[flow_default] Transcription: 02_car_animation.json
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transcriptions/02_car_animation.json
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{
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"audio_file": "02_car_animation.wav",
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"text": "In this video we will animate the car by adding some animation modifiers to create some random animation in the movement and rotation of the car. Alright, before we start animating the car, let's go over to the output settings, dimensions and let's change the frame rate from 24 to 25 frames per second. Certainly if you want to use any other frames per second like 60, 30 or whatever you like, you can do that but in my case I use 25 frames per second, like 60, 30 or whatever you like. You can do that, but in my case, I use 25 frames per second. Now let's go over to the animation workspace. Then over here, this second 3D view is, I think, meant for the camera view. But since we don't want to animate the camera right now, let's switch this over to the graph editor, which we will need for animating the car. And let's also hide the complete scene collection so we can better focus on the car and let's also enable the look dev mode since this looks a bit nicer. So first of all, before we start animating anything, let's bring the car into a nice flying pose. That means I rotate this like this and I also rotate the nozzles, thrusters or however you call it. Let's press numpad 9 to switch the view to the other side. Let's rotate these as well. And let's take a look from the front. And also let's rotate this like this. Let's press numpad 9 to switch the view. And these here let's rotate like this. So in this way I think this looks quite cool and you get the feeling that the car is flying forward. Now let's select the car, press I to insert a keyframe and in this case we want to animate the location and rotation. So the keyframe is set to frame number one and from now on we don't animate anything manually at all. Everything from now on is generated by blender. We just have to adjust a few sliders, which is pretty cool because we just want to create a random movement for the car. So what we do, let's open up the channels in the graph editor. Let's make this a bit bigger with a mouse cursor in this window, press N to open up the sidebar. Let's go over to the modifiers. So let's start with the location X. So select this channel, add modifier noise. So that means as you can see here, this random noise was added to the curve. And if I hit space for playing the animation, you can see it's doing this very tiny movements on the X axis. And if I press N again, we can change the scale and the strength. So with the scale, you can see these random curves are getting bigger. That means in general it's moving slower. So for this, let's use a scale of 25 and with the strings, as you can see, it's moving wider. But in this case, I want to have a lower strings. So let's use 0.4 for that. So that's everything I need to set up. What I do now, I copy this modifier, then I select the other channel and paste it. Let's do it here again. So the problem is that all these curves have now the exact same curve movement, but I want to randomize this a bit. And in order to do this, let's change the face just a bit. And you can see how the curve is changing down there. And let's do it with two curves so that every curve is looking a bit differently. And then this car has this nice random movement. Now let's go to the rotation channel and paste this as well. But as you can see, this is pretty strong. So let's reduce the strength here to 0.2. I think that works fine and duplicate this as well and paste it to the other two and also change the face just a bit. And this quickly we have this nice movement. If I press numpad zero for the camera view, You can see that this looks already like this car is flying through the air. So later on, certainly if you realize this is too strong or too weak, you can change this values when you're doing the camera animation and so on. So now let's do the movement of the nozzles here. Let's start the animation. Go to frame one and for all the nozzles, let's press I. And in this case, I only want to animate the rotation. So let's open these. And let's go to the first channel over here. Simply add the noise modifier. Then we can play back the animation. So as you can see, this shouldn't move that strong. So let's increase the scale to maybe 20 and the strength to 0.2. Then let's duplicate this and the same thing as before pasted to the other ones and change the face just a bit and I do the same thing for all of the other ones. Unfortunately, I didn't find a way to paste a modifier to multiple channels. I'm not sure if this is working somehow, but yeah, since we don't have a thousand objects here, this works. And now let's change the face of two curves for each nozzle here so that we have a little bit more random movement. And now from the camera perspective, as you can see, these nozzles now also have this random movement. So now let's start this, go back to frame one. And now I want to animate this fire. Let's quickly change the fire strength to 50 to have it a bit more strong. That looks nicer. And now I want to animate this along the scale of the local X axis. So let's select all the fires here, press I and scaling. And over here, we can basically delete all channels except all the X channels. So let's add a noise modifier. And as you can see, this is now moving pretty fast. I think we can do it even faster by reducing the scale value. And now with the strength, you can control how long this fire should be. I think two is fine in this case. So let's simply copy and paste these modifiers one. Maybe let's reset this one cable. I think this looks a bit weird. Rotate this 90 degrees. Yeah. Anyway, this we want to animate along the local Y axis like this here. So that's what we want to do. So let's go to frame one. And then we're going to go to frame two. we don't need the X and the Z rotation, only the Y rotation. Let's add a noise modifier, play back the animation. Let's increase the scale so that it's moving slower and let's reduce the strength maybe to 0.3. And now I can link this animation to all the other cables. So I simply select them as last object, the one with the animation, press Ctrl L and choose make link animation. That means the animation is now linked. That means there's one animation block in the library which is linked to all these objects. That means if you change anything for these objects you can see it will change for all the cables at once. If you want to separate the animation of one or more cables simply select this. Go to object relations and make single user object animation. And then this animation data will be duplicated and then you can change this separately. If I click here, click on selected objects and then I can change the face here for example. And now as you can see, these cables are moving differently. So but in this case, it's fine if they are all moving the same way. And now we can get back to modeling enable the scene to save the overlays quickly. And then you can see this car is doing this nice flying movement and now only the background movement is missing.",
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"language": "en",
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"confidence": null,
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"duration": 518.93
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}
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