All language subtitles for 08-13Using shapekeys for stylised animation

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
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
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,170 --> 00:00:01,010 - [Instructor] In this video, 2 00:00:01,010 --> 00:00:03,640 I will show you how we can use shapekey 3 00:00:03,640 --> 00:00:06,790 to be creative with our animation 4 00:00:06,790 --> 00:00:10,170 and generate additional effect on top of it. 5 00:00:10,170 --> 00:00:12,550 I will publish a free tutorial on YouTube 6 00:00:12,550 --> 00:00:16,870 on how to create the effects of the current final animation, 7 00:00:16,870 --> 00:00:19,282 but you will find the link in the documentation. 8 00:00:19,282 --> 00:00:22,830 Shapekeys allow you to deform an object 9 00:00:22,830 --> 00:00:24,310 into another shape. 10 00:00:24,310 --> 00:00:27,890 They are also known as morph target or blendshapes 11 00:00:27,890 --> 00:00:31,400 in Maya or ZBrush, for example. 12 00:00:31,400 --> 00:00:35,320 Shapekeys are often used to create facial expression 13 00:00:35,320 --> 00:00:39,350 for your character that can be triggered later on. 14 00:00:39,350 --> 00:00:42,420 It's great to create advanced facial expression 15 00:00:42,420 --> 00:00:44,870 or quick test for your character. 16 00:00:44,870 --> 00:00:47,120 Then the rigger can create controllers 17 00:00:47,120 --> 00:00:49,960 so that you can trigger those shapekeys at will 18 00:00:49,960 --> 00:00:51,581 in your animation. 19 00:00:51,581 --> 00:00:53,420 (air whooshing) 20 00:00:53,420 --> 00:00:57,110 shapekeys are a modification or a transformation 21 00:00:57,110 --> 00:00:58,200 of the mesh, 22 00:00:58,200 --> 00:01:02,400 so you will be able to find the shapekeys panel 23 00:01:02,400 --> 00:01:05,860 into the mesh data of your object. 24 00:01:05,860 --> 00:01:10,380 To create a shapekey, we simply need to click the plus icon 25 00:01:10,380 --> 00:01:11,367 on the right of the panel. 26 00:01:11,367 --> 00:01:13,760 The first shapekey to be created 27 00:01:13,760 --> 00:01:17,120 will be automatically named basis. 28 00:01:17,120 --> 00:01:21,410 It's some kind of snapshot of the current position 29 00:01:21,410 --> 00:01:24,340 of each vertices in your mesh. 30 00:01:24,340 --> 00:01:28,700 Whenever we jump into edit mode with a vertex selected, 31 00:01:28,700 --> 00:01:30,420 in the properties panel 32 00:01:30,420 --> 00:01:34,040 we can see the current location of this vertex. 33 00:01:34,040 --> 00:01:38,300 The basis shapekey will record the position of each vertex 34 00:01:38,300 --> 00:01:42,170 for our mesh, and this specific basis shapekey 35 00:01:42,170 --> 00:01:46,050 is going to be the point of reference for the next shapekey. 36 00:01:46,050 --> 00:01:49,840 It's a bit like the rest pose for a character rig. 37 00:01:49,840 --> 00:01:52,190 From there, we can create another shapekey 38 00:01:52,190 --> 00:01:53,770 by clicking the plus button. 39 00:01:53,770 --> 00:01:56,773 And now render is no longer naming the shapekey basis, 40 00:01:57,630 --> 00:01:59,320 but key number one. 41 00:01:59,320 --> 00:02:02,000 Now, to be able to animate this shapekey, 42 00:02:02,000 --> 00:02:04,850 we need to create a first deformation. 43 00:02:04,850 --> 00:02:06,380 You need to be in edit mode, 44 00:02:06,380 --> 00:02:09,550 and the most important thing is to make sure that 45 00:02:09,550 --> 00:02:12,210 the key is currently selected. 46 00:02:12,210 --> 00:02:14,700 To select it, you just need to left click it 47 00:02:14,700 --> 00:02:16,180 and it will be highlighted. 