Welcome to key frames in this video you will understand what they are and how they are used be shown
how to automatically add them and remove them from the time line view.
Realize almost any thing can be framed and be able to use key frames to animate your lamp.
So let's hop straight on over into blender.
Right so let's start adding some key phrase.
But before we do.
Just in case we end up as were experimenting make a big mess of are animated lamp.
Let's hop over into a brand new blender file and play with the default cube.
Right.
So I'm going to need the time line so I'm going to bring that out.
I've changed my default file so I don't have to have the time.
I know every time now I'm not going to worry too much about the length of time line or anything along
those lines.
So what is a key frame.
Well a key frame is simply a moment in time.
In our animation.
So let's just set a key frame really quickly.
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.
So I'm going to click the record button here.
And initially it won't do anything.
However the moment time do anything in our scene even just move the cube ever so slightly.
It records a point when we can see that on the timeline now those yellow line just here on the timer
that indicates that that particular moment contains a key frame.
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
bring it down and across a little again.
Now we see that there are three main states that the cubes in those that is starting frame this key
frame here and this one here.
And what key frames allow us to do is simply smoothly transition between those key frames automatically
you imagine if you had to do that by placing it and setting it and placing it and setting it 60 times
that's just not going to happen so a key frames allows to do things with a certain amount of automation
and key frames of those points where let's say here we reach the top of our jump and then we start descending
again.
Now key frames can apply to literally anything and everything.
And in blender any field that you have can be adjusted.
So let's open up this area here and let's hide those again so you can see here what all the areas that
are highlighted in yellow are ones that are actually being key frames of this point.
So sometimes you end up with individual ones.
Other times you end up with whole groups so you can see that the scale is highlighted but it doesn't
actually change from frame to frame.
And on the key frame the yellow and in between it guesses some numbers.
So it's a smooth transition to the next key frame.
Now what we could do here is on frain 30 for instance we can go to scale and make hits longer.
So in the z axis we can make it a bit taller.
And then as we're jumping up it stretches ever so slightly and then by the time comes back down again
it's not stretching.
So there's loads of different things you can do with these key frames.
Now if you want to delete one say well actually that one at the top there I don't want it's not going
to go up anymore it's just going to go along this y axis.
Then down on the set of keys down here on the timelines header we can click that and select certain
types.
In this case I'm just going to go available so it removes all the settings that we've made at this particular
point and then we can click the little key with a line through it and that will remove the key frame
at that point.
And then the queue will actually just slide long between these two key frames.
And of course this will apply with everything.
So with the record button on if I lift it up and rotate it it will then graduate between those.
Positions rotations scales pretty much anything.
Everything.
Very very powerful.
Okay guys it's Challenge time.
I'd like you to use the knowledge you've just acquired to animates the lamp sir and make the lamp using
automatic key frames.
Do stick to that 5 second animation and remember to have fun.
What poses can you come up with.
What little ditties can you make your lamp do.
Pause a video now and give that a go.
Okay guys welcome back.
Let's go and animates our lamp.
Right so let's hop over to the animated lamp.
Okay so we've got our animated lamp here and I want him to or her is I don't know anyway.
I want it to hop along the wall along this way.
So at the moment our default pose if I select everything and reset the rotation is actually facing the
wall.
So the first thing that I will want to do I am looking at my hierarchy in everything.
I'm going to be moving this base and if I just move it at the moment the rest of the lamp will stay
still.
I need to parent the lamp rake to the base.
So if you haven't done that you may have struggled with working out why that wasn't all moving together
but that's fine there.
Finally I'm going to go into Poe's mode here so let's select the Whereis it's the lamp rake were imposed
mode.
I'm going to grab this lower bone and rotate it by 90 degrees.
Yeah.
And finally pose.
And then oh.
Being blind.
Apply the pose as the rest pose.
That's fine so let's skip round to the front view.
I think it's front view.
Front or back yet front absolutely fine.
And I'm going to do this in this or for graphic projection.
So the first thing I want to do is make sure that the recording of key frames is turned on and I'm going
to have a couple of frames of something I'm asking to set that to 0 0 0 at this moment in time.
I don't really want to lift that up there.
There we go the base.
I'm going to set it as zero there or just lift it up and then set it back down to zero.
There we go.
So we've got our lamp down at the cero and then something's going to happen and it's going to end up
over on this side over here so it's going to probably jump up or something and then land back here so
let's just see if that distance is right.
That's probably a little far.
So let's go to here and perhaps back here.
