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Make your own animation

 

Before we start!

In this page, I will try to teach you how to make your own animation. First of all you should download a 3D animation program called Blender. You can download it free by going http://www.blender.org/download/get-blender/ website. During creating our own animations we will be working on this program so try to get used to it.


Blender Basics

Before we start the basics here is a Golden Rule of Blender:

"Keep one hand on your keyboard
and one on your mouse."

Views:

When you open Blender, you will see a square in middle of many lines. This square is in a 3D shape and you can look at it from 5 different views which are side, front, top, camera and user view. I would suggest you to work usually on front or top view. You can change the views by pressing view and selecting one of those views that you want to work on.

Creating and editing objects:

You can create new objects like another square or a UVsphere by pressing space button and then selecting a shape. Usually, you can find the shapes that you want under mesh or surface options. Once you create the object that you want to work on you can edit that object by clicking the small menu which is next to the object mode option and then selecting edit mode option. By this option you can change the shape of this object and create your own object. Don't forget that you are working on a 3D object and at least check your object in two different views because it might seem different than you think. Thus, try to edit it at least on 2 different views. Also, I have a suggestion for you. Don't forget to change your mode to object mode before you add a new object.

Some useful buttons for you:

There are many key buttons in Blender that you can use for many different aims. Now I will introduce some of them, which are really useful and I use very frequently, to you. First of all, it is good for any blender user to know that r key helps us to rotate the object, s key helps us to scale it and g key helps us to grab and move our object. Try all these actions on Blender and be sure that you are familiar with them. Moreover, by pressing a key you can deselect everything and by pressing b key and selecting the points that you want to select, you can select more than one point, which is sometimes very important for blender users.

Giving a color to your object:

When you create an object, it's color is always grey. But you can change it very easily. The only thing that you should do is to press f5 or to press the ball button which is next to the panels option. Then, this kind of an image will appear at the bottom of your screen.

You can change the color of your object by changing those numbers that I marked for you.

Looking what you did on Blender:

To find out how does your object really looks like, you should render the image. You can do this by pressing f10 key or pressing the square button which is next to the panels option. Then, this kind of an image will appear at the bottom of your screen.

Here is the render button. By pressing it you can see what you did on Blender.

Saving a Blender file:

To save your work as a blender file, go to file menu and press the save as button. At the top of your screen you will see something like this:

Write the files name at the top and change the name of your blender file. But be sure you don't delete .blend part of it. Thus, just change untitled.

You can learn more about the basics of blender by visiting the http://www.blender.org/education-help/manuals-books/ website and downloading the Adobe Reader file called Download tar.gz which is at the bottom of the page under the Beginners Tutorial Guide part. This file includes the best tutorials for a beginner and also it includes a Blender basics part which is kind of an advanved version of mine.

Here is an animation that I created when I first started to use Blender. It seemed hard to me at the beginning but I realized that it is not that hard. After I finished this animation I also wrote a tutorial for it and I believe that this tutorial is very useful for everyone who starts to use Blender.

And here is my tutorial for this animation:

In this tutorial, my aim is to describe various properties of Blender, including but not limited to: creating and moving objects, coloring, arranging lighting, creating various animations, and creating objects in 3-D.

Before moving to the animation section, I should first describe how to create the object. Don’t worry, it is easier than it looks, I am a relatively new user of Blender myself so it shouldn’t be that hard for you to create the same.

Before we begin there is one point that I would like to draw your attention to.  During all your operations within Blender, it is important to have NUM LOCK switched to “On” position.  This will allow you to work easily under the “view” menu.  (top view – 7, front view – 1, side view-3, camera view-0).

Here we go:

First of all erase the default object that appears (Under object mode, right click and press ‘x’).  I preferred to begin constructing our object from pipes.
After making sure that you are in “Top view”, form a Bezier curve: space>add>curve>Bezier curve..

While still in top-view, form a straight line.

Now switch to object-mode (tab) and go on to the edit menu by pressing F9.

After checking 3D here, unclick back and front.  You are checking 3D here in order to make our curve 3D in order to view it from different angles.  After this step, changes bevel depth and bevresol to 0.160 and 30 respectively.  By this, drawing will resemble a wide, pipe-like curve.

Now swich to front view, and look at what you have formed. Now, you should bend this pipe a little bit because later you will try to fit this appropriately into the sink.

Try to make your object similar to the picture as given here.
Now switch to object mode, and duplicate the image (shift + d).

I have changed the picture that I duplicated because otherwise I don’t that think it will be realistic if it looks the same as other images.  It is also important that the picture would fit different sinks.

After finishing all you have to do about pipes, you will form the electrical wires.  Again, while on top view, form a Bezier curve.  Always make sure that when you add an object, you are in the object mode.  After this, in the edit mode, enlarge this curve (pull it while pressing `e` key) so that it is easier to give it shape afterwards.

After you switch to object mode, go to the edit menu by pressing F9 and check 3D, and unclick the check marks at `back` and `front`.  Then change bevel depth and bevresol to 0.020 and 7 respectively.  These are the numbers that I used, if you would like to have your wire thinner, you can just play with these numbers.

