0:00:10 | can you re well |
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0:00:12 | my name is a quick steiner and part of the huge design team that we |
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0:00:17 | have |
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0:00:20 | and i'm gonna so the disappoint my designer friends and colleagues |
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0:00:26 | and i'm just gonna be talking about the shuttle that i use the tools that |
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0:00:32 | i use not gonna be much of a you know on design talk more it's |
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0:00:37 | going to be a blender for |
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0:00:41 | so what is blended a it is a three any package that is used to |
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0:00:49 | produce a full blown movies |
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0:00:55 | here's a few titles that the blender foundation the |
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0:00:59 | the mother all the project have want the than they possible they just one big |
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0:01:06 | please feel which is |
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0:01:12 | a site finally we if you've ever seen any one of those movies definitely checkout |
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0:01:18 | belief in tell which is |
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0:01:20 | actual movie okay |
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0:01:22 | out of all those that are produced and it stands on its own but most |
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0:01:28 | of these are really great have that for a developing wonder so they provided really |
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0:01:35 | you know use cases relevant use cases for the to develop it's also at getting |
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0:01:45 | production environment so it can be used to |
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0:01:52 | develop games i'm actually considered using the game engine to produce interactive prototypes |
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0:02:02 | for know are we didn't even try to for the pins |
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0:02:08 | footsteps and then in blender |
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0:02:12 | which i can just demo my failure |
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0:02:16 | see |
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0:02:19 | who's i lost my cursor somehow that is not good |
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0:02:24 | how do i get it back |
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0:02:30 | okay |
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0:02:34 | back with the cursor thank you |
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0:02:38 | so |
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0:02:42 | it's |
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0:02:44 | well it actually has slides from previous |
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0:02:51 | because |
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0:02:52 | i don't know if you get into details but the text tool that is in |
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0:02:58 | blender kind of behaves completely different in the game engine so i thought of gonna |
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0:03:06 | present like that with image plane but it turns out to be very clumsy but |
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0:03:10 | you can do pretty much anything with wonder but back to topic so it is |
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0:03:15 | be game engine it is also i wanna creation tool |
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0:03:20 | remotely i view somebody iphones in the you know that were created also thanks to |
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0:03:29 | winter |
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0:03:33 | and we also use it for documentation some of you have seen my R L |
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0:03:37 | G M talk |
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0:03:39 | where are discussed the getting started project |
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0:03:43 | that |
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0:03:45 | me and that are |
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0:03:50 | created for |
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0:03:52 | the last release of know so it's sort of a |
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0:04:00 | really simplistic animation describing and showing kind of a hands on |
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0:04:08 | helping people make the first footsteps in brno |
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0:04:14 | and there are it's actually translate it |
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0:04:17 | so |
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0:04:19 | the |
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0:04:21 | the tool lender actually have very good integration with a scripting language |
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0:04:27 | so we just call the renderer after translating all the strings |
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0:04:32 | so even the animation itself is translated |
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0:04:37 | a what i'm gonna be talking about here is using blender as a prototyping tool |
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0:04:45 | for prototyping |
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0:04:49 | the sort of transitive state |
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0:04:53 | so |
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0:04:54 | prototyping animation |
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0:04:57 | why is why did i choose blender apart from the fact that it's a tool |
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0:05:02 | that's available |
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0:05:05 | mainly |
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0:05:09 | because of iteration to get something i'm actually we getting ahead of myself i have |
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0:05:19 | done this talk will probably repeat a lot of the things that i said on |
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0:05:24 | if you follow the you know design channel one you to have had a series |
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0:05:31 | of |
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0:05:32 | of tutorials or |
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0:05:36 | videos of behind the scenes a looks |
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0:05:39 | add how to do motion design would blender |
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0:05:44 | so the that before god i'm probably gonna |
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0:05:48 | handout or pdf or so the shortcut url is actually the play list of all |
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0:05:54 | the "'cause" the channel is full of other walk outside |
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0:05:58 | and other interesting things but that is just to play list for the |
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0:06:03 | motion design |
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0:06:06 | i would have shortly talk about why we need to mark up and design these |
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0:06:12 | conditions |
