All language subtitles for Animation for beginners- Create spherical animations in blender. - David Jaasma_9

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:04,933 so here we are in the blender and we're going to create of course a sphere 2 00:00:05,300 --> 00:00:08,700 so get a UFI sphere and we're gonna use segments 3 00:00:08,700 --> 00:00:11,900 let's do 64 and let's rings 32 4 00:00:12,400 --> 00:00:19,866 so from this geometry we can also create our platform so what I would like to do is select 5 00:00:20,533 --> 00:00:23,733 this whole edge loop which goes around the x axis 6 00:00:23,933 --> 00:00:27,300 here and here then duplicated with shift d 7 00:00:27,666 --> 00:00:32,400 then I just fried click so it snaps back click on P and then separate by a selection 8 00:00:32,666 --> 00:00:35,799 so now if we hide the sphere you can see that we have 9 00:00:35,900 --> 00:00:40,600 this circle here which is sphere dot 0 0 1 which is a duplicate 10 00:00:41,166 --> 00:00:42,366 we can rename this 11 00:00:43,000 --> 00:00:44,400 to platform 12 00:00:45,666 --> 00:00:50,200 so platform and now in the front view we can delete a few of these vertices 13 00:00:50,200 --> 00:00:52,733 so just with C you can select off 14 00:00:52,733 --> 00:00:54,499 the vertices that you want to delete 15 00:00:54,600 --> 00:00:55,933 X and a vertices 16 00:00:56,366 --> 00:00:57,933 now I want to select this 17 00:00:58,166 --> 00:01:03,299 vertex extruded upwards so around the z axis and just do it quite high 18 00:01:03,466 --> 00:01:06,266 and this one and the end extrudes Z 19 00:01:06,566 --> 00:01:08,066 also do this quite low 20 00:01:08,366 --> 00:01:13,366 why because we don't want to see like the bottom or the top of this model at all 21 00:01:13,533 --> 00:01:19,333 then we want to extrude this sideways around the y axis and I'm gonna do 4 22 00:01:19,766 --> 00:01:23,866 okay so what does this mean this essentially means if you type 4 23 00:01:23,933 --> 00:01:27,333 we go 4 of these blender units to the side 24 00:01:27,900 --> 00:01:32,999 so that seems to be a good length and now we want to mirror this 25 00:01:33,200 --> 00:01:39,133 so I would like to mirror this around the middle but you will be able to see that if I now add a 26 00:01:39,466 --> 00:01:41,966 mirror modifier here 27 00:01:42,166 --> 00:01:46,533 then do it around the y axis that we get a very big gap in between here 28 00:01:46,666 --> 00:01:48,333 because our origin is here 29 00:01:48,866 --> 00:01:52,800 if our origin is inside the middle then we get the right result 30 00:01:52,800 --> 00:01:54,600 so let's change the origin 31 00:01:54,766 --> 00:02:00,600 I'm gonna select this whole edge loop here then click on shift s and put cursor to select it 32 00:02:00,700 --> 00:02:04,900 so now our treaty cursor jumped from the middle to the middle of this 33 00:02:05,500 --> 00:02:07,166 geometry that we just selected 34 00:02:07,566 --> 00:02:11,533 then go here into object mode again object 35 00:02:11,700 --> 00:02:15,533 and now you set the origin to the 3D cursor so Bam 36 00:02:15,600 --> 00:02:20,799 you can see that not only the origin jumped back here but also are modified instantly 37 00:02:20,800 --> 00:02:22,866 it works with that knowledge 38 00:02:23,133 --> 00:02:23,933 so 39 00:02:24,466 --> 00:02:29,566 next thing I also want to make sure my clipping is on because if it is off and I 40 00:02:29,800 --> 00:02:34,500 buy accident or would I remove this one here you can see that we get a huge gap 41 00:02:34,666 --> 00:02:37,933 if it is on I cannot move it from the y axis 42 00:02:37,933 --> 00:02:40,799 okay so it stays in the middle it stays there 43 00:02:42,000 --> 00:02:43,166 