Afterwards, you can switch back to front view, and play with the shape of the wire.

Then switch to object mode and duplicate the wire (shift+d), and change the shape of the new wire.

Then while in top view, by playing with the places of the objects, make sure that you have two wires and two pipes.

Now you will form the electric box.  This is a really simple procedure.  After switching to top view, form a cube (space>add>mesh>cube - while in object mode)…And move this cube to the behind of the wires.  In edit mode, switch your cube to a rectangular 3d shape, by right clicking the desired side while in edit mode, and pressing b to select the desired corner.  Then choose the desired points and move your mouse towards the side which you wish, with the right click.  After you move your mouse towards the desired side, confirm the operation by left clicking.

Now go back to the object mode, and select front view.  Choose the place where you want the object to stand (the place where the wires end).

Now you have to do the taps of the sink.  I chose to draw the taps as curves.  While in side mode, create a curve and make this curve look like a tap.  (When you form a curve, you have 2 points.  When you select a point in edit mode, and press `e`, you will have a new point.  I chose to use 3 points to form these taps.  This is really up to you.  But don't forget. The more points there are, the more complicated it gets).

Then change bevel depth, bevresol and def resolution 0.100, 3, 17 respectively. Also don’t forget to check 3D.

Your shape should looks like:

Now dublicate the sink and fit it on the top of the pipes. Be sure that it fits really well and check it from all views.

While in the top view, form a donut and a cylinder. Make them smaller and be sure that they fit on the sink.

While in the top view, form a cube and fit it at the back of the sinks. Then resize it by thinking that it will be the water depot. Then duplicate this depot by pressing shift + d. Second one will be the water so resize it and make it a little bit smaller then the depot.
Also resize it in front mode too.

It’s time to form the main object, CYLINDER.

Be sure that you’re in orthographic view: view > orthographic.

Now form a cylinder in top view: Space>add>mesh>cylinder

Resize the cylinder and change your view to front view. (You can use s button to resize : s > scale, r > rotate, g > grab)

By pulling the cylinder from bottom, make it longer. Then pass to edit mode and press w button. It will allow you to subdivide your object. Subdivide it 4 times.

While in front view select first 2 strips and pass to the top view while they are selected. Then scale them by pushing s button, pass to the front view and close the inclined part. So, you should bring down scaled part.

Apply same thing for the bottom part, too. But the bottom part should be thicker.

Now, it’s time to form the main mechanism.

While in the top view, form a Bezier curve. In the editing menu check the poly button and form a shape which looks like this:

You should use shift+s button to fit the points really well, also choose selection > grid.
Then choose Bezier in the editing menu and change the middle part to a circle. (you might want to use a Bezier circle to check that the circle that you will form is a better one but be sure that you put your Bezier circle in object mode otherwise it will be a part of the object.)

Then, change extrude and bevel depth 0.100 and 0.020 respectively. Pass to the top view and when you are in the edit mode form two Bezier circle and fit them by resizing at both sides of the object. Still in the edit mode form two more Bezier circle and fit them in the middle of the other ones.By the way, you can close the ends of these curves by pressing the c button. 

While in object mode, choose the object and change its width to 0.980.

Now it’s time to form the top part. While in the top view form a new curve. Then make this curve poly from the editing menu and form a rectangle from this curve. This rectangle should cover the main object so regulate it. Then change the bevel depth and extrude 0.010 and 0.100 respectively. Then form to more Bezier circle on this rectangle. Be sure that they are in the same line with the main objects’ circles.

space>add>curve>Bezier circle

Now while in the front mode, you should have a shape which looks like this:

Then lower the object which is selected in the picture above.

While in the top view form one more curve and make it poly. Form one more rectangle by using this curve. This rectangle should cover both rectangle and the other object.

Change the bevel depth of this rectangle to 0.010 and make sure that you check 3D.

After this step place the rectangle at the bottom of other rectangle. You should be sure that they are really close to each other, almost touching.

Now place the new object to the top of the main cylinder.
While in the top view form a uv sphere. This sphere will be one of the small pieces.

Then pass to the front view and place this small sphere inside of the circular canal.

Now its time to liven up the objects : ) Lets start from the water depot. Select the cube which is the depot ( outside one) and press the f5 button or go to the shading menu. Press the add new button. I want to make my depot little bit transparent so I can see the water: Thus, press the ztransp and change the number to 0.200 or something like that.

Select the water( the cube inside) and go to the shading menu. Press the raytransparent button and change its color to blue.

Don't change the color of the sinks but youshould set them solid: editing menu > set solid.

Then, duplicate both pipes by using shift+d and place them to the same places. Also, change their bevel depths from 0.160 to 0.100 and make them smaller then the top ones. First, change the colors and transparencies of the pipes which are outside. Select both of them and go to the shading menu. After pressing add new, make them transparent by looking the picture below.

Then select the pipes which are inside and by looking the picture below set the values and change its color.

