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Download "Мини-фабрика генерации текста в Blender"

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blender
частицы
урок
cycles
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анимация
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00:00:01
Hello everyone, my name is Artyom and in
00:00:03
today's lesson we will create
00:00:05
this transformation animation ourselves and from a
00:00:07
sphere to text in this lesson we will
00:00:10
model the creation of simple
00:00:12
materials in a union and
00:00:14
we will create the animation data itself using a
00:00:16
particle system and so let's switch to blender and
00:00:22
here the first thing you need to do is
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switch to the orthographic display mode,
00:00:27
go to the front view and add the price of the
00:00:30
ivy sphere,
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go to the editing mode,
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warframe mode, and using the b key,
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select here the top part of this
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sphere and exactly the same one below and delete
00:00:42
them, as a result you should get the following
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object now in the
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editing mode we completely select it and
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rotate it along the x axis x r x-90 enter everything,
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we exit the frame welds, we return to the
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object mode, this is how we got
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the object and now on the modifiers tab
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we need to add 2 modifiers
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before that, make sure that on the
00:01:07
scenes tab you have
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metric units of measurement because
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I use them so it will be easier for you and
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first of all we add the solidify modifier
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and here we set the thickness to 20
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centimeters, you can simply enter 0.2 and
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after that we add the
00:01:23
subdivision surfaces modifier level 2 and of
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course the meaning of the united everyone got the following
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form and now again we go into
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editing mode and to give rigidity to
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these extreme corners we add a
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controller here along the cut with the added
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edge and set it here we can
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set the exact
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value on the toolbar I will use minus 0 point
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eight for this edge
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and exactly the same on the reverse side
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here it’s just 0.8 so we have them
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at the same distance on both
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sides they end up with the next
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object now we need to
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duplicate it and make it smaller press
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shift d right mouse button and now with
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0.78
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their enter so we created a
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smaller copy inside of this object,
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now we select our external object again,
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go to the right view,
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edit mode and here
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we switch to the edge selection mode.
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Now we also use the b key
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to select here the four lines of ours earlier. This is what the
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selection should look like
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using control a and either here in the
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select menu here it is
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inverted, we invert the selection and
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thus delete everything except this part
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x-bass with in object mode now we also
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need to stiffen the
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resulting object here at the edges it is
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already there we need to add a
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controller to the top as well as an edge I will also
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use factor 08 here at the top and
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here -08 below, everyone received the following
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forms and now we need to duplicate it three more
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times and rotate our 3d
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cursor is in the center of the coordinate axis,
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we set it as a
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rotation point, completely select these
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objects in edit mode, press
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shift d right mouse button and now
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rotate along the y axis y 90 enter and
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continue shift dr y 90
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enter shig-r
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eric and 90 enter after we
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have duplicated all these objects 33 times and it
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turns out we completely select the
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entire object again and rotate it along the y axis by 45
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degrees r y 45 enter we got everything the
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final form we return to object
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mode and here we return the center of rotation
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shoot the cursor at the mid on point now
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add a plane to the scene that will
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act as a floor and set up the
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lighting add a plane
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increase it a hundred times one hundred enter and
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lower it along the z axis
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jay-z 1, 1 control z minus 1 integer jay z
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minus 1.1 andrew yes just like that we go to the
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materials tab here we create a new
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material for the plane with default settings
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and just call it flo
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we won’t use it anymore and
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now we have three d cursor in in the
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center we add a lamp of the point type here,
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let's immediately set it up here says
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set it equal to one and
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set the page parameters to equal thousands
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Now we will place this lamp and also
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create a duplicate of it and place it We
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go to the front view
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here we have 3 cells we raise along the
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z axis by 3 cells, I hold down the
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contour key to enable snapping to the grid, I
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also shift it by 3
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here to the left, look at the view on the right, top view,
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let's see the warframe three and in front 3
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is excellent and now we will duplicate