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0:06:16 | you may have noticed that we kind of shifted |
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0:06:21 | in our design kind of shifted away from those |
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0:06:24 | everything at your fingertips kind of interfaces where |
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0:06:30 | everything it is thrown at you at the same time |
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0:06:35 | to words more streamlined interfaces |
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0:06:39 | some people |
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0:06:40 | you know |
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0:06:41 | kind of mistakenly associate that with touch interface is of the form for factor it's |
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0:06:50 | not related to touch adjusted something that happened |
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0:06:54 | when you devices got popular so we're doing to interface is that |
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0:07:01 | try to minimise the number of controls and chrome you know being shown at the |
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0:07:09 | same time but only show you control that |
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0:07:12 | are necessary in the context of what you're viewing and this sort of |
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0:07:17 | requires |
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0:07:20 | to change of scenes or change the interface it required the interface to be more |
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0:07:27 | dynamic |
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0:07:28 | and i have a few examples |
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0:07:34 | actually as i was |
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0:07:36 | sitting |
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0:07:38 | and being very |
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0:07:42 | drawing to the last lecture also observed a john hacking on scrolling |
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0:07:48 | and |
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0:07:50 | so |
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0:07:51 | seeing him struggle with scrolling at a little window by only a small bit one |
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0:07:59 | line and this thing happening you know been are a without this move |
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0:08:06 | transition between that and well one line is probably |
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0:08:12 | not as much of a change if you're |
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0:08:17 | repainting you're seeing like with you know to if you remember virtual desktop for workspaces |
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0:08:26 | we're not perceived by majority of people very well because the transition just button there |
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0:08:35 | it would be in a very you will have one workspace only windows and suddenly |
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0:08:41 | either by hitting a shortcut to miss clicking on the toolbar your mentors disappear and |
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0:08:47 | there was usually no you know indication or feedback what actually happened |
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0:08:55 | i have another example of this |
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0:08:58 | directly in blender |
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0:09:01 | it's just |
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0:09:02 | you see this |
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0:09:08 | so let's take this you but you looks the same size |
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0:09:13 | scale it is |
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0:09:16 | perhaps |
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0:09:18 | interesting |
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0:09:20 | do you mind if i sit and disappear this the be or be high to |
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0:09:24 | give your |
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0:09:26 | and i'm just gonna be this |
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0:09:29 | all encompassing be able it's |
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0:09:48 | okay i'm just trying to make this |
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0:09:50 | shape look somewhat distinct from one side so wonder has like multiple views and when |
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0:09:59 | you switch diffuse you can see that |
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0:10:02 | it actually |
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0:10:05 | transitions between them which gives you a much better idea of what you you're looking |
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0:10:11 | at i mean there's a there's a label on the top left |
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0:10:15 | to do to like hank you what you're looking at but it's much easier to |
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0:10:21 | figure out you know the way you look especially when you add a camera you |
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0:10:28 | know in into |
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0:10:33 | into the play so the transition really helps you navigate in the three D space |
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0:10:39 | and inventor this is actually an option because they're from crazy |
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0:10:44 | and a some people think like feel this that's a factual fraction of a fine |
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0:10:50 | but it helps a lot by figuring out where you are in space so that's |
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0:10:55 | why the transitions |
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0:10:58 | are actually very helpful |
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0:11:01 | in communicating what's actually happening in front |
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0:11:08 | i think this is the default now |
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0:11:12 | it's a you know it's probably in the options somewhere |
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0:11:17 | but you can try to help me find it |
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0:11:35 | it is somewhere |
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0:11:39 | i don't know |
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0:11:44 | so |
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0:11:46 | for |
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0:11:48 | are you usually never get anything right the first time and people sort of expect |
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0:11:54 | us |
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0:11:55 | when they look at the we key |
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0:11:59 | or when i post something on the you to channel that is the final thing |
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0:12:03 | and no not at all |
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0:12:07 | we need to have tools that allow us to quickly integrate |
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0:12:11 | and get things right especially in that at the time you don't wanna wait for |
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0:12:18 | some like you're gonna be switching workspaces all the time but you know the timing |
