Blender bottle donut4/10/2024 I hit “Shift + Left Arrow” to return to the first frame, rotate my donut to a nice-looking angle along the Z-axis (10 degrees in my case), and hit “I” to add a keyframe at frame 1. Tip: With the timeline at the bottom of the window selected, you can hit “Control + T” to switch from Frames to Seconds (and back). Going to “Playback” and changing “Sync” from “Play Every Frame” to “Frame Dropping” will play the animation back at full speed, dropping frames that cannot be rendered in time:īlender may struggle to do rendering in real-time, so the on-screen movement may be slower than the expected 30 FPS unless we turn on frame-dropping. If you paid very close attention, you might notice that the donut moves more slowly than we would expect for 30 FPS (in my case, the whole movement should be completed in under 2 seconds, but appears to take longer when previewing in Blender). You can find the original post on along with others in this series): Playing the animation back should now show something like this (if you are reading this in PDF format, the below image is a. Tip: You can return to the start of the playback timeline with “Shift + Left Arrow”, then hit “Spacebar” to start the animation You should move the donut and then set another keyframe (again by hitting “I”), perhaps 30 or 40 frames after your initial keyframe: At 30 FPS, this will result in an 8.3-second animation.Īlong the timeline, we can insert “Keyframes”, which - among other things - mark the location an object should be at when a given frame is reached: The start and end frames on the timeline window at the bottom show the total number of frames in the animation (you can adjust this as needed). 29.97 or 30 FPS for television and films (and a lot of phones and cameras)īlender Guru used 60 FPS for his animation because he likes the “hyper-real” feel of it, but it’s very taxing to render 60 FPS, so he recommends 30 FPS, as a reasonable alternative:.24 FPS is standard for big-budget movies.To show the playback view, I switched to “Layout” from Blender’s top menu bar, dragged the bottom window up to enlarge it, and chose “Timeline” as shown here:īefore we start editing, we should choose a framerate (measured in FPS - frames per second) as well. When animating, we will need the ability to see and manipulate the timeline for the animation. In general “high” focal length “flattens” things by compressing the depth of the scene, while you can get a more exaggerated “fisheye” look (emphasize the depth) by setting a “low” focal length. We will also adjust the focal length of the camera to 40mm to give the donut an enhanced sense of “depth” as it rotates: Next, we adjust the camera settings to change the aspect ratio and resolution. Orient the donut at an angle to the camera, like so: Choose “Object” from the menu that comes up (see below).Hit “Control + P” to confirm the relationship.“Shift + Left Click” on the object we want to set as the “parent”.Click on the “child” object, by left-clicking on it in the viewport.We “parent” one object to another like this: Setting the icing’s “parent” to be the body of the donut means that the icing will rotate and move with the donut, whenever the donut is rotated or moved. To make it easier to rotate the donut around, we want to “parent” the icing to the donut, meaning that objects will track (follow) each other when rotated or moved. Tip: You can set the camera to your current viewing angle by clicking “View -> Align View -> Align Camera To View” (from the “View” menu) We will need to adjust the camera settings and the rotation of the donut, to get things set up the way we want. This file is the result of my work after following along with the steps in the YouTube video. You can download the associated “.blend” file here.You can download a PDF copy of this post here.Notes below correspond to this YouTube video.I’ll be making additional notes for each of the videos in the series! Just some notes I made while following along with this now-famous blender donut tutorial.
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