rendered resultIn this tutorial you will learn how to add a texture in Blender using Cycles render.Step 1Using whatever you have made or imported change the default screen layout to compositing for a detailed result.changing layout to compositing Step 2 Change blender render to cycles render at the top of the...
Showing posts with label 3d rendering. Show all posts
Showing posts with label 3d rendering. Show all posts
Thursday, October 6, 2016
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Finished animation |
What is animation in blender?
Animation is making an object move or change shape over time. You would use animation in blender for very obvious reasons such as making a character walk, run, crouch. making an object move around in your scene. Animating a scene so it becomes entertaining...etc. Objects can be animated in many ways.Moving as a whole object
Changing their position, orientation or size in time.
Deforming them
Animating their vertices or control points.
Character Animation via Armature
Animated to deform by the movement of bones inside the mesh if you use a human model, a very complex and flexible interaction that makes character-shaped objects appear to walk and jump.
In this chapter we will cover the first two, but the basics given here are actually vital for understanding the following chapters as well. Three methods are normally used in animation software to make a 3D object move:
In this chapter we will cover the first two, but the basics given here are actually vital for understanding the following chapters as well. Three methods are normally used in animation software to make a 3D object move:
Key frames
Complete positions are saved for units of time (frames). An animation is created by interpolating an object fluidly through the frames. The advantage of this method is that it allows you to work with clearly visualized units. The animator can work from one position to the next and can change previously created positions, or move them in time.
Animation Curves
Curves are interpolated from keyframes, and can be drawn for each XYZ component for location, rotation, and size, as well as any other attribute in Blender. These form the graphs for the movement, with time set out horizontally and the value set out vertically. The advantage of this method is that it gives you precise control over the results of the movement.
Path
A curve is drawn in 3D space, and the Object is constrained to follow it according to a given time function of the position along the path.
The first two systems in Blender are completely integrated in a single one, the F-Curve system.
The first two systems in Blender are completely integrated in a single one, the F-Curve system.
In Blender 2.5x, everything can now be animated. Previously, only certain datablock had the ability to be keyframed. Now users have the ability to animate nearly any type of data that can be changed to multiple values.
How to animate in blender
Go to scene editor and select animation. This is located at the top of the screen.
layout of animation |
2. Find any free space and press "I" then select LocRotScale and this should open up a tab that looks like this. We use this as it allows us to move the object more easily.
LocRotScale |
3. Next go to your timeline and select frame 10
timeline ten frames |
Then move your object along the axis by pressing G + Y then move it to your desired location
moving object frame 10 |
Then press I and this will complete your keyframe
4. Now select frame 20 and move your object further down the axis rotate it as well by pressing "R" and moving it
moving object 20 frames |
timeline 20 |
5. Continue these steps until you have at least 100 frames then move the amount of frames down to 100
6. Next you go to the render tab and select render animation
7. Next press Ctrl +F11 and that will play your animation. That is your animation completed.
Sample Animation
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finished result |
In this tutorial you learn the necessary skills on how to make a sword. In this tutorial we will be making a Japanese Katana.
Part 1 The Blade
Change to cycles render
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Cycles Render |
Delete cube, press 1 and then 5 for orthographic view, shift A to add plane, R to rotate on the X axis by pressing X then 90.
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plane |
Tab for edit mode S scale on the X axis
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plane scaled |
Press shift and tab for the snap during transform button or hit the magnet button, select the top vertex
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Snap during transform |
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vertex selected |
E to extrude up to 16 boxes, turn on proportional editing,
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extruded plane |
Once proportional editing is on G to grab on the X axis, scroll mouse button
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Proportional editing |
Change to sharp
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sharp |
Move too two boxes to the right
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sharp tool in use |
Click the right vertex then the second, press W to merge, at first,
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merge |
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at first |
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merged point |
Turn proportional editing and snap during transform off, select the outside of the blade by pressing B and dragging it along the left side or by selecting each vertex individual by hitting shift and right click, E to extrude on the X axis a small bit.
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extruded |
Merge the top vertex, move the bottom one slightly to the right
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merged |
Press A to select everything, change view by 3 on the keypad, E to extrude.
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extruded |
Merge the two points together
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merged points |
Select the next vertex underneath the top point and its opposite one press W , merge, at centre do this to the rest.
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at center |
To fix the lighting and shade go to mesh, normals, recalculate outside or inside this will prevent the blade from being dark at certain angles.
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Normals |
Tab and smooth. the smooth button is to the left it will show if your out of edit mode. add a modifier, subdivision surface, change render to 1.The blade will look off, go into edit mode by pressing Tab, select the these 4 vertex
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subdivision |
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4 points selected |
To fix the problem that will happen go to mesh, edges, edge crease. once clicked drag your mouse across the screen to the right side. this fill the empty space, repeat this for the bottom of the blade.
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edge crease |
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using edge crease |
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edge crease used at the top of the sword |
edge crease used at the bottom of the sword |
To add a flare onto it create a loop cut ctrl R lenght wise twice
creating a flare in the sword |
Press E to extrude and right click straight away so it sits on top, S scale on the Y axis pull it in to your desired depth. Then add edge crease to make the depth stand out.
adding depth |
Part 2 The Hilt
Select all of the vertexes by pressing Band dragging it across or by selecting each one individual by shift and right click.
bottom all selected |
Mesh, snap cursor to selected that will center the 3d cursor at the bottom of the blade, shift A add a circle, tab into edit mode, select these vertices
six vertices selected |
S scale them inwards like so
scale inwards |
go into front view 1 select the circle E extrude on the Z axis
extrude |
add face |
creating small lip |
smooth |
edge split |
circle |
scale |
scale on x,z,y axis |
extrude |
extrude |
Extrude again, scale inwards and create a face by hitting F
add face |
Select the top vertex,
top selected |
duplicate |
creating loop cuts |
Knife tool |
selected faces |
Add an Array modifier
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Array modifier |
Use this to move and duplicate the design onto the hilt
Array modifier |
Array modifier used |
To add a material and a texture check out the tutorial on how to add a texture in Blender at
Add lighting around the scene by hitting shift A, lamp choose a type a light that suits you.
you can check the tutorial about adding light in Blender
light placed in scene |
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rendered view |