tgj2o_3d-animation_blender

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Step 1 - Keyframing
Technically, we've only been 3D modeling thusfar. In this section we will add a simple animation to make our spaceship look alive. To do so we will switch the bottom panel back to TIMELINE EDITOR and the top editor back to the 3D View. Note: we may have to toggle on/off layers or wireframe to make things visible while we animate. A hazard of the profession ;)

We will enter camera mode (0 on the number keypad). Grab the ship and G (translate) it along the X axis so that it is almost out of the sphere. We're going to make our life easier by clicking on the automatic keyframing button on the TIMELINE EDITOR. Now, every time we move our CTI (current time indicator) to a new location then move an object in our space, a new key frame will be added to reflect the changes and an automatic smoothing of the movements between the starting point and the ending points will happen. With the ship selected, hit i then choose LOCROTSCALE.

We want to have our ship go between where it is way off in space to someplace just in camera view by frame 24 (that should be 1 second of motion since Blender's default is 24 fps). To change to frame 24 we'll click on the CURRENT FRAME box and hit enter. Grab our ship's saucer (remember, we parented it so that it would be easy for everything to follow it) and move it to just inside the camera view.

Now our ship is going to do a swooping fly-by. Change the current frame to 32 and move the ship forward a bit, rotate a bit and bank it as if it were banking around a corner. As soon as you enter frame 32 you'll notice that at at frame 24 there's a line that's been made. That indicates a keyframe has been made. We can use the LEFT and RIGHT arrows in the timeline to go forward/back in time to see how our ship looks. At frame 32 it should be banked as if it is going to turn sharp left and head off.

Change the CTI to frame 40. Our ship has changed its mind, bank it back the other way using your translate/rotate controls.

Our ship is going to skedaddle now. The framerate doesn't change, so we are going to "speed-up" our ship by making it move a greater distance in the same amount of time. As such we'll have it go out of our camera view. Change the CTI to frame 50. Straighten out the path and pitch/yaw (orientation) of the ship and move it far enough along the X axis to be out of the camera view.



Finally, we're going to have the camera rotate to face the ship (yes, everything can be keyframed). We're going to pull a "shakycam zoom" and over-rotate, then zoom in too far then pull back all quickly.

Start by taking the camera at frame 50 and __**grab the camera frame**__ (the bounding rectangle we're looking through). Press i and insert a LOCROTSCALE marker. That sets our initial camera position/pitch/rotation. We'll now change the CTI to frame 68 (over 1/2 second later).

Move the ship further along at that point. Take the camera and rotate it PAST viewing the ship properly (as in over-rotate it).

Now - for our shaky-cam zoom. Make the CTI 96. With only the ship selected, move it smoothly way off the X axis further. Deselct the ship. Change the CTI back to 68 and select the camera. By frame 74 we're going to over rotate the camera back to the left. By CTI frame 80 we're going to both rotate back to track the ship AND zoom in on it (too close). We'll then have a comfortable zoom by the time the CTI gets to frame 96.

[HINT] if you make mistakes, no problem. ALT+i will erase keyframes for a selected time.

Step 2 - Render-out
First, click on 1. Choose a folder for the export (preferably the D drive).



Next drop down (2) from PNG to H.264 (a MP4 codec).

Now in the ENCODING dropdown below that choose H.264 again.

To make a "quick" render dumb down most of the settings in the render dialogue (that is, turn-off anti-aliasing, and all post-processing make sure you turn down the resolution to 50% and the BORDER and CROP checkbox checked on). Make sure the END frame is set to 96.

Go back to the top and click on ANIMATION. Sit back and wait. If you're happy with the output we'll simply tweak the settings and add out sound-effects.

If you ARE happy with it - it's time to output a full render with optimal settings you turned off earlier. To boot, add sampled motion blur for your render.

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Assignment #8 Wrap-up
Complete the UFO tutorial as you have been doing and submit the exported H.264 movie and BLEND file. by teacher and documentation of progress in journal), but required reminders on one or more occasions to do so. || Used time poorly (as shown by observation by teacher and/or documentation of progress in journal) in spite of several reminders to do so. ||
 * **CATEGORY** || **4** || **3** || **2** || **1** ||
 * **Diligently follows tutorial** || Judicious use of tools lead to an exemplary product || Small errors in the use of the tools results in a product that is completely acceptable, but does contain noticeable flaws || The piece has many distracting elements but the tool use is obvious. || Either in following the steps, or mistakes in the use of the tools, the work is largely flawed. ||
 * **Practical product** || Stylistic choice in tones, arrangement and colour choices in presenting the render show no errors in following steps || Overall the piece is well constructed, but the some steps have been missed. || Generally the piece is satisfactorily constructed, but the end result is lacking in many areas. || The render is incomplete, or shows signs of obvious neglect in process. ||
 * **Use of Time** || Used time well during each class period (as shown by observation by teacher, and documentation of progress in journal) with no reminders. || Used time well during most class periods (as shown by observation by teacher, and documentation of progress in journal) with no reminders. || Used time well (as shown by observation