Blender Product Design Tutorial: Part 3, Animation and Rendering

Nickel 3D
5 Feb 202440:15

Summary

TLDR这个视频教程详细介绍了如何在Blender中创建一个令人印象深刻的产品动画。从头开始构建键盘模型,纹理描绘,到最后生成引人入胜的三段动画渲染,全程涵盖了专业动画制作的关键步骤。通过将精心设计的相机运动、灯光效果和景深运用到三段不同角度的渲染中,讲师逐步演示了如何将普通的3D模型转化为栩栩如生的演示视频。此外,还分享了一些制作技巧,比如使用D-Noise和False Color提高渲染效果,以及通过优化关键帧曲线实现流畅的运动效果。总的来说,这个教程内容丰富实用,能让观众全面理解专业3D动画制作的方法和技巧。

Takeaways

  • 😃 介绍了一个产品动画的布局,主体由3D视窗、渲染视窗和着色器编辑器组成。
  • 😀 创建了一个带动画摄像机和控制空对象的设置,简化了摄像机控制。
  • 🔖 介绍了在渲染中设置景深对焦点目标对象,获得更专业的结果。
  • 💡 展示了可通过移动和旋转灯光的位置,获得更有变化和立体感的光照效果。
  • 📈 建议使用线性插值,而不是默认的贝塞尔曲线,以获得更平滑的动画运动。
  • 🎥 演示了将不同的移动和旋转动画叠加,为产品视觉增加丰富性。
  • 🔍 通过调整深度场、光源亮度和位置等参数,完善并调试了照明效果。
  • 🎨 展示了使用"false color" 视图,发现和修复过高或过低的亮度区域。
  • 🔑 分享了优化渲染时间的技巧,如适当降低采样数。
  • 🤖 介绍了以PNG序列或视频的形式导出动画的方法。

Q & A

  • 这个视频是关于什么的?

    -这个视频是一个Blender产品设计教程,主要是教授如何制作动画来展示一个定制键盘的3D模型。

  • 视频中采用了哪些技术来制作动画?

    -视频中使用了Blender软件的多个特性,如Cycles渲染器、GPU渲染加速、去噪算法、关键帧动画、相机运动、灯光动画等。

  • 视频中一共制作了几个动画镜头?

    -视频制作了3个不同的动画镜头,分别从不同角度展示键盘的不同部位。

  • 视频中采用了哪些技巧来使动画更专业?

    -制作者采用了多轴运动、深度场景变焦、非线性动画曲线、灯光变化效果等技巧,使动画更富有变化,让镜头更具专业感。

  • 视频中提到了什么关于渲染设置的建议?

    -视频中提到,用较低采样数进行测试渲染,找到足够清晰而又省时的采样数目。并介绍了使用color gradient工具来检查场景是否过曝和去噪等实用技巧。

  • 视频中使用了哪些Blender快捷键?

    -视频中使用了多个快捷键,如S调整大小、R调整旋转、G移动、F2重命名、A选择全部、I插入关键帧、T调整插值模式等。

  • 视频中对照明提出了哪些建议?

    -视频强调了照明产生的阴影和对比度对动画效果的重要性。建议合理布置光源并引入动态照明,以产生变化的阴影,从而使产品更立体、更生动。

  • 视频中如何处理景深和对焦效果?

    -视频中创建了一个"景深目标"空对象,并将相机深度场参数指向该对象,从而实现动态景深变换和对焦效果。

  • 视频最后提到了哪些其他内容可能会制作教程?

    -视频最后提到,制作者可能会制作一个关于声音设计的教程,或者讨论自由职业3D艺术家的生活和定价问题。

  • 视频中还有哪些未涉及但是重要的内容?

    -视频主要集中在动画制作技术,但没有涉及3D建模、UV映射、材质和贴图设置等制作流程。所以这些内容也很重要,如果有机会应该制作相关教程。

Outlines

00:00

🎥 介绍视频设置

本段介绍了渲染视频的初始设置。作者展示了其3D视图窗口的布局,包括3D视角、渲染视角和着色器编辑器。他重置了先前教程的设置,删除了光源和重置相机,设置黑色背景。然后他创建了一个将用作背景的白色发射平面。接着他添加了相机、空对象来控制相机和设置焦距深度。并添加了面光源以尝试不同的照明效果。

05:01

🔦 设置场景和照明

本段继续对场景和照明进行设置。作者降低了面光源的强度以减少亮度,并缩小光源角度以创建更明暗对比的效果。他调整光源的旋转和缩放,让光线从键盘的侧面照射,形成阴影。然后他添加了第二个面光源来增加照明变化,并微调位置和角度。最后,他对焦距进行了调整,使其适合从此角度渲染键盘。

10:03

⌛ 设置关键帧和动态照明

本段着重讲解了为相机和光源设置关键帧动画。作者为相机和光源在两个轴向上设置了60帧的旋转动画。他还对光源附加了位置动画,以增加照明变化和动态效果。然后他将关键帧设为线性插值,使动画运动平稳。最后他提到了一些有用的技巧,例如使用更少的采样数量来减少渲染时间,并使用失真颜色查看是否存在过度曝光的区域,以完善最终渲染效果。

15:04

🔄 重置场景进行下一个拍摄

本段作者开始准备第二段视频拍摄。首先,他重置了相机和灯光的位置和旋转,删除了所有关键帧。接着修复了部分模型细节,为键盘按钮增加了凹凸纹理。然后,他将面光源设置为180度全照射,作为主要光源。调整了相机的焦点距离,调整3D物体的角度以获得期望的角度。最后为相机和视野添加了关键帧,形成了相机绕键盘旋转的动画。

20:04

📐 细化第二个拍摄的照明和镜头构图

本段作者专注于微调第二个拍摄的光线布置和镜头构图。他将面光从键盘的侧面照射,利用光线渐变来增加视觉冲击力。通过调整光源的位置、角度和缩放比例来优化阴影投射效果。他提高光源强度,然后通过查看失真颜色来检查曝光问题。接着微调了相机视角,利用焦距模糊来聚焦键盘并突出主体。最终调整了相机和光源的关键帧动画,营造出流畅整体感。

25:06

🔓 制作产品展示短片的第三个拍摄

这一段是制作产品展示短片的最后一部分。作者再次重置了相机和灯光的位置和方向,并删除了之前所有的关键帧动画。然后,他调整了相机的焦距,调整了场景的构图,使之更适合产品展示拍摄。接着,他为灯光设置了关键帧,使之从暗到亮,以获得对比度。同时,也为相机动画添加了新的关键帧,使之先沿 Y 轴缓慢移动,然后在最后缓缓停止。通过调整动画曲线和速度,能够使动画显得更加自然流畅。

30:08

⌨️ 照明和动画微调

本段作者进一步微调了照明和动画以获得最佳视觉效果。作者首先根据失真颜色调整了灯光曝光度,并移动了光源位置以使阴影投射更加柔和。然后,他为灯光添加了位置关键帧动画,使阴影随时间缓慢移动。接着进一步优化了相机动画,包括调整曲线以减缓最后的减速效果,以及整体调整动画起始位置。最后,作者提到了渲染成 PNG 序列或 MP4 视频的选项,并鼓励读者尝试更长的场景以练习建立流畅的动画旋律。

