automation

02:23.760 --> 02:30.990
and key frames of those points where let's say here we reach the top of our jump and then we start descending

02:30.990 --> 02:32.190
again.

02:32.190 --> 02:36.600
Now key frames can apply to literally anything and everything.

02:36.630 --> 02:42.600
And in blender any field that you have can be adjusted.

02:42.660 --> 02:49.920
So let's open up this area here and let's hide those again so you can see here what all the areas that

02:49.920 --> 02:54.990
are highlighted in yellow are ones that are actually being key frames of this point.

02:54.990 --> 02:57.540
So sometimes you end up with individual ones.

02:57.630 --> 03:03.240
Other times you end up with whole groups so you can see that the scale is highlighted but it doesn't

03:03.240 --> 03:05.450
actually change from frame to frame.

03:05.520 --> 03:10.200
And on the key frame the yellow and in between it guesses some numbers.

03:10.230 --> 03:13.310
So it's a smooth transition to the next key frame.

03:13.320 --> 03:23.710
Now what we could do here is on frain 30 for instance we can go to scale and make hits longer.

03:23.910 --> 03:26.760
So in the z axis we can make it a bit taller.

03:27.000 --> 03:33.660
And then as we're jumping up it stretches ever so slightly and then by the time comes back down again

03:34.560 --> 03:35.800
it's not stretching.

03:35.880 --> 03:39.480
So there's loads of different things you can do with these key frames.

03:39.510 --> 03:43.750
Now if you want to delete one say well actually that one at the top there I don't want it's not going

03:43.820 --> 03:47.590
to go up anymore it's just going to go along this y axis.

03:47.700 --> 03:55.440
Then down on the set of keys down here on the timelines header we can click that and select certain

03:55.440 --> 03:56.400
types.

03:56.430 --> 04:01.530
In this case I'm just going to go available so it removes all the settings that we've made at this particular

04:01.530 --> 04:06.270
point and then we can click the little key with a line through it and that will remove the key frame

04:06.270 --> 04:07.290
at that point.

04:07.290 --> 04:12.700
And then the queue will actually just slide long between these two key frames.

04:12.840 --> 04:14.540
And of course this will apply with everything.

04:14.550 --> 04:23.800
So with the record button on if I lift it up and rotate it it will then graduate between those.

04:24.510 --> 04:28.350
Positions rotations scales pretty much anything.

04:28.410 --> 04:29.270
Everything.

04:30.550 --> 04:32.330
Very very powerful.

04:33.370 --> 04:35.610
Okay guys it's Challenge time.

04:35.620 --> 04:42.100
I'd like you to use the knowledge you've just acquired to animates the lamp sir and make the lamp using

04:42.160 --> 04:44.170
automatic key frames.

04:44.170 --> 04:49.060
Do stick to that 5 second animation and remember to have fun.

04:49.060 --> 04:50.800
What poses can you come up with.

04:50.820 --> 04:53.590
What little ditties can you make your lamp do.

04:53.650 --> 04:56.160
Pause a video now and give that a go.

04:59.220 --> 05:00.760
Okay guys welcome back.

05:00.960 --> 05:03.140
Let's go and animates our lamp.

05:04.840 --> 05:08.000
Right so let's hop over to the animated lamp.

05:09.120 --> 05:16.070
Okay so we've got our animated lamp here and I want him to or her is I don't know anyway.

05:16.170 --> 05:21.130
I want it to hop along the wall along this way.

05:21.150 --> 05:27.090
So at the moment our default pose if I select everything and reset the rotation is actually facing the

05:27.090 --> 05:27.700
wall.

05:27.900 --> 05:32.510
So the first thing that I will want to do I am looking at my hierarchy in everything.

05:32.610 --> 05:37.650
I'm going to be moving this base and if I just move it at the moment the rest of the lamp will stay

05:37.650 --> 05:38.360
still.

05:38.670 --> 05:42.100
I need to parent the lamp rake to the base.

05:42.180 --> 05:47.430
So if you haven't done that you may have struggled with working out why that wasn't all moving together

05:47.460 --> 05:49.060
but that's fine there.

05:49.080 --> 05:57.900
Finally I'm going to go into Poe's mode here so let's select the Whereis it's the lamp rake were imposed

05:57.900 --> 05:58.610
mode.

05:58.770 --> 06:02.800
I'm going to grab this lower bone and rotate it by 90 degrees.

06:06.170 --> 06:06.550
Yeah.

06:07.020 --> 06:08.550
And finally pose.

06:08.670 --> 06:10.150
And then oh.

06:10.160 --> 06:10.650
Being blind.

06:10.650 --> 06:13.520
Apply the pose as the rest pose.

06:13.530 --> 06:16.980
That's fine so let's skip round to the front view.

06:17.010 --> 06:18.520
I think it's front view.

06:19.760 --> 06:21.970
Front or back yet front absolutely fine.

06:22.220 --> 06:27.470
And I'm going to do this in this or for graphic projection.

