Your First VFX product animation with blender 3D!

Kamran Waziir
26 Mar 202418:38

Summary

TLDRفي هذا الفيديو، يظهر المقدم كيف تمت إعداد الرسوم المتحركة التي تم إظهارها في بداية الفيديو. يبدأ المقدم بفتح علامة VFX وتحميل مقطع الفيديو، ثم يستخدم متتبعات لتتبع الحركة في المقطع. بعد ذلك، يحل الكاميرا الحركة ويبنيه الرسم الثلاثي الأبعاد للمشهد. يشرح المقدم كيفية ضبط الحجم والوضع وتشغيل الجسد الصلب للأشياء في المشهد. يكمل الفيديو بإعداد الضوء والكاميرا والتأثيرات لتقديم الرسوم المتحركة النهائية. ينصح المقدم بالاشتراك في القناة لتشجيعه على الاستمرار في العمل.

Takeaways

  • 😀 يبدأ الفيديو بعرض كيفية م遇قة الرسوم المتحركة التي تم إظهارها في بداية الفيديو.
  • 🔍 يتم فتح علامة التبويب لـ VFX وتحميل اللقطات اللازمة من المسار المحدد.
  • 🔗 يذكر المقدم في الوصف أسفل الفيديو عن اللقطات والنماذج ثلاثية الأبعاد المستخدمة للاطلاع عليها.
  • 🎥 يتم تحميل اللقطات واستخدام متتبعات لتتبع الحركة وتحسينها من خلال تعديل قيمة الthree shold.
  • 🗑️ يمكن حذف المتتبعات الغير مناسبة من اللقطات لضمان الدقة.
  • 📏 يتم حل حركة الكاميرا وتعيين الأبعاد المناسبة للكاميرا لتحسين التتبع.
  • 📐 يتم ضبط مقياس الرسم البياني والضبط اليدوي للتأكد من تطابقه مع اللقطات.
  • 🏗️ يتم إعداد العناصر الثلاثية الأبعاد مثل الصندوق والكوب وضبطها في المكان الصحيح.
  • 🔄 يتم استخدام خاصية Copy Attributes لنسخ الخصائص مثل الدوران والحجم من كائن إلى آخر.
  • 🎨 يتم ترتيب الألوان والضوء لجعل الرسم البياني يبدو واقعيًا وإضافة التأثيرات اللازمة.
  • 🌟 ينصح المقدم بالإشتراك في القناة وطرح الأسئلة للمساعدة في تحسين المحتوى.

Q & A

  • ما هي الخطوة الأولى التي يجب إتباعها في المونتاج الثلاثي الأبعاد؟

    -الخطوة الأولى هي الانتقال إلى علامة التبويب لـ VFX وفتحه، ثم الانتقال إلى المجلد الذي يحتوي على اللقطات.

  • كيف يمكن تحسين عدد التتبعات في Blender؟

    -يمكن تحسين عدد التتبعات عن طريق زيادة قيمة الthree shold، ولكن يجب الحفاظ على قيمة منخفضة لتجنب حدوث مشاكل في المعالجة.

  • لماذا يجب حذف بعض التتبعات؟

    -يجب حذف التتبعات التي تظهر بشكل متقلب أو تتحرك بشكل غير مستقر لأنها قد تؤثر سلبًا على النتيجة النهائية.

  • ما هي الطريقة الصحيحة لتحديد الكاميرا في Blender؟

    -بعد إكمال التتبع، يجب تحديد الكاميرا من القائمة ثم الانتقال إلى إعدادات الكاميرا لجعل النهاية عالية لرؤية الأحداث بوضوح.

  • ما أهمية إعداد النطاق الFOV في Blender؟

    -الإعداد الصحيح للFOV (optics center) مهم لتحديد الكاميرا بشكل دقيق، مما يساعد على الحصول على حل إملائي صحيح.

  • لماذا يجب ضبط الحجم في Blender؟

    -ضبط الحجم يساعد على تطابق حجم النماذج ثلاثية الأبعاد مع حجم اللقطات الفعلية، مما يساهم في واقعية الرسم الثلاثي الأبعاد.

