Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 8 - 3 CreatingPosesUsingActionEditor_frames.zip
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"text": " Hey everyone, so here we are back in Blender. I wanted to start off with our animation by just covering some of the basics of the different editors that you get as you jump over into the animation window. So if you tab over to this area, this is the view you'll be greeted with. And so in Blender we have a few different editors for actually dealing with animation. So if you click this little drop down, you'll see that we have the dope sheet, the timeline, the graph editor, drivers, non-linear animation. So if you're a beginner and someone approaching animation for the first time, this can definitely be a bit overwhelming. So I want to just briefly cover what each of these things do and how they can be useful in your workflow. So the first thing to just get your head around is the dope sheet is what we're actually in now. And when you're in the dope sheet, you have the option to come into the action editor. So effectively the dope sheet and the action editor are kind of similar with the dope sheet you are effectively controlling your key frames and being able to edit your position of things. With the action editor, we're actually building out small little actions that can be repeatable animations. So a really good example of something like that would be we want to have the wings flap and so we could just make a small animation of it Doing one singular wing flap and then kind of repeat that animation. So that's what we might use the action editor for. The action editor is also used for poses. So we will cover the action editor and how we're actually going to use that as we move forward in this particular video. But I just wanted to mention that. So that's dope sheet and action editor. The timeline will just display the timeline so you can just play out your animation. So you see that already kind of being here on the bottom when you're in the view mode. So depending on which view mode you're in, sometimes you'll see the timeline. So if you're in say the modeling, you don't see that, but certain view modes you jump into you'll see the timeline on the bottom there anyway. And then we have the graph editor. So graph editor is if we want to edit how our keyframes are actually working so we can change the interpolation between them. So if they were say linear keyframes or Bezier, we can edit the graph and the keyframes themselves. I won't be probably doing too much of that, but we can definitely jump into there occasionally if we need to. And then drivers are a separate thing in Blender where effectively we can use drivers to control one particular area. So you can change anything in Blender to be a driver. So for example, if we wanted to say have a control to rotate the horn, we could actually build out like say, jump into object mode here. An example of a driver would be, let's say we had this box, we could translate the box to the, like in the y direction and it would rotate the horn. And that would be done using a driver. So basically you would drive the rotation of the horn based on the location of the box. So that would be an example of a driver. That can be very helpful when it comes to animation because sometimes you want to have a simple thing happen, such as moving a box and it changed something quite dramatically. So you can even use drivers to drive things like animations as well. So like for example, if you wanted to move this box and have the back of the shell and the wings all open up and expand, you could definitely do that. You could do that drivers on bones as well. So it doesn't just have to be on simple boxes or whatever you can do it on lots of stuff So drivers can be super powerful and then the non-linear animation This guy is a bit confusing, but essentially you can use it to stack up actions So you can see that here I've got these different layers of actions going on and I can have Multiple animations playing out and then blending together and things like that So we will get into that as well because once we do the flying animation We're gonna build up a small collection of smaller animations and then enable those to actually create our final animation as you can see here So we've got flapping wings and those types of things So we'll cover all of that stuff in the actions and then we'll actually build that out into our non-linear action editor, so Yeah, there's a it's a little confusing But most of the work we're going to be doing is within the dope sheet within the action editor So we'll be doing small animations in here and then when we're kind of done with that we'll be jumping over to our non-linear animation so in terms of the setup for this you can have whatever you want here, whatever you find easier in some cases I have split this out so I would Split this into another version here and then have the non-linear action editor So I can animate in my actions here and then see the actions come through here And then we have the graph editor if we want to edit things more specifically or Alternatively if you just want to work in one area you can just collapse down Some of these and just work with the action editor and then you can split it out So you have some flexibility in the way that you lay this out So I just wanted to cover that as well So now I understand a little bit about how the action editors and the animation editor windows work inside a blender I wanted to cover How we actually going to create our first poses and this is going to form the basis of how we do our animations as well because We can use our poses to blend between Different states of the model to create the animations and we can also use those poses when we come to presentation as well to help actually Manipulate the beetle into into the position that we want to actually use for the screenshots. So that's how we're going to use the poses So the first step is just make sure you have the pose library enabled here so you just come to add-ons and search for pose to make sure you have this guy enabled and then in terms of actually posing this I want to just show a couple of examples before we actually create our poses here so we'll just split this out and I'm going to switch this to the asset browser and then I'll switch it to the current file so these are a bunch of