All language subtitles for Animation for beginners- Create spherical animations in blender. - David Jaasma_8

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These are the user uploaded subtitles that are being translated: 1 00:00:00,500 --> 00:00:02,000 welcome to this new material 2 00:00:02,000 --> 00:00:06,133 and you guys will learn how to animate a ball or yeah 3 00:00:06,133 --> 00:00:07,266 spherical shape 4 00:00:07,533 --> 00:00:08,599 the correct way 5 00:00:08,766 --> 00:00:11,066 so what we have here is a 6 00:00:11,366 --> 00:00:13,499 spherical shape the ball the soccer ball 7 00:00:13,566 --> 00:00:16,166 and then we have a big curve 8 00:00:16,533 --> 00:00:19,399 and this sock about will essentially follow this curve 9 00:00:19,400 --> 00:00:20,533 as you can see here 10 00:00:21,000 --> 00:00:23,166 this is just done with a simple constraint 11 00:00:23,866 --> 00:00:25,099 as you can see here 12 00:00:25,966 --> 00:00:28,299 now I've put it in some drivers 13 00:00:28,300 --> 00:00:30,000 so when it follows this shape 14 00:00:30,000 --> 00:00:31,466 it will also rotate 15 00:00:31,700 --> 00:00:33,866 and you can see here but affiliation time 16 00:00:33,900 --> 00:00:34,933 that we can just 17 00:00:35,166 --> 00:00:37,499 go all the way till 100 right 18 00:00:37,533 --> 00:00:38,866 very very simple 19 00:00:39,600 --> 00:00:42,933 now the fun thing about this is you can also 20 00:00:42,966 --> 00:00:44,133 get some key shapes in here 21 00:00:44,133 --> 00:00:46,133 so you can just animate this 22 00:00:46,533 --> 00:00:47,766 and as you can see here 23 00:00:47,800 --> 00:00:50,466 I changed my interpolation mode from the normal 24 00:00:50,466 --> 00:00:52,899 BJ curve to something fun as bounce 25 00:00:53,066 --> 00:00:55,866 and now if you play it you will see that it just point 26 00:00:55,933 --> 00:00:59,499 bounces back and yeah follows this curve 27 00:00:59,966 --> 00:01:01,866 the cool thing about working with these 28 00:01:01,866 --> 00:01:02,933 curves is that you can 29 00:01:03,166 --> 00:01:06,566 even slow or fasten the movement of the ball 30 00:01:06,766 --> 00:01:09,133 and you can even go backwards as you can see here 31 00:01:09,133 --> 00:01:10,766 the rotation will still be fine 32 00:01:11,466 --> 00:01:13,933 and this will also work for bigger balls 33 00:01:13,933 --> 00:01:14,866 bigger balls 34 00:01:14,900 --> 00:01:17,666 or a lot longer or short paths it doesn't matter 35 00:01:17,800 --> 00:01:18,866 so um yes 36 00:01:18,866 --> 00:01:19,799 let's just get into it 37 00:01:19,800 --> 00:01:21,300 and I hope you guys will enjoy it 38 00:01:21,700 --> 00:01:23,466 I'm working in blender 2.9 39 00:01:24,066 --> 00:01:25,333 and yes 40 00:01:25,333 --> 00:01:28,099 the 1st thing that we can do is delete this cube 41 00:01:28,100 --> 00:01:30,533 and we need to change two settings 42 00:01:30,600 --> 00:01:33,400 so go here into edit preferences 43 00:01:33,900 --> 00:01:36,466 and here you want to go to save and load 44 00:01:36,733 --> 00:01:39,733 you want to make sure your auto run python scripts 45 00:01:39,733 --> 00:01:40,666 is on 46 00:01:40,966 --> 00:01:45,066 then we want to go to add ons and look for our curve 47 00:01:45,900 --> 00:01:49,266 tools add on so this one we need to make sure it's on 48 00:01:49,466 --> 00:01:52,799 then say Francis we can close this 49 00:01:52,900 --> 00:01:54,866 and here we