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0:12:24 | has to be have to be right |
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0:12:26 | so to get |
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0:12:29 | that flexibility of being able to change |
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0:12:34 | the timing |
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0:12:36 | you have to have a preview |
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0:12:39 | of what you're doing and blender has a fairly |
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0:12:45 | reasonable view in the three D view or that are usually because this is primarily |
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0:12:52 | a three D package you for you know more delaying the primary view with usually |
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0:13:00 | the wire frame but it also have and then we looked some something that's interesting |
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0:13:05 | works |
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0:13:06 | scrolling one was good so this is an old very old |
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0:13:10 | a project of mine but you can see here in the preview i'm |
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0:13:16 | i'm seeing a image textures so this is a textured view as the O G |
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0:13:24 | L S L U and it gets pretty accurate i can also |
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0:13:29 | hide everything |
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0:13:30 | that's outside the camera |
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0:13:32 | can |
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0:13:34 | select first |
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0:13:37 | hear him or buttons in a |
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0:13:40 | but to is the |
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0:13:44 | i'm looking at it probably |
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0:13:47 | okay all |
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0:13:50 | for me |
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0:13:55 | okay |
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0:13:56 | so if i play back the intonation you're gonna get pretty much real time |
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0:14:01 | playback helping animation |
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0:14:05 | without the need to wait for under or anything like that |
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0:14:09 | so this is really good for |
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0:14:11 | getting the timing right |
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0:14:13 | but |
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0:14:15 | unfortunately it has many drawbacks |
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0:14:19 | the kind of animation that we need |
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0:14:22 | usually involves |
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0:14:25 | switching |
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0:14:28 | states of at the few you can see all the objects |
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0:14:34 | i just tell you know matched planes and they have a texture touch to it |
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0:14:39 | want to like mimic |
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0:14:42 | at change of a seeing eye usually blended between then what have the material consisting |
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0:14:50 | of two image textures |
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0:14:53 | that are applied but |
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0:14:57 | to the colour of the material and the alpha channel five the transparency or opacity |
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0:15:03 | of that object |
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0:15:05 | and one blending between then does not |
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0:15:08 | get real time rendered in the jealous of you |
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0:15:13 | so you're not getting you're not getting you're not seeing |
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0:15:17 | just do another example this straight it's |
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0:15:23 | mm |
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0:15:27 | fairly |
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0:15:28 | long so you're gonna |
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0:15:31 | you |
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0:15:32 | trip down memory lane a little |
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0:15:38 | you can see they all thought is not compass of it correctly and also when |
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0:15:42 | you go to the overview it should be shaded with black the textures of the |
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0:15:50 | windows actually change in season really for design of virtual workspaces going on there so |
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0:15:59 | the G are selling you is not perfect |
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0:16:04 | it has in many cases |
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0:16:09 | walls the pixel is not getting seriously hot |
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0:16:18 | what's the solution |
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0:16:21 | i thought it i don't have any sounds |
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0:16:23 | i |
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0:16:28 | so the blender guys came up with just for me they came up with a |
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0:16:34 | new rendering engine |
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0:16:36 | which is impressive in many other ways but for me the biggest i think that |
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0:16:44 | it brought was the interactive preview inside |
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0:16:49 | the view port itself so you're not actually so to go back to my former |
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0:16:56 | work flow if i actually wanted to see what's the animation |
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0:17:03 | will look like |
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0:17:05 | required me to render these into a either and i nation power later always just |
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0:17:11 | doing image stills for reason that time |
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0:17:14 | can't explain if you're interested |
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0:17:18 | so it was waiting |
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0:17:21 | and i had my old computer it was really slow now i have like multi-core |
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0:17:26 | beast of a machine so it's better but still it's a drag |
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0:17:33 | you can make a mistake and you don't see it and i do every time |
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0:17:38 | i can make a mistake i make it into corrected i make another one |
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0:17:42 | so it's just and it's especially easy in blender because there's like lots of |
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0:17:48 | things where you are reusing the same |