poses that I already created for the rig and you can see them here in the asset browser so poses now live inside a blender within the asset browser as an asset. So if we've got our rig selected here, we can jump over into pose mode and you can see everything is defaulted at the moment. But I have these different poses for opening up the wings and changing the way that this looks. So if I click this guy, double click it, it's gonna apply this pose, which is the open wings. I can also apply this one, for example, where we open up the wings themselves, as well as the shell. and then we can actually collapse down the wing. So we have a few different controls there for some simple basic poses. In terms of if you're in a pose or you've manipulated your animation in some way and you wanna get back to the default, just select all the bones and hit Alt. And then when you hit Alt, you can hit R, S and G. And this will basically reset all of the transforms, the scales and everything there. So that's kind of how we're gonna work with setting up our poses. So the first step here is to jump over into the animation tab where we can actually see our objects We've got our asset browser on the right hand side here If we click to unassign this basically will be as we create assets It's going to come into this category and then we can give this folders and things and then assign different areas to the folders as we go but For now, we'll just stick with the current file where we are and we can always move it out of that file later as well into more of a hierarchy, but for now let's um just start with our first pose. So I want to just create a simple pose here for the shell actually opening. So I'll just open up the shell by rotating the bones and get this kind of in the position that I want the actual wing to be or the shell piece to be as it rotates out, right? So that's the first thing. And then if we wanted to mirror that pose from here to the other shell piece, we can basically, the shortcuts, But we can right click as well and do copy pose and then select this one and paste flipped. If we paste flipped, you're going to see that this is going to paste the opposite version. So if you're using symmetrical meshes, this can be really good. So that's our, let's say that was our first pose that we wanted to create. We can select the bones that we've impacted and then we would just hit create pose asset. It's going to create some keyframes and you'll see that it's created a beetle rig here. we can just rename this guy. So to rename this, you wanna hit the end panel. Let me just rearrange these windows a little bit here. And we would just rename this. So we could call this pose shell open, for example. And that's gonna be our first pose that we've created there. So you can see that there's not a preview here. That's basically done via cameras. So what you would need to do here is if we jump out into object mode, we can come over to the camera here, and then if we press zero to jump into the camera, and then in the actual edit here, we just need to come to the view and just do camera to view, and now we can sort of zoom out on this thing here, and we'll set this to a square render, so we can sort of make our preview, and then we just sort of zoom out, We can set the size of the camera in terms of the focal length and everything here. So if we wanna sort of zoom in a bit on this, let's do that. So this would be the pose that we're creating. And then for creating previews, you can just basically hit this refresh button and that's gonna create the preview there from this. So you can sort of see that there. We could jump into the rendered view. I think if you're in the rendered view with materials, I think this will still capture the shaded view. So if you wanted a custom preview for this with nice values, you'd need to basically render that out and then you can actually upload a custom preview here. So that's how you build out your previews and everything. It's based on the camera in the scene and the position. We jump back to that. The other thing I also wanted to cover while we're here, let's just jump into this area. So when I key frame my individual areas of the object, So as we jump over into pose mode, I have keyframes for this particular pose. These keyframes are location, rotation, and scale. You can see that there. That's why they're shaded yellow value. One of the things you can do in Blender is you can default the types of keyframes you're gonna capture. So if you go to pose, animation, and where it says change keying set, you can actually choose the types that you want to actually key. So if you only wanted to keyframe location and rotation and you weren't worried about scale, you could just change that up there. So just to note, in case you wanted to only keyframe one particular key and the way that you do that is when you keyframe something, if you select an object and you were to move it, if you keyframe it, you're basically gonna hit I. So you can see here that when I hit I, it's only keyframing location and rotation and it's not worrying about scale. So that's just the way I have it set up. But if you wanna get access to that, you come to pose animation and change keying set. So that's how we work with that. So that's our first pose I created. So if we were to reset everything and then we double click that, it's gonna jump to that pose. So that's a really simple way of creating poses. You can create as many of those as you want. So for me, like when I was working on this, the ones that I found to be useful, so we can just get rid of that pose. So I had this open up the shell so you could see into the back of it. My default pose, you can actually see the wings are straight. So I have the wings collapsed, which is basically where the wings themselves are deformed to the body. So you can see that I've moved the wings so that they work nicely underneath the shell. And then when the shell is actually closed, they're not sticking through the bottom of that. So that's kind of how that works. we can just reset all of our poses there. And then I found it useful to also have it so that the wings could actually open up. So when they're fully spread out, this is sort of how they look. And I have a pose for that basically. So that's the basic poses. That's some of the ones I found useful when I was posing the beetle as well as taking screenshots and animating.",