have a little new 50 00:01:55,400 --> 00:01:56,533 um little tab 51 00:01:56,700 --> 00:01:57,866 so go to edit 52 00:01:58,000 --> 00:02:00,166 and here you can see it we have a curve edit 53 00:02:00,466 --> 00:02:02,699 um but we're going to do curve info 54 00:02:03,133 --> 00:02:04,799 here you can see that we can actually 55 00:02:04,800 --> 00:02:07,366 calculate the length of the curve 56 00:02:07,566 --> 00:02:09,999 because if we want to rotate our ball 57 00:02:10,500 --> 00:02:11,566 around a curve 58 00:02:11,600 --> 00:02:12,766 we need to 59 00:02:12,766 --> 00:02:14,799 make sure that we know the length of the curve 60 00:02:14,800 --> 00:02:16,766 and also the diameter of the ball 61 00:02:16,766 --> 00:02:17,966 we are going to add 62 00:02:19,466 --> 00:02:21,399 a nice little yufi sphere 63 00:02:21,933 --> 00:02:26,466 and we're going to add a curve going to a BJ curve 64 00:02:26,466 --> 00:02:28,866 and skill this around 10 65 00:02:29,566 --> 00:02:30,533 what you want to do though 66 00:02:30,533 --> 00:02:32,799 is you want to make sure you also apply the skill 67 00:02:33,100 --> 00:02:34,566 because if I now 68 00:02:34,966 --> 00:02:36,066 look at this length 69 00:02:36,566 --> 00:02:39,099 and if I now apply the skill you will see that 70 00:02:39,200 --> 00:02:40,666 the skill is way different 71 00:02:40,666 --> 00:02:43,366 right it was times 10 because we scaled it around 10 72 00:02:43,533 --> 00:02:45,366 so make sure you apply the skills 73 00:02:45,400 --> 00:02:47,366 otherwise we will not have the correct 74 00:02:47,400 --> 00:02:48,933 length of this curve 75 00:02:49,200 --> 00:02:50,800 so we can hide this for right now 76 00:02:50,800 --> 00:02:51,900 we don't have to look at it 77 00:02:51,900 --> 00:02:53,733 because we're just gonna focus on this 78 00:02:54,333 --> 00:02:55,399 select your ball 79 00:02:55,666 --> 00:03:00,299 and you want to go here into the object constraints 80 00:03:01,000 --> 00:03:03,300 now we want to add an object constraint 81 00:03:03,300 --> 00:03:05,300 which is going to be follow path 82 00:03:05,400 --> 00:03:08,300 we want this ball to follow 83 00:03:08,866 --> 00:03:11,466 this curve you can see here 84 00:03:11,466 --> 00:03:13,566 that it starts at the beginning of the curve 85 00:03:13,700 --> 00:03:15,566 which is offset zero 86 00:03:15,733 --> 00:03:19,399 if you move it around you can see that around -100 87 00:03:19,400 --> 00:03:20,600 it will reach the end 88 00:03:20,800 --> 00:03:22,566 even if I go further doesn't matter 89 00:03:22,566 --> 00:03:25,499 at -100 it reaches the other end of the curve 90 00:03:25,933 --> 00:03:28,466 this will also count if I make this curve longer 91 00:03:28,466 --> 00:03:30,266 so let's say I put it here 92 00:03:30,366 --> 00:03:33,133 then even there 100 will be this end 93 00:03:34,066 --> 00:03:35,499 very very simple 94 00:03:35,866 --> 00:03:38,566 so one more thing that we want to do is 95 00:03:38,600 --> 00:03:41,000 we want to also make it follow the curve 96 00:03:41,466 --> 00:03:43,966 right now it just said the rotation stays the same 97 00:03:44,066 --> 00:03:45,599 but if you choose follow curve 98 00:03:45,600 --> 00:03:47,533 you can see that it moves around with it 99 00:03:47,800 --> 00:03:49,733 it is a little bit hard to see right now 100 00:03:49,766 --> 00:03:51,966 and also rotations will be very hard to see 101 00:03:51,966 --> 