TAILIEUCHUNG - Essential Blender- P2

Essential Blender- P2: You may copy and distribute exact replicas of the OpenContent (OC) as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the OC a copy of this License along with the OC. | And now you have a pretty or not picture of your model. That s great but what good is it Well for many uses architectural visualization making fake product shots for marketing campaigns doing artwork for personal enjoyment it is enough. A nice still image is the end. But for many others this is not the end of the process. You might need things to move. It could be as simple as moving the camera around your model to show off your hard work. If you wanted to really show off you might make the models of trees appear to sway gently in the wind and have the striped pole on the barbershop spin slowly. Then a car speeds down the road. Chased by a huge boulder. Chased by a giant three-headed robot. That s animation. Animation In CG there are basically three ways to create motion. The first is to tell certain objects like a car where to be and at what time. Essentially you say Car I would like you be at this side of the street when I start rolling the camera and over at the other end of the street three seconds later. Can you handle that And the car says Dude I m not real I m not even constrained by the laws of physics. I can do anything you want And you say Awesome because it really is. Animating by telling things where to be and when to be there is called Keyframing. Each rendered image that makes up part of an animation is called a Frame. And so to animate with this method you go to a Frame that s the when and set a Key that s the where for the location of the object. To make the Car example a little more technical you would go to Frame 1 in your 3D application the start of the animation use the application s tools to put the car at the beginning of the street and set a Key. Then you would move the application s time counter three seconds ahead in time move the car to the end of the street and set another Key. Rendering all of the images that represent those three seconds of time then playing them back in sequence will show the car moving from the beginning of the street

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