  • ما هي الخطوة التالية بعد إعداد التتبع؟

    -بعد إعداد التتبع، يجب ضبط الكاميرا وتعيين الأبعاد، ثم ضبط الألوان والضوء لجعل الرسم ثلاثي الأبعاد يبدو واقعيًا.

  • ما هي الطريقة لجعل العناصر تتفاعل مع السطح في Blender؟

    -لجعل العناصر تتفاعل مع السطح، يجب إضافة خاصية الجسم الصلب (rigid body) للعناصر وضبط الخصائص المناسبة للتفاعل.

  • لماذا يجب إعادة ترتيب العناصر بعد إضافتها إلى الكاميرا؟

    -إعادة ترتيب العناصر بعد إضافتها إلى الكاميرا لضمان تطابقها مع الوضع الطبيعي للعناصر في اللقطات.

  • ما هي الخطوات اللازمة لإعداد الضوء في scène الرسوم الثلاثية الأبعاد؟

    -لإعداد الضوء، يجب إضافة مصدر ضوء مثل الشمس، و調整 موضعه وقوة الضوء لتحقيق التأثير المطلوب.

  • ما هي الخطوات الأخيرة قبل التقديم في Blender؟

    -قبل التقديم، يجب ضبط الإعدادات النهائية للكاميرا والضوء، وإجراء التعديلات اللازمة للعناصر والألوان، ثم إجراء التقديم.

Outlines

00:00

🎬 VFX Tracking and Camera Setup

This paragraph discusses the initial steps in a video project focusing on VFX. The speaker begins by opening the VFX tab and accessing the necessary footage, which they plan to share in the description. They then proceed to load the footage into Blender, using the footage's features to track and create a 3D scene. The process involves adjusting tracker settings, deleting problematic trackers, and solving camera motion to achieve a good tracking result. The speaker also sets up the tracking by selecting specific trackers and aligning the camera view to match the scene's perspective. They ensure the frame rate matches the footage and make adjustments to the scene's layout to fit the camera view.

05:01

🚀 Animating and Scaling Objects

The second paragraph delves into the animation process of a coffee bin in Blender. The speaker scales and saves the coffee bin, then imports additional 3D models, such as a coffee box, which they append to the scene. They remove any unnecessary rigid body settings and use the 'Copy Attributes' add-on to match the rotation and position of objects in the scene. The speaker then animates the coffee bin, spreads the beans, and adds rigid body physics to the bin and beans for a realistic interaction. They also adjust the friction settings for a more natural movement when the beans hit the ground.

10:02

💡 Lighting and Rendering Adjustments

In this section, the speaker focuses on setting up the lighting for the scene to enhance realism. They add a sunlight lamp, adjust its position to mimic the direction of the natural light, and tweak the Cycles render settings for better performance. The speaker also addresses the need to reposition objects like the coffee box and cup to improve the scene's realism. They mention the importance of patience when dealing with the physics simulation and provide tips on how to adjust the rigid body settings for a more accurate simulation. The paragraph concludes with a reminder to subscribe to the channel for more content.

15:03

🖥️ Finalizing the Animation and Compositing

The final paragraph covers the last stages of the animation process, including refining the scale of the beans for a better visual effect and adjusting the lighting to match the background. The speaker demonstrates how to simplify the compositing process in Blender to avoid rendering issues and improve efficiency. They render a sample image to showcase the final look of the animation and provide a brief overview of the changes made to the compositing nodes for a cleaner and faster render. The paragraph ends with a call to action for viewers to subscribe, like, and comment on the video for further queries.

Mindmap

Keywords

💡VFX

VFX، أو التأثيرات الفنية ال后天، هي العمليات التي يتم تطبيقها على اللقطات التصويرية لتحسين الصورة أو إضافتها بعناصر جديدة. في الفيديو، يستخدم المتحدث 'VFX' لبدء الشرح عن كيفية إعداد اللقطات للمعالجةها وإضافة العناصر ال后天ية.

💡Tracking

التتبع هو عملية تحديد التغييرات في الصورة بمرور الوقت، مثل الحركة أو التحول، لتسهيل إضافة العناصر ال后天ية بشكل صحيح. في الفيديو، يستخدم المتحدث 'tracking' لوصف الخطوة التي يتبع فيها حركات الكاميرا وعناصر الصورة لضمان تطابق العناصر ال后天ية مع اللقطات الأصلية.