35:08

🎥 渲染与保存

本段作者讲解了如何正确渲染和保存视频文件。他提供了两种渲染选项:PNG图像序列和MP4视频。对于PNG序列,作者建议将采样数控制在250-500之间,以获得足够的质量和合理的渲染时间。他还展示了如何针对曝光问题进行调整。对于MP4视频渲染,作者建议将编码设为H.264进行输出。最后,他提到面向不同平台渲染时不同的技巧,以及可以在免费的Canva和Blender中对多段短视频进行剪辑组合。

40:10

🏁 总结和后续方向

这是视频的结尾部分。作者总结了本教程系列的创作历程:从建模、纹理化到完整的动画创作。他希望观众能从中获益并订阅他的频道,以获取后续视频。同时,作者也呼吁观众提出感兴趣的视频主题,例如blender的进一步教程,或是作者本人在自由职业的经历分享等。最后,作者感谢观众的观看,预告了下一期视频的到来。

Mindmap

Keywords

💡渲染

渲染是指计算机将3D场景转换成2D图像的过程。这个过程对于产品动画非常重要,因为它可以将3D建模和动画转换为视觉上吸引人的图像。在视频中,渲染设置的调整可以影响光线、阴影和整体图像质量,因此对最终结果有着重大影响。

💡摄像机控制器

摄像机控制器是一个空对象,用于控制摄像机的移动和旋转,而不会改变模型的原始方向。这允许灵活的相机运动,可以创建更专业的动画。例如,在示例中,摄像机控制器被设置成一个球形空对象,通过旋转它来调整相机视角,而不会改变键盘的朝向。

💡深度模糊

深度模糊又称景深,控制图像中哪些部分是锐利和模糊的。它可以让人的注意力集中在你想要关注的位置。在视频中,作者通过调整相机设置,使键盘的不同部分处于或脱离焦点。这类设置有助于增加产品照片的专业感和深度感。

💡关键帧动画

关键帧动画指的是定义在关键时间点上的对象属性,中间帧则由计算机插值。在本视频中,作者使用关键帧控制相机位置和旋转,让动画看起来更平滑。同时,他还调整光照强度和位置的关键帧,使阴影和亮度变化更动态。正确使用关键帧是创建高质量动画的关键。

💡背景

背景是产品动画中的重要元素。在本视频中,作者使用纯白色的平面作为背景,使产品在其中脱颖而出。同时,背景也为整个场景提供均匀的灯光。通过将背景作为一个单独的平面并移动,作者还可以让背景随着相机视角移动,从而保持一致性。合理的背景设计可以增强产品本身的特性和吸引力。

💡光照

光照是产品动画中十分重要的环节。适当的光照设置不仅可以突出产品的质感和细节,还可以通过投射阴影和高光来增加空间感。在这个视频中,作者使用了面光源和精心的光源位置来创建柔和的阴影和合适的亮度,使得键盘在亮部和暗部之间形成了丰富的层次感。光照的精心设计对任何优质3D渲染都至关重要。

💡曲线插值

曲线插值决定了属性值在关键帧之间的过渡方式。在视频中,作者使用线性插值让动画平滑自然,但也利用贝塞尔曲线调整了部分属性值的变化速率。合理的曲线插值可以使动画更加富有活力,产生加速和减速的效果,避免僵硬或夸张的过度。动画师应当谨慎运用曲线插值,以获得令人信服的动画效果。

💡视图

视图是指3D场景的不同可视角度,如正视图、左视图和透视图。在本视频中,作者灵活地在不同视图之间切换,以便从最佳角度查看和编辑场景。有时他会结合视图和数值输入方式来精确地放置或调整物体。合理运用各种视图有利于高效地管理3D场景,这对创建复杂的产品动画至关重要。

💡合成

合成是将单独的渲染序列合并成一个视频或动画的过程。虽然在本视频中作者没有具体讲解合成的步骤,但他提到了几种不同的方式,如使用PNG序列渲染、视频编辑软件或在Blender中进行合成。合成是制作高质量动画不可或缺的最后一步,能够将3D渲染与其他元素(如标题、声音效果等)无缝地集成在一起。

💡样品

渲染样品数量决定了最终图像质量的精细程度。更多的样品数量会提高光线跟踪的精度,但同时也会增加渲染时间。视频中的作者展示了如何通过调整样品数量来平衡渲染质量和时间。他建议通过测试来找到最佳的样品设置,避免既不过度耗时,又可以保证清晰度。合理设置和调试样品参数是获得高质量渲染输出的关键。

Highlights

使用3D视口、渲染视口和着色器编辑器来设置布局

添加网格平面并将其旋转90度

添加发射纹理并将其插入表面着色器以创建实心白色背景

添加相机、相机空物体用于控制相机动画

为相机添加景深目标对象以控制对焦区域

使用面积灯光并调整其位置、大小和强度来创建高品质的阴影和照明

使用渲染设置和样本数量优化渲染性能

创建第一个动画射击并插入关键帧以平滑旋转相机和灯光

重置场景并调整相机和灯光来设置第二个动画拍摄

使用假彩色视图来检查过度曝光

创建第三个动画射击,使用关键帧制作产品展示动画

调整动画速度和运动曲线以获得更专业的效果

渲染动画并导出为PNG序列或视频文件

总结产品设计和动画的全过程

邀请观众关注即将到来的更多教程和分享

Transcripts

play00:11

[Music]

play00:13

okay let's get started with our product

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animation this is going to be the layout

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I'm going to use to start out with I

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just have a 3D viewport over on this

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side I've got the bottom right hand

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window going to be our rendered viewport

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and then right here I've got this seted

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up right now to be a Shader editor um

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this is how it was when we finished part

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two you can also download this file

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exactly as it is to start um off of my

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patreon for free the link is in the

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description so we're going to set this

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bottom right hand corner hold Z and set

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it to rendered this is the lights that

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we have set up from part two but we're

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going to do everything from scratch so

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I'm just going to grab both of those and

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delete there's a little bit of light

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still in this scene so make sure you go

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into the world and then set the strength

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to zero so now you have a fully black

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scene so this is going to be kind of a

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minimalist render so the first thing I'm

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going to do is shift a a mesh plane

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going to rotate it by 90° on the x axis

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gy to move it back going tab into edit

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mode and scale and then in the Shader

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editor I'm going to click new and then

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take this principle bsdf delete it shift

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a and then we're going to search for an

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emission

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texture plug that emission straight into

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the surface so now what we have is we

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have a solid white background you can

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even increase this a little bit if you

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want to get it a little bit brighter

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but we're going to change the rotation

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of everything but this is kind of what

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we're going to use as a backlight um to

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be a solid consistent color for all our

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different shots we're going to set up

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three shots and this is going to be the

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first one so right now we don't have a

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camera so I'm just going to go into the

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front view shift a camera you can see

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it's right here I'm going to move it

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back along the Y now to get really good

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camera animations a trick I learned from

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Derek Elliot is to use an empty to

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control this so what I'm going to do is

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I'm going to go into top view and then

