All language subtitles for Animation for beginners- Create spherical animations in blender. - David Jaasma_11

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Original subtitles

so now we can start creating our animation

the 1st thing that we need to do

is we need to create some extra

platforms because it kinda needs to be

yeah

sort of a stair right so I'm gonna use an air modifier

I'm gonna go around the y axis

you can choose one

but if you don't want them so like

close together you can put a little bit further away

but don't do it too far

so point 0 1 further away would work great

then the z axis I like to do at point zero Z

and you can see that now we have a little uh

yes step to fall down on

and I like to recount higher so let's do around 12

and here you can see that we have

lots of stairs

1st we need to add a bath so this

sphere can actually brow up on something

so I'm gonna hide the platform for right now

and I'm going to add a girth bath

this path as you can see

goes the wrong way around

so I'm gonna rotate it

around the Z axis for 90 degrees

and then click on enter

then I'm gonna scale it by five

and click on enter again

now what we have is we have a nice path

it is 20m you can see in the X axis

but let's apply the scale

so go through a apply scale

we're gonna select our sphere

click on

object constraint properties

at object constraint and let's do follow path

we're gonna do a target

and that's gonna be this new nerve's path

so now when we animate this path

so if you select the path

click here and go to path animation

you can see that you can change the affiliation time

the thing is

I wanted to start here instead of on this point

so you can easily change this by just going into

edit mode once you are inside your nerves path

select one of the segments

click on segments and then do switch direction

you can

see that it automatically switches the direction

and our sphere starts here

so essentially what is going to happen

this sphere is going to roll from right to the left

right and

what you want to do

here is you want to look at the evaluation time

at zero it is at the start of your fath

and at 100 it'll be at the end of your path

if you go any further

you'll be able to see that it doesn't really matter

right because at 100 it is already at the end

so

what you want to do now is you want to start thinking

about how long you want this animation to take

I'm going to do 150 frames

and what I'm gonna do is I'm gonna add some extra

keyframes to actually animate this

so at frame 1 I want affiliation time to be zero

so right click on it and insert keyframe

then add frame 150

I want this to be 100

and then right click and then insert keyframe

so right now you will be

able to see that from frame one

it starts to roll

or at least move around the path

and then at a frame hundred 50 it reached the end

but our sphere is not rolling yet

what is the problem

well we need to make sure we add some drivers

I've talked about this before

but let's just do it again

let's look for the rotation which we need

and we are going to need the y axis in this case

so right click insert keyframe

now I'm going to drag this up

get another section down here

and this is going to be our drivers

now you can select your sphere

oh

make sure you don't do keyframes actually

so the little keyframes do drivers add drivers

that was my mistake

so why univertation

then just drag this out and we're gonna go to drivers

and what we want to do here is we want to

start to add our expression

our expression is going to be -2

times

the length of your path or curve

in this two case it was 20

right so 20 sometimes 20

divided by

the diameter

of this sphere which is two so hand two

times

the evil time

divided by Evo max which in this case is 100

so then we can close our bracket

we can

allow execution

and what you can see here

is that we have -2 times the length of your path

divided by the diameter of your sphere

times the evil time

divided by 100 which essentially is just the evil max

but if you look here we can see that our evil max

so the evaluation time

the maximum evaluation time is 100

so that is the only thing you need to know

then evil time

we need to get some extra

variables in here cause otherwise it doesn't work

so here we're going to single property

we're going to change this to our curve

and here we can select this NERP's bath

now we want to change this text so evil time

ask the same one here so evil

time

so now what should happen

it should a roll when we start to rotate

and you can see that it works perfectly

so that is literally the only thing you need to do

man

you can see yet works good

so whatever we have done here it works great

so you can see that you can change this

expression to whatever

size this fear is

to whatever length this curve is

or whatever your evaluation time will be in this part

so very cool

and now we can start to look at our platforms again

because at the frame one we have

our spare here

so let's go to click on three

and we want to move these stairs

so I'm gonna move them all a little bit down

but we still want to be able to see this fair

on the beginning of this stair so I'm gonna click here

so what you can see here is

it is on one of these platforms

it is not like intersecting anything

so it's not like inside here

and it is touching the bottom

so that is all that you need to know

and that is always good

so I just moved the platforms itself I don't move the

the sphere or the bath yet

so very cool now we can select our path

and we can look at

where we want to create some of these keyframes

because what we want to do is we want to

start to animate this

right so we want to start rolling our sphere

and then around here it should start to fall down

it doesn't do that so we need to do that manually

so around frame 40 we can always changes by the way

well let's do around frame 40

I'm going to add a location keyframe in my nerve's path

then around frame let's do 45

gonna click on G Z

and move this down so it touches this

yeah bottom of the

platform again

so you only move down your nerves path

then click on I and location

so now we can start to look at

what our animation looks like

so it rolls and it falls down and it rolls

I think it goes a little bit too quick

if I'm totally honest

you can barely see that it really falls down

and there's of course

not really a little bouncy thing happening

but we'll add that later

so how can we make this rolling less quick

it's very easy

if you just grab this keyframe in our nerve's path

which is the evaluation time keyframe

right we put it at 100

if we just move this to the right

you will be able to see that now

it only ends up here at

from 150 in 250 it will be

of course in the end

because then the evaluation time is 100

because we throw along this

you will be able to see that now it rolls way slower

so it is your job to see kind of how far you

or how fast you want this to roll

maybe I will do 200

and now you'll see that it rolls slower

and of course it falls a bit too early down

but we only have to move these ski frames

so

I like the way that it's rolling now

now I'm gonna move these ski frames just so it fits

so um

around here probably it needs to start falling down

let's look

maybe a bit earlier

it is okay if it goes a little bit through this um

through this platform

because we're gonna look at it from here

so you will not really see if it kinda

clips it as you can see here

you will not be really be able to see that

so that is not the worst that can happen

the thing is though like it falls down which is cool

but it does not really have a bouncy feeling

so how do we do that

also very very easy

we actually need to select this keyframe

the keyframe before it falls down

so the right now it is at 50

and then what you do is you select a ski frame

go to interpolation and change it to

bounce

and you can see that this curve here now has a bouncy

graph to it

so now if we play it you can see that it bounces

toying

this bounce goes a bit too quick

so you can just move this keyframe

like the last keyframe

further away

and this will make the bounce longer as you can see

so doing doing doing

which looks way cooler in my honest opinion

very cool so we can do the exact same

in these other stairs

right so now it fell down one stair

and we can do the same

and this one

so at round frame 80 we can give it another location

and then around frame

how long is this 52 till 4064

so it's around 12 further

whatever I location something like that

and what you can do here

of course have to move it down 1st right

so Jesus

I location and then as well as before

the 1st frame will be a bouncy frame

and then you can see that if you play this

it bounces and bounces again

so we can do this one more time essentially

so around the frame

we will say hundred and 10

I location at a frame

122

G that

let's make sure it is nice on it

I location select the 1st 1st

and then be shake curve and then do bounce

so let's look how it all looks

and if you need to change anything

so wrote that joints bounces and bounces perfect

that's the only thing that we need

and we'll just make this animation that say

larikahana at 30 frames

instead of 150

and that's it

that's what we need to do

and in the next part

I will show you guys how we put the camera

and I'll see you guys there

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