48 00:02:16,180 --> 00:02:19,150 From there, I can move one of the vertices of my mesh. 49 00:02:19,150 --> 00:02:22,010 You can move as many vertices as you want. 50 00:02:22,010 --> 00:02:25,490 And as soon as I will press tap to exit edit mode, 51 00:02:25,490 --> 00:02:28,190 my mesh will return to the shape it had 52 00:02:29,040 --> 00:02:30,580 on the basis shapekey. 53 00:02:30,580 --> 00:02:33,150 From there, I can activate my shapekey 54 00:02:33,150 --> 00:02:37,010 by simply increasing the value of key number one 55 00:02:37,010 --> 00:02:38,410 from zero to one. 56 00:02:38,410 --> 00:02:41,477 Blender will automatically interpolate the shapekey; 57 00:02:42,540 --> 00:02:45,740 one being the shapekey we have currently built, 58 00:02:45,740 --> 00:02:47,540 zero being the basis. 59 00:02:47,540 --> 00:02:49,830 To understand how shapekeys work, 60 00:02:49,830 --> 00:02:51,410 I will create a new shapekey, 61 00:02:51,410 --> 00:02:52,970 then I will enter edit mode, 62 00:02:52,970 --> 00:02:55,400 and I will rotate my whole character. 63 00:02:55,400 --> 00:02:57,650 Note that you can rename your shapekeys 64 00:02:57,650 --> 00:02:59,360 as any other data in Blender 65 00:02:59,360 --> 00:03:01,660 by simply double-clicking its name. 66 00:03:01,660 --> 00:03:04,870 As we have rotated our object in edit mode 67 00:03:04,870 --> 00:03:06,700 by triggering the shapekey, 68 00:03:06,700 --> 00:03:09,130 I'm expecting it to rotate in space, 69 00:03:09,130 --> 00:03:11,943 exactly as I'm doing here in object mode. 70 00:03:12,850 --> 00:03:14,340 I'm going back onto my model, 71 00:03:14,340 --> 00:03:16,130 and I will trigger the shapekey. 72 00:03:16,130 --> 00:03:18,810 What's going on here is that it seems that 73 00:03:18,810 --> 00:03:20,760 my object is getting scaled 74 00:03:20,760 --> 00:03:22,810 while I'm triggering the shapekey, 75 00:03:22,810 --> 00:03:24,660 but this is not the case. 76 00:03:24,660 --> 00:03:27,330 This is currently how shapekeys work, 77 00:03:27,330 --> 00:03:29,260 and to better understand it, 78 00:03:29,260 --> 00:03:31,610 I've tracked one of the vertices, 79 00:03:31,610 --> 00:03:34,120 parenting a small sphere to this vertex. 80 00:03:34,120 --> 00:03:37,370 If you carefully focus on this vertex, 81 00:03:37,370 --> 00:03:41,740 you will see that it moves in a straight line in space, 82 00:03:41,740 --> 00:03:46,500 and this is because a vertex only have location coordinates, 83 00:03:46,500 --> 00:03:50,650 and Blender will simply move each vertices 84 00:03:50,650 --> 00:03:55,650 in a straight line from their original basis position 85 00:03:56,040 --> 00:03:58,550 toward the key frame position 86 00:03:58,550 --> 00:04:02,040 over the key frame values that goes from zero to one, 87 00:04:02,040 --> 00:04:06,220 so you can't perform a proper rotation using shapekey. 88 00:04:06,220 --> 00:04:11,220 You can only perform translation of individual vertices. 89 00:04:11,250 --> 00:04:15,510 So even if the final output looks a bit like a rotation, 90 00:04:15,510 --> 00:04:17,560 this is not a rotation. 91 00:04:17,560 --> 00:04:20,830 Each vertex is moving in a linear fashion 92 00:04:20,830 --> 00:04:25,313 from its current basis position to the shapekey position. 93 00:04:25,313 --> 00:04:26,146 (air whooshing) 94 00:04:26,146 --> 00:04:29,680 Now, to better understand shapekeys extrapolation 95 00:04:29,680 --> 00:04:31,070 and their behavior, 96 00:04:31,070 --> 00:04:33,800 I have created this arrow shape, 97 00:04:33,800 --> 00:04:37,340 and I will create the basis shapekey and a first key. 98 00:04:37,340 --> 00:04:39,970 From there, I will jump into edit mode, 99 00:04:39,970 --> 00:04:42,680 and, with my shapekey number one selected, 100 00:04:42,680 --> 00:04:45,000 I will move by one Blender unit 101 00:04:45,000 --> 00:04:46,910 the top vertices of the arrow. 