I'm just trying to make an ark down to here so there and then midway between here and here is about
150 but you tend to fall quick of you jump so I'm going to scoot just a little bit further this way.
Agma starts the jump around here and set the 3-d cursor around this corner set the pivot point to the
3D cursor.
And just tip it forward ever so slightly and then will have it going forward.
But also that's going to have to go up a little.
Otherwise you get this kind of sliding effect and the top of the animation is going to be.
Take that back to the active element.
Lift it up as that too high or indeed as that just passed through something.
No that's just our plane.
So let's turn the plane off so I can't see it.
All these things in the way.
Lighting plane there again.
Whizz back round to the front view.
Zoom in zoom back out again unny to see what's going on of course.
So we're starting down here we're jumping up and we're landing about here.
And a lot of this is just done by i.
I'm sure if you spend a lot of times that's actually going forward there.
Before I want it so.
In fact here I really want it kind of rocking back.
First sound I'm only starting on this base by the way we can move on to other bits and bobs in a moment.
So let's zoom in down to this base and just focus on it a little closer.
Have to zoom in there because the 3D cursor itself I can't set it because the Red Arrow was in the way.
So let's start here.
Let's move forward a couple of frames and rock backwards first.
Let's get a lamp leaning backwards as well when we're in pose mode.
So you've got it going backwards.
In fact we don't have a beginning of our POWs So let's have it in a more static position first.
Then it leans back.
And about fair we want it leaning forward.
So let's lift that up.
Perhaps not that much of a ways it's going to be a violent move forward.
And then we're going to lift up.
And of course as we come down he's going to want to start Crouch.
Ready for the landing which happens.
Let's move round two.
There.
So let's really move that back here.
And then finally we haven't done the final bit of the animation there so that's.
Move it down a little bit more.
Let's get the lamp rocking forward.
I need a pivot point around there.
First of all to rotate it back down to nothing.
A few seconds later.
Rock forward.
A few seconds later but these are going to get closer and closer together.
So we end up with this rocking effect.
And then a final rest position where it's flat again.
I'm just doing this by I.
And then finally let's hop over to the posing itself.
You've got it landing.
And that's going to start coming forward.
And as it starts going back it's going to stretch out to prevent itself from toppling.
And then in to our final rest pose.
So I'm pretty much doing a 2D animation here only on one plane.
But of course I'm going to get rid of that marker it serves no purpose.
And so let's just see how our lamp is looking.
There's something very weird happening at the beginning I'm not happy with that.
Because it's it's rocked back.
It's lifted up and we don't want it lifting up at this point.
Okay.
And it's moving forward to here.
I don't want it moving forward at all.
Select the wrong thing.
Sure they select the wrong thing when you intend to move items about.
And let's pull it backwards.
Let's just see.
Look ridiculous.
But of course you can play with this to your heart's content and get it just right.
In fact at this point I'm going to delete the key every key phrase that's available at that point.
So we've got it going up and I just want it's flying forward before it takes off.
So here we are rocking back.
Let's have it rocking forward again before it goes into the sky.
Rotate that round.
And it's Move.
Move forward ever so slightly.
So you do have to be really careful because it's move forward.
It just looks a bit silly.
That's a bit better.
Let's just play that and see how it looks.
Well it's low gravity by the looks of things so I haven't hit rock lots then very big slide through
there and going down there.
Now there are certain things we can do to tweak that but I'm quite happy with that for the moment.
And one final thing at the top of fats I am going to just get the lamp to look at us.
So I'm going to grab our post position here and I'm literally going to grab him to look around.
But just the head.
Just want my head looking.
See if I can grab this in.
Sue me in our perspective Moe probably isn't helping with my zooming here.
Let's get him to look so well where's the camera.
That's the first question.
Well we can sort that out in a moment.
Yeah that's.
That looks good enough let's go back round to the front.
Just rotate it around a little bit more.
Let's see how that looks.
It jumps up looks round.
And swings his background for landing.
Perfect.
It's looking pretty good.
Let's just see how that looks with the rake turned off so I can see our model.
So let's turn the lamp Rick off.
Let's just have a look at that playing so start animation.
I'm struggling for screen space here.
Start animation.
You're going to jump off the screen.
Yup.
So let's just see if we can lower that down a little on the course.
It just loops round and round around.
So I can probably just pull that up a little.
Excellent.
I'm liking our animated lamp.
Now of course before we can go and share this with people we need to make sure that we can export and
not have our computer taking a small lifetime to do anything and we'll cover that in the next couple
of lectures.
So you can start sharing your animations with people.
Take care and I will see you in the next lecture.