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can you re well

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my name is a quick steiner and part
of the huge design team that we

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have

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and i'm gonna so the disappoint my
designer friends and colleagues

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and i'm just gonna be talking about the shuttle
that i use the tools that

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i use not gonna be much of a you
know on design talk more it's

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going to be a blender for

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so what is blended a it is a three
any package that is used to

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produce a full blown movies

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here's a few titles that the blender foundation the

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the mother all the project have want the than
they possible they just one big

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please feel which is

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a site finally we if you've ever seen any
one of those movies definitely checkout

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belief in tell which is

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actual movie okay

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out of all those that are produced
and it stands on its own but most

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of these are really great have that for a developing
wonder so they provided really

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you know use cases relevant use cases for
the to develop it's also at getting

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production environment so it can be used to

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develop games i'm actually considered using the game
engine to produce interactive prototypes

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for know are we didn't even try to for the pins

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footsteps and then in blender

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which i can just demo my failure

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see

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who's i lost my cursor somehow that is not good

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how do i get it back

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okay

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back with the cursor thank you

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so

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it's

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well it actually has slides from previous

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because

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i don't know if you get into details
but the text tool that is in

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blender kind of behaves completely different
in the game engine so i thought of gonna

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present like that with image plane but
it turns out to be very clumsy but

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you can do pretty much anything with
wonder but back to topic so it is

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be game engine it is also i wanna creation tool

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remotely i view somebody iphones in the you
know that were created also thanks to

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winter

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and we also use it for documentation
some of you have seen my R L

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G M talk

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where are discussed the getting started project

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that

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me and that are

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created for

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the last release of know so it's sort of a

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really simplistic animation describing
and showing kind of a hands on

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helping people make the first footsteps in brno

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and there are it's actually translate it

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so

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the

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the tool lender actually have very good
integration with a scripting language

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so we just call the renderer after
translating all the strings

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so even the animation itself is translated

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a what i'm gonna be talking about here
is using blender as a prototyping tool

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for prototyping

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the sort of transitive state

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so

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prototyping animation

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why is why did i choose blender apart
from the fact that it's a tool

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that's available

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mainly

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because of iteration to get something i'm actually
we getting ahead of myself i have

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done this talk will probably repeat
a lot of the things that i said on

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if you follow the you know design channel
one you to have had a series

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of

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of tutorials or

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videos of behind the scenes a looks

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add how to do motion design would blender

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so the that before god i'm probably gonna

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handout or pdf or so the shortcut url
is actually the play list of all

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the "'cause" the channel is full of other walk outside

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and other interesting things but that
is just to play list for the

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motion design

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i would have shortly talk about why
we need to mark up and design these

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conditions

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you may have noticed that we kind of shifted

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in our design kind of shifted away from those

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everything at your fingertips kind of interfaces where

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everything it is thrown at you at the same time

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to words more streamlined interfaces

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some people

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you know

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kind of mistakenly associate that with touch
interface is of the form for factor it's

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not related to touch adjusted something that happened

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when you devices got popular so we're
doing to interface is that

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try to minimise the number of controls
and chrome you know being shown at the

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same time but only show you control that

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are necessary in the context of what
you're viewing and this sort of

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requires

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to change of scenes or change the interface
it required the interface to be more

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dynamic

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and i have a few examples

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actually as i was

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sitting

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and being very

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drawing to the last lecture also observed
a john hacking on scrolling

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and

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so

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seeing him struggle with scrