Hello.
Welcome to another video of the blending
animation workflow tutorials on today's video.
We're going to start diving into the animation specific editors and I
will give you some tips on how to use them more efficiently.
The first territory going to cover in this video is going to be the timeline.
The timeline can communicate the current timeframe.
An overview of all the frames in Jerusalem.
It's the first place you go to take the animation settings of your shots
but before you move in the timeline by present, right click.
Also, it works like in the view port. So if you press control and middle mouse
you can swim in or some out
and if you place middle mouse you can go up down left, right.
It's like panning on the view port.
But to be completely honest, we don't use the timeline of the timeline that much.
We usually like to keep this editors as much
as possible because we use the adoption for that.
So we still have access to all the options but it's not consuming screen space.
Are you going to start now explaining the options,
keane said it used to set keys to multiple properties at the same time.
With a keen said selected when you insert a key frame blender
will add key frames for the properties in the active key concept.
The one we generally use for animation is low growth scale.
So if I add a key frame
it will create a key frame in the location, rotation and scale.
You can also
go for the whole character. This one we use it sometimes
and then if you have an amateur it will select all the points inside your armature.
So if you have a key frame it will add a key frame in La
Crosse scale and in all the properties of all the bones of that rig.
Next the playback options
we use the playback options to improve the performance of the view port.
With the playback options you can decide which features
are the one that updates when you press play.
Bye before all three of us and I mentioned letters and on.
So now if I go to the three of you and press play in this case by the voice space.
All the editors as you can see updating and all the viewpoints are playing.
If I now go back
and change it to animation editors.
Now when I press play it will update on that people around the animation editors in
this case the option but it can be also the graph editor or the timeline.
And now if I go and the activate everything it will
only update in the view port that I press play.
Okay.
Some other options in the timeline are also key without the
key on it's time we move the object or bone.
It will automatically generate a key frame.
This option, seat at the playback option,
the one on the sides goes to the end of the
frame bridge or to the beginning of the frame range.
These ones were here go to the next give him
and this one in the middle. It's for playing or if we want to play backwards.
The other options are the frame in which we are
began to take it from here.
And the frame range that we can change by typing.
All right sliding.
We also have the alternative range that we can
use for example to create a temporary frame range
to make a play less of a specific region
of our shot without losing the original frame range.
Now I'm going to jump into the adoption.
The top ship gives the animated an overview of everything occurring within
a sin inside it contains a collection of all the animation haters.
While the adoption mode allows you to edit multiple actions, ones,
the other ones are dedicated to view and a specific that
the blocks that are used in different contexts of animation.
But for an invention we mainly use adoption or the action editor.
And now you might be asking yourself what's an action
and action is the record that contains the animation data
actions can be duplicated,
exported and important to switch between the different actions.
You have to go to the Action editor and then go to the action
here you can change between the different ones.
In this case I imported a character from the latest lender shelf in spring
and here they have Autumn one of the main characters and here
I have three different actions and this gives you a lot of
freedom to create non extractable animation
for example to create different versions
of your animation without having to create different files for it.
You can create new actions by clicking on the create new action button
and then you will get anyone
you can delete the president's shift and then click in the A league action.
And if you want to keep this animation,
even if you close the file,
you come to click this button over here
and then you will keep your action when you close your file.
Now I'm going to show you some tips to use that option. It more efficiently.
The first one is going to be how to move
between frames and how to jump into the next key frame
for a moment between frames. We use the arrows.
So right we'll go to the next frame and left. We'll go to the previous frame.
If we go to the up arrow we will jump to the next key frame
and if we go to the down arrow will go to the previous key frame.
The second one is going to be how to duplicate the key.
In this case you have to click the key you want to duplicate and press safety.
Then you can create a copy of that key.
So right now this key and this key is the same.
If you want to delete you press X. Or delete
and you can delete that frame.
You can also do control C. And control V. To copy paste animation or key frames.
So if I want to select all the animation, I go to the first frame going to see
and then when I get into the end control key
and then it will have the animation.
I discovered the animation of the head. So right now it looks really weird.
One way of selecting your frame squeaker is to go by control. Left click.
What this does is just take the culture.
So right now it's in frame 14
from that train to the right. It will select everything.
We can do the same but on the left so control left click on the left side of culture.
It will select everything from the culture to the left side.
Now I'm going to show you a tip of how to mark key frames on any time.
If you press m you will create a market
and if you press control them in this black box over here
you will be able to rename the market that is selected.
You're going to call this one key pose.
You can do this on every frame
and it's a quick way of certain your stuff.
You can for example mark the beginning and the end of your show.
You can mark an area in which you want to work or an idealism finish Right now
it's a nice way of managing the key frames
to set up the frame rates more quickly
instead of having to go in here and since the sliders
you can select the one you want
going from home.
He will set the start frame
and then
control and and it will set the end frame.
You can also do it with B. And then we will let the range
but this range is the alternative french.
It's not the real range so you can also deactivate
this one and it will keep the general frame range.
The last topic I'm going to talk in this video it's going to be how to make a playlist.
The first step is to go into the output options
that you can find with the icon on the printer
and here you have the dimensions which is the resolution of yourself.
The frame range, the frame rate that you can change
here, you have the output.
In this case we're gonna export it to the desktop, we're gonna call it test
as a quick tip. You cannot suppress all and select the folder
and then the window you're exporting to will appear.
Mhm.
Here we have also the formal options. The one we usually use is ff mpeg video.
Then for the encoding we use quicktime
And for the video we use
8264
Medium quality good.
And then if you want to have out here you have to go here it's like for example MP three.
Now that you have everything set up, you have to go to you.
People rendered animation.
Remember you cannot this pattern too quick, favorites.
Yeah.
Now if I press Q people rent an animation
and now we can open our playlist to check the animation in real time.
Yeah.
And this concludes this video.
Thank you so much for watching and see you on the next one.