[flow_default] Transcription: 01. Animation Introduction.json
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transcriptions/01. Animation Introduction.json
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"audio_file": "01. Animation Introduction.wav",
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"text": "Hi everyone, in this video I would like to introduce the concept of animation. So you're already familiar with the way the 3D viewport works. We have three main dimensions which are represented by the X, Y and Z axis. Now to understand the animation the most easy way in my opinion is simply scale changes over time. Obviously, there is much more science into that. We can animate bones, armatures and many other things, materials for example, but let's just stick to the very very basics. So in order to record those changes within time, we are using the keyframes. To access the keyframe menu, I just pressing the IK and here you can see we are able to record many different things. Location alone, location together with rotation. And for example, location and rotation and scale at the same time. But let's now try playing around with location. So I'm going to move the cube here. I'm going to press I key and insert the location key frame. So you can see we have those yellow dots appearing here. I'm now gonna move the timeline somewhere here. I'm gonna press G to move my cube also here. I'm gonna press the I key again and select location again. So now when I move the timeline, you can see the object is animated. Now I know it's gonna sound funny, but we could actually end this video here because that's dig a little bit deeper into the topic. So you can see those two labels here start and end and these represent the length of animation. And from animation you would probably expect seconds, minutes and stuff like this to be present somewhere here. But it's not like that in the 3D applications because the animation, the movie can have different frame rates. Frame rate means how many frames, these are the frames you can see here, are packed into one second of a movie. So traditionally for cinematic effects it's around, it's between 24 to 25 frames per second. the it to here would last around 10 seconds. But let's make it a bit shorter and let's shrink it to frame 100. So I'm just going to type 100 here. I'm pressing my middle mouse button to move the timeline. And now when I just press the spacebar, the animation will play back. We can see the playback speed is 24 frames per second. And there's one more concept you need to understand with animation. So you can see the cube slows down and starts also very slowly. So let's say we would like to have a constant motion. So from the point zero here, the cube already starts. It's not accelerating and it's not the decelerating because I think that's the best way to animate cameras in the architectural animations and visualizations. So how we can change that? I think there are multiple ways of doing that, but what I personally do is simply launching the graph editor and I will go full screen here pressing the control and space bar and you can see if I press down both control keys and my middle mouse button I'm able to rescale the entire graph and here I can see my selected cube. So when I expand this list here I can see all of the properties that have the key frame applied to it. So you can see this is the rotation within the x-axis, y-z, and also the change of location in each of the axes. If I select everything and scale up the graph just a little bit, you can see the line, the spline kind of gets flat here by the endpoint and it's also flat here at the beginning and that means the motion will be starting from this very very slow movement start accelerating and then de-accelerate so in order to make it constant we just pre press the V key and we are able to change the way those anchor points for the keyframe work. So I'm just selecting the vector and what it does, it simply straightens everything up. So the motion, you can see the line is straight and it's simply ended here by the end of our animation. You can see it's frame 100, frame 0. So this line, if I just select this point here, you can see it goes straight from those minus frames, meaning if the animation starts, the motion is already present here. So I know it might sound a little bit confusing, that's why I suggest just trying it out yourself. You just go to the graph editor, like here key and you're able to select the different methods of interpolation for those graphs. When you press, I think, T key, sorry, yeah, we also have access to different things here, but let's just, I'm using the V key to be honest, but anyway, let's now see the preview, how the cube behaves. So when I press the space bar, you can see the motion just continues and starts without any acceleration, without any speed changes. So essentially that would be it when it comes to camera animation in architectural visualization. Again, I will just repeat myself. I prefer this constant camera motion in those kinds of animation and let's say if you want to slow the camera down by the end we can simply select those final keyframe points. Let's maybe disable the rotation let it just continue normally and let's focus on the location graphs only. So if I select them, press V again and select automatic, for example, you can see the curve. I mean, the line gets curved here by the end. And if I use this point and try to make it even flatter, that means the motion will slowly slow down somewhere to around this area. And here you can see it's almost a flat line. So we won't have much motion within this area. Same here. It's gonna continuously move somewhere around to frame 30. It's gonna slow down somewhere to around frame 7580. And here it's the motion will be almost non-existent. So the more flat is this line because you can see we have these are the values, these are the keyframes here and the bigger the change within the values that means the motion is also going to have bigger speed for example. So if the graph continues within the timeline but there is not much value change in this axis that means the motion will be almost non-existent. So let's now see how it works. Yeah, so you can see the cube just goes down and slows down. Let's zoom into the graph just to see how it looks. You can see we keep on going with frames here but the motion is quenched somewhere around this area. Okay, let's now go to another video and let's apply this entire knowledge to an actual camera in an actual scene.",
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"language": "en",
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"confidence": null,
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"duration": 595.67
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}
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