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Blender 2.6 Essential Training
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Editing animation in the Graph Editor


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Blender 2.6 Essential Training

with George Maestri

Video: Editing animation in the Graph Editor

When you animate in Blender and you set a lot of keyframes, but you also need to be able to edit your animation and change the values of those keyframes, change how things interpolate, and we can do a lot of that in our Graph Editor. Now the Graph Editor is a separate editor that we can include on the interface. Now when you start using the Graph Editor you kind of need to make decision as to how you want to organize your layout. Now a lot of people will take their Timeline and just change it over to the Graph Editor.
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  1. 3m 42s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Using Blender on a Mac
      42s
    5. Using Blender on a laptop
      36s
  2. 30m 32s
    1. Overview of the Blender interface
      6m 6s
    2. Understanding 3D view windows
      5m 23s
    3. Navigating in 3D space
      6m 35s
    4. Configuring user preferences
      6m 24s
    5. Creating custom layouts
      6m 4s
  3. 32m 29s
    1. Selecting objects
      6m 12s
    2. Moving objects
      4m 35s
    3. Rotating objects
      2m 48s
    4. Scaling objects
      2m 16s
    5. Understanding transform orientation
      3m 53s
    6. Changing an object's origin
      5m 27s
    7. Selecting pivot points
      3m 22s
    8. Using Snap to move objects precisely
      3m 56s
  4. 44m 15s
    1. Creating mesh primitives
      6m 36s
    2. Selecting vertices, edges, and faces
      4m 48s
    3. Editing mesh objects
      7m 39s
    4. Proportional editing
      3m 52s
    5. Sculpt mode
      4m 45s
    6. Working with edges and edge loops
      3m 42s
    7. Extrusions
      5m 18s
    8. Smooth shading objects
      2m 23s
    9. Subdividing meshes
      5m 12s
  5. 50m 31s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 48s
    3. Creating a simple creature
      7m 54s
    4. Symmetrical modeling with the Mirror modifier
      8m 21s
    5. Joining mesh objects
      3m 37s
    6. Stitching vertices
      4m 52s
    7. Finalizing a simple creature
      4m 48s
    8. Creating text
      3m 29s
    9. Boolean tools
      2m 59s
    10. Vertex groups
      4m 51s
  6. 22m 36s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 2s
    5. Creating hierarchies
      2m 54s
  7. 54m 26s
    1. Assigning materials to objects
      8m 4s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 45s
    5. Additional shading options
      2m 37s
    6. Creating reflections
      8m 29s
    7. Adding transparency and refractions
      6m 49s
    8. Subsurface scattering
      5m 59s
  8. 51m 48s
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor
      8m 28s
    4. Using UV projections
      5m 56s
    5. UV mapping a character
      6m 11s
    6. Fine-tuning UV mapping
      6m 7s
    7. Creating Bump and Normal maps
      3m 15s
    8. Displacement mapping
      3m 48s
    9. Using the Node Editor
      4m 59s
  9. 53m 9s
    1. Adding lamps to a scene
      8m 44s
    2. Fine-tuning ray-trace shadows
      4m 32s
    3. Using spot lamps
      4m 20s
    4. Fine-tuning buffer shadows
      6m 19s
    5. Using Hemi lamps
      2m 32s
    6. Working with Area lamps
      5m 17s
    7. Creating sky and ambient light
      4m 49s
    8. Adding background images
      3m 19s
    9. Creating sunlight
      6m 6s
    10. Ambient occlusion
      7m 11s
  10. 30m 8s
    1. Working with cameras
      4m 47s
    2. Creating camera targets with constraints
      3m 43s
    3. Render properties
      5m 7s
    4. Rendering animation
      5m 13s
    5. Adding motion blur
      4m 10s
    6. Creating depth of field
      7m 8s
  11. 32m 30s
    1. Understanding the Timeline
      4m 3s
    2. Animating objects
      6m 26s
    3. Animating properties
      4m 0s
    4. Editing animation in the Graph Editor
      8m 36s
    5. Using the Dope Sheet
      4m 53s
    6. Path animation
      4m 32s
  12. 39m 59s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 2s
    3. Fitting an armature to a creature
      7m 23s
    4. Deforming a character with an armature
      3m 49s
    5. Setting up inverse kinematics
      3m 53s
    6. Controlling the hips and body
      2m 1s
    7. Animating in Pose mode
      2m 47s
    8. Creating a test animation
      9m 24s
  13. 15s
    1. Goodbye
      15s

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Blender 2.6 Essential Training
7h 26m Beginner Dec 21, 2011

Viewers: in countries Watching now:

This course provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender 2.6. Beginning with a tour of the Blender interface, author George Maestri shows how to create and edit basic objects, work with modifiers and subdivision surfaces, and apply materials and textures. The course also demonstrates lighting 3D scenes, setting up and using cameras, animating objects, and assembling basic character rigs.

Topics include:
  • Navigating in 3D space
  • Selecting, rotating, and scaling objects
  • Using Snap to move objects precisely
  • Creating mesh primitives and extrusions
  • Subdividing meshes
  • Creating a simple creature
  • Joining mesh objects and stitching vertices
  • Organizing a scene with layers, groups, and hierarchies
  • Assigning glossy and reflective materials to objects
  • Creating bump maps
  • Creating sky and ambient light
  • Understanding ambient occlusion
  • Adding motion blur and depth of field
  • Editing animation in the Graph Editor
  • Building and animating a simple character
Subject:
3D + Animation
Software:
Blender
Author:
George Maestri

Editing animation in the Graph Editor

When you animate in Blender and you set a lot of keyframes, but you also need to be able to edit your animation and change the values of those keyframes, change how things interpolate, and we can do a lot of that in our Graph Editor. Now the Graph Editor is a separate editor that we can include on the interface. Now when you start using the Graph Editor you kind of need to make decision as to how you want to organize your layout. Now a lot of people will take their Timeline and just change it over to the Graph Editor.