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0:17:52 | like material or texture that you're using elsewhere and then you |
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0:17:56 | change it's |
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0:17:57 | without thinking that it's actually being used by multiple objects or you break it elsewhere |
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0:18:03 | and you don't see it until you hundred and you render it |
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0:18:06 | so it's just a very tedious work for |
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0:18:10 | so we did |
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0:18:13 | with the new |
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0:18:15 | and i'm now going to you know |
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0:18:20 | it was the solution for a |
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0:18:24 | to avoid like fracture bugs with cycles |
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0:18:27 | it's disabled by default if you open it |
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0:18:32 | so we don't actually it it's a rates and provides are real time of sort |
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0:18:38 | of preview directly in the three D view port |
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0:18:43 | and this is an accurate |
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0:18:45 | render |
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0:18:47 | so |
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0:18:50 | except for motion will are which i'm only using because i'm used to twenty five |
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0:18:56 | frames per second well |
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0:19:00 | and just to like provide that fluidity for the i cheat will using motion better |
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0:19:06 | rather than doing everything sixty frame saying that a takes a lot longer and it's |
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0:19:12 | not really needed for the for the mark ups |
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0:19:15 | but apart promotion bore it really provides an accurate render sure that had brought something |
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0:19:22 | more interesting than this but what we're where you're saying for our mock ups is |
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0:19:28 | never i i'll it scene so the materials are all these image planes are being |
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0:19:35 | transmitted so they're trying to me so there's no actual lighting |
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0:19:43 | it's very simple i bought |
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0:19:45 | if i move around in the |
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0:19:48 | in the time line everything that i see |
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0:19:52 | is that an accurate render |
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0:19:55 | that i'm gonna get where everybody's into image styles |
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0:19:59 | of course |
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0:20:00 | i have i don't have a very all for machine it is our full but |
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0:20:06 | not as powerful to be able to |
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0:20:11 | keep up and giving me a real time preview |
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0:20:14 | so this is this is this is playback but it's not really keeping up |
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0:20:18 | with the real time playback |
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0:20:22 | but i can switch back to something that material you |
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0:20:27 | or just wire frame to be able to rehearse the timings |
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0:20:32 | better but still |
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0:20:34 | like have another window of cycles |
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0:20:37 | or just switched which the |
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0:20:40 | which the view that would be we give you a real time preview |
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0:20:45 | and this is actually markup for the work that colour doing |
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0:20:50 | where |
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0:20:52 | here |
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0:20:53 | so we're gonna get this eventually |
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0:20:57 | and so i'm going to this talk is now over |
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0:21:03 | i am going to are going to actually demo and show you some of the |
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0:21:07 | things that i do to produce this |
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0:21:12 | and i'm gonna do that by sitting and disappearing again if at any time you |
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0:21:17 | have a question please you know raise your hand and ask away |
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0:21:24 | so i'm gonna start with |
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0:21:27 | explaining the different material setup |
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0:21:33 | that you have for you have a question |
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0:21:41 | so like i said the things are completely different in cycles in terms of material |
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0:21:49 | setup but |
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0:21:52 | you know the under community is got infinite resources so they're actually maintaining the two |
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0:21:56 | engines can currently but i think the new well this so much better and make |
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0:22:02 | so much more sense in the older will you had like a special switch which |
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0:22:08 | with a shade less |
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0:22:10 | that a lot you to do something like this where you did not worry about |
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0:22:15 | know complex lighting your mopping up a user interface everything is just flat shaded all |
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0:22:23 | the textures are just that you know what materials aren't very sophisticated just the texture |
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0:22:29 | that trying in colour and can be transparent and even that it didn't do all |
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0:22:35 | to well like landing |
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0:22:38 | the transparency a long the colour the state with kind of |
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0:22:42 | finicky at times because you would get that all what channel of the |
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0:22:47 | you know a blend of to well what channel it's just it's a there were |
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0:22:51 | cases where this is the right and of set up with actually quite tedious |
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0:22:57 | this set of materials enough and now so i called |
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0:23:04 | makes more sense in my opinion but you know i was used to something else |
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0:23:09 | i love that i know so we was a little bit tricky not there is |