06:27.650 --> 06:34.340
So the first thing I want to do is make sure that the recording of key frames is turned on and I'm going

06:34.340 --> 06:42.970
to have a couple of frames of something I'm asking to set that to 0 0 0 at this moment in time.

06:42.980 --> 06:45.860
I don't really want to lift that up there.

06:45.860 --> 06:47.480
There we go the base.

06:47.570 --> 06:53.040
I'm going to set it as zero there or just lift it up and then set it back down to zero.

06:53.060 --> 06:53.360
There we go.

06:53.370 --> 07:00.410
So we've got our lamp down at the cero and then something's going to happen and it's going to end up

07:00.560 --> 07:08.210
over on this side over here so it's going to probably jump up or something and then land back here so

07:08.210 --> 07:11.560
let's just see if that distance is right.

07:11.570 --> 07:13.300
That's probably a little far.

07:13.670 --> 07:15.920
So let's go to here and perhaps back here.

07:15.920 --> 07:21.620
I'm just trying to make an ark down to here so there and then midway between here and here is about

07:21.860 --> 07:27.850
150 but you tend to fall quick of you jump so I'm going to scoot just a little bit further this way.

07:27.920 --> 07:36.080
Agma starts the jump around here and set the 3-d cursor around this corner set the pivot point to the

07:36.080 --> 07:37.510
3D cursor.

07:39.820 --> 07:46.050
And just tip it forward ever so slightly and then will have it going forward.

07:47.420 --> 07:50.810
But also that's going to have to go up a little.

07:50.840 --> 07:58.320
Otherwise you get this kind of sliding effect and the top of the animation is going to be.

08:00.510 --> 08:02.340
Take that back to the active element.

08:02.340 --> 08:08.580
Lift it up as that too high or indeed as that just passed through something.

08:08.590 --> 08:10.600
No that's just our plane.

08:10.710 --> 08:14.070
So let's turn the plane off so I can't see it.

08:14.070 --> 08:16.430
All these things in the way.

08:16.810 --> 08:18.800
Lighting plane there again.

08:19.140 --> 08:21.590
Whizz back round to the front view.

08:24.460 --> 08:28.810
Zoom in zoom back out again unny to see what's going on of course.

08:28.810 --> 08:34.840
So we're starting down here we're jumping up and we're landing about here.

08:39.600 --> 08:42.340
And a lot of this is just done by i.

08:42.720 --> 08:47.720
I'm sure if you spend a lot of times that's actually going forward there.

08:47.730 --> 08:49.680
Before I want it so.

08:51.350 --> 08:54.040
In fact here I really want it kind of rocking back.

08:54.040 --> 09:00.640
First sound I'm only starting on this base by the way we can move on to other bits and bobs in a moment.

09:00.710 --> 09:05.650
So let's zoom in down to this base and just focus on it a little closer.

09:05.660 --> 09:11.180
Have to zoom in there because the 3D cursor itself I can't set it because the Red Arrow was in the way.

09:11.180 --> 09:13.800
So let's start here.

09:13.910 --> 09:18.160
Let's move forward a couple of frames and rock backwards first.

09:18.440 --> 09:24.440
Let's get a lamp leaning backwards as well when we're in pose mode.

09:27.430 --> 09:30.670
So you've got it going backwards.

09:30.670 --> 09:37.730
In fact we don't have a beginning of our POWs So let's have it in a more static position first.

09:37.750 --> 09:39.230
Then it leans back.

09:41.190 --> 09:44.100
And about fair we want it leaning forward.

09:44.130 --> 09:46.350
So let's lift that up.

09:47.580 --> 09:52.150
Perhaps not that much of a ways it's going to be a violent move forward.

09:52.440 --> 09:54.030
And then we're going to lift up.

09:54.110 --> 09:58.840
And of course as we come down he's going to want to start Crouch.

10:00.790 --> 10:03.470
Ready for the landing which happens.

10:03.490 --> 10:05.610
Let's move round two.

10:06.450 --> 10:07.150
There.

10:07.140 --> 10:12.130
So let's really move that back here.

10:12.240 --> 10:17.560
And then finally we haven't done the final bit of the animation there so that's.

10:19.130 --> 10:21.430
Move it down a little bit more.

10:22.640 --> 10:25.470
Let's get the lamp rocking forward.

10:27.090 --> 10:28.660
I need a pivot point around there.

10:28.660 --> 10:32.780
First of all to rotate it back down to nothing.

10:33.870 --> 10:35.210
A few seconds later.

10:35.310 --> 10:36.600
Rock forward.

10:37.650 --> 10:42.560
A few seconds later but these are going to get closer and closer together.

10:48.070 --> 10:50.500
So we end up with this rocking effect.

10:51.730 --> 10:55.680
And then a final rest position where it's flat again.

10:55.750 --> 10:57.700
I'm just doing this by I.

10:57.730 --> 11:01.100
And then finally let's hop over to the posing itself.

11:01.100 --> 11:02.510
You've got it landing.