You can do that by clicking here and left-clicking on Graph Editor and it will change it over. But a lot of times that kind of eliminates the functionality of the Timeline, which can be very handy when you're working with animation. So I am going to leave my Timeline on, and let's create a separate panel just for the Graph Editor. So I am going to go up to my top corner here, left-click and drag, and create a new window. Now I like to have a horizontal window, mostly because I am working with time and you want to be able to scrub left and right.

So then all we have to do is change this to the Graph Editor. And here is the Graph Editor. Now you can see it has a Timeline along the bottom, very similar to the Timeline that we have here. And if I left click and scrub in my Timeline, you can see how it moves in conjunction with whatever frame I am at. And you can also see that we have some animation here in the scene. So we have this ball moving up and down. Okay, so the Graph Editor really is for editing animation curves in Blender.

So let's right-click to select our object and then in the Graph Editor window, we are going to do Select All. Or we can just hit A. What that does is it shows all of the animation curves for that object. Now you'll notice here on the left side of the screen, we have all the different channels that we're animating. So you can see here in my Transform panel that I'm animating Location, Rotation, and Scale, and that's what I have here for my animation curves. And if I left-click on any one of these, they will highlight. So you can see that Y location basically moves from one value to the next. My Z location basically goes up and down.

That's this blue line. X, well X really doesn't do much, because the object isn't moving in X. And Rotation and Scale aren't doing much either. Really we are just animating Y and Z in this particular scene. Now next to each one of these we have a couple of buttons here that allow us to mute animation, as well as to lock. So if I were to select my Z location here and hit this button, notice how the blue line goes gray. And what that does is it just turns off that curve, so it doesn't have any effect.

So because the ball was here on the ground at the point where I turned it off, it will stay on the ground throughout the animation. But if I turn this on, you will see it comes back. Now the effect of this is dependent upon where you turn it on and off. So if the ball is in the air when I turn it off, it will just stay at that value. If the ball is on the ground, it will stay at that value. And then next to this we have a lock, and notice how it turns this curve into a dotted line, and that means we can't edit it.

This can be really handy if you are only working with a few curves and you don't want to accidentally select other curves. Now if we move over to the right, we actually have our Curve Editor viewport. This is just a 2D editor, like any other 2D editor in Blender, which means we can navigate through it using our middle mouse button. So if I middle-click, and drag, you can see how I can pan. If I roll my middle mouse button, I zoom in and out. If I hold down the Ctrl key and middle mouse button, if I move my mouse left and right, we zoom left and right, up and down, we zoom up and down. So I can zoom this way or this way or both.

Now we do have a cursor in this viewport as well. So if I left-click and drag on this, I can slide my animation. But notice how we have a second line that intersects with this, and that's kind of a 2D cursor, very similar to the 3D cursor we have in the viewport. So in the viewport we have this 3D cursor which can be a point of action, so if we create an object that comes into that place, and so on. And the same thing happens here in this viewport. But typically we don't need it, so I tend to scrub animation towards the bottom here so that this doesn't quite get in the way.

Now we can also select and edit keyframes. So let's go ahead and move our cursor over. And if I want to, I can right-click over a key. So if I right-click on any one of these keys, notice how this Curve Editor comes up. It is basically a Bezier handle. And if I right-click and drag, you can see how I can actually change the value. Now if you look over here under Transform, you can see how that value actually changes as I move the curve.

So this is basically just literally changing the value that we have for that. Now, on either side of this we have Bezier handles, so you can right-click and drag and then you can actually let go and position that curve however you want. And once you have that curve positioned exactly the way you want it, you can right-click to set that. And so what that does is it actually creates a different type of curve. Notice how now the ball is going dipping down a little bit before it jumps up, and that's just because all we did was change the character of that curve.

Now these curves are Bezier by default, but we can change the type of curve as well. A lot of times we will want to have a linear curve so that things move very evenly; they don't slow in or slow out. We also can have constant curves, which allow you to move from one position to the other. So we can select multiple curves in our editor using the same tool we use for 3D editing and that's by hitting the B key and doing a box select. So this looks very familiar. All we have to do is left-click and select all of our keys.

And then if we want, we can go into our Key menu here and we can change how it interpolates. So we have Constant Interpolation, Linear, and Bezier. By default it's Bezier, and also notices how the hotkey is called T, for Interpolation. So go ahead and hit this to Linear, and notice how all the curves really go away and it just become straight lines. And so now the object is basically moves in straight line. And for some animation this may be advantageous. And notice how also the Bezier handles go away.

Now if we want, we can again hit T, and that just brings up this menu, and we can change it to Constant. And this is basically a square wave. So it basically goes from one value to the next, and it just hops from value to value. Now if we hit T again and go back to Bezier, it actually will remember your old interpolation. So remember how I changed this curve so that it dips down. It will remember that and bring that back. Now we have a number of other options here, and one of the ones I do want to show you is the Filters option here, and this allows you to filter what you're looking at in the Graph Editor.

If you have a lot of things selected or a lot of animation going on, you'll often want to pare down the things that are showing up on the screen, and these filters can turn off anything that you want. So for example, if I click on this one here, it will turn off all location information. Or it can turn off materials if you are animating those lights, if you are animating those, and so on. So those are some of the basics of the Graph Editor. Now just understand that you can have multiple curves showing up in the Graph Editor.

It works pretty much like any 2D viewport: you can zoom around and you can edit the curves to create custom effects. It can be very powerful and hopefully you'll get to use this a lot more as you animate in Blender.

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