and here 44 00:02:43,166 --> 00:02:47,333 I want to make it a little bit more solid because this just looks flat 45 00:02:47,566 --> 00:02:52,500 so extrude this around the x axis and just put it like 4 back 46 00:02:52,500 --> 00:02:53,400 so minus 4 47 00:02:54,133 --> 00:02:55,766 and then I'm gonna skill it 48 00:02:56,366 --> 00:02:59,266 also skill X and then click on zero 49 00:02:59,466 --> 00:03:04,166 so it's all flat and then here in the back I wanted to just 50 00:03:05,266 --> 00:03:09,933 finish off and now that this is done we want to make sure it looks a little bit better 51 00:03:09,933 --> 00:03:13,766 than this it's not bad but if we use a bevel 52 00:03:13,766 --> 00:03:15,933 then we already get some better corners 53 00:03:16,533 --> 00:03:21,133 so with the bevel modifier you can see that I can't really change a lot if I 54 00:03:21,166 --> 00:03:22,699 play around with this amount 55 00:03:22,933 --> 00:03:27,133 that is because we are now baffling every single one of these edges 56 00:03:27,133 --> 00:03:29,966 and I don't want to have all of the unbeveled 57 00:03:30,100 --> 00:03:35,266 I only want these corners here so I am going to select the corners that I want to have 58 00:03:35,266 --> 00:03:36,299 a bevel on 59 00:03:36,566 --> 00:03:38,399 so here here and here 60 00:03:39,933 --> 00:03:43,299 and what I'm going to do now is I go here into item 61 00:03:43,533 --> 00:03:46,266 mean baff of weight is going to be all the way to one 62 00:03:46,500 --> 00:03:48,700 and what this means is that 63 00:03:49,166 --> 00:03:53,699 now I have set a weight to these edges 64 00:03:53,933 --> 00:03:57,866 and in my bevel modifier I can change my limit method 65 00:03:58,133 --> 00:04:03,266 to weight so it now takes into account everything that we've just put a weight on 66 00:04:03,266 --> 00:04:05,166 so everything that we've just selected 67 00:04:05,600 --> 00:04:08,700 you can see a little bit of a weird thing happening here 68 00:04:08,866 --> 00:04:10,133 and this is because 69 00:04:10,500 --> 00:04:14,899 all of these furtacies like these edges are too close to each other 70 00:04:15,066 --> 00:04:19,899 and the BEFA doesn't know where it needs to go it just kind of overlaps 71 00:04:20,000 --> 00:04:23,699 so if we select all of these here and just move them a bit down 72 00:04:24,366 --> 00:04:25,966 make sure you select all of them 73 00:04:26,366 --> 00:04:32,133 here move them down around the Z axis here we can already see that it works way better 74 00:04:32,533 --> 00:04:34,933 for some reason it's kind of messing up here 75 00:04:35,666 --> 00:04:37,766 let me also put these down maybe that works 76 00:04:38,500 --> 00:04:39,666 we can also just 77 00:04:39,933 --> 00:04:42,166 combine these so if you just select them all 78 00:04:42,366 --> 00:04:44,533 then m at center 79 00:04:44,800 --> 00:04:47,133 that works we can do the same here 80 00:04:47,766 --> 00:04:48,933 select all of these 81 00:04:49,200 --> 00:04:51,066 and at a center 82 00:04:51,333 --> 00:04:53,099 then just move this a bit down 83 00:04:53,900 --> 00:04:56,400 quite easy but yeah that's how we can do this 84 00:04:56,800 --> 00:04:59,999 seems to be good so now we could add a few more segments 85 00:05:00,000 --> 00:05:01,133 if we would like to 86 00:05:01,800 --> 00:05:06,766 shade smooth and you can see we have the smooth shading that we have a little bit of 87 00:05:06,800 --> 00:05:12,266 another problem here but if you use a subdivision surface this problem goes 88 00:05:12,300 --> 00:05:14,333 away quite quickly 89 00:05:15,066 --> 00:05:18,400 so this is our model looks quite interesting 90 00:05:19,333 --> 00:05:23,733 one thing to make it look