[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/11 - Animation/1 - Camera Movement.wav
Browse files
audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_11 - Animation_1 - Camera Movement.json
ADDED
|
@@ -0,0 +1,12 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"file": "1 - Camera Movement.wav",
|
| 3 |
+
"transcription": {
|
| 4 |
+
"audio_file": "1%20-%20Camera%20Movement.wav",
|
| 5 |
+
"text": "In the last part of the course, you'll learn how to create animations in Blender. In this lesson, you'll learn how to create camera movement, how to save animations, in what format, how to create an animation of changing lighting, and how to create an animation of changing depth of field. We'll start with the first topic. To create camera movement, we'll need a window called the Timeline. We'll place it here instead of the UV editor window that was here before. Next, we'll copy this camera because the camera movement animation will show a close-up of the kitchen. We'll move this camera to the camera's collection. Animation? I will also add that I am developing this part of the course in a new file called course scene animation. This is exactly the same file we've been working on throughout the course, but I thought it would be more convenient to set everything up in a new file for the animation so that the files and settings don't get mixed up. Let's switch to the view from this camera. I might slightly move it to the right. We'll start working movement, camera. The first thing we need to do is set the starting frame precisely to frame number 0. Next we need to expand the menu on the right side with the N key and by hovering the mouse over the location we select the I key. By selecting this key keyframes were automatically assigned. At this point, keyframes which are the information about where our camera is located at a given frame. Second, we can set a keyframe here for the location, rotation and scale of the camera. In the case of the camera, we won't set it. But generally these two parameters are key parameters here. The next step is to move the slider to the right number for the frames. To the right number for the frames. The frame number defines how long our animation will be. The standard rule is that one second of animation should be 30 frames. So if we set the slider to a value of 150, that means our animation will last 5 seconds. Because if we divide 150 by 30, we get a result of 5. We set these 30 frames per second in the output menu under frame rate. We change the value of 24 to 30. Next, with the slider set to 150, we change the value to T150 in the end section. The output here is a value of 250. This value tells us that the animation will end at this frame, meaning it will start at frame number 0 and end at frame number 150. If we move the slider, we can notice that the color in the location section has changed to green. At this moment we can currently move our camera to the endpoint, where it will eventually stop. After moving, the location on the Y-axis slightly changed and gradually turned orange. At this moment we hover the mouse over the location, again and press the I key once more. Thanks to this, a keyframe has been assigned at frame number 150, indicating the location at the moment the animation ends. With this parameter set, we can now move to frame 0 and turn on the animation preview in the viewport. This way, we can see how our camera will move in our scene within the properly set time range.",
|
| 6 |
+
"language": "en",
|
| 7 |
+
"duration": 246.09,
|
| 8 |
+
"timestamp": "2025-12-10T17:35:54.966371"
|
| 9 |
+
},
|
| 10 |
+
"timestamp": "2025-12-10T17:35:57.151023",
|
| 11 |
+
"processing_time_seconds": 247.14577651023865
|
| 12 |
+
}
|