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this lamp,
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press shift d, shift it along the z axis
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one cell down, now move on in the
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view on the right
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we shift it by 4 cells here to the
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side
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look at the top view here 4 view on the right 4
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and in the front view they should be
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located like this now
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we return to solid mode in the end we
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should get the following result one
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lamp here near our object higher
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and the second here here it will illuminate
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the text that we will now
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add, but before adding
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the text, let’s immediately set up the
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materials for our object and so
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select its outer part here,
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click new, live this material,
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immediately make up it will be green,
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let me be here I’ll add another
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kno3 of David to the top and here we’ll turn on the
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display mode, render
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it is, and here we’ll switch to the
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node editor and let’s set up
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the material right away for the shader diffuse,
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you can try setting the color, we
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’ll use the light 5f b6 and 20 and
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here’s a green one, add a mix fader
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and shader autumn we connect here at the bottom
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the roughness is set for anger to
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0.02 and as a mixing factor
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we connect the player weight the output of the face
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and the value is set to 0.15 that's
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all, such a simple material,
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now we select the inner part,
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assign the green material to it as well and
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create a copy of it we press
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two here, we can call it something else
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orange, here we just need
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to change its color f and and 3 0 enter that's
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it, we're done with setting up
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materials and now we can
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return to our usual see here 3d
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view window,
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I think this part can be closed and
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now let’s start adding text and
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so our cursor is always in the
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center of the coordinate axis,
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we add text here and now we
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begin to rotate and move it r x-90
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and enter now rotate r z minus 90 and
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enter and now we shift g and y minus 1
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enter jay z minus 1 whole 0 7 hundredths
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enter now let’s give our inscription
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thickness, for this we will go to the
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text tab and here we
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will set the extrusion parameter to 0.1 and after that we can
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change the inscription I will write blender here
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and after we have already positioned it
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and changed you can increase it a little with
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1.5 enter now it looks like it
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should now I’ll look
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at the animation again let me return it here I’ll
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rewind it you see our inscription
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was created using the warframe modifier
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if we now add this
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modifier for this inscription
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then in -first, we first need
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to convert it into a mouse, then of course we
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will do it by pressing alt + c and selecting mesh
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from course text all now we have our
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object and this is what it looks like in
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edit mode as you can see there are a lot of
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triangles here there are literally
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several of them if we add for such a
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mish, the warframe modifier is
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checked, and in sickness
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you see the result differs significantly
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from what is here in the final
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result, so that there is a more
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uniform distribution of polygons, we
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also need to add
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the strap modifier here, we add it, we
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place it above the warframe modifier,
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here we uncheck point to delete
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unconnected parts of the mash and the up 3d parameter
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is increased to 6, now if you
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look at it, let’s look at the left view,
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now we get
00:10:19
this inscription that you see here on the
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final result,
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here the saving parameters are set to the
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default value 0 integer 0.02
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what I also said a tick from the item I
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infect bottom we remove and now we can
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start setting up the particle system
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before we start creating a
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particle system we need to add one more
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object this again we will have a sphere
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we add all the time in the center of the
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coordinate axis and reduce rs 0 ,4 enter and
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for this sphere we will set up the
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particle system,
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go to the particle system tab,
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click new here the settings will be at a
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minimum first we don’t
00:11:04
need to indicate the number of particles we
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will have ten thousand then we
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need to set the normal parameter to
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zero if the parameter here is above zero
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our particles will fly away from our
00:11:17
sphere to the sides if it is 0 they
