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At the basic level, what we're doing is going to be moving objects around and the purpose of this video tutorial is to show you how you can keyframe the location of objects in time. So what we're going to do is select our Animation layout. That's number 3 and I would like to use this Animation layout because it has the commonly used windows. It has the Timeline window, the Action Editor, and the IPO window. So I have these different kinds of windows that allow me to control my animation, and do my animation rather rapidly.
The first thing you need to do when you're setting up your animation is to figure out whether you're going for TV, in the US, which is 30 Frames a Second, TV in the European Union, which is 25 Frames a Second, or Film which is 24 Frames a Second. When you figure that out, what you need to do is come over here into your Scene Render Context and set the frames per second right here. Now, actually TV is not exactly 30. It's 30.
But then you need to divide by 1.001 to get that 29.97 exact frames per second. So once you set that, then your animation output will be at this frame rate. Now, normally in Animation, we work in terms of frames. So if you're animating something for TV, and then you want to convert it over to film, and you want to change the frame rate, all of your keying will be off. That's an unfortunate side effect, but it's something you need to figure out right upfront is what's your medium and your output is going to be.
You can also keyframe and frame stuff at let's say 10 frames per second, if you want something that's at a low frame rate and you're going to be posting it on YouTube or something like that. Press 1 on your Num Pad and go to Front view. So the idea in keyframing is that we move the object where we want it to be at the frame that we want it to be at. So let's go ahead and slide that over to Frame 1, just by left-clicking and dragging. Now to insert the keyframe, press I in the 3D view. Now, we have a whole bunch of things that we can key.
We can key the Location of this box, we can key the Rotation, the Scale, we can key multiple of those things together at the same time. So Loc, Rot, and Scale or just Rotation and Scale. So let's go ahead and click and add those channels. The location, the rotation, and the scaling. Down here in the IPO window, a couple of neat things happened. One is we have these pretty little colored lines, but we have some channels over here. We have the location. So there is actually three channels that control the location of an object, in 3D space.
Namely, the X, Y, and the Z Location. Same with Rotation, and same with Scaling. You can see that each curve is a different color just to visually help you distinguish between the different channels. So then what are we going to do is we'll jump ahead. So we're going to press the Up Arrow on your keyboard and that jumps you up by 10 frames. So we'll go up three times to go up about a second in our Animation and then let's move the box over here, spin it around a little bit, and scale it up.
If I press 0 and look through the camera, because it's all about the camera and making sure things in view in the camera. We can see that the camera still captures it. Pressing 1 on our Num Pad brings us back to front view, and now we're going to go ahead and press I again, and Blender remembers that we last selected Loc, Rot, and Scale from the menu, so our cursor is automatically positioned there. So all we need to do is click. That adds a second key. Now, as you can see here down in the IPO window, I'm going to just go ahead and scoot this up a little bit, so that for teaching purposes you can kind of see that these curves now have gone from a value of 0 which is shown over here on your Y axis of this grid, up to a value of 1 at frame 31.
Now, as we arrow back, we can see in 3D view that the Location, Rotation, and Scale of the box follows and is mapped to these curves. That's why this is called the IPO window, because it's short for interpolation. What Blender is doing is it's interpolating, it's computing, what the value of the Location and Rotation of the cube should be based on this curve. So if we just take one curve, let's say the location X curve. We're just going to click on that channel, and then the other channels are hidden from view.
We know those channels are there, because there is a little colored icon next to the channel name. Here we have the curve and if I right -click on the curve, I can edit this curve, where you can see that this is a Bezier Curve. It's the same curve that we used in 3D space when we were modeling with Bezier Curves. So I can grab this handle and I can grab it and move it around and change the shape of the curve, and then that changes the interpolation that occurs between the two points.
I can also work in what's called keyframe mode. So I'm going to tab out of Edit Mode and press K on the keyboard with my cursor in the IPO window. If I press K in 3D view, I'd bring up the Knife tool, which is-- I don't want to cut the box. I want to switch to keyframe mode, and when I switch to keyframes, now I have yellow vertical lines that control all of the selected channels for this particular object. If I come over here and I press A twice in the channel selection area, I select all of the channels.
Now, when I can right-click on a key and move it, I change the interpolation. So now if I drop it over here, now the cube goes from the same location to the other key location, but it does so over the course of 60 frames. So that's keyframing concepts in Blender, and that's how you make an object move from place to place using keyframes.
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