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0:23:18 | no start you |
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0:23:21 | there is a very helpful tool |
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0:23:24 | to help you with |
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0:23:27 | using blender for you sort of to the |
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0:23:30 | and emission and that is important images this one |
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0:23:34 | so it's a script |
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0:23:36 | that you to do just that it's not enable but default so what you do |
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0:23:42 | is it is like and then dons a tab |
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0:23:46 | and you search for import |
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0:23:50 | images as planes and it right here |
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0:23:53 | you just and he will that |
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0:23:56 | and you have it |
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0:24:00 | so now we can import images and explains |
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0:24:05 | and this is actually two scripts at one because right now i mean the all |
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0:24:10 | will the blender render engine |
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0:24:13 | you can use that it's gonna set up the materials appropriately but if i changed |
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0:24:20 | two cycles engine it's gonna do complete something completely different so it is the exact |
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0:24:25 | same work flow |
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0:24:27 | i need to find a |
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0:24:29 | texture |
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0:24:32 | where are will people will |
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0:24:36 | good |
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0:24:37 | so |
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0:24:39 | it just did all the work for me |
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0:24:42 | and |
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0:24:43 | if i take a look at the material |
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0:24:48 | doesn't so i'm gonna split my view |
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0:24:52 | show you the materials |
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0:24:56 | so in cycles the materials are |
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0:25:01 | not that the there is a can of the this is the key |
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0:25:10 | so |
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0:25:11 | i'm actually done the one thing and i didn't look at |
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0:25:17 | the options that the |
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0:25:22 | that the import script has |
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0:25:25 | and then you old wallpaper |
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0:25:29 | and so we here and is if you off and how you want to import |
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0:25:34 | your image for our rgb at the end he is so you know colour information |
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0:25:42 | plus transparency you want to select the emission and transparent so the material will image |
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0:25:49 | colour |
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0:25:50 | and it's going to use the alpha channel from the image |
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0:25:55 | to use as a transparency mask |
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0:25:59 | for or fate or |
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0:26:02 | sure right here also |
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0:26:05 | there's multiple ways of how you can scale the image into the see i'm just |
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0:26:10 | gonna |
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0:26:11 | use the |
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0:26:12 | a relative |
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0:26:16 | size so |
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0:26:18 | if i would |
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0:26:27 | well |
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0:26:31 | so if i would |
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0:26:33 | the points the camera at it are |
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0:26:52 | so if i switch to the |
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0:26:55 | rendered view you can see that this one is actually training colour one to the |
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0:27:01 | other one but if i didn't have this one |
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0:27:06 | well that some ambient lighting in the scene so have to |
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0:27:10 | get rid of that |
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0:27:12 | anyway so this is the right way to set it up |
---|
0:27:21 | so the way it works the materials are actually ripple shader |
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0:27:27 | so |
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0:27:29 | D colour information like a admission shader which would normally a lot of you set |
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0:27:36 | a colour |
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0:27:38 | to and it |
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0:27:39 | use for lance |
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0:27:42 | essentially or |
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0:27:45 | that sort of thing |
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0:27:47 | parts instead we are using the image texture what |
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0:27:53 | the image texture i don't really know what drink feel is |
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0:27:58 | so let's just say that the colour information from the image is being passed to |
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0:28:04 | the emission |
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0:28:06 | shader |
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0:28:08 | that would |
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0:28:09 | in this case give us exactly what we what we need unfortunately or in the |
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0:28:15 | cases where there is from transparency information we would need the other bit which is |
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0:28:23 | a transparent shader which usually just |
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0:28:26 | is that if i set the colour |
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0:28:31 | that |
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0:28:34 | i don't know why my name |
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0:28:37 | what do you want to do with that one |
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0:28:41 | yes i do want |
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0:28:44 | there's probably a for |
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0:28:46 | there we go |
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0:28:48 | one |
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0:28:49 | so it's providing a parent |