💡Solve Camera Motion

حل حركة الكاميرا هو عملية حساب موضع وتوجيه الكاميرا في الفضاء ثلاثي الأبعاد لتسهيل تضمين العناصر ال后天ية بشكل واقعي. في الفيديو، يستخدم المتحدث 'solve camera motion' عندما يحاول معرفة مُعرّف الكاميرا لزيادة دقة العناصر ال后天ية المضافة.

💡Rigid Body

الجسم الصلب هو نموذج في الرسم ال后天ي يستخدم لتمثيل الأشياء التي يمكنها التحرك و التفاعل بشكل واقعي. في الفيديو، يستخدم المتحدث 'rigid body' لشرح كيفية جعل الأشياء مثل الحبوب القهوة تتحرك و تتفاعل بشكل واقعي عند التأثير ال后天ي.

💡Simulation

الimulation هي عملية تجريب الحركات والتفاعلات في الرسم ال后天ي لتحقيق نتائج واقعية. في الفيديو، يستخدم المتحدث 'simulation' لوصف العملية التي يستخدم فيها لجعل الحبوب القهوة تظهر كأنها تسقط و تتفاعل بشكل واقعي.

💡Compositing

التركيب هو الخطوة النهائية في الرسم ال后天ي التي تجمع بين اللقطات الأصلية والعناصر ال后天ية لإنتاج اللقطات النهائية. في الفيديو، يستخدم المتحدث 'compositing' لشرح كيفية إعداد اللقطات لعرضها بشكل صحيح مع العناصر ال后天ية المضافة.

💡Frame Rate

معدل اللقطات هو عدد اللقطات التي يتم إظهارها في الدقيقة في الفيلم أو الفيديو. في الفيديو، يذكر المتحدث 'frame rate' لضمان أن اللقطات ال后天ية مطابقة مع اللقطات الأصلية في السرعة والدقة.

💡Lighting

الإضاءة هي الطريقة التي يتم بها تضييئ اللقطات بالإضاءة ال后天ية لزيادة الوضوح والواقعية. في الفيديو، يستخدم المتحدث 'lighting' لشرح كيفية إعداد الإضاءة لجعل اللقطات النهائية أكثر واقعية.

💡Render

العرض هو العملية التي يتم فيها تحويل اللقطات ال后天ية إلى صورة أو فيديو جاهز للعرض. في الفيديو، يستخدم المتحدث 'render' لوصف العملية التي يستخدم فيها لتحويل اللقطات التي ي加工ها إلى فيديو جاهز للعرض.

💡Addons

الإضافات هي البرامج الثانوية التي يمكن تركيبها في برامج الرسم ال后天ي لزيادة إمكانياتها. في الفيديو، يذكر المتحدث 'addons' عندما يتحدث عن استخدام إضافات مثل 'copy attributes' لتسهيل عملية النسخ والتعديل على الخصائص في اللقطات.

Highlights

开始介绍如何通过VFX Tab和打开目录来加载视频素材。

展示如何使用跟踪器和调整阈值来优化跟踪效果。

解释了如何删除不理想的跟踪点以提高跟踪质量。

介绍了如何使用'solve camera motion'来确定摄像机运动。

说明了如何设置跟踪点以构建场景的地面。

展示了如何设置摄像机的原点和轴以匹配实际场景。

讨论了如何设置背景图像和调整透明度以优化场景视图。

解释了如何设置跟踪场景和调整比例以匹配实际尺寸。

强调了保持与视频素材相同的帧率的重要性。

展示了如何通过调整对象的位置和旋转来优化场景布局。

介绍了如何使用'copy attributes'插件来复制对象属性。

讨论了如何通过调整物理属性来实现更真实的动画效果。

解释了如何添加和调整光源以增强场景的真实感。

展示了如何通过调整物体的物理属性来改善动画效果。

介绍了如何通过调整渲染设置来优化渲染过程。

讨论了如何简化合成设置以提高渲染效率。

鼓励观众订阅频道并提出任何疑问。

Transcripts

play00:08

hey guys in this video we're going to

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have a look on how I met the animation