102 00:04:46,910 --> 00:04:49,690 Now, when I trigger my shapekey, 103 00:04:49,690 --> 00:04:53,220 those vertices will move in a linear fashion 104 00:04:53,220 --> 00:04:56,150 by one Blender unit on the Z-axis. 105 00:04:56,150 --> 00:05:00,440 But since the shapekey occurs at the mesh data level, 106 00:05:00,440 --> 00:05:04,960 I can rotate my data container, my object, 107 00:05:04,960 --> 00:05:05,793 and trigger the shapekey. 108 00:05:05,793 --> 00:05:09,610 and the shapekey will behave as expected. 109 00:05:09,610 --> 00:05:13,720 Now, if we have a closer look to our shapekey's information, 110 00:05:13,720 --> 00:05:16,087 we have a minimum range and a maximum range. 111 00:05:16,087 --> 00:05:19,780 This will allow us to either clamp or increase 112 00:05:19,780 --> 00:05:22,270 the interpolation range of the shapekey. 113 00:05:22,270 --> 00:05:25,270 If I count the maximum value to 0.5, 114 00:05:25,270 --> 00:05:27,320 I won't be able to go further. 115 00:05:27,320 --> 00:05:29,737 If I now allow a maximum value of two, 116 00:05:29,737 --> 00:05:32,610 the vertices of the arrow's head 117 00:05:32,610 --> 00:05:35,180 will move two times further away 118 00:05:35,180 --> 00:05:36,390 in a linear fashion. 119 00:05:36,390 --> 00:05:38,970 If I allow a negative minimum range, 120 00:05:38,970 --> 00:05:42,610 I will be able to extrapolate the current shapekey 121 00:05:42,610 --> 00:05:46,435 backward or negatively, and the vertices will just move 122 00:05:46,435 --> 00:05:47,900 the opposite direction. 123 00:05:47,900 --> 00:05:51,070 You can combine as many shapekeys as you want, 124 00:05:51,070 --> 00:05:53,100 and this is how we generally create 125 00:05:53,100 --> 00:05:55,290 complex facial expression. 126 00:05:55,290 --> 00:05:58,520 I have created a couple of additional shapekeys, 127 00:05:58,520 --> 00:06:02,090 and now I can trigger all the shapekeys at the same time 128 00:06:02,090 --> 00:06:04,370 or combine different values. 129 00:06:04,370 --> 00:06:07,420 The coordinate modification of each vertices 130 00:06:07,420 --> 00:06:10,050 will be added one on top of each other, 131 00:06:10,050 --> 00:06:13,200 based on the factor of each shapekey. 132 00:06:13,200 --> 00:06:14,900 If you need to edit your mesh, 133 00:06:14,900 --> 00:06:18,980 make sure that you have selected the basis shapekey, 134 00:06:18,980 --> 00:06:21,660 or you will be editing the current shapekey, 135 00:06:21,660 --> 00:06:22,830 not the basis. 136 00:06:22,830 --> 00:06:24,510 We can use vertex group 137 00:06:24,510 --> 00:06:26,920 to limit the influence of a shapekey. 138 00:06:26,920 --> 00:06:28,490 In the vertex group panel, 139 00:06:28,490 --> 00:06:30,450 I will create a new group, 140 00:06:30,450 --> 00:06:33,250 and I will assign at 100% 141 00:06:33,250 --> 00:06:35,000 the tip of the arrow, 142 00:06:35,000 --> 00:06:38,930 and with a value of 50%, the base of the arrow. 143 00:06:38,930 --> 00:06:42,930 Now, if I assign this vertex group to the first shapekey 144 00:06:42,930 --> 00:06:45,630 by selecting it in the vertex group slot, 145 00:06:45,630 --> 00:06:48,150 and I now trigger the shapekey, 146 00:06:48,150 --> 00:06:51,320 you can see that the tip of the arrow is moving 147 00:06:51,320 --> 00:06:52,900 at its full range, 148 00:06:52,900 --> 00:06:57,350 while the other vertices only move by 50% of their range. 