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

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Original subtitles

welcome to this new material

and you guys will learn how to animate a ball or yeah

spherical shape

the correct way

so what we have here is a

spherical shape the ball the soccer ball

and then we have a big curve

and this sock about will essentially follow this curve

as you can see here

this is just done with a simple constraint

as you can see here

now I've put it in some drivers

so when it follows this shape

it will also rotate

and you can see here but affiliation time

that we can just

go all the way till 100 right

very very simple

now the fun thing about this is you can also

get some key shapes in here

so you can just animate this

and as you can see here

I changed my interpolation mode from the normal

BJ curve to something fun as bounce

and now if you play it you will see that it just point

bounces back and yeah follows this curve

the cool thing about working with these

curves is that you can

even slow or fasten the movement of the ball

and you can even go backwards as you can see here

the rotation will still be fine

and this will also work for bigger balls

bigger balls

or a lot longer or short paths it doesn't matter

so um yes

let's just get into it

and I hope you guys will enjoy it

I'm working in blender 2.9

and yes

the 1st thing that we can do is delete this cube

and we need to change two settings

so go here into edit preferences

and here you want to go to save and load

you want to make sure your auto run python scripts

is on

then we want to go to add ons and look for our curve

tools add on so this one we need to make sure it's on

then say Francis we can close this

and here we have a little new

um little tab

so go to edit

and here you can see it we have a curve edit

um but we're going to do curve info

here you can see that we can actually

calculate the length of the curve

because if we want to rotate our ball

around a curve

we need to

make sure that we know the length of the curve

and also the diameter of the ball

we are going to add

a nice little yufi sphere

and we're going to add a curve going to a BJ curve

and skill this around 10

what you want to do though

is you want to make sure you also apply the skill

because if I now

look at this length

and if I now apply the skill you will see that

the skill is way different

right it was times 10 because we scaled it around 10

so make sure you apply the skills

otherwise we will not have the correct

length of this curve

so we can hide this for right now

we don't have to look at it

because we're just gonna focus on this

select your ball

and you want to go here into the object constraints

now we want to add an object constraint

which is going to be follow path

we want this ball to follow

this curve you can see here

that it starts at the beginning of the curve

which is offset zero

if you move it around you can see that around -100

it will reach the end

even if I go further doesn't matter

at -100 it reaches the other end of the curve

this will also count if I make this curve longer

so let's say I put it here

then even there 100 will be this end

very very simple

so one more thing that we want to do is

we want to also make it follow the curve

right now it just said the rotation stays the same

but if you choose follow curve

you can see that it moves around with it

it is a little bit hard to see right now

and also rotations will be very hard to see

because this is just one solid color

I'm going to change the color a little bit with shading

new and then just use a noise texture

let's look at our ball

fact goes into the base color

and here we can at least see some stuff

so yeah just change

whatever you want

to make it a little bit more festival for you

but something like this would be a great for me

so I'll go back to layout

and here

just make sure you put on your fuel pot shading

now I will

show the difference between the follow curve and the

note so this is following the curve

you can see that it moves a little bit with it here

at this point

if I don't have this on

you will see that it will always stay the same right

so that is why we put follow curve on

the next thing that we need to do

we want to rotate this sphere

so go to item

and we want to look for the rotation

which it need to rotate around

do we want to rotate around x axis in my case yes

could be different than your case

so X

right click and then add driver

we're going to use a drive for this

you can see that we have a lot of options here

and if you go a little bit too far away

all these options disappear

but we can still get back to them

and we're going to do that right now

I'm going to animation

and here instead of this being a

dope sheet I want to change it to the drivers

so

here and we are going to select our rotation

so this is the driver

that we've just created

if you select it you can see that now we have

our driver

curve here but we want to edit this a little bit

so if you click on n or if you just drag this out here

we can see that we have a lot of options

and we're gonna select drivers

so here we have even more options

we have here our little script

a little expressions and stuff

but we're gonna look at that later

and here we have a variable

we need this so how does this work

well we want our little sphere

while we are moving around this path

so what we're going to do is we're going to select

here single property

and as prop we're gonna change this to curve

and select this curve

now what I want to do is I want to change these names

so I want to change this as evaluation time

or just evolve

and then time like this with a lower score

here are the same evil

time which is a path

make sure they are the same

because we're going to use them in our expression as

well

the expression that you can see on screen right now

is quite simple

we have minus 2 times the curve length

divided by the diameter of the sphere

then times the evil time which we have put in here

divided by the evil max

for everyone that doesn't do any math

and also for me it seemed quite

um confusing but it is actually very very simple

so here you're just gonna do -2 times

and then I'm just gonna click on enter

so our expression stays here

now we're going to look for our curve length

so what's the length of this curve

well as you guys know we added this little add on here

so go to edit

curve info and then select this curve

then click on calculate the length of this active curve

so here Bam just copy this with control C

go back into your sphere

and we're gonna paste this behind

this little expression

now we need to divide this

so divide

and we need to divide it by the diameter of the sphere

so I'm going to click on enter

and look for the diameter

also this is very simple

we are just going to select our sphere go to item

scroll down and here we have dimensions

so the diameter of this curve is just two

so behind here it's going to be two

now we are going to duplicate this

now a open bracket

and here we want our evil time

so just type evil time

this little text here

has to be the same as you have here and here

okay so keep that into mind

now what we want to do is we want to divide this

by the evolve max

what is evolve max

this evaluation time

is essentially going to be the evolved max

okay

so our max which is at the end of our whole animation

in this case will be 259

so this can differ

a lot of times it's just 100

you go 0-100 but in some cases 100 won't be enough

so you can check it always here

just put this number inside your code

so we can just do

hundred and then closed bracket

click enter and here a little cold is ready

so now if we animate this around the curve

so select the curve

here go into object out properties

path animation

you can see that we can change this evaluation time

and when we change this

at 100 we will be at the end just as before

but now we have the correct rotation as is needed

and a cool thing about this is we can animate this

so at the round frame zero we want to ride

click insert keyframe

let's do a round frame 100

we want to make sure that evaluation time

um yeah where

where should we put it

let's just put it at a minus hundred

so all the way at the end

right click insert keyframe

so here from frame zero to 100 we have this animation

the cool thing about this is

we can also go into graph editor

and we can change this graph

even this interpolation mode can be changed

so interpolation

let's do bounce

and you can see that now we have a very cool animation

which works correctly and

yeah that's it

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