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0:28:55 | transparency |
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0:28:58 | but if we take |
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0:29:01 | the alpha channel all the image |
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0:29:05 | as a that's a factor of how we're mixing these two colours it's effectively doing |
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0:29:12 | what we want so there's |
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0:29:15 | the in they did image going in here |
---|
0:29:19 | that would normally be like mixed based on the factor that's here so this would |
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0:29:24 | be fifty percent transparent if i would keep the fancy channel white |
---|
0:29:31 | but we're gonna use the alpha channel as a map |
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0:29:36 | sue |
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0:29:39 | i don't wait calls here is a right so |
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0:29:45 | in this case the output channel is exactly the same is just the white |
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0:29:49 | well while there's no can spencer here so if i would take some other image |
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0:29:53 | that i know who |
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0:29:57 | it's like |
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0:29:59 | nice |
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0:30:00 | i'll a |
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0:30:03 | what is this time away |
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0:30:06 | so you can see that if i didn't have the math |
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0:30:09 | it's just mixing the colour information from the image we |
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0:30:16 | the colour that's provided by the transparent shader if i use the mask from the |
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0:30:21 | alpha channel |
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0:30:23 | it's doing what we need |
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0:30:26 | so it makes sense it would like be pdas to set up |
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0:30:33 | which i actually have to do for a lot of scenes that i had the |
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0:30:38 | when i was doing getting started |
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0:30:40 | the cycles engine has the great motion blur that's fast and accurate and there's no |
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0:30:49 | trouble with it as with the a composite or composite that a motion buffer that |
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0:30:57 | the hold rendering engine provide or also have like attractive motion blur by that's like |
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0:31:07 | if you want sixteen sample that means that each frame is rendered sixteen times it |
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0:31:12 | was just ridiculously slow |
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0:31:15 | so cycles great motion blur it's want to redo a lot of these things that |
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0:31:21 | the import |
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0:31:23 | images those planes rid of for you |
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0:31:27 | but it was worth it i mean it's this well there's really much better so |
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0:31:32 | another tool that i'm going to show you that's extremely useful for doing this sort |
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0:31:38 | of |
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0:31:41 | animation is the top sheet |
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0:31:44 | which i don't want all hope she'd what |
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0:31:48 | right name |
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0:31:52 | let's try this and |
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0:31:55 | that will be after again |
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0:32:02 | so as i was saying iteration is ski so let's say i would want to |
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0:32:08 | change the timing of |
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0:32:12 | you know this bubble appearing |
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0:32:15 | so |
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0:32:18 | blender has got and what's slow |
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0:32:28 | as got this which is the door she |
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0:32:31 | so |
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0:32:33 | you can view the |
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0:32:35 | time there's also a graph editor |
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0:32:39 | for each object |
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0:32:41 | here |
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0:32:45 | any property can be animated in linear and you have this |
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0:32:50 | it's you |
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0:32:52 | i would change the resolution but then it would break that we tried earlier so |
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0:32:58 | okay the |
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0:33:01 | i could do this |
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0:33:04 | and it is |
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0:33:06 | like the |
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0:33:12 | so |
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0:33:19 | but the line still |
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0:33:22 | cut |
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0:33:26 | alright never mind so this is like the property changing in time which is they |
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0:33:32 | act axes |
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0:33:34 | the don't cheat on the other hand only worries about the states of animation so |
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0:33:39 | each state that you use frame you set that you want this to remain at |
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0:33:46 | this value at this point of time is shown as adult it's kind of like |
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0:33:52 | have this preview |
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0:33:56 | that it to aggregates like individual properties |
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0:34:00 | for object so we can like have a fine detail or you can just see |
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0:34:06 | the |
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0:34:07 | individual p-frame without really knowing what exact property it is and just like in the |
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0:34:15 | the three D view all the transformations that you can do on object you can |
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0:34:20 | do one all the thumb key frames for example if i what we're gonna do |
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0:34:28 | mm |
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0:34:29 | i was gonna make this year |
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0:34:33 | were |
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0:34:37 | we |
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0:34:38 | comedy you |