00:03:53,999 because this is just one solid color 102 00:03:54,300 --> 00:03:58,000 I'm going to change the color a little bit with shading 103 00:03:59,100 --> 00:04:02,800 new and then just use a noise texture 104 00:04:02,900 --> 00:04:04,133 let's look at our ball 105 00:04:05,200 --> 00:04:06,933 fact goes into the base color 106 00:04:07,066 --> 00:04:08,999 and here we can at least see some stuff 107 00:04:09,000 --> 00:04:10,333 so yeah just change 108 00:04:10,366 --> 00:04:11,133 whatever you want 109 00:04:11,133 --> 00:04:13,266 to make it a little bit more festival for you 110 00:04:13,666 --> 00:04:15,866 but something like this would be a great for me 111 00:04:16,166 --> 00:04:17,899 so I'll go back to layout 112 00:04:18,200 --> 00:04:18,933 and here 113 00:04:18,933 --> 00:04:21,366 just make sure you put on your fuel pot shading 114 00:04:21,666 --> 00:04:22,166 now I will 115 00:04:22,166 --> 00:04:23,966 show the difference between the follow curve and the 116 00:04:23,966 --> 00:04:25,766 note so this is following the curve 117 00:04:26,266 --> 00:04:28,533 you can see that it moves a little bit with it here 118 00:04:28,533 --> 00:04:29,399 at this point 119 00:04:29,966 --> 00:04:31,366 if I don't have this on 120 00:04:31,366 --> 00:04:34,099 you will see that it will always stay the same right 121 00:04:34,700 --> 00:04:36,666 so that is why we put follow curve on 122 00:04:36,766 --> 00:04:38,099 the next thing that we need to do 123 00:04:38,100 --> 00:04:40,733 we want to rotate this sphere 124 00:04:41,333 --> 00:04:42,866 so go to item 125 00:04:42,900 --> 00:04:44,533 and we want to look for the rotation 126 00:04:44,533 --> 00:04:46,066 which it need to rotate around 127 00:04:46,200 --> 00:04:49,500 do we want to rotate around x axis in my case yes 128 00:04:49,500 --> 00:04:51,066 could be different than your case 129 00:04:51,566 --> 00:04:53,133 so X 130 00:04:53,333 --> 00:04:56,266 right click and then add driver 131 00:04:56,400 --> 00:04:58,000 we're going to use a drive for this 132 00:04:58,166 --> 00:05:00,133 you can see that we have a lot of options here 133 00:05:00,133 --> 00:05:01,933 and if you go a little bit too far away 134 00:05:01,966 --> 00:05:03,599 all these options disappear 135 00:05:03,900 --> 00:05:05,533 but we can still get back to them 136 00:05:05,533 --> 00:05:06,999 and we're going to do that right now 137 00:05:07,200 --> 00:05:09,133 I'm going to animation 138 00:05:09,533 --> 00:05:12,366 and here instead of this being a 139 00:05:12,500 --> 00:05:15,533 dope sheet I want to change it to the drivers 140 00:05:16,300 --> 00:05:16,900 so 141 00:05:16,900 --> 00:05:21,000 here and we are going to select our rotation 142 00:05:21,100 --> 00:05:22,333 so this is the driver 143 00:05:22,333 --> 00:05:23,299 that we've just created 144 00:05:23,300 --> 00:05:25,500 if you select it you can see that now we have 145 00:05:25,700 --> 00:05:26,933 our driver 146 00:05:27,800 --> 00:05:31,400 curve here but we want to edit this a little bit 147 00:05:31,566 --> 00:05:35,299 so if you click on n or if you just drag this out here 148 00:05:35,500 --> 00:05:37,566 we can see that we have a lot of options 149 00:05:37,566 --> 00:05:39,366 and we're gonna select drivers 150 00:05:39,800 --> 00:05:42,333 so here we have even more options 151 00:05:42,533 --> 00:05:44,499 we have here our little script 152 00:05:44,500 --> 00:05:46,166 