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"text": " Hey everyone, so here we are back in Blender. I wanted to start off with our animation by just covering some of the basics of the different editors that you get as you jump over into the animation window. So if you tab over to this area, this is the view you'll be greeted with. And so in Blender we have a few different editors for actually dealing with animation. So if you click this little drop down, you'll see that we have the dope sheet, the timeline, the graph editor, drivers, non-linear animation. So if you're a beginner and someone approaching animation for the first time, this can definitely be a bit overwhelming. So I want to just briefly cover what each of these things do and how they can be useful in your workflow. So the first thing to just get your head around is the dope sheet is what we're actually in now. And when you're in the dope sheet, you have the option to come into the action editor. So effectively the dope sheet and the action editor are kind of similar with the dope sheet you are effectively controlling your key frames and being able to edit your position of things. With the action editor, we're actually building out small little actions that can be repeatable animations. So a really good example of something like that would be we want to have the wings flap and so we could just make a small animation of it Doing one singular wing flap and then kind of repeat that animation. So that's what we might use the action editor for. The action editor is also used for poses. So we will cover the action editor and how we're actually going to use that as we move forward in this particular video. But I just wanted to mention that. So that's dope sheet and action editor. The timeline will just display the timeline so you can just play out your animation. So you see that already kind of being here on the bottom when you're in the view mode. So depending on which view mode you're in, sometimes you'll see the timeline. So if you're in say the modeling, you don't see that, but certain view modes you jump into you'll see the timeline on the bottom there anyway. And then we have the graph editor. So graph editor is if we want to edit how our keyframes are actually working so we can change the interpolation between them. So if they were say linear keyframes or Bezier, we can edit the graph and the keyframes themselves. I won't be probably doing too much of that, but we can definitely jump into there occasionally if we need to. And then drivers are a separate thing in Blender where effectively we can use drivers to control one particular area. So you can change anything in Blender to be a driver. So for example, if we wanted to say have a control to rotate the horn, we could actually build out like say, jump into object mode here. An example of a driver would be, let's say we had this box, we could translate the box to the, like in the y direction and it would rotate the horn. And that would be done using a driver. So basically you would drive the rotation of the horn based on the location of the box. So that would be an example of a driver. That can be very helpful when it comes to animation because sometimes you want to have a simple thing happen, such as moving a box and it changed something quite dramatically. So you can even use drivers to drive things like animations as well. So like for example, if you wanted to move this box and have the back of the shell and the wings all open up and expand, you could definitely do that. You could do that drivers on bones as well. So it doesn't just have to be on simple boxes or whatever you can do it on lots of stuff So drivers can be super powerful and then the non-linear animation This guy is a bit confusing, but essentially you can use it to stack up actions So you can see that here I've got these different layers of actions going on and I can have Multiple animations playing out and then blending together and things like that So we will get into that as well because once we do the flying animation We're gonna build up a small collection of smaller animations and then enable those to actually create our final animation as you can see here So we've got flapping wings and those types of things So we'll cover all of that stuff in the actions and then we'll actually build that out into our non-linear action editor, so Yeah, there's a it's a little confusing But most of the work we're going to be doing is within the dope sheet within the action editor So we'll be doing small animations in here and then when we're kind of done with that we'll be jumping over to our non-linear animation so in terms of the setup for this you can have whatever you want here, whatever you find easier in some cases I have split this out so I would Split this into another version here and then have the non-linear action editor So I can animate in my actions here and then see the actions come through here And then we have the graph editor if we want to edit things more specifically or Alternatively if you just want to work in one area you can just collapse down Some of these and just work with the action editor and then you can split it out So you have some flexibility in the way that you lay this out So I just wanted to cover that as well So now I understand a little bit about how the action editors and the animation editor windows work inside a blender I wanted to cover How we actually going to create our first poses and this is going to form the basis of how we do our animations as well because We can use our poses to blend between Different states of the model to create the animations and we can also use those poses when we come to presentation as well to help actually Manipulate the beetle into into the position that we want to actually use for the screenshots. So that's how we're going to use the poses So the first step is just make sure you have the pose library enabled here so you just come to add-ons and search for pose to make sure you have this guy enabled and then in terms of actually posing this I want to just show a couple of examples before we actually create our poses here so we'll just split this out and I'm going to switch this to the asset browser and then I'll switch it to the current file so these are a bunch of poses that I already created for the rig and you can see them here in the