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0:34:41 | so if i would think that this |
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0:34:45 | slot a it's not |
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0:34:47 | i wanted to too much tedious work |
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0:34:51 | and |
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0:34:53 | just one line |
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0:34:55 | okay so this one |
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0:34:56 | let's do this so it changes across five frames |
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0:35:02 | one two three |
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0:35:05 | eight |
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0:35:06 | we wanna do that slower we don't but let's assume that we wanna do that |
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0:35:11 | slower so i have the |
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0:35:15 | the final state year |
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0:35:17 | and |
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0:35:19 | i can |
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0:35:21 | these are really useful a problem here this one |
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0:35:26 | will show objects that are not even in the in the scene maybe move to |
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0:35:31 | other layers for our hidden so this enables fifty really see all the objects and |
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0:35:37 | this one on the other hand is only showing the key frames that are relating |
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0:35:42 | to these what is all czech which you know this is a very this is |
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0:35:46 | the most useful to because |
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0:35:48 | you're gonna end up any meeting even with a simple animation that actually you're gonna |
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0:35:53 | be any meeting so many proper |
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0:35:58 | these are artifacts |
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0:36:00 | here and |
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0:36:05 | so |
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0:36:11 | so making this |
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0:36:13 | this so |
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0:36:15 | to change that writing i just move the key frame so what if we wanna |
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0:36:21 | make it take twice as long i just grab it |
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0:36:26 | and move it by eight frames |
---|
0:36:29 | in the time line now if i animated |
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0:36:33 | it's taking twice as long are just |
---|
0:36:36 | actually show it in the context of the other animation |
---|
0:36:41 | that's |
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0:36:44 | lower |
---|
0:36:48 | and actually like that there's two things that are moving it's the |
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0:36:52 | the new plane |
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0:36:56 | the old one so |
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0:36:57 | this would be |
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0:36:59 | eight |
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0:37:00 | as well |
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0:37:03 | and these are individual objects actually so i would have to do that for all |
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0:37:08 | of them so |
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0:37:10 | the best way to do is do a box select make it more |
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0:37:15 | i have them selected |
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0:37:21 | do box selecting here well |
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0:37:25 | no |
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0:37:30 | i don't know why it's doing all these five |
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0:37:34 | well video |
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0:37:36 | eight |
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0:37:40 | it's also terribly slow |
---|
0:37:42 | so now i've moved |
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0:37:45 | all that so they have to speak so this is dope sheet |
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0:37:51 | it's also useful |
---|
0:37:54 | because like in here you in the curve editor you define |
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0:38:00 | how the states transition so you know you're changing the curve how fast or like |
---|
0:38:06 | you know they using and that kind of thing well this is just tiny when |
---|
0:38:14 | that |
---|
0:38:15 | state is happening it's also extremely useful to be states so i know what certain |
---|
0:38:20 | time i wanna return to that particular state i just copy the key frame and |
---|
0:38:27 | i know for example this i "'cause" that's fine |
---|
0:38:30 | it's really lot |
---|
0:38:33 | there we go so remarks i know it's position here |
---|
0:38:39 | and if i you would this put it in here |
---|
0:38:43 | it's going to be exactly there i mean there's other properties like scale that change |
---|
0:38:47 | but i know that whatever i have p-frame here just location is going to be |
---|
0:38:53 | exactly the same as it was |
---|
0:38:56 | when i copied it and |
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0:38:57 | this one |
---|
0:38:59 | so it's extremely useful |
---|
0:39:02 | at the whole are we with time you have any questions |
---|
0:39:07 | but |
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0:39:24 | you signing and that's one point three use people |
---|
0:39:33 | i |
---|
0:39:35 | everywhere and you like microsoft office all the options turned on i mean like there's |
---|
0:39:42 | we have people that are have for case usage of our software it's nothing compared |
---|
0:39:50 | to |
---|
0:39:52 | massive number of long tail like me like me i'm using blender for something that's |
---|
0:39:58 | not really meant like you wonder was not designed to do the animation at all |
---|
0:40:06 | it's just |
---|
0:40:09 | no i'm not gonna touch and |
---|
0:40:13 | well what we did we did actually like get involved in some cases john a |
---|
0:40:19 | was working on the like X T G of older stuff old and of the |
---|
0:40:25 | i call on you know some of these things |
---|
0:40:30 | like integrating at that level but |
---|
0:40:36 | they didn't have like the major redesign |
---|
0:40:39 | one of the things that i really like and that are completely you know specific |
---|
0:40:46 | to that |
---|
0:40:47 | audience is that every |
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0:40:50 | everything |
---|
0:40:52 | everywhere every key every property is an innate able like anywhere i am i can |
---|
0:40:58 | just press like |
---|
0:41:00 | visibility |
---|
0:41:03 | i insert a key frame everything is an innate able anywhere and also you can |
---|
0:41:09 | see really cryptic properties to tool tips showing up |
---|
0:41:14 | and that they like if i showed this to somebody you know would like it |
---|
0:41:19 | had no place there but |
---|
0:41:21 | people will more likely be you know doing very specific things and this is even |
---|
0:41:29 | for non wanna hackers it's useful because like for the getting started stuff |
---|
0:41:37 | i written i thought i |
---|
0:41:42 | it's very scary to admit that i publicly but you know because of the it |
---|
0:41:48 | because everything that i seen you why i can i know how to access it's |
---|
0:41:53 | and that conscripted somehow you know in a very sturdy way so i mean it's |
---|
0:41:58 | a |
---|
0:41:59 | it's just a different audience interface and i |
---|
0:42:03 | you know i'm not in love with many of the decisions especially like it shows |
---|
0:42:09 | that like all the options that i said you want i with my limited you |
---|
0:42:14 | wonder can reliably project every time i do anything so it's not the most stable |
---|
0:42:20 | piece of software but it really does everything |
---|
0:42:24 | it does everything |
---|
0:42:29 | okay what was like well so honestly they're related now so i didn't like this |
---|
0:42:35 | to is very much for people who do it like eight hours a day five |
---|
0:42:39 | days we right so like it's very hard to the few times i've been trying |
---|
0:42:44 | to |
---|
0:42:45 | well the right now the hard very hard times i was curious if there if |
---|
0:42:50 | you know of any other like innovation tools that are good like say i use |
---|
0:42:54 | i need to animate something like there is one that's not really like synthetic but |
---|
0:42:59 | really i spend time in blender for other projects and are doing different things so |
---|
0:43:05 | just familiar with it that way but there's many things like that the pattern that |
---|
0:43:10 | you that are common other like the dope she'd like you can't and they without |
---|
0:43:15 | every piece of software that you see that the crop editor also like any piece |
---|
0:43:23 | like you know apple motion everything or you know the adobe aftereffects everything is using |
---|
0:43:30 | the same kind of pattern so i would say a lot of people will be |
---|
0:43:36 | familiar with most like there's the materials set up that's kind of something that's specific |
---|
0:43:43 | to wonder |
---|
0:43:45 | but i've just shown you how to the web and you know now so |
---|
0:43:50 | goods mission is to do probably take an on the learn it's |
---|
0:43:54 | okay |
---|
0:44:04 | i |
---|
0:44:05 | i'd be really interested to know you have more about the i mean this is |
---|
0:44:10 | probably something i'd like to have as a conversation not really interested in a specific |
---|
0:44:15 | all the specific which is you'll up and use the mouse to get your job |
---|
0:44:19 | done and maybe even some of the features to do with ring transitions the you |
---|
0:44:23 | which you maybe even have to maybe buried and hard to get to than the |
---|
0:44:27 | because i'm working on a so actually my stuff to break which is basically trying |
---|
0:44:33 | to achieve this kind of altering capability for user interface is specifically for user interfaces |
---|
0:44:39 | i'm with the rent technology but |
---|
0:44:42 | i want this kind of visual design |
---|
0:44:46 | really i mean it's not you right well the that i don't do in blender |
---|
0:44:52 | i mentioned it and the beginning is interactivity i mean that there is the game |
---|
0:44:58 | engine but i just went for what technology so i jake very |
---|
0:45:06 | whenever there's interactivity involved wanna you know change the you very this is not of |
---|
0:45:14 | us to order type it in |
---|
0:45:18 | i'm sure the people that are very familiar with the game engine that will |
---|
0:45:24 | try to prove me wrong but i just go for at these cases |
---|
0:45:30 | but for just like |
---|
0:45:33 | this stuff transitions animation i you know there's very little that you need you just |
---|
0:45:41 | need the basic transforms |
---|
0:45:43 | so scaling rotation i have movement one thing that is kind of club see to |
---|
0:45:50 | do which i was gonna demo |
---|
0:45:53 | i don't |
---|
0:45:54 | make sense is sort of clipping masks or you know like when you want something |
---|
0:46:01 | to eat here like fade in the you know the into an area or that |
---|
0:46:07 | sort of thing which i'm currently just doing like a |
---|
0:46:12 | mask so like been erased so i'm doing it with a blue liens will be |
---|
0:46:18 | an operator the lender has got like also on may have not |
---|
0:46:26 | made it |
---|
0:46:27 | we are the interactivity means that you're not doing many destructive actions |
---|
0:46:34 | and hundred has got this modifier stack so you're changing things but you're keeping the |
---|
0:46:39 | primitives |
---|
0:46:40 | so you can always go back and change it so the bowl boolean operators also |
---|
0:46:46 | not really destroying the shapes the match it's just being dynamically apply to any make |
---|
0:46:54 | it so that's how i do like |
---|
0:46:56 | in here look this is this object is a |
---|
0:47:03 | cage so everything that moves |
---|
0:47:11 | so you have stuff this is just movement but everything that's outside of this cage |
---|
0:47:16 | is hidden invisible because this is only got |
---|
0:47:26 | so that's one of the areas that like if i wanted to do the fate |
---|
0:47:30 | that i would want to do it will be tricky i don't know how i |
---|
0:47:34 | would do it in the three D |
---|
0:47:38 | you on it so i would know how to do it in the other but |
---|
0:47:42 | then it just work |
---|
0:47:45 | i definitely bigger you should sit down with you |
---|
0:47:48 | and i don't is it works are interested in using tools like this but the |
---|
0:47:52 | sort of using the same technology you know you know that tool with bill you |
---|
0:47:58 | think letter it will it could not be a prototyping tool but some stuff actually |
---|
0:48:05 | but we have three in this in this something i'm really interested in is the |
---|
0:48:09 | idea of having the visual to actually you can directly connected to devices that you're |
---|
0:48:15 | developing your user interface post so for instance developing for buying or top and also |
---|
0:48:21 | you should actually on the one hand you got the technology that's being shared between |
---|
0:48:25 | the design so that's gonna run on the fire you know so |
---|
0:48:29 | you make changes as you're designing them and on your that's machine and you should |
---|
0:48:34 | be have to just pick up that phone and that's actually check out how the |
---|
0:48:37 | animation feels a |
---|
0:48:38 | response |
---|
0:48:40 | if we we're looking the problem specifically from the point of your you i the |
---|
0:48:44 | but i'm sure that we could |
---|
0:48:45 | figure out a much better way fly |
---|
0:48:52 | so i am some other |
---|
0:48:58 | thank you that i can show so for example in the |
---|
0:49:01 | i hope i've only example i probably didn't so this is also an older project |
---|
0:49:09 | i need it |
---|
0:49:12 | before |
---|
0:49:14 | and |
---|
0:49:16 | i wanted to touch |
---|
0:49:19 | so this is |
---|
0:49:24 | this is just demoing the behaviour scrolling on such devices and you can see that |
---|
0:49:33 | the |
---|
0:49:35 | big object that corresponds to the page being a new blind that finger |
---|
0:49:44 | circle |
---|
0:49:46 | and this is not any needed separately |
---|
0:49:51 | because it's actually quite hard to do |
---|
0:49:57 | a similar sort of thing that gets you out of |
---|
0:50:01 | the |
---|
0:50:04 | imp |
---|
0:50:05 | impression of animation is like when character moves on a surface |
---|
0:50:12 | on the ground and it slides |
---|
0:50:14 | so the ground is not actually like the fourth is not moving in correspondence that |
---|
0:50:19 | surf |
---|
0:50:20 | same thing would be here like if i would want to change anything in the |
---|
0:50:25 | time it would look bad so this is actually using constrains so that's another tool |
---|
0:50:34 | that's built into blender |
---|
0:50:36 | so |
---|
0:50:38 | are you interested in hearing about it or is it just |
---|
0:50:44 | out of time |
---|
0:50:46 | i thought i have so much time that i know is our is gonna |
---|
0:50:54 | i |
---|
0:50:56 | alright well if you're interested and i can tell you later |
---|
0:51:02 | so thank you |
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