more interesting you could of course add more detail into this 91 00:05:23,733 --> 00:05:26,799 right so if we create another edge loop 92 00:05:27,366 --> 00:05:31,666 control B and then actually this inwards maybe around 93 00:05:32,100 --> 00:05:33,366 x axis 94 00:05:36,366 --> 00:05:37,933 then that access 95 00:05:39,000 --> 00:05:40,533 here I know that 96 00:05:40,900 --> 00:05:43,933 this needs to be deleted and then also the bottom 97 00:05:50,000 --> 00:05:50,800 and 98 00:05:51,000 --> 00:05:55,566 it already looks a little bit better but we also need to apply some weights here 99 00:05:55,733 --> 00:05:58,533 so here you can grab the edge select 100 00:05:58,933 --> 00:06:02,599 then let me turn off all of this so you can actually see what we're doing 101 00:06:02,666 --> 00:06:03,466 gonna select 102 00:06:05,533 --> 00:06:07,666 all of these edges and then 103 00:06:08,000 --> 00:06:09,933 mean bever weight is gonna be on 104 00:06:10,166 --> 00:06:14,699 and now if we apply everything again you can see that we have a very nice 105 00:06:14,700 --> 00:06:16,700 little nibbet or whatever we can call this 106 00:06:16,933 --> 00:06:18,566 excited I don't know how to call this 107 00:06:19,166 --> 00:06:22,166 the only problem is that you can see that it's not really flat anymore 108 00:06:22,166 --> 00:06:26,366 here on top so if you select the whole top edge loop scales at 0 109 00:06:27,133 --> 00:06:30,766 and also for the bottom that will make them nice and flat 110 00:06:32,066 --> 00:06:36,366 and that is essentially it these kinds of things are very important to make your 111 00:06:36,900 --> 00:06:40,199 seen a little bit more appealing it also works 112 00:06:40,500 --> 00:06:43,966 very good when you're trying to texture it with substance painter 113 00:06:44,266 --> 00:06:48,533 because substance painter takes into account any of the edges that you have 114 00:06:48,666 --> 00:06:53,166 and you can essentially mask those edges so yeah it will look really cool 115 00:06:53,400 --> 00:06:56,566 so as last the sphere you might want to change a little bit 116 00:06:56,866 --> 00:06:59,466 it's just gonna be the same just select the sphere 117 00:07:00,166 --> 00:07:01,733 then we want to 118 00:07:02,333 --> 00:07:07,266 select this here extrude skill shift set 119 00:07:07,566 --> 00:07:10,966 I might want to delete this inner edge loop so just dissolve it 120 00:07:10,966 --> 00:07:14,533 so IX and then you can see here edge loops 121 00:07:15,366 --> 00:07:18,199 and yeah that seems to be quite okay 122 00:07:18,466 --> 00:07:20,333 now let's add a bevel 123 00:07:20,933 --> 00:07:25,166 hmm let's do two or three segments but I only want to bevel it 124 00:07:25,400 --> 00:07:29,566 around this edges here right so with angle we can do that very simply 125 00:07:29,900 --> 00:07:32,666 just make sure we put this a bit close to each other 126 00:07:33,733 --> 00:07:36,166 yeah that's a word of the tree and that's it 127 00:07:36,366 --> 00:07:40,666 very easy we can also if you want to add a subdivision surface here 128 00:07:41,066 --> 00:07:45,899 makes it look even more clean but that is essentially what I did and how I created 129 00:07:46,200 --> 00:07:47,266 this look 130 00:07:48,866 --> 00:07:50,099 yeah so in the next part 131 00:07:50,100 --> 00:07:53,500 I will show you how I did the materials it will probably be quite short 132 00:07:53,500 --> 00:07:57,666 because I already talked about materials in three different sections of this whole class 133 00:07:57,866 --> 00:08:02,999 but I still want to go over it very very shortly so let's go there and I'll see you guys there 11729

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.