[flow_default] Transcription: 01_how_animation_works_in_3d.json
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transcriptions/01_how_animation_works_in_3d.json
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{
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"audio_file": "01_how_animation_works_in_3d.wav",
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"text": "Animating elements in 3D basically means that we are changing properties over time. So let's take this 3D airplane for example. If we want to move this through our virtual sky, we can change the position over time, the rotation and maybe not so realistic here, we can also change the scale of the object over time. But we are not only able to animate the transformation of objects in 3D space, we can also animate for example the strength of a lamp or the color of an object over time. So basically we can change properties over time. So now let's assume here we have a ground and up here we have a ball and now we want to create this bouncing ball animation. Before we can do this we need to understand how the time is displayed in 3D space because here we don't use minutes, seconds and so on. Here we are mainly using frames and depending on what you have set up, we could maybe have 25 FPS, which stands for frames per second. That means 25 frames equals one second of video later on. And then our animation has a certain length. For example, it starts at frame one and maybe ends at frame 75, which would equal three seconds of animation later on if we have 25 frames per second. So, and now we can define the transformation of this object in 3D space to a certain point in time. So for example at frame one we save the position of the object up here and in order to save the position or the transformation to a certain point in time we add a so-called keyframe. Then at other points in time we add more keyframes. So for example we move the ball down here then up here then down here then up here down then down here, then up here, down here, and so on and so forth. So for each of those positions, we add a new keyframe to different points in time. For example, at frame 10, 15 and 20 and so on. So now the good thing is that we don't need to animate each individual frame of the 75 frames. This would probably drive us nuts and the animation would the wouldn't have a nice bounce ball animation. But the cool thing is that we not only have access to the keyframes to change these, we also have access to these interpolation curves. That means we can adjust them to our needs. And if this all sounds too complicated for you, don't worry, it isn't at all. Let's check how this works in Blender.",
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"language": "en",
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"confidence": null,
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"duration": 195.14
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}
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