a little expressions and stuff 153 00:05:46,400 --> 00:05:48,133 but we're gonna look at that later 154 00:05:48,533 --> 00:05:50,266 and here we have a variable 155 00:05:50,866 --> 00:05:53,599 we need this so how does this work 156 00:05:53,966 --> 00:05:56,699 well we want our little sphere 157 00:05:57,300 --> 00:05:59,733 while we are moving around this path 158 00:05:59,933 --> 00:06:02,699 so what we're going to do is we're going to select 159 00:06:03,000 --> 00:06:04,933 here single property 160 00:06:05,466 --> 00:06:08,099 and as prop we're gonna change this to curve 161 00:06:08,100 --> 00:06:10,100 and select this curve 162 00:06:10,300 --> 00:06:13,800 now what I want to do is I want to change these names 163 00:06:14,000 --> 00:06:16,666 so I want to change this as evaluation time 164 00:06:16,666 --> 00:06:17,933 or just evolve 165 00:06:18,133 --> 00:06:21,599 and then time like this with a lower score 166 00:06:22,133 --> 00:06:23,566 here are the same evil 167 00:06:24,533 --> 00:06:26,466 time which is a path 168 00:06:26,533 --> 00:06:27,866 make sure they are the same 169 00:06:28,066 --> 00:06:29,899 because we're going to use them in our expression as 170 00:06:29,900 --> 00:06:30,700 well 171 00:06:30,700 --> 00:06:33,133 the expression that you can see on screen right now 172 00:06:33,133 --> 00:06:34,399 is quite simple 173 00:06:34,566 --> 00:06:38,199 we have minus 2 times the curve length 174 00:06:38,766 --> 00:06:41,966 divided by the diameter of the sphere 175 00:06:42,133 --> 00:06:45,899 then times the evil time which we have put in here 176 00:06:46,500 --> 00:06:49,600 divided by the evil max 177 00:06:49,666 --> 00:06:51,266 for everyone that doesn't do any math 178 00:06:51,266 --> 00:06:53,566 and also for me it seemed quite 179 00:06:54,166 --> 00:06:58,066 um confusing but it is actually very very simple 180 00:06:58,166 --> 00:07:01,766 so here you're just gonna do -2 times 181 00:07:02,100 --> 00:07:04,000 and then I'm just gonna click on enter 182 00:07:04,100 --> 00:07:06,000 so our expression stays here 183 00:07:06,333 --> 00:07:09,733 now we're going to look for our curve length 184 00:07:09,733 --> 00:07:11,466 so what's the length of this curve 185 00:07:11,566 --> 00:07:15,133 well as you guys know we added this little add on here 186 00:07:15,133 --> 00:07:16,199 so go to edit 187 00:07:16,733 --> 00:07:19,666 curve info and then select this curve 188 00:07:20,466 --> 00:07:24,299 then click on calculate the length of this active curve 189 00:07:24,600 --> 00:07:27,766 so here Bam just copy this with control C 190 00:07:28,200 --> 00:07:30,100 go back into your sphere 191 00:07:30,100 --> 00:07:31,600 and we're gonna paste this behind 192 00:07:31,600 --> 00:07:32,900 this little expression 193 00:07:33,500 --> 00:07:35,466 now we need to divide this 194 00:07:35,466 --> 00:07:36,366 so divide 195 00:07:36,966 --> 00:07:40,766 and we need to divide it by the diameter of the sphere 196 00:07:40,766 --> 00:07:42,499 so I'm going to click on enter 197 00:07:42,533 --> 00:07:43,933 and look for the diameter 198 00:07:44,533 --> 00:07:46,499 also this is very simple 199 00:07:46,666 --> 00:07:50,099 we are just going to select our sphere go to item 200 00:07:50,300 --> 00:07:53,166 scroll down and here we have dimensions 201 00:07:53,366 --> 00:07:55,899 so the diameter of this curve is just two 202 00:07:55,900 --> 00:07:58,766 