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05-animated-lamp's Introduction

1 Section 5 Introduction

  • Mikey and Ben Introduce the Animated Lamp Section.
  • Mikey gives a quick run through of what is coming up in the next section.

3 Your Section 5 Assets

  • This is the Lecture where you will find all of the files you will need to complete the Section.
  • Please Download your Asset Pack now.
  • Your files will come in a Zip file ready for extraction to your computer.

4 Being Lean

  • We are going to do many iterations though to the end, even though the lamp won't be built fully!
  • Later on rendering times are likely to be longer that the last section.
  • We'll be making and testing the Lamp as we go.

5 Cycles VS Blender Render

  • Blender Render is generally quick and you get a reasonable result quickly. - Uses CPU Only.
  • Cycles is a physical based renderer is accurate but takes longer. It is designed for GPUs but runs fine on CPUs.

Why Use Cycles?

  • We are going to use Cycles, since we are modelling a lamp!
  • The two are not cross compatible, no switching.
  • You can use other Renderers too, if you have access to them. We won't be covering these.

Render Time Difference

  • I will be showing you 3 Clips of a 4 second bowling ball animation.
  • Blender Render - 2 mins
  • Basic Cycles Render - 15 mins
  • Thorough Cycles Render - 4 hours!

Your Machine Specs : CPU

  • Lots of different machine specs- vary massively.
  • More Cores and Higher Frequency CPU.
  • You are unlikely to hit memory limits when using CPU Rendering.
  • You cannot use CPU and GPU at the same time.

Your Machine Specs: Graphics Card

  • nVidia cards- any that support CUDA.
  • AMD/ATi Cards - Support has started not complete.
  • You may hit memory issues if using a GPU.
  • If in doubt or having trouble switch to CPU rendering.

6 Dedicated Graphics Cards

  • Cycles runs with AMD/ATi and nVidia Cards.
  • Install the latest drivers for your GPU.
  • If you do not have a dedicated nVidia graphics card you can skip the next few lectures.

7 Installing CUDA On Windows

  • This Lecture is for Windows machines, please skip to the next lecture for a Mac Setup.
  • Show you how to check for your driver version.
  • Make sure you have the latest Version of Nvidia's Drivers for your computer.

8 Installing CUDA On A Mac

  • Show you how to download nVidia's CUDA drivers.
  • Check for updates - have to manually check for updates via system preferences once installed.
  • Can install updates from system preferences in future.

9 Setup Blender For GPU Rending

  • Optional, if you do not have a dedicated GPU, this lecture will not apply to you.
  • You may find that your GPU is slower than your CPU at rendering.
  • Your CPU is free to do other things…

10 Lowering Your Cycles Render Time

  • How to change your Render settings.
  • You will have to run multiple tests.
  • Different scenes will have different characteristics depending on there complexity, but in general will follow a similar pattern.

11 Creating A Backdrop

  • Decide on a scale.
  • Create a basic environment for our lamp.
  • Run through a couple of options.

12 Lighting With Cycles

  • Show that lamps sort of work in Blender.
  • How to create a light source as geometry and then apply an emissive material to that object.

13 Rendering A Small Area

  • Show you how to render just a part of your scene.
  • Great for those with slower machines.
  • Great for complex Scenes on ANY computer.

14 Using Curves To Generate Geometry

  • Using curves makes it infinitely editable.
  • Changing the bézier handle type.
  • Generate a 3D object by defining curves.

15 Creating Geometry From A Curve

  • Refresh our knowledge on this.
  • Converting our curve object to a mesh object.
  • We can then perform mesh operations on it.
  • We can choose to delete the original curve data if we want to.

16 Altering Curve Resolution

  • Culling Unnecessary Geometry
  • We kept the curve data so have two options:
  • Remake our mesh object, from those curves.
  • Fiddle about with the geometry itself.

Which path to take?

  • Both are OK- depends on stage of construction.
  • We'll be altering the curve resolution AND the mesh!
  • Tidy up the rest of our geometry.