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just shift a an empty and I'm going to

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use a sphere just so I know we're going

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to use several empties I'm going to use

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a sphere because I keep that tied to my

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camera I'm going to scale that up just a

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little bit to give us a little bit of um

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easier to see and then I'm going to

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click the camera shift click the um

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empty object and then control p and do

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object keep transform so now what

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happens is if I go over here and click

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um zero on my number pad that's going to

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put us in camera view already this kind

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of looks neat but we can now take this

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um empty and we can rotate it to get

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really nice uh views and different

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angles without messing with our original

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shape or our original um orientation of

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our model and then one thing that we're

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also going to do for this one because we

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want the solid background to always be

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behind our camera I'm also going to

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click the plane and then click the empty

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contrl P object keep transform and so

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now when we rotate this you can Double R

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click R twice and that's going to give

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you track ball rotation now however we

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look at this that white background is

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always going to be behind it so that's

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going to be pretty cool okay now one

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thing that we're going to do is I want

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to be able to move this also if we

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didn't want to move the camera so what I

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want to do is I'm going to grab this

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empty and I'm going to do GX and hold

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control and I'm just going to move it if

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you see in the top left it says neg5 so

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that's just going to let me be able to

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get access to this so we're going to do

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another empty to control this so shift a

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empty I'm going to use a cube scale in x

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going to go into Right View scale and Z

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just something that kind of represents

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that this what it is and then I'm just

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going to box select everything in the

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middle and then what I really want is to

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deselect that by holding shift and click

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and select it again and then contrl P

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object keep transform so now what we

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have is if we go back we click this GX

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hold control snaps it right back to the

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middle now we can leave our camera the

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same and we could double r and rotate

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and then like you can just to start

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getting some really nice angles you can

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already see this is a really cool um

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setup just because there's tons of ways

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that you can set this up and have dark

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Silhouettes you can play with your

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lights and we're going to be using a lot

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of that for these renders so what we're

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going to do is we're going to create

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that first shot that you saw from the

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beginning of the video which is kind of

play04:18

a zoomed in on this corner so what I'm

play04:20

going to do is I'm going to move the

play04:22

camera empty to be focused on this point

play04:25

around here and then for these types of

play04:28

shots something that looks really good

play04:29

is to click the camera and then set the

play04:31

focal length to something like

play04:33

125 um and then now what we can do is we

play04:37

can start looking for good camera angles

play04:40

and so we're going to use this sideways

play04:42

um orientation because it's going to be

play04:43

for YouTube but if you were doing this

play04:46

for Instagram or for YouTube shorts you

play04:48

would want to use a vertical orientation

play04:50

and then adjust the composition of your

play04:52

shot accordingly so oh yeah one thing

play04:55

that we also need to do don't ever

play04:57

render a shot without using some depth

play04:59

of Fe field I've learned that from some

play05:00

industry professionals so we're going to

play05:02

shift a we're going to add one more

play05:04

empty and we're going to make this a

play05:05

plain axis I like to use these three

play05:07

different shapes so I can know what um

play05:10

things I'm looking at it gets a little

play05:11

confusing to see this empty and then the

play05:14

Box empty and then also this empty but

play05:16

having them have different you know

play05:17

shapes helps out a lot so what we're

play05:19

going to do is we're going click F2 and

play05:21

then rename this to depth of field

play05:24

Target and then this folder up here is

play05:27

Lights and Camera Action I just make

play05:28

sure that all these things are in here

play05:30

so let's go ahead and rename them we're

play05:31

going to call this the um synth

play05:38

controller and then we're going to call

play05:40

this our camera controller or camera

play05:43

rig and then we have our depth of field

play05:45

Target so what we need to do is we need

play05:47

to take our camera go into the depth of

play05:49

field select the focus object and then

play05:51

just type doof so click that depth of

play05:54

field Target so now just as a test we

play05:56

can do R and then RX around the x-axis

play06:01

and then we need to bring our depth of

play06:03

field Target something to what we're

play06:05

looking at so this is the point the

play06:07

origin of the um camera rig so I'm going

play06:09

to just bring this kind of close so that

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we're kind of focused where we're going