so behind here it's going to be two 203 00:08:00,266 --> 00:08:02,266 now we are going to duplicate this 204 00:08:03,333 --> 00:08:05,466 now a open bracket 205 00:08:05,600 --> 00:08:07,766 and here we want our evil time 206 00:08:07,866 --> 00:08:10,366 so just type evil time 207 00:08:11,000 --> 00:08:12,466 this little text here 208 00:08:12,466 --> 00:08:15,133 has to be the same as you have here and here 209 00:08:15,333 --> 00:08:17,533 okay so keep that into mind 210 00:08:17,666 --> 00:08:20,466 now what we want to do is we want to divide this 211 00:08:20,666 --> 00:08:22,933 by the evolve max 212 00:08:22,933 --> 00:08:24,499 what is evolve max 213 00:08:24,766 --> 00:08:26,666 this evaluation time 214 00:08:26,766 --> 00:08:30,299 is essentially going to be the evolved max 215 00:08:30,733 --> 00:08:31,266 okay 216 00:08:31,266 --> 00:08:34,999 so our max which is at the end of our whole animation 217 00:08:35,066 --> 00:08:37,699 in this case will be 259 218 00:08:38,966 --> 00:08:40,166 so this can differ 219 00:08:40,166 --> 00:08:42,566 a lot of times it's just 100 220 00:08:42,566 --> 00:08:47,066 you go 0-100 but in some cases 100 won't be enough 221 00:08:47,166 --> 00:08:49,099 so you can check it always here 222 00:08:49,100 --> 00:08:53,200 just put this number inside your code 223 00:08:53,200 --> 00:08:54,500 so we can just do 224 00:08:55,333 --> 00:08:58,133 hundred and then closed bracket 225 00:08:58,766 --> 00:09:02,266 click enter and here a little cold is ready 226 00:09:02,500 --> 00:09:05,200 so now if we animate this around the curve 227 00:09:05,200 --> 00:09:06,733 so select the curve 228 00:09:07,400 --> 00:09:09,733 here go into object out properties 229 00:09:10,066 --> 00:09:11,466 path animation 230 00:09:11,500 --> 00:09:14,000 you can see that we can change this evaluation time 231 00:09:14,166 --> 00:09:15,666 and when we change this 232 00:09:15,866 --> 00:09:18,766 at 100 we will be at the end just as before 233 00:09:18,766 --> 00:09:22,566 but now we have the correct rotation as is needed 234 00:09:23,166 --> 00:09:26,399 and a cool thing about this is we can animate this 235 00:09:26,500 --> 00:09:29,966 so at the round frame zero we want to ride 236 00:09:29,966 --> 00:09:31,733 click insert keyframe 237 00:09:31,800 --> 00:09:33,700 let's do a round frame 100 238 00:09:33,700 --> 00:09:35,666 we want to make sure that evaluation time 239 00:09:35,933 --> 00:09:37,199 um yeah where 240 00:09:37,200 --> 00:09:38,200 where should we put it 241 00:09:38,600 --> 00:09:40,333 let's just put it at a minus hundred 242 00:09:40,333 --> 00:09:41,566 so all the way at the end 243 00:09:41,900 --> 00:09:43,966 right click insert keyframe 244 00:09:44,133 --> 00:09:48,699 so here from frame zero to 100 we have this animation 245 00:09:49,266 --> 00:09:50,766 the cool thing about this is 246 00:09:50,766 --> 00:09:53,099 we can also go into graph editor 247 00:09:53,100 --> 00:09:54,766 and we can change this graph 248 00:09:55,133 --> 00:09:57,599 even this interpolation mode can be changed 249 00:09:57,600 --> 00:09:58,933 so interpolation 250 00:09:58,966 --> 00:10:00,099 let's do bounce 251 00:10:00,366 --> 00:10:03,666 and you can see that now we have a very cool animation 252 00:10:03,800 --> 00:10:06,100 which works correctly and 253 00:10:06,500 --> 00:10:07,633 yeah that's it 18199

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