11:04.690 --> 11:07.450
And that's going to start coming forward.

11:10.900 --> 11:16.130
And as it starts going back it's going to stretch out to prevent itself from toppling.

11:19.770 --> 11:22.350
And then in to our final rest pose.

11:22.370 --> 11:26.690
So I'm pretty much doing a 2D animation here only on one plane.

11:27.780 --> 11:31.830
But of course I'm going to get rid of that marker it serves no purpose.

11:31.880 --> 11:34.320
And so let's just see how our lamp is looking.

11:34.320 --> 11:37.820
There's something very weird happening at the beginning I'm not happy with that.

11:38.240 --> 11:40.040
Because it's it's rocked back.

11:40.050 --> 11:43.900
It's lifted up and we don't want it lifting up at this point.

11:45.660 --> 11:46.340
Okay.

11:46.350 --> 11:49.690
And it's moving forward to here.

11:49.890 --> 11:52.010
I don't want it moving forward at all.

11:52.020 --> 11:53.440
Select the wrong thing.

11:53.540 --> 11:58.030
Sure they select the wrong thing when you intend to move items about.

11:58.030 --> 11:59.980
And let's pull it backwards.

12:00.000 --> 12:01.990
Let's just see.

12:03.610 --> 12:05.000
Look ridiculous.

12:05.410 --> 12:09.550
But of course you can play with this to your heart's content and get it just right.

12:09.550 --> 12:14.750
In fact at this point I'm going to delete the key every key phrase that's available at that point.

12:15.670 --> 12:23.030
So we've got it going up and I just want it's flying forward before it takes off.

12:23.350 --> 12:25.670
So here we are rocking back.

12:27.090 --> 12:31.480
Let's have it rocking forward again before it goes into the sky.

12:37.620 --> 12:39.560
Rotate that round.

12:43.950 --> 12:44.750
And it's Move.

12:44.760 --> 12:46.820
Move forward ever so slightly.

12:46.860 --> 12:49.740
So you do have to be really careful because it's move forward.

12:49.760 --> 12:51.840
It just looks a bit silly.

12:52.850 --> 12:53.480
That's a bit better.

12:53.480 --> 12:55.930
Let's just play that and see how it looks.

12:58.990 --> 13:05.980
Well it's low gravity by the looks of things so I haven't hit rock lots then very big slide through

13:05.980 --> 13:07.980
there and going down there.

13:07.990 --> 13:12.560
Now there are certain things we can do to tweak that but I'm quite happy with that for the moment.

13:12.610 --> 13:19.750
And one final thing at the top of fats I am going to just get the lamp to look at us.

13:20.310 --> 13:27.780
So I'm going to grab our post position here and I'm literally going to grab him to look around.

13:29.270 --> 13:30.120
But just the head.

13:30.140 --> 13:31.760
Just want my head looking.

13:33.060 --> 13:34.940
See if I can grab this in.

13:34.970 --> 13:38.810
Sue me in our perspective Moe probably isn't helping with my zooming here.

13:38.970 --> 13:42.300
Let's get him to look so well where's the camera.

13:42.300 --> 13:44.000
That's the first question.

13:44.890 --> 13:46.830
Well we can sort that out in a moment.

13:47.530 --> 13:48.050
Yeah that's.

13:48.070 --> 13:50.740
That looks good enough let's go back round to the front.

13:53.190 --> 13:55.750
Just rotate it around a little bit more.

13:56.070 --> 13:57.490
Let's see how that looks.

13:57.520 --> 13:59.740
It jumps up looks round.

14:01.190 --> 14:03.710
And swings his background for landing.

14:03.710 --> 14:04.810
Perfect.

14:05.180 --> 14:07.180
It's looking pretty good.

14:07.190 --> 14:13.930
Let's just see how that looks with the rake turned off so I can see our model.

14:14.970 --> 14:16.880
So let's turn the lamp Rick off.

14:18.070 --> 14:22.070
Let's just have a look at that playing so start animation.

14:22.150 --> 14:23.780
I'm struggling for screen space here.

14:23.810 --> 14:25.000
Start animation.

14:25.170 --> 14:26.620
You're going to jump off the screen.

14:26.620 --> 14:27.380
Yup.

14:28.770 --> 14:32.750
So let's just see if we can lower that down a little on the course.

14:32.760 --> 14:35.150
It just loops round and round around.

14:35.890 --> 14:38.310
So I can probably just pull that up a little.

14:40.420 --> 14:41.380
Excellent.

14:41.470 --> 14:43.780
I'm liking our animated lamp.

14:43.930 --> 14:49.600
Now of course before we can go and share this with people we need to make sure that we can export and

14:49.600 --> 14:54.850
not have our computer taking a small lifetime to do anything and we'll cover that in the next couple

14:54.850 --> 14:55.570
of lectures.

14:55.570 --> 14:58.780
So you can start sharing your animations with people.

14:58.780 --> 15:01.570
Take care and I will see you in the next lecture.