asset browser so poses now live inside a blender within the asset browser as an asset. So if we've got our rig selected here, we can jump over into pose mode and you can see everything is defaulted at the moment. But I have these different poses for opening up the wings and changing the way that this looks. So if I click this guy, double click it, it's gonna apply this pose, which is the open wings. I can also apply this one, for example, where we open up the wings themselves, as well as the shell. and then we can actually collapse down the wing. So we have a few different controls there for some simple basic poses. In terms of if you're in a pose or you've manipulated your animation in some way and you wanna get back to the default, just select all the bones and hit Alt. And then when you hit Alt, you can hit R, S and G. And this will basically reset all of the transforms, the scales and everything there. So that's kind of how we're gonna work with setting up our poses. So the first step here is to jump over into the animation tab where we can actually see our objects We've got our asset browser on the right hand side here If we click to unassign this basically will be as we create assets It's going to come into this category and then we can give this folders and things and then assign different areas to the folders as we go but For now, we'll just stick with the current file where we are and we can always move it out of that file later as well into more of a hierarchy, but for now let's um just start with our first pose. So I want to just create a simple pose here for the shell actually opening. So I'll just open up the shell by rotating the bones and get this kind of in the position that I want the actual wing to be or the shell piece to be as it rotates out, right? So that's the first thing. And then if we wanted to mirror that pose from here to the other shell piece, we can basically, the shortcuts, But we can right click as well and do copy pose and then select this one and paste flipped. If we paste flipped, you're going to see that this is going to paste the opposite version. So if you're using symmetrical meshes, this can be really good. So that's our, let's say that was our first pose that we wanted to create. We can select the bones that we've impacted and then we would just hit create pose asset. It's going to create some keyframes and you'll see that it's created a beetle rig here. we can just rename this guy. So to rename this, you wanna hit the end panel. Let me just rearrange these windows a little bit here. And we would just rename this. So we could call this pose shell open, for example. And that's gonna be our first pose that we've created there. So you can see that there's not a preview here. That's basically done via cameras. So what you would need to do here is if we jump out into object mode, we can come over to the camera here, and then if we press zero to jump into the camera, and then in the actual edit here, we just need to come to the view and just do camera to view, and now we can sort of zoom out on this thing here, and we'll set this to a square render, so we can sort of make our preview, and then we just sort of zoom out, We can set the size of the camera in terms of the focal length and everything here. So if we wanna sort of zoom in a bit on this, let's do that. So this would be the pose that we're creating. And then for creating previews, you can just basically hit this refresh button and that's gonna create the preview there from this. So you can sort of see that there. We could jump into the rendered view. I think if you're in the rendered view with materials, I think this will still capture the shaded view. So if you wanted a custom preview for this with nice values, you'd need to basically render that out and then you can actually upload a custom preview here. So that's how you build out your previews and everything. It's based on the camera in the scene and the position. We jump back to that. The other thing I also wanted to cover while we're here, let's just jump into this area. So when I key frame my individual areas of the object, So as we jump over into pose mode, I have keyframes for this particular pose. These keyframes are location, rotation, and scale. You can see that there. That's why they're shaded yellow value. One of the things you can do in Blender is you can default the types of keyframes you're gonna capture. So if you go to pose, animation, and where it says change keying set, you can actually choose the types that you want to actually key. So if you only wanted to keyframe location and rotation and you weren't worried about scale, you could just change that up there. So just to note, in case you wanted to only keyframe one particular key and the way that you do that is when you keyframe something, if you select an object and you were to move it, if you keyframe it, you're basically gonna hit I. So you can see here that when I hit I, it's only keyframing location and rotation and it's not worrying about scale. So that's just the way I have it set up. But if you wanna get access to that, you come to pose animation and change keying set. So that's how we work with that. So that's our first pose I created. So if we were to reset everything and then we double click that, it's gonna jump to that pose. So that's a really simple way of creating poses. You can create as many of those as you want. So for me, like when I was working on this, the ones that I found to be useful, so we can just get rid of that pose. So I had this open up the shell so you could see into the back of it. My default pose, you can actually see the wings are straight. So I have the wings collapsed, which is basically where the wings themselves are deformed to the body. So you can see that I've moved the wings so that they work nicely underneath the shell. And then when the shell is actually closed, they're not sticking through the bottom of that. So that's kind of how that works. we can just reset all of our poses there. And then I found it useful to also have it so that the wings could actually open up. So when they're fully spread out, this is sort of how they look. And I have a pose for that basically. So that's the basic poses. That's some of the ones I found useful when I was posing the beetle as well as taking screenshots and animating."
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