149 00:06:57,350 --> 00:06:59,350 If I now select one of the vertex 150 00:06:59,350 --> 00:07:03,150 and I exclude it by removing it from the vertex group, 151 00:07:03,150 --> 00:07:04,520 it will no longer move. 152 00:07:04,520 --> 00:07:07,230 The vertex group value directly influence 153 00:07:07,230 --> 00:07:09,950 the amount of the shapekey motions 154 00:07:09,950 --> 00:07:12,100 that will be applied to each vertex. 155 00:07:12,100 --> 00:07:16,230 Finally, you can use other shapekeys as a basis. 156 00:07:16,230 --> 00:07:18,910 This way you can create complex transformation 157 00:07:18,910 --> 00:07:20,420 by changing the point of reference. 158 00:07:20,420 --> 00:07:21,830 (air whooshing) 159 00:07:21,830 --> 00:07:25,080 So let's now have a look on what we could do 160 00:07:25,080 --> 00:07:28,870 with those shapekeys onto our current animation. 161 00:07:28,870 --> 00:07:32,730 I will hide the background and effects collection, 162 00:07:32,730 --> 00:07:35,010 so that we have a clearer viewport, 163 00:07:35,010 --> 00:07:38,510 and I will directly select my character object. 164 00:07:38,510 --> 00:07:42,010 But since the character was linked into this scene, 165 00:07:42,010 --> 00:07:44,900 I can't modify any of the mesh data. 166 00:07:44,900 --> 00:07:47,340 To be able to edit those data, 167 00:07:47,340 --> 00:07:49,570 I need to make the mesh local, 168 00:07:49,570 --> 00:07:53,170 and also the object of the character local. 169 00:07:53,170 --> 00:07:55,940 With both the container and its data local, 170 00:07:55,940 --> 00:07:58,490 I can now add a new shapekey. 171 00:07:58,490 --> 00:08:02,110 Since we will directly be editing our character model, 172 00:08:02,110 --> 00:08:06,510 I can hide the rig, and I will scrub through the animation, 173 00:08:06,510 --> 00:08:08,700 and I will try to spot the moment 174 00:08:08,700 --> 00:08:11,120 where the character is moving very fast, 175 00:08:11,120 --> 00:08:13,470 like this hook motion, for example, 176 00:08:13,470 --> 00:08:16,320 I've already created smears using the rig, 177 00:08:16,320 --> 00:08:19,793 but now I can add extra details using shapekeys. 178 00:08:21,210 --> 00:08:24,110 Clicking the plus button, I will add a new shapekey. 179 00:08:24,110 --> 00:08:26,390 I will call it hook zero one, 180 00:08:26,390 --> 00:08:28,130 and I will jump into edit mode, 181 00:08:28,130 --> 00:08:29,410 pressing the tab key. 182 00:08:29,410 --> 00:08:33,260 To be able to see your character posed in edit mode, 183 00:08:33,260 --> 00:08:36,090 make sure to enable all the display option 184 00:08:36,090 --> 00:08:38,150 in the armature modifier. 185 00:08:38,150 --> 00:08:40,860 From there, with my shapekey selected, 186 00:08:40,860 --> 00:08:43,120 I can start editing my character. 187 00:08:43,120 --> 00:08:45,420 The process is simply to pull 188 00:08:45,420 --> 00:08:48,200 some of the vertices of the character 189 00:08:48,200 --> 00:08:50,480 toward its previous position, 190 00:08:50,480 --> 00:08:53,280 as if part of his mesh was dragging 191 00:08:53,280 --> 00:08:54,930 during this quick motion. 192 00:08:54,930 --> 00:08:58,750 I need to disable the X symmetry while in edit mode, 193 00:08:58,750 --> 00:09:01,410 and now I can pull some of the vertices back, 194 00:09:01,410 --> 00:09:03,353 and start to create my effect. 