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will remain in the same place where they
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appeared and also here below in the
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feel great menu
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we remove gravity so that it does not
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affect our particles and they do not
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fall down in this way
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10 thousand of our particles will simply appear
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and remain on this sphere, and
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here we also need to add an
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outliner window, as always, I don’t have one, here is
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our sphere, we don’t need it on the render,
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not here in window 3 by David and hidden
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from view from window 3 David from the final
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render and here
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the name is also changeable I write here spheres
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start as you can see here we have several
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spheres in the scene we will now
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use it when creating 2
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particle systems and to make it easier to find
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we have changed the names for it here
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because but here liner can be reduced for now,
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now select our text and create a
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new particle system for it, here we
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also set the number of particles
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equal to 10 thousand so that they
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match ours since we
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use modifiers for the text here, we
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need to check the views modifiers item here
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so that everything is like this
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you also need to immediately here in the rave menu,
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more precisely in the feel great menu, select
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our gravity completely and here mini
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physics, mark the item kate and now we
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will configure the keys of our animation,
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so we create 1 and here we
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indicate our sphere as an object, sphere start
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now we create the second key and as
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an object we indicate our text everything now
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now I’ll add a timeline here to the window we’ll
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see what we got in the end I
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press play before I pressed early let’s
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go back here I also forgot
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here we have the beginning of the appearance of particles the end and
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the time of their life these parameters are for us also
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don’t Dima adjust now, as you can see,
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they have already started appearing right
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away, we need them to appear
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on the seventieth frame, they end up
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appearing on the hundredth and the
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lifetime for these particles is 140 frames, that’s all,
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and now we will watch it all,
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so the first frame of the play until 70,
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nothing happens for us, then they
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begin to appear and begin
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to move towards our inscription,
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you see here they have such a little chaos
00:13:47
and until frame 200 40 they
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all gather on our inscription so that
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this does not happen, we are here
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add another key frame,
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lift it up, place it
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between the first two
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and here again indicate the start sphere and
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now look at the
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result, press play again,
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they appear at the seventieth and at
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140 they begin to move towards
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our inscription and that
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scattering in sides that were
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originally in this way we have
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them move from the start sphere object
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to the start sphere object and from there they
00:14:32
then move to the inscription now
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to see not these points but
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actually the particles from which
00:14:39
this inscription will be built we need
00:14:41
and select go to the
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modifiers tab and here we add another
00:14:45
exploit modifier and here we
00:14:47
just need to uncheck the
00:14:49
unborn item so that we don’t see these particles
00:14:52
until they appear in the scene,
00:14:54
let’s look at the result again, now
00:15:00
they appear as particles of our text
00:15:07
and this is how they are now transformed into
00:15:09
our inscription is
00:15:17
then there and now we move on to the
00:15:20
third part of this lesson, now we
00:15:22
will create the
00:15:24
animation itself for this, also in the center of the coordinate axis
00:15:28
we add again and vesti.ru this is the
00:15:30
last probably all the faith in this
00:15:32
lesson and reduce it from 0.5
00:15:36
ender let's add a
00:15:39
subdivision surface modifier
00:15:40
and smooth shading for it to smooth it out,
00:15:45
also immediately on the material tab you can
00:15:47
assign a makeup material to it and now
00:15:51
we need to animate it, we now
00:15:53
move to frame 70 and here
00:15:57
we set a key frame for it in the
00:15:59
center of the
00:16:00
oh location coordinate axis scale now move to
00:16:04
frame 30 moving along the y axis g
00:16:09
Eric -2 enter and again set the
00:16:13
locations key frame Kyle and now move
00:16:16
to the first frame move along the z axis
00:16:20
jay-z 2 enter and key frame
00:16:25
locations Kyle everything now look at the
00:16:28
result it is lowered and
00:16:31
moves in our direct, that is, we
00:16:34
created the animation, as you can see,
00:16:36
we simply created it in the opposite direction already at the
00:16:38
destination point and
00:16:40
showed the movement of our sphere in reverse. Now
00:16:43
we will animate the size of this sphere, let’s
00:16:45
move here to frame 140, halve it
00:16:52
from 0.5 and set the key frame and
00:16:57
its cash in spain, so our
00:17:01
sphere, after it comes inside here,
00:17:03
will decrease after some time and
00:17:05
thus create the effect as if
00:17:08
these very fragments were created from it, but then
00:17:11
the fragments, as you can see, leave this
00:17:13
object
00:17:14
and our sphere is here in a reduced size form,
00:17:15
it remains here for us, and then we
00:17:18
no longer need it, so we need to
00:17:20
hide it, for this we will go to the one hundred
00:17:22
and thirty-seventh frame, and here on the one hundred and
00:17:25
thirty-seventh, and here in the outliner window
00:17:28
we find this sphere,
00:17:31
set key frames for it for the
00:17:32
parameters of these visibility in window 3
00:17:35
David and visibility on the render
00:17:37
oh I click here and here after that we
00:17:40
go to the one hundred and thirty-eighth frame I
00:17:42
turn off the key and the visibility and
00:17:45
set again and key frames all now we are
00:17:48
watching the animation again our sphere has gone down and
00:17:51
has decreased in size
00:17:53
our particles have flown and after
00:17:55
they fly out, our sphere is no longer here
00:17:59
and now we will animate the
00:18:02
object itself, select the object sphere 001 and
00:18:06
go to frame 70.