Now, select the big cylinder which is in the middle and go to the shading menu. I wanted this object to be duller and look like a mirror. Thus, choose the raymirror option and set these values:

Now select the cube which is upwards and make it transparent: choose ztransparancy and set the a value approximately 0.150.

You should apply same thing for the thin rectangle ,too

Then choose the circular canal and by going to the shading part set these values:

After this step, select the small uv sphere and set its color to yellow. (R = 1.000, G = 1.000, B = 0.000)

Then choose the wires and set these values:

Don't change anything on the electricity cube.
Then go to the side view and add a text.   space>add>text
Add a + and –. Then, it them on the electricity cube. Also, don't forget to check them in the top view and change their color to black.

Now its time to duplicate the small yellow piece.

While in the top view, duplicate it by using shift+d.

Then check their places in front view and make sure that all of them are in the canal.

Now, we should create a light. It seems like the light is coming from bottom but in reality I placed the light to the top. (Actually it didn't work when I put it at the bottom part =))

While in the top view, add a spot and resize it. Then pass to the front view, resize it again, go to shading menu and set these values:

Then go to world buttons menu and set these values:

At last, go to radiosity menu and set these values:

Now our light and our shape is ready. Thus, its the time to start the animation.

I want my animation to have 2000 frames which means approximately 1 minute 20 seconds ( 25 frame = 1 seconds)

First of all, select the camera and place it where you want it to start by using all of the views. I placed my camera here since I wanted my camera to see my object directly from the front at the beginning of the animation.

It looks like this in the camera view as well.

As you move the camera to the location of your choise, press “I “button and choose “Loc” option. (frame 1)

Afterwards, press “I “button again and this time choose “loc rot” option. By doing so, you are fixing the place of your camera in the first frame.

Later on, change the frame to 100  and identify the place of our camera on the 4.second (where do you want your camera to be at the 4.second). Make sure that first the frame is changed and then the location of the camera is changed. Once, you increase the frame and decide  where the camera should be placed, press the “I” button again and select only the “loc rot” option.

You don't need to change the 99 frames in between, while BLENDER recognizes them automatically. For example, if you go back to frame No: 1 and press alt + a you will observe the movement of the camera. Later, go back to frame No:100 and increase the frame to 200 and identify the place where you want to have your camera & press “I>locrot”, after that you switch to frame No:300 & arrange the place of your camera there as well. Then, by increasing the frames100 by 100, define the path of your camera. Repeat this process up to frame No:2000

Here you have the pictures of some of the frames:

After you finalize the above mentioned process, go back to frame No:1 to observe the movement of your camera and check the frames (make sure that “end in 2000” is selected in the “scene f10” section)

If you want to change the motion between the first and the 100th frame, you can change the location of the camera on the 50th or 70th frame and by doing so you may even improve the movement of the camera. Also, you may need to apply this especially when you’re getting closer to small pieces.

Now, lets have a look at how these small pieces are ascending.  To start with, go to frame No:1700 and while clicking on every single small piece, select the “i>loc rot” option.

I wanted every piece to have different ascension speed and I moved each of them above in different frames. For instance, while one piece is ascending to the top in 4 seconds, another one is reaching there in 10 seconds.  Ok, lets start: select one piece at the frame No:1700, go to frame No:1900 and place this piece on the top. Likewise, identify for each piece, on which the frame it will be on the top. Do not forget to select the “i>loc rot” option after placing each piece in the frame of your chose.

Now it is time to move the camera starting from the frame No.1. You will see that, sometimes, the camera is not focused on the point where you want it to be focused (especially while looking on the small pieces) Thus, you will need a cameraman (seriously!!)

If it is the case with you as well, you need to create an “empty” on the top view while you are on the first frame (space>add>empty)  and place this “empty” close to your small pieces (both in top & front view). This empty will be your cameraman. By first pressing empty and later shift, choose the” camera”, press “ctrl + t” and select the “load train constraint” option. This will assure that your camera will look to this object with each move. Now you will recognize that when you move the camera, it is not moving the way you wanted to be: it is looking directly to the object in the middle continuously. Ok, we will correct this error by taking the following steps:

First, identify the place of “empty” on the 1. frame by pressing the “i>loc rot” button.

Then, on many different frames, change the place of “empty”  according to how you want your camera to move. So that the camera’s view will change. For instance, here is a shot from my animation when it is in the frame No: 200.

Arrange the location of “empty” frame by frame as you have arranged your camera and every time press  “I >loc rot “ button to confirm. 
After you finish, the only thing you need to do is to illuminate the scene (space>add>lamp>lamp)

It may take a while to view your animation. First, go to “f10” (scene)  and try to make your animation by lower quality. Even it would take a long time.

And you should be really careful about something. If you want your animation to be in a video format you should select avi jpeg option instead of jpeg.

Then be sure that everything is done and save your stuff, if you don’t want to lose it. After saving, press the ANI button. It would take a very long time (1 day maybe more) Thanks for reading my tutorial.

 
Yale University, 2006