play06:11

to look at and then now what we really

play06:14

need is some good lighting to kind of

play06:17

see what we're dealing with but just

play06:18

real quick we'll move this guy

play06:21

in and there's not a lot you can see so

play06:23

let's just go ahead and add a light and

play06:24

we'll go from there so we're going to

play06:26

shift

play06:27

a light and we're we're going to use an

play06:30

area and then what I'm going to do is

play06:32

just go into Right View bring it up

play06:35

we're just going to bring it something

play06:36

over here and now what we kind of want

play06:39

is good renders always have variation in

play06:41

lighting you can tell a lot of beginner

play06:43

renders don't have um any depth you have

play06:45

very flat shallow lighting everything's

play06:47

kind of lit evenly so one thing that we

play06:49

want to do is we want to try to um shake

play06:51

that up have some Shadows have contrast

play06:53

um poly talks about it in one of his

play06:55

videos I'll probably put a card or a

play06:57

link to it in the description but that a

play06:59

good way to think about placing lights

play07:00

in 3D scenes is to try to create Shadows

play07:03

um that really helps you move into it

play07:05

you know creating some visual interest

play07:07

so what we're going to do for this one

play07:10

is I'm going to bump the strength up to

play07:12

25 and then what I really want is for

play07:14

there to be kind of some sharp falloffs

play07:16

so what we're going to do is we're going

play07:17

to decrease this spread and I'm going to

play07:19

go to something like

play07:20

20° and then now you can see in the

play07:23

render there's this setup right here but

play07:24

what I want to do is I'm going to bring

play07:26

this in the Y to where it's coming

play07:28

across you can see this nice shadow and

play07:31

then you can play around with the scale

play07:33

of your light so as you bring that up

play07:35

and down it's kind of changing the way

play07:36

this looks so I'm going to leave this at

play07:38

something like two and then I want to

play07:41

scale it to where it's kind of a long

play07:42

skinny light so I'm going to scale in

play07:44

the y direction something like this and

play07:48

then bring that scale back down to where

play07:50

it's kind of like a strip long strip and

play07:53

then we're just going to bring this over

play07:55

I'm going to give it a little bit of

play07:56

rotation in this direction so now we

play07:58

kind of have a little bit of light

play07:59

lighting going on let's rock this down

play08:01

to 20 it's a little

play08:04

Overexposed okay so now we go back into

play08:06

camera view and then we look at this as

play08:09

we um click our camera and then go to

play08:11

the depth of field this s- stop if

play08:13

you're familiar with photography this is

play08:15

what would control the um the distance

play08:17

of what's in and out of focus so if we

play08:19

drop this to one you can see that it's

play08:22

getting very blurry toward the back and

play08:24

then this is how you do a rack Focus um

play08:26

in blender you can just move this up and

play08:28

down so now I'm kind of focused on this

play08:31

third row and these are out of focus and

play08:33

I can just move these and you can key

play08:35

frame the location of this um in the

play08:37

shot to kind of give it a shift in Focus

play08:39

which is pretty cool so now what we kind

play08:42

of want to do is we want to recreate

play08:43

that first shot on the camera angle now

play08:44

that we have some decent lighting we're

play08:46

going to kind of set that up so what I'm

play08:47

going to do is um rotate and then XX to

play08:51

that I'm on the local x-axis um you know

play08:54

if you rotate on the X you would be

play08:55

technically doing the same thing but if

play08:57

you rotate this on the Z and get

play09:00

something like this now if I rotate it

play09:02

on X it's moving along the x axis but

play09:05

what I want it to do is rotate along the

play09:07

x- axis of this empty so rxx puts you in

play09:10

that so now you can kind of shift this

play09:13

up that was good now I'm going to go

play09:15

ahead and move this camera um I'm just

play09:17

going to move it up in the z-axis a

play09:19

little bit and then I'm also going to

play09:21

gzz and that's going to basically move

play09:23

it in along its axis so already you can

play09:26

see we're kind of getting that shot set

play09:28

up the way we want it so I'm going to

play09:29

move this back into something that's in

play09:31

frame and then we're going to take our

play09:34

light we basically want a little bit of

play09:36

Shadow over here so I'm just going to

play09:37

bring it over something like that now

play09:41

you can see we have very dark areas down

play09:43

here so what I'm just going to do is I'm

play09:44

going to just add in another

play09:46

light and then I'm going to go into

play09:48

Right View bring it out rotate it go

play09:51

into top view bring it up now we can

play09:54

just basically play with this until we

play09:55

get some fallof that we like so I may

play09:57

just rotate this over and then just GX

play10:00

until we get um a little bit of a

play10:02

gradient to where it's kind of coming

play10:03

darker to this point and then you could

play10:06

also put one you can also just bring it

play10:07

out if you wanted it to come all the way

play10:09

to here that'll kind of play with this

play10:12

area here so then it really comes down

play10:15

to just finding a camera angle that you

play10:16

like I'm going to click the um Rotator

play10:19

and then

play10:20

XX I'm going to give it something like

play10:22

that our Z so now I'm rotating along the

play10:26

z- axis um this looks really good right

play10:29

here to me and then we're going to grab

play10:31

our depth of field and we're going to

play10:32

bring that a little bit closer to what

play10:34

we're looking at okay so now for your

play10:36

first shot I'm going to use 60 frame

play10:38

shots I'm also using um 30 frames per

play10:41

second so in your output click 24 click

play10:44

30 and then what I'm going to do is I'm

play10:46

going to set this animation to 60 frames

play10:49

I'm going to go to frame one and then

play10:52

grabbing this um camera rig I'm just

play10:54

going to rotate it into something that I

play10:56

think looks cool something like that

play10:59

also I think it needs to be a little bit

play11:01

steeper angle down something more like

play11:04

that that looks good so I'm gonna go to

play11:06

top view insert location and rotation

play11:09

key frame and then I'm just going to

play11:10

come out to here RZ give it a

play11:15

rotate something like that insert

play11:17

location and rotation and now we've got

play11:19

this set up as a Shader editor I'm going

play11:20

to click this and go in e that's just

play11:23

the hotkey to get to the graph editor

play11:25

I'm going to click in to hide this panel

play11:27

and then the home key on your keyboard

play11:29

will normalize this to where you can see

play11:30

everything the location of this camera

play11:33

rig is not changing so I'm just going to

play11:34

hide all these and then click home again

play11:38

um I'm also going to hide the uh the

play11:41

only thing that's rotating right now is

play11:43

the X and Y so I'm going to click home

play11:45

and then just to show you what this does

play11:47

I'm going to hover over this and click a

play11:48

to select all the key frames and then T

play11:51

that's going to bring up this

play11:52

interpolation mode we want it to be

play11:53

linear so if I played it right now you

play11:56

can see that it basically slow it's

play11:58

starts I'm going to set this to render

play12:00

or solid so you can see it starts slow

play12:02

and it speeds up in the middle it's this

play12:04

curve basically here this bezier curve

play12:06

so what I want to do is I'm a t and then

play12:09

click linear and so now it's basically

play12:11

just rotating in a solid um or in a

play12:14

constant speed but one thing that I do

play12:16

want to do is I'm going to come to this

play12:18

60 and then I want to do rxx and I want

play12:21

to give this a little bit of rotation

play12:22

this way also and then I'm going to

play12:24

reinsert a key frame by clicking I in

play12:26

location rotation and that's pretty much

play12:29

it except now you can see that it looks

play12:31

weird because you can see that it's not

play12:33

moving linearly so if I scroll back out

play12:36

and I look at like the X rotation you

play12:38

can see that this is set up so or it's

play12:40

not linear so I'm going to click a t and

play12:43

reset it to linear so now if you kind of

play12:45

look in your bottom rendered view You'

play12:46

got this very nice two AIS movement so

play12:50

the last thing that we want to do is

play12:51

check our lighting so we're going to go

play12:53

back into the rendered view um this

play12:55

looks good I like the way this looks

play12:57

matter of fact let's just do a test

play12:58

render

play13:05

I'm setting right now at 500 samples

play13:07

I'll go through that at the end but this

play13:09

looks good and then the other thing that

play13:11

we want to do is as we go over to here

play13:14

things that really set some renders

play13:16

apart is to have some movement on your

play13:17

lights so what I'm going to do is I'm

play13:19

just going to move this over in the or

play13:22

actually let's just rotate

play13:24

it and I'm G to click escape and do it

play13:28

again so you can see right now we've got

play13:29

a little bit of dark fall off on here I

play13:31

actually want to bring this over I don't

play13:33

want there to be any dark areas on this

play13:35

side so I'm going to scale in the

play13:39

x that gives us a little bit better

play13:41

light on this and then also the F stop

play13:45

is a little bit too high from our um

play13:47

setting the depth of field so I'm going

play13:48

to grab this actually I'm going to grab

play13:50

the camera click the camera settings and

play13:53

then let's bring this up to like

play13:54

1.8 that way we still get some detail on

play13:57

these buttons and stuff back here

play13:59

so then what I'm going to do is click

play14:02

this light and go back to the beginning

play14:04

and you can see that we have a little

play14:05

bit of fall off here and this is a

play14:06

little bit darker we can also bring this

play14:09

you know if we go to top view we can

play14:10

bring this a little bit closer if we

play14:12

want some better light there that looks

play14:14

good so now we're going to do is just

play14:17

when we see this light has a little bit

play14:19

of fall off here and then we're going to

play14:21

come to here we can see that it's kind

play14:22

of dark I'm just going to click this and

play14:24

go to the front view actually let's go

play14:26

to the beginning on frame zero insert

play14:28

location rotation and then on frame 60

play14:31

we're going to also add some rotation

play14:34

and bring that out

play14:35

until it's not as dark on this corner

play14:40

actually that's a little bit too much

play14:42

and then we're also going to bring it

play14:43

down a little bit and try to brighten it

play14:45

up a little bit that's going to help

play14:46

give it some variation so now I'm going

play14:47

to click insert location rotation I'm

play14:50

going to make sure this is selected and

play14:51

then click a t linear so now that this

play14:55

is moving in a straight line so now you

play14:57

can see we have some dynamic pieces the

play14:59

camera is moving in two axises the the

play15:01

light is moving um we're getting lots

play15:03

better this is how you can get things

play15:05

that look more professional and don't

play15:06

look like straight line very simple

play15:08

animation so now I can just play this

play15:10

through and you can kind of see it's

play15:11

going to be grainy but this looks really

play15:13

good um we're going to go back into

play15:15

solid view so now you can see we've got

play15:17

this nice smooth animation on two

play15:18

different axises so to render this these

play15:21

are going to be the same render settings

play15:22

that I use for all three of these shots

play15:24

so I'm going to talk about them now and

play15:25

then we'll talk about you know putting

play15:27

them together at the end but for this

play15:29

I'm going to be rendering in cycles and

play15:32

then I have a GPU so I have this set to

play15:34

GPU I leave the default um noise

play15:36

Threshold at 01 on the render I have

play15:39

mine set to D noise um and then I'm

play15:42

using 500 samples but a trick that is

play15:44

really good to know is if I render this

play15:48

image I'm in slot one right now this

play15:51

image looks really good by the way so

play15:54

when this finishes I can tell that it

play15:57

took me 8 seconds to to render this and

play16:00

um this is what it looks like I'm going

play16:01

to click this and then click two on my

play16:04

um the row of keys at the top of my

play16:05

keyboard and now this is basically a

play16:07

different slot I'm going to drop the

play16:09

samples down to like 250 and then I'm

play16:12

going to render again and what that's

play16:14

going to do is it's going to give me two

play16:15

different images and when this vend

play16:18

rendering we'll see the D noise and now

play16:19

if you hit the one and two on your

play16:22

keyboard this is going to swap between

play16:24

them and I'm swapping between one and

play16:27

two and there's basically no visual

play16:28

reference and I dropped my render time

play16:30

from 8 seconds to 4 seconds so when you

play16:32

do these renders do a test and see how

play16:34

many samples you need because if you

play16:36

don't need that many cuz like for

play16:37

example this doesn't have tons of glossy

play16:40

pieces or things that have high

play16:41

transmission or anything so we can get

play16:43

away with using some different samples

play16:45

or lower sets of samples the other thing

play16:47

that I don't like is this harsh fallof

play16:49

of the light right here because of the

play16:50

way it set up so what I'm going to do to

play16:52

fix that is just go into rendered view

play16:54

on this thing so I can or this window so

play16:56

I can see it I'm going to shift D and

play16:59

I'm going to bring that over here and

play17:01

then I'm going to bring it way

play17:03

back something a little bit closer like

play17:05

that and then I'm going to take the

play17:07

power down let's try

play17:09

five and then oh it's kind of let's just

play17:12

bring it down

play17:14

gz and then gzz to move it along its

play17:17

axis we still want it to be dark we just

play17:20

don't want it to have a a sharp Shadow

play17:22

right there so that looks good so now as

play17:25

far as rendering it I highly recommend

play17:27

that you use um PNG sequence if you have

play17:30

a computer that's very Chrome to

play17:31

crashing this is a very small scene so

play17:34

I'm actually just going to render I

play17:35

rendered these out as videos whenever we

play17:37

did it I'll show you both ways so on

play17:40

your output settings click output and

play17:42

then select the folder that you want to

play17:44

use so I have this folder um we'll go to

play17:47

YouTube this renders let's just say

play17:50

we're going to save it here also it's

play17:53

good to save a name so you can know what

play17:54

it is so go here and do shot

play17:57

one one

play18:01

tutorial okay I leave this file

play18:04

extension that helped me see how long

play18:05

videos are so that when we see them

play18:07

it'll say 0000 to 060 that just tells

play18:09

you that's a 60 frame animation and so

play18:12

what you can do is you can do it two

play18:13

ways you can set this to PNG or exr if

play18:16

you follow PO for he TOS a whole video

play18:18

where he talks about you know different

play18:19

file formats but the most common

play18:21

typically is to use PNG and then um in

play18:24

your color management leave this the

play18:26

same whatever your default is for me I'm

play18:28

using agx um you can use different ones

play18:31

but this is standard in blender 4.0 but

play18:33

then the other way that you can do it is

play18:35

to save it directly as a video and to do

play18:37

that I use ffmpeg video and then make

play18:40

sure you set your encoding from metosa

play18:42

to EG 4 because this will do a mp4 file

play18:46

which would basically is um easier to

play18:48

read and a lot better for different

play18:49

devices so then at that point you would

play18:51

just click render and render animation

play18:53

and so this is going to render out as a

play18:55

video sequence I'm going to let that go

play18:59

okay now it's finished rendering so

play19:00

let's see what this looks like we're

play19:01

going to go to shot one tutorial video

play19:03

and play that and there's the first shot

play19:05

of thing so now let's move on to the

play19:06

second shot now we're going to kind of

play19:08

reset this scene so to do that I'm going

play19:09

to click the camera rig alt R to reset

play19:12

its rotation I'm going to also alt G

play19:15

reset the location of this gy move it

play19:18

back I'm going to set this alt G that's

play19:21

going to bring it back to the center

play19:23

we're going to kind of just get rid of

play19:24

these lights for now put that back

play19:28

gy we're going to set our depth of field

play19:31

Target to just be in the Middle with alt

play19:33

G that brings it back to the 3D

play19:35

cursor gy perfect now for the second

play19:39

shot you can see from the video that

play19:40

we're going to do kind of a tied up of

play19:42

the keyboard itself kind of in the

play19:44

middle now one thing that I want to

play19:45

change on this somebody commented on the

play19:47

last video was we need to fix to these

play19:49

knobs so one thing I'm going to do is

play19:51

I'm going to go into front view and then

play19:53

I'm going to select one of these and

play19:54

just show you how to fix it so I'm going

play19:56

to tab into edit mode I'm going to do

play19:58

contrl R and bring this down and then

play20:01

what I want to do is do another controlr

play20:04

here contrl B to Bevel it just going to

play20:07

bring it out to like this and then I'm

play20:09

going to hit three and then select one

play20:11

of these edges here with alt selected so

play20:14

that we grab it and then do the same

play20:16

thing alt shift click this and then I'm

play20:19

going to hit period on my npad key to

play20:20

move it in right click extrude faces

play20:23

along normals we're going to bring this

play20:25

in as a little detail like this and then

play20:28

we're going to tab into edit mode again

play20:29

controlr and then basically I'm going to

play20:32

go into front view so I can see this

play20:33

better contrl R and we're going to bring

play20:35

this up until we have little squares

play20:37

because somebody commented and said hey

play20:39

it has a nice little grip detail and I

play20:40

forgot about that when I was modeling

play20:42

this so just till it looks kind of

play20:44

square shape add more Loop cuts and then

play20:46

click Escape then I'm going to hit three

play20:49

alt Z and then I'm just going to grab

play20:51

not the bottom row but every um row up

play20:54

up to that so I'm going to leave one row

play20:56

of these flat faces I'm going to use C

play20:57

to to brush select those once I have

play21:00

them all selected I'm going to hit

play21:01

period on my numpad key to center it so

play21:03

I can pivot around it alt Z to get out

play21:05

of that and I'm going to click I and

play21:08

then I again that's going to inset the

play21:10

individual faces and then I'm just going

play21:12

to bring this down to something like

play21:13

this so with these faces selected I'm

play21:15

going to right click and extrude the

play21:17

faces along normals and just bring them

play21:19

out just a little bit like that and then

play21:21

I'm going to also contrl B only do a

play21:24

tiny amount give it this many segments

play21:27

or so

play21:28

something like that so now we have this

play21:30

grip detail so if we see that in our

play21:32

next shot and you can feel free to add

play21:34

that to all three of these um I may not

play21:36

do it for this tutorial but you know now

play21:38

how to add that back if you want to make

play21:39

that detail so what we're going to now

play21:41

do is we're going to kind of reset

play21:42

everything so I'm going to grab our

play21:44

camera rig alt R we also need to delete

play21:47

all our key frames so that we don't have

play21:48

things that jump back into position so

play21:50

I'm just going to click a and then click

play21:52

down here in the editor ax delete key

play21:55

frames so now I'm going to click Alt r

play21:58

on this or no alt G and then this is

play22:01

already reset and then this right here

play22:04

what we're going to do is we're going to

play22:05

change this light I'm going to bring the

play22:07

spread of the light all the way back up

play22:09

to 180 and then we're going to use this

play22:11

kind of like as a regular key light now

play22:13

so I'm just going to go in um grab the

play22:15

item and just reset the scale to one and

play22:18

then we can change the scale up here so

play22:20

to do this one I'm going actually just

play22:22

going to rotate this to an angle that I

play22:24

think looks good so I'm just going to r

play22:26

r and go into front front view we're

play22:28

just going to rotate it like this go

play22:30

into right rotate a little bit more

play22:33

something like this looks good and then

play22:35

what I'm going to do is I'm going to use

play22:36

this light as a key light so front just

play22:39

bring it up here in the right hand view

play22:41

I kind of want it to come from behind so

play22:42

I'm going to gy and bring it back and

play22:45

then I'm going to actually let's rotate

play22:48

a little bit more something like this we

play22:51

can increase the

play22:53

scale and then let's make this really

play22:55

bright so like 600 that looks good you

play22:58

can see we got nice soft Shadows coming

play23:01

across and then I'm going to also rotate

play23:02

this a little bit more on the xaxis um

play23:05

basically get something that looks like

play23:07

that a little trick that i' learned

play23:09

recently if you want to see if you have

play23:10

areas that are Overexposed if you go

play23:12

down to your view transform on your

play23:14

output you can set this to false color

play23:18

and I'm just going to crank up this

play23:20

brightness real quick to something like

play23:22

2,000 if you have areas that are red

play23:25

that's telling you that you have

play23:26

overexposure so what you can do just

play23:28

drop it down to 600 it's so I have some

play23:30

barely Overexposed pieces right there

play23:32

and you can just kind of tone that back

play23:33

until you don't have any red but that's

play23:36

honestly not too bad if I do even 650 so

play23:39

then I can go back to my output set the

play23:42

color management back to agx and so I

play23:45

can just kind of tell me hey this looks

play23:46

pretty good so then for this I kind of

play23:49

want to rotate um this on the z-axis and

play23:52

kind of get a little bit more angle like

play23:53

this and then also I want to bring this

play23:55

in get a detail shot

play23:58

and then very similarly to the other one

play24:00

we're going to shift d on this um light

play24:04

rotate it it's super bright so it's

play24:07

washed out so let's set it to something

play24:08

like

play24:09

50 and then we're going to also decrease

play24:12

the scale and give us a little bit

play24:13

sharper edges so now I can come up here

play24:16

that's too

play24:17

small and I can bring it close um to

play24:20

this side you can see you definitely

play24:22

want to have gradients of falloff um

play24:24

flat light is never going to make your

play24:25

product look good so similar to the

play24:28

other one I also want to rotate this in

play24:30

this view I want to make it angled more

play24:34

that looks really nice you would

play24:35

definitely want to go back and add that

play24:37

grip pattern to this for these and then

play24:40

we also need to take our depth of field

play24:42

I'm going to place it something oh

play24:43

that's not the dep of field something

play24:44

like this make sure it's kind of in the

play24:47

center of the keyboard and then for this

play24:49

one I'm going to increase the dep of

play24:50

field just a little bit because I want

play24:51

it to be blurred so I'm going to grab

play24:52

the

play24:53

camera depth of field let's just set

play24:56

this to like 1.25 or something then kind

play24:58

of help us focus in on that so now I've

play25:01

got this set up and then we're going to

play25:02

do basically the exact same setup as

play25:04

before we're just going to rotate things

play25:05

till we think they look cool so I'm

play25:07

going to grab we rotated this way on

play25:09

this one so let's rotate backwards on

play25:10

this one just for fun so I'm going to

play25:11

grab

play25:12

RZ here something like that insert oh go

play25:16

back to frame zero

play25:18

first

play25:19

RZ something like that insert location

play25:23

rotation come here

play25:26

RZ

play25:28

insert and actually let's go also go rxx

play25:32

and then

play25:33

rotate downwards something like that

play25:37

insert location and rotation and then

play25:39

this is still going to be not linear so

play25:41

I'm going to go a linear up here and

play25:44

then we just set this to solid so now

play25:47

you can see we've got a nice rotating

play25:49

angle

play25:50

shot so now what I'm going to do is we

play25:52

need to kind of perfect our lighting so

play25:53

you can see we kind of got some uneven

play25:55

edges I want to have more Shadows so

play25:57

what I'm going to do is I'm going to

play25:58

move this completely out and you can see

play26:01

that you have a lot more better Shadows

play26:03

so I'm going to do this I'm going to

play26:04

increase that spread or decrease that

play26:06

spread actually and then I'm going to

play26:08

move this until we have a nice fall off

play26:10

that completely changes how this scene

play26:12

feels so I'm going to increase this a

play26:14

little bit and so what I'm going to do

play26:16

is I'm going to have it a little bit

play26:18

darker and kind of draw your eye along

play26:20

this thing and then as we move we're

play26:23

going to kind of bring this in so what

play26:25

I'm going to do is go to frame zero

play26:27

insert location rotation I'm going to

play26:29

come out to frame 60 and I'm just going

play26:30

to bring this across out to here

play26:34

something like that insert location

play26:36

rotation so now you can see we have

play26:38

darker at the beginning and you have

play26:40

lighter at the at the end and then what

play26:43

else can we do let's add some rotation

play26:45

to this so let's just go to frame like

play26:48

zero insert location rotation come to

play26:51

frame 60 RX let's rotate it something

play26:54

like this you can see we got kind of

play26:56

even edges of white on the corner

play26:57

Corners you kind of want this to balance

play26:59

this shot so insert location rotation a

play27:02

t linear so now it's going to add yet

play27:05

another angle to this and these are when

play27:07

you really start setting apart from a

play27:08

beginner animation the more pieces that

play27:10

you have moving together it's going to

play27:12

look better and better so for this one

play27:14

this is actually pretty close to what I

play27:15

did in the intro animation I'm also

play27:17

going to rotate this light just to where

play27:20

you can see like if I go in the front

play27:21

view R um that doesn't change too much

play27:24

actually so like what if I moved it in

play27:26

the G axis see how the Shadows start to

play27:29

move so if I bring it over here it's

play27:30

coming more down so I'm actually going

play27:31

to insert a key frame right here

play27:33

location rotation and then come to frame

play27:36

60 GX bring this out even more and then

play27:41

I'm also going to move it up in the G or

play27:44

in the Z axis kind of help it um light

play27:47

up some of these darker areas so insert

play27:49

location rotation so now you can see you

play27:52

have lots of dynamic pieces and it looks

play27:54

really clean and good I would use the

play27:56

exact same render settings you can

play27:58

render it out as a PNG sequence um you

play28:00

can also go back and tweak your lighting

play28:02

I could use that false color if you

play28:04

don't like this darker front edge or if

play28:06

you think that this light could be

play28:07

brighter it honestly could be a little

play28:09

bit brighter what if we do

play28:15

750 yeah that looks good let's do let's

play28:18

check our false color

play28:25

again yeah see there's still no red in

play28:27

this scene even all the way back to here

play28:28

there's a little bit at the beginning

play28:30

but so let's go back to this you don't

play28:32

want your scenes to be under bright or

play28:34

too dark so let's set this to a th000

play28:38

let's kind of scrub through we got some

play28:40

red at the beginning but not

play28:42

much let's go back to the rendered and

play28:44

then set this back to the um Regular if

play28:47

we had this now we have this set to a

play28:50

th000 and look what it would have been

play28:52

at if we did 650 it's just completely

play28:55

made this more flat and not bright

play28:56

enough so if we brought this even to

play28:58

12200 that's going to completely change

play29:00

the look of this animation so use that

play29:02

false color to double check whether or

play29:05

not you're Overexposed or not so now we

play29:07

have our second shot and we I just

play29:08

rendered that out the same way as we did

play29:10

the first one and so that's going to be

play29:11

the second shot so the last one is even

play29:14

simpler we're going to reset everything

play29:16

so um alt R and again you would have

play29:19

already rendered so make sure you don't

play29:20

do this before you render this shot out

play29:22

but once you've rendered that shot out

play29:24

we're going to do the third shot going

play29:26

top alt R to reset everything um we're

play29:29

just going to leave this light here for

play29:31

now and also going to leave this light

play29:32

but I'm going to move it back um we're

play29:34

going to alt R for this guy o well that

play29:37

resets it pointing it down but you can

play29:38

just

play29:39

rx90 that's going to put it back there

play29:42

and then make sure you do a select

play29:44

everything click a in this bottom window

play29:47

X delete key frames and so now

play29:49

everything is not tempted to move so

play29:51

what we're going to do for this shot is

play29:52

we're going to rotate this I'm going to

play29:54

bring this camera back a little bit

play29:55

something like that we're going to

play29:56

rotate this on the x-axis and then kind

play29:59

of do a product reveal so what we need

play30:02

to do is let's go ahead and start from

play30:04

this and what we want is it to be dark

play30:07

until it comes to this area so what

play30:10

we're going to do is we're going to RX

play30:12

this is kind of like our final we're

play30:13

going to work backwards this time so RX

play30:15

and then we're going to basically bring

play30:16

it till it's um 90° I'm going to hold

play30:19

control so that it snaps at 5 degree

play30:20

increments and then we're going to move

play30:22

this light to be facing the product here

play30:27

and we're going to also offset it like

play30:30

this and then you can see these Shadows

play30:32

are here we could even bring down this

play30:34

size a little bit and that's going to

play30:35

help darken those Shadows up a little

play30:38

bit and then I actually want it to be a

play30:41

little bit

play30:43

less something like that looks good and

play30:46

so now this is kind of your product shot

play30:48

and then what we can do is we want it to

play30:49

be dark when me go RX CU as we come back

play30:54

um actually you can do it two ways and

play30:55

the one that I did I had it be dark when

play30:57

it came out um so I think what we might

play31:00

actually do is just kind of key frame

play31:01

this to be dark so a way that you can do

play31:03

that is let's just go back to here

play31:05

RX let's just bring it down something

play31:09

like this and also for this shot I

play31:11

brought up the depth of field or the

play31:12

focal length a little bit so I'm going

play31:14

to set this to something like

play31:15

90 and then I'm going to check out the

play31:18

scene layout I'm going to bring this in

play31:20

the Y just a little bit and then let's

play31:22

go to the right view we can adjust that

play31:25

later rightand View at the beginning

play31:27

this is the place we want it to be in so

play31:29

insert location and rotation T frame wow

play31:32

insert location and rotation key frame

play31:35

go to the end RX hold control snap it

play31:38

you can see this kind of look this looks

play31:40

really good this lighting does and then

play31:41

it also might be a little bit harsh I'm

play31:43

going to g g ZZ bring this

play31:47

back see how this looks um that looks

play31:51

really good this is kind of like a

play31:52

classic apple look um for a white

play31:55

background and then I'm just going to

play31:56

bring this in you can see we got really

play31:58

dark um Shadows on this so I'm going to

play32:00

just kind of bring this up and

play32:04

in and then I'm going to GX bring it to

play32:07

the

play32:07

middle it's too sharp so I'm going to

play32:10

increase the scale that's going to make

play32:11

the light softer and then gzz bring it

play32:15

back that kind of get rid of that and

play32:17

then one thing that we can do is if we

play32:19

kind of want to have a little bit of

play32:20

Shadow we can go here rotate it like

play32:23

this that gives us these nice angles and

play32:25

then we can decrease the spread and just

play32:27

pull it down pull it down pull it down

play32:29

that's going to make it a lot brighter

play32:30

so let's set this to

play32:32

500 let's even set it to 600 and then

play32:36

let's check our color

play32:38

again so scroll down few transform false

play32:41

color you see we have a lot of

play32:42

overexposure so let's go to our light

play32:44

and try

play32:46

450 a little better let's try

play32:50

400 we got nice warm colors all around

play32:52

so let's go back to our

play32:54

output false color agx

play32:57

and then we need to set the rotation key

play32:59

frame looks like we lost our key frame

play33:01

here oh no we didn't then we go to frame

play33:04

60 right RX bring it

play33:07

over set it to 90 insert location

play33:12

rotation for this one you can kind of

play33:13

animate it how you want but since we've

play33:15

done linear for everything else let's

play33:16

kind of make it go quicker at the

play33:18

beginning and then slow down at the end

play33:20

so what I'm going to do is get rid of

play33:21

everything but the X rotation we click

play33:24

home that's going to Center these up and