195 00:09:04,300 --> 00:09:08,260 The important thing is that those effect will be seen 196 00:09:08,260 --> 00:09:09,880 from the camera view, 197 00:09:09,880 --> 00:09:13,670 so it's important to make them work from the camera view. 198 00:09:13,670 --> 00:09:18,150 You can sure edit your mesh from any point of view you want, 199 00:09:18,150 --> 00:09:20,800 but make sure that it does look good 200 00:09:20,800 --> 00:09:23,040 from your camera point of view 201 00:09:23,040 --> 00:09:25,160 as it is what is going to be rendered. 202 00:09:25,160 --> 00:09:27,370 If you want to create broader shapes 203 00:09:27,370 --> 00:09:29,600 or move multiple vertices at once, 204 00:09:29,600 --> 00:09:32,340 you can enable the editing fall off. 205 00:09:32,340 --> 00:09:35,160 Once you are done with your first shapekey, 206 00:09:35,160 --> 00:09:37,270 you can exit edit mode, 207 00:09:37,270 --> 00:09:39,700 and trigger it by changing its value. 208 00:09:39,700 --> 00:09:41,580 As seen in chapter two, 209 00:09:41,580 --> 00:09:45,570 shapekeys, as most Blender data, can be keyed 210 00:09:45,570 --> 00:09:48,300 by pressing I over the keyframe value. 211 00:09:48,300 --> 00:09:51,230 Then I can edit this value whenever I want 212 00:09:51,230 --> 00:09:52,650 over my animation. 213 00:09:52,650 --> 00:09:56,800 This will activate or deactivate the current shapekey, 214 00:09:56,800 --> 00:10:00,660 or, if you change the value over multiple frames, 215 00:10:00,660 --> 00:10:03,980 Blender will interpolate the value of the shapekeys. 216 00:10:03,980 --> 00:10:05,920 For example, in the previous frame, 217 00:10:05,920 --> 00:10:08,170 I can add a bit of the shapekey 218 00:10:08,170 --> 00:10:10,730 to initiate this transformation 219 00:10:10,730 --> 00:10:13,260 and set it to zero on the previous key. 220 00:10:13,260 --> 00:10:15,860 Once you're happy with your first effect, 221 00:10:15,860 --> 00:10:17,650 you can add more of them. 222 00:10:17,650 --> 00:10:19,313 When working on a shot like that, 223 00:10:19,313 --> 00:10:23,140 that this is going to be the final touch, the final effect. 224 00:10:23,140 --> 00:10:26,230 So I advise you to create multiple shapekeys. 225 00:10:26,230 --> 00:10:30,720 For example, here, I want to add few details on the arm too. 226 00:10:30,720 --> 00:10:33,470 I will create a dedicated shapekey 227 00:10:33,470 --> 00:10:37,095 instead of adding it on the same shapekey as before. 228 00:10:37,095 --> 00:10:39,750 This way, it's gonna be easier for me to edit 229 00:10:39,750 --> 00:10:43,300 whether the shapekey of the arm or the head 230 00:10:43,300 --> 00:10:45,890 delay one compared to the other, 231 00:10:45,890 --> 00:10:48,630 or simply remove it without destroying 232 00:10:48,630 --> 00:10:50,190 what I've done for the head. 233 00:10:50,190 --> 00:10:53,280 Or you will also be able to show different version 234 00:10:53,280 --> 00:10:55,510 to your art director, for example. 235 00:10:55,510 --> 00:10:58,260 In my case, I've also created a shapekey 236 00:10:58,260 --> 00:11:00,370 during the kick impact 237 00:11:00,370 --> 00:11:02,910 to try to blend with the previous shape. 238 00:11:02,910 --> 00:11:06,380 This kind of effect on top of the smear effect 239 00:11:06,380 --> 00:11:08,220 will fake motion blur, 240 00:11:08,220 --> 00:11:11,940 and will help your audience to better read your animation. 241 00:11:11,940 --> 00:11:14,560 And, as explained in the previous video, 242 00:11:14,560 --> 00:11:19,490 whatever you do to improve the readability of your animation 243 00:11:19,490 --> 00:11:21,040 will take it to the next level. 244 00:11:21,968 --> 00:11:26,912 (bag slamming) (man grunting) 19146

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