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Blender 2.6 Essential Training
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Rendering animation


From:

Blender 2.6 Essential Training

with George Maestri

Video: Rendering animation

Up until this point, we've been rendering individual images in Blender, but we can also render animation. So let's take a look at how to do this. I have a scene already set up with animation. Now we haven't really gone through animation at this point, but we're just going to render it, so let's take a look at this scene. We have a pool ball that's rolling into the scene. So, if I want to, I can left click on my timeline and scrub it or if I want to play it, I can hit this Play button down here and we can see a quick preview of the scene.
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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

Rendering animation

Up until this point, we've been rendering individual images in Blender, but we can also render animation. So let's take a look at how to do this. I have a scene already set up with animation. Now we haven't really gone through animation at this point, but we're just going to render it, so let's take a look at this scene. We have a pool ball that's rolling into the scene. So, if I want to, I can left click on my timeline and scrub it or if I want to play it, I can hit this Play button down here and we can see a quick preview of the scene.

Now, I'm going to go ahead and hit Stop, and let's go ahead and render this. Now, if we want, we can just hit this button that says Render Animation, but we really don't have everything set up to render to the proper place and in the proper format. So let's go ahead and do that first. So, if we scroll down here to our Dimensions, we can see we have a number of different options. I'm going to go ahead and select HDTV 72p, and this will render a slightly smaller file so that it will render quicker for this demonstration.

Now, we also have a Frame Range that we can render. At this point, I have 30 frames on my timeline, but I'm going to go ahead and bring that down to 10. So I'm just going to type in 10. Now, if I want, I can create a frame step, which means I can render every second, every third or every fourth frame, or whatever number I type in here. We're going to leave this at 1. Now the Frame Rate is important if we render to a movie file.

Now, if we're rendering single images, it won't matter as much because the frame rate will be determined when we re-import those images into our editor or After effects or whatever we're using to finish off our animation. Now that I have these set, we can go down to the bottom and make sure we're outputting to the right place with the right name. Now, under Output we have a path as to where this will render. If we want, we can click on this folder and browse to the place where we want a render.

So, I'm going to go to my Desktop/ Exercise Files/Chapter 09/Render, hit Accept and now you can see it's at//render/. Now, this double slash in the front means it's just going to be relative to where this file is located. So, this file is already in the Chapter 09 folder. So I'm going to go ahead and also type a prefix in this. Since this is a pool table, I'm going to type Pool_ and then after that it will fill in the rest of the information.

Now under here we have a File Extensions check box, and I can either turn this on or off, and this will basically just put an extension after the file name. Typically we keep this on. And then we also have an Overwrite button. Will this overwrite an existing image with the same name, and I'm going to go ahead and keep that on as well. Now, in this case I'm going to render to a JPEG file, but we have a number of different options here. We have a bunch of different image files, including Cineon and HDR files.

We also have movie files, so you can render to an AVI, you can render to H264, MPEG, Ogg, a number of different movie codecs and files. But we're going to just keep this simple; we're going to render to JPEGs in RGB. Now that we have this all set, let's go ahead and render the animation by hitting this button or hitting Ctrl+F12. Now, I actually have a file browser open here, and you can see these images as they render and come in.

So when this renders, it takes that prefix that we had, Pool_, and then appends a four-digit number with the frame number. Now, if we were to render incremental frames, it would actually jump. So if I was rendering every second frame, it would do 1, 3, 5, and so on. But as you can see, this renders fairly quickly. Now, if were to render a movie file, it would just create one file and render that. Now typically, it's probably better to render individual images, particularly if you have long sequences.

If you're rendering a movie file and the render gets interrupted, you kind of have to go back to the beginning. Rendering individual frames gives you a much better security, because you can have that individual frame and if the render fails or if your computer gets turned off accidentally, you still have all the frames that were rendered. Now, let's just take a look at this animation. I'm just going to go ahead and open this with Windows Photo Gallery here. And we can just step through the images and see how that renders.

So those are some of the basics of rendering in Blender.

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