play33:27

so what I want to do is I want to grab

play33:29

the handle of this key frame right here

play33:31

and I'm going to bring that up something

play33:33

like this and then basically what that's

play33:36

going to do is this is the rate of

play33:38

change of the X rotation so it's going

play33:40

to basically change very quickly and

play33:42

kind of snap into place you don't want

play33:45

it to go too high here because if you go

play33:46

too high it's basically going to go past

play33:50

and come back if I exaggerate this I'll

play33:52

show you so right now if you go too high

play33:54

it'll rotate forward I mean that's a

play33:55

cool animation if you wanted to to do

play33:57

that but I don't want it to do that so

play33:58

I'm going to bring this down like this

play34:02

and then I'm also going to bring this

play34:03

one and then I'm going to actually let's

play34:05

just GX and that'll lock it in this axis

play34:07

so let's do something like this so now

play34:10

this thing will kind of pop back into

play34:12

place and that's a little bit strong so

play34:14

let's just pull it

play34:15

down that's a nice look we're going to

play34:18

set this animation to be a little bit

play34:20

longer let's set it to like 100 frames

play34:22

and then what we want to do is again add

play34:25

some more different angles and variation

play34:27

into what happens so we're going to pull

play34:29

this here it's going to come all the way

play34:30

to here and it's going to stop and so

play34:33

what I want to do is at the beginning I

play34:35

want it to be darker so here let's take

play34:37

this and let's set the light at the

play34:41

beginning let's just turn this off

play34:43

actually we want it to be full

play34:44

brightness here at frame 40 so let's set

play34:47

a key frame here and then at frame zero

play34:51

let's set this to

play34:52

zero and set another key frame so now

play34:55

what happens is this is basically going

play34:56

to increase in brightness I'm going to

play34:58

set this to linear so a

play35:00

linear and then also let's do the same

play35:03

thing for our other light so that we

play35:05

kind of have a dark reveal at the

play35:06

beginning or at least a little bit

play35:08

darker so we want it to be full light by

play35:10

let's say 30 insert a key frame let's

play35:13

come back to zero and then let's just

play35:15

drop this down to something like

play35:18

150 or even 50 so now you got a real

play35:22

dark kind of contrast going on here

play35:24

let's insert a key frame so now it'll be

play35:28

dark at the beginning and give you some

play35:29

contrast and then by the time you get up

play35:31

to here it looks good so now what we

play35:33

want to do is we need some movement on

play35:35

our y- AIS from our camera so let's go

play35:37

to zero insert location rotation we want

play35:41

it to stop coming forward a little bit

play35:43

after the um the keyboard keeps rotating

play35:47

so we're going to stop at 60 come out to

play35:49

70 let's go gy to bring it into

play35:52

something like this kind of keeping a

play35:53

good composition on the frame insert

play35:55

location rotation

play35:57

and then this one we're going to do the

play35:59

same thing we're going to kind of keep

play36:00

it moving linearly and then slow it down

play36:03

so I'm going to go into the dropdowns

play36:05

this is all within the graph editor just

play36:06

in case you can't find that so click

play36:08

this go into your graph Editor to edit

play36:09

your key frames we're going to get rid

play36:11

of the all the key frames except the xlo

play36:14

location and click home and then what I

play36:17

want to happen is I want it to be pretty

play36:19

linear oh it's both selected so contrl Z

play36:22

I want this to be basically a straight

play36:24

line up until the end but then I want it

play36:26

to slow down at the very end so I'm just

play36:29

going to adjust these to where something

play36:30

like this happens this is actually a

play36:32

little bit

play36:33

strong bring this

play36:36

in so now if we look at our animation

play36:39

the camera comes in it brings it to

play36:41

right there it's actually a little bit I

play36:42

don't like where it is so this is a good

play36:44

thing to know let's say you're in this

play36:46

and like this starting position is too

play36:48

close but I want everything to be the

play36:50

same animation but I want it to be

play36:52

further back you can grab all your key

play36:54

frames and then gy and what that's doing

play36:57

is you're changing your total value on

play36:58

your x axis and you're changing them all

play37:00

at the same rate so I'm going to bring

play37:02

this back to something like this and

play37:04

then you can see this animation looks

play37:06

great right here and that is basically

play37:08

it I would maybe even set this to be a

play37:10

little longer you see how it feels flat

play37:14

so when I extend this here it stops

play37:16

really quickly so what I'm going to do

play37:17

is I'm going to grab this GX and click

play37:19

10 let's even do

play37:22

20 and then bring this out because we

play37:25

don't want it to be a jarring end so

play37:27

let's do

play37:30

this it's still a little bit quick so

play37:34

let's scale this

play37:36

up let's also bring this down to where

play37:38

it doesn't come in quite so much that's

play37:39

part of the reason why it looks so

play37:40

jarring so now we got a pretty linear

play37:44

line much better so if I go into the

play37:46

solid view you can really see the um

play37:49

animation the more um experience you

play37:52

have with doing product animation the

play37:53

more you learn that your curves and the

play37:55

speed at which your animation happen

play37:57

really makes and breaks the way that the

play37:58

product looks and feels so I'm actually

play38:01

going to set this to 120 give us a

play38:03

little bit extra time and then that is

play38:06

the exact same process so I would go

play38:07

into the rendered view I would double

play38:09

check my lighting you know oh let's do

play38:11

one more thing let's make this move just

play38:13

to where we have some variation on this

play38:14

Shadow so we've already set key frames

play38:17

for the brightness but I'm just going to

play38:19

go GX or actually let's just leave this

play38:22

something like this to start insert

play38:25

location rotation

play38:27

come out to frame 60 we're just not

play38:29

going to move it a bunch we're just

play38:30

going to move it enough to where we can

play38:31

see those Shadows move just a little bit

play38:33

so I'm going to set it here insert

play38:35

location rotation that's actually too

play38:36

far I don't want it to be changing at

play38:38

the end so let's bring it back to

play38:39

something like this and then if you went

play38:42

into this light and looked at the

play38:44

Transformations the X location is the

play38:45

only thing that would have changed so I

play38:47

need to turn this power one off because

play38:48

when I did the home to view it to

play38:50

normalize it you can also do that by

play38:51

clicking normalize here that's what the

play38:53

home key does so I'm going to click a

play38:55

and then actually OB was saying on this

play38:57

one it starts slow speeds up and then

play38:59

goes here and then gives it just a

play39:00

little bit of movement on this and I

play39:02

actually like the way that looks so this

play39:04

is the final shot that's exactly what I

play39:06

would do to create these three shots and

play39:08

then you can put them together in the

play39:10

editor of your choice you can put them

play39:11

in together on something free like canva

play39:13

um blender has a video editing feature

play39:15

to where you can open a file in video

play39:17

editing and drop your files in and put

play39:19

it together that way I'm not going to go

play39:21

through the sound design and different

play39:22

stuff like that if you're interested in

play39:23

a video in that let me know also for my

play39:26

next videos I could do another tutorial

play39:28

or I can talk about the way that I do

play39:30

freelancing as a 3D artist and what I

play39:33

charge and how those projects came about

play39:34

and how the last year has looked for me

play39:36

so let me know what you think um which

play39:38

of those that you would be interested in

play39:39

seeing as I kind of make some more

play39:41

videos and I really hope you enjoyed the

play39:43

blender product design series starting

play39:45

all the way back from modeling this

play39:46

whole um keyboard from scratch doing the

play39:49

texturing and then also um creating this

play39:51

full animation so thanks for watching um

play39:54

consider subscribing if you enjoyed it

play39:56

and I will see you in the next

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