00:18:09
Here I will open the properties panel, expand the
00:18:13
transform menu and here we need to
00:18:15
set key frames for inversion,
00:18:17
I right-click mouse select the
00:18:20
first item insert cue frames
00:18:22
now we move to frame 140
00:18:27
rotation along the z axis I will leave it equal to 720
00:18:31
degrees and set the key
00:18:33
frame again and for all insert cue frames
00:18:36
we look at the result the sphere has entered this
00:18:41
object begins to rotate and then
00:18:45
we have our animation happening
00:18:47
and now we animate the last
00:18:50
object, select the outer part, it’s
00:18:52
just a sphere, also go to frame 70
00:18:55
and also set a key
00:18:57
frame here for all rotation values,
00:19:00
go to 140 and change x, set it to
00:19:04
minus 720 and
00:19:08
set the y parameter to 360, set the key frame
00:19:15
and let’s see Let's
00:19:18
look at the entire animation, the sphere has entered,
00:19:23
both of these objects now begin
00:19:25
to rotate and after that the particles
00:19:31
fly out and are transformed into the inscription, and
00:19:34
we will also animate the
00:19:36
movement of the inscription itself,
00:19:37
but it will generally just be like
00:19:40
this, we have done that,
00:19:43
let's now animate the
00:19:45
inscription itself and so let's move to frame 260,
00:19:48
here now we'll enlarge it a little, select
00:19:51
our inscription and set
00:19:54
the frame oh location for it, so now we'll go
00:19:57
to frame 300, shift the inscription j y minus
00:20:03
6 and enter and also the location key frame
00:20:06
if your inscription is suddenly longer
00:20:09
than the inscription blender or in short,
00:20:12
you may have to shift it to a
00:20:13
different distance, but that’s not the point here, the
00:20:15
fact is that the inscription at the end of
00:20:17
our animation simply leaves our frame, and this is how we
00:20:21
will have the animation, we will
00:20:24
immediately increase it to 300 frames, the
00:20:26
duration of this animation is 300
00:20:28
frames and now it will
00:20:31
look completely like this and you will render the
00:20:32
same amount accordingly, so
00:20:35
let’s go back to 260 so that we can
00:20:37
see everything and now I’ll add the camera to the scene,
00:20:41
add it to the world using control alt 0,
00:20:44
go to the view from the camera and now we’ll
00:20:47
adjust the view as I’m on
00:20:51
frame 260, I have
00:20:54
the text completely formed here, I see everything, I
00:20:56
can now set the camera as I need it all,
00:21:00
we have it all, now all the animations will be
00:21:03
clearly visible, and after we
00:21:05
’ve set up the camera, now all that’s left to do is
00:21:07
set up our render to perform
00:21:10
the final visualization here
00:21:12
you set the resolution you need in the
00:21:16
output menu, select the folder where
00:21:18
to save and the video file format right away or
00:21:22
create the initial animation in
00:21:23
pictures
00:21:25
samples I for the final visualization
00:21:27
which I showed you at the beginning of the lesson
00:21:29
used only 50 cents
00:21:31
the result of course is noisy well there
00:21:34
was no waiting it makes no sense, so you can
00:21:36
set it to 50, you can set it to 100,
00:21:38
but I don’t think you need a lot here, and as
00:21:41
usual, the indirect clamp parameters can
00:21:43
be increased to one to avoid the
00:21:44
appearance of these white pixels.
00:21:47
Well, in principle, we have already increased all the animations
00:21:50
to 300 frames, here the frame rate
00:21:52
can be increased to twenty-five
00:21:54
for example,
00:21:55
then you will clearly have four seconds,
00:21:57
100 frames, the whole animation will be 12
00:22:00
seconds, and then you press the key, they are
00:22:02
smaller upon completion, be sure
00:22:05
to share your result in
00:22:07
the comments or where you will see
00:22:09
this lesson, and that’s all I have here today,
00:22:12
thank you everyone and see you in the next lessons

Description:

В данном уроке мы создадим трансформацию одного объекта (сферы) в другой (надпись) с помощью частиц. В процессе выполнения данного урока мы будем моделировать, создавать материалы и анимировать движения объектов в сцене. ________________________________________­­­­_____ ► Мой ПК: Core i5-4670K, 16 GB DDR3, GTX 970. ► Источник урока: https://www.youtube.com/watch?v=n4_0nNZSWdw ________________________________________­­­­_____ Больше уроков, а также моделей и материалов: https://blender3d.com.ua/ https://store.blender3d.com.ua/

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  • The best quality formats are FullHD (1080p), 2K (1440p), 4K (2160p) and 8K (4320p). The higher the resolution of your screen, the higher the video quality should be. However, there are other factors to consider: download speed, amount of free space, and device performance during playback.

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  • This feature is available in the UDL Helper extension. Make sure that "Show the video snapshot button" is checked in the settings. A camera icon should appear in the lower right corner of the player to the left of the "Settings" icon. When you click on it, the current frame from the video will be saved to your computer in JPEG format.

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