17 Existing Geometry To Create New

  • Use an existing face to create a new face.
  • Separate immediately creating a new object.
  • This allows us to match up parts of our model, even when they're not exact sizes.

18 Design and Considerations

  • Design a rough outline for the lamp.
  • Make it believable as an object.
  • I have chosen a simple and raw design.
  • Remember It can always be beautified later on.

19 Introduction to Armatures

  • Learn about the armature object.
  • Add an Armature to your model.

20 Revisiting the Mirror Modifier

  • Learn how to use another object as the point of reflection.
  • Understand that it is the origin that acts as the point of reflection.
  • See other objects rotational values change the axes of reflection.

21 Adding Bones To Our Armature

  • Learn how to add additional bones to an armature.
  • Understand that a new bone does not have to be connected to the previous one.

22 Pose Mode

  • Be introduced to pose mode
  • Understand that we use this mode to test our models movement.
  • Know that this the best mode to be in to parent mesh objects to individual bones, and to make alterations.

23 Rest Position and Pose Position

  • Understand the differences between rest position and pose position.
  • You can see the rest position when in edit mode.
  • How to clear the pose back to the rest state.

24 Constraining Bones Movement

  • Be able to lock movement to a single axis.
  • Constrain the degree of movement possible.

25 The Solidify Modifier

  • Create a 3D object from just curves.
  • Give the new object thickness using the solidify modifier.

26 Introduction To The Node Editor

  • Open up the node editor.
  • Create some basic materials.
  • Apply these materials to our model.
  • See how adjustments in the node editor affect our model.

27 Lamps vs Emissive Materials In Cycles

  • Learn the differences between the two light sources when using the cycles engine.
  • Understand that there is time and place for both.
  • Use the blackbody node.

28 Auto Inverse Kinematics (IK)

  • Learn how to turn on Auto IK.
  • Realise that this is a starting point and not perfect!
  • Understand it applies to the whole rig.
  • See that it allows us to control the connected bones all at once.

29 The Timeline

  • Be introduced to the timeline
  • Shown how to adjust the playback and rendering range.
  • How to alter the Frames Per Second (FPS) of your animation.

30 Key Frames

  • Understand what they are and how they are used.
  • Be shown how to automatically add them and remove them from the Timeline view.
  • Realise almost everything can be keyframed.
  • Be able to use key frames to animate your lamp.

31 Setting Up The Camera

  • Understand that the camera view is for our animation rendering as well as a normal rendering.
  • Setup the camera ready for the Animation.
  • Animate the Camera!

32 Rendering An Animation

  • Learn how to render your animation.
  • How to stop the rendering.
  • What settings to use for good results.
  • How to preview an animation once it has finished rendering.

33 Rendering Across Multiple Blenders

  • Use multiple computers to render an animation.
  • Learn how to use multiple instances of Blender to utilise the CPU and GPU on your computer.
  • Decide on how many samples for the final animation.

34 Creating A Video of Your Animation

  • Be Introduced to the Video Editor.
  • Combine your rendered images in to a final video.
  • Explore various exporting options.
  • Export the images to a movie file.

35 Exporting Your Lamp Model

  • Learn how to setup the FBX Export and understand why we use it.
  • Realise that your model is currently only suitable for Blender. The Export doesn’t fully work in the model's current state.

36 Vertex Groups

  • Learn what a vertex group is.
  • Assign vertices to a vertex group.
  • See that because we created our model in parts, it is really easy to assign groupings.

37 Re-Rigging Our Model

  • Un parent your lamp meshes and join them together ending up with one mesh object.
  • Rename your Vertex Groups and Bones so that they match.
  • Test your new rig.

38 Exporting The Final Model

  • Export the model and test it.
  • Just watch if you don’t have Unity or Unreal installed so you can see the process.

99 End of Section 5 Wrap Up

Mikey talks through the end of section wrap up.

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