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uh that I just shown you in the

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beginning of the video so let's begin it

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with VFX going to VFX Tab and hit open

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and let me just go to the directory

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where I have the footage I will put the

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link all the necessary file in the

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description down below you can check

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them out if you are interested in the

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same footage and same 3D models you can

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also check them out okay so here's the

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footage is loaded and now it's time to

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drag it so click

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prefetch and then click detect feature

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so we have so many trackers and you can

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increase the tracker by the three shold

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value you

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can you can decrease the three shold

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value in order to get so many trackers

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I'm going to go for not a very high

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value because we will not be able to uh

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solve problems

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so I'm going to go for location and

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rotation normalize and previous frame

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and those are the basic settings you

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have to do and they make the tracking

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perfect okay so we got uh tracking done

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as you can see some of them are going

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well and straightforward but some of

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them are just zigzag and moving up and

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down so you can delete them from the

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from the crew of editor and I'm going to

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delete one of Select by select them by

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clicking left click and X to delete them

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I'm going to delete this one also this

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one and also that one maybe this one and

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now we have perfect trackers in the

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scene that is what we want go to solve

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click focal L Optical uh Center and

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because we don't know the actual uh

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values of it because I have downloaded

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this footage from internet so I really

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don't know how is the focal length so we

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have to let the blender know how is it

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so let's just click solve camera motion

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and see what we get

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so we got 0.35 which is a perfect uh

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solve error and this is what we want now

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it's time to set up uh the tracking so

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I'm just going to select three of The

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Trackers that one and that one and uh

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click

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floor okay so we got floor here select

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the camera from here and go to camera

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settings make the ending to something

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like very high in order to see perfectly

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okay so we now we now can see what is

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going on in the scene I'm going to

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select one of the tracker and hit set

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origin and I'm going to go for x-axis

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set x-axis and then set Y

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axis oh I think it's been rotated very

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badly but I think I'm going to select

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this

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one maybe that

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one this one maybe yeah okay that's fine

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that's fine and now it's time to set up

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the

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scale first I'm going to set as

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background and I'm going to go to camera

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settings I'm going to go to background

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image and I'm going to increase the

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opacity level to something like very

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high and I'm going to hit setup tracking

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scene now we have something like that

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the cube is very small because we have

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not seted up the scale yet I'm going to

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select these two

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trackers hit set scales it's very big

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I'm going to go for four because the the

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mod might be a 4 meter I think it's

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measure I think yeah

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set

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scale but I think it's not perfect yet

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we going to go for

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seven set scale okay that's perfect hit

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and go to view and go to camera to view

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and then try to align it manually

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because blender always not do it

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perfectly so if you move the camera it

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doesn't even matter for

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blender okay so now let's see oh the

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first thing we have forgot in the

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beginning of the video is to have the

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same frame rate as the footage have so

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it's

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29.97 and that's it let me just go to

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layout by clicking General and going to

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layout and go to camera

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view okay so I think it's perfectly

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stick to the ground and this is what we

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want I'm going to delete the cube I'm

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going to scale this on x-axis because

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this is a shadow catcher and our scene

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is a little bit huge because we have a

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huge uh okay Nas Cafe and we have to add

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it to there I'm going to move it into y-

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axis we have a little camera here I'm

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going to scale it I'm going to I'm going

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to scale it okay we scaling anything up

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we have two layers here we don't need

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background layer so let's delet it and

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also the background collection hit X and

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delete it and now we just have a

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foreground collection which removes the

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which always remove all of the dots we

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have I'm going to rotate it on z-axis

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I'm going to go for local and I'm going

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to scale it y like that go Y axis I'm

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going to expand the timeline and let's

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play yeah it's working perfect and this

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is what we want I'm going to scale it

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xaxis control s uh let's save it so I'm

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going to name it something like a man

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track

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maybe hit enter and click show blender

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file so now it's time to load other

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files uh that we need so I'll put the

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link to the same BL file that I used

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for for the for the test or for all the

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3D model you know so I'm just going to

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import them okay so it's in object and

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I'm going to go for coffee box these one

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and these three objects click pend and

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it will append them okay so I already

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set it up rid body you will not have I

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will remove them um I'm just going to

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remove them so you will not get

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confused okay so it's not perfectly

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rotated or maybe we can TW it around so

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I'm going to rotate it on x-axis make y

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AIS no no in order to get a perfect

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rotation as the plan have you need to

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come to edit go to preferences go to

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add-ons and search for

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copy and here we have copy attributes

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menu and this is very useful let me just

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show you how to use it so in order to

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have the same rotation and uh location

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and scale as the plan have you need to

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select first select the box then the

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plan then hit contrl C you will get so

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many option first you will have just

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copy object but now we have so many

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click copy rotation and you will have uh

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the same rotation as the plan how so I'm

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just going to go to material

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View and as you can see I'm just going

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to move this up

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slightly like that and if I go to camera

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view let me just rotate it on Z X is

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like that hit contrl s and also these

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cup object select the plan and hit

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contrl C copy rotation and now we have

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same rotation as the plan does have okay

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so I'm just going to move it up I'm

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going to rotate it on Z axis and

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180° so we will have the text on the

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camera

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side okay so I'm just going to move it

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uh let me just go to the global and I'm

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going to move it on xaxis like that okay

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okay okay it c contr s okay so now it's

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time to animate this coffee bin and uh

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it's very little let me just scale it

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slightly up like that hit M and move it

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to a new collection I'm going to name it

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something like collection two and these

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four objects into collection uh

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foreground and now we have separate

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objects I'm going to delete the light

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because we don't need it right now okay

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so this is something we all coffee bin

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and now it's time to spread them

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up I'm going to move it up I'm going to

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hit shift d I'm going to rotated I'm

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going to hit shift d shift d shift d

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rotate them try to have a long distance

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between them rotate them randomly

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because they will not feel like they're

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copied but just try to make it very

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detailed and just select them again and

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again and again rate and maybe we can

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move them up like that R it like that

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shift d move it to H rotate it select

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all of them and move it and duplicate it

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up like that rotate it and yeah this is

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something we want I'm going to scale

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this up a little bit because we want it

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to be act as a a ground and it will

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entact with those beans so we have to do

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it SC it down okay so we have got one

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thing which is adding rigid body into

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bin I'm going to hit a rigid body and

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add some of the rigid

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body okay so it type is active and uh

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this must to be increased a little bit

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and H surface response is going to be a

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little bit bony because we want it to be

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like a ball and they just not stick into

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the ground they move up and down when

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they hit the ground and I'm going to

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select all of the

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objects and as you can see the man

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object is active and come to object uh

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rigid body and active now we have active

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everywhere control

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Z this object because we want to have

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the same setting for all of them to

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select this object uh right click and oh

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let me just select all of them select

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object okay so right click and copy to

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select it so the same setting will be to

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all of them and also do it for Bon sness

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as well copy to selected okay so we have

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uh we have a rigid body on the beins now

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it's time to add it to the cup and the

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box I'm going to select them and hit

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rigid body it's bive and just left all

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of the things at default but one thing

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to change its shape because it's a mesh

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I'm going to select the box I'm going to

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click rigid body it's an piece of rigid

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body it's just a mesh you can call it

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select the plan cck a rigid body it's

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not active it's paive it's not convex

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Hall it's just yeah lift it

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that okay so select the box I think I

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need to increase the friction slightly

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because you want some of the particles

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to stuck on the top of the box and also

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the cup I'm going to increase the

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friction for the cup and hit control s

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in order to Pat our

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back the rigid body we have setting in

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the scenes rdid body expand it and come

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to Kish and click back it might take

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while because it depends on the objects

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you have in the scene that interacts

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with each other but it happens when the

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interaction does happen as you can see

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it's doing it faster and if the scene is

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very heavy it can take some time so be

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patient with it and it's going to happen

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very fast so let's wait for

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this and see what we get H okay by the

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way consider to subscribe to the channel

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because it helps uh me to be motivated

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and to

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work and now if you play

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it as you can see we can have some beans

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falling into the ground and in order to

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get a

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bouncy hitting you need to delete this

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back and go again to the physics select

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the plan increas the bounc iness value

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slightly and hit contr s and again go to

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scene and click back so I'm going to

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pause the video right

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now okay so it's back again if you play

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it we didn't got a very bouncy look but

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uh it does look good and I think it's

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perfect now it's time to set up some

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lights because if lights is not perfect

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it's not going to look realistic so in

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order to get a light I'm going to add a

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sunlight got I not use we're not going

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to use any sdri or something because uh

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sunlight works for me so I hope you got

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me and I'm going to rotate it on that

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axis because I have noticed that the sun

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is coming from that way and I'm going to

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go to camera view hit control

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s I'm going to move it like that okay so

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control s save it because blender might

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get crashed change it the Cycles make it

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a GPU compute turn on D noise for now

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and

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uh what we can change yeah we can come

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to film and make it transparent that's

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it Chas and let's see what we

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get okay okay okay so first thing that

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we missed up is the box is very uh is is

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on a bad place because here's the the

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human moves and I think it's not a

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perfect location we can change it later

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on and reback the simulation I'm going

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to increase

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the amount of sunlight and I think it's

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perfect uh I think I have to move um the

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box and the cup for now because they're

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not perfect I'm going to move it

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up I'm going to turn it off and see

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okay okay okay okay going turn it on I'm

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going to move it

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on xaxis y AIS like

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that going to scale it

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down I'm going to move it

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down something like this and I think

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it's look good and slightly move it to

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here and I'm going to move these two

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here

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slightly and I think it's perfect uh we

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have changed uh some settings so we have

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to change uh the rdid body simulation as

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well and yeah I'm going to select all of

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those objects I'm going to select

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objects okay first we're going to come

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to the rigid body settings delete the

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back and I think we have to oh I think

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the sun is in the collection of rigid

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body I'm going to hit M and and move it

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to a foreground then I'm going to

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reselect all of those objects I'm going

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to change it to Global and I'm going to

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move it to Y axis like that

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okay hit control s and now it's time to

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uh maybe I can increase the bones in

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this value I'm going to go select one of

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the object and I'm going to increase the

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bone this value slightly control s and

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select other

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objects and copy to selected and now

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it's time to pick again control s back

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it I'm going to pause the video so the

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back is done if you play it we can

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see we have got

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uh we go back if you're not happy with

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the scale you can scale those beans down

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because I think they are very big but

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for my final render I have rendered it

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before that and they were small and you

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can just go for it that's it and

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lighting is looking good it's just same

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as the background and I think we not

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supposed to change anything else uh the

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beans are likely to be very big so I

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will show you how to make them smaller

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because I think this will be a good

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option I'm going to select all of the

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objects I'm going to delete the back and

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I'm going to change it to individual

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Origins I'm going to I changed the

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transfer PR point to individual origin

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and they are pretty big I'm going to

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scale them down C that and hit contrl s

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and reback them okay so it's backing

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again I'm going to pose it so it's back

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again I'm going to play it okay I'm I'm

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going to play

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it yeah they're looking good loved it

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you can now hit render no before

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rendering it it's time to set some

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compositing because blender default

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compositing system is very complex for

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blender to handle it can take some time

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to render them out so in order to get uh

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an accurate render you can twg it okay

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so I will render one image oh I think I

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have not changed the samples I'm going

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to change it to 100 for now you can go

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for crazy number but for now I'm going

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to set it to 100 to render it faster to

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show you how things

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work I'm going to render

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it and let's see what we

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get so it's rendering I'm going to pause

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it so as you can see it's rendered out

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but the main problem is it seconding

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time because blender have added some

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default noes into

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compositing and this is where the

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problems occur I will show you simple

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way of doing it going to delete all of

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this

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sheet

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everything okay I'm not going to delete

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the mov I'm going to delete those in

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between so this is the mov C clip this

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is composite node this is Viv node I'm

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going to add a render layer

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node I'm going to add an alpha over

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node to here and then I'm going to

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connect these image to the top socket

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and this image to the bottom

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socket I'm going to collect this image

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to the viewer also and also to the

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composite and that's it this is very

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simple if you zoom in we got the same

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perfect result and yeah that's done so

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now you can hit the final animation uh

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guys consider subscribe like this video

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and comment if you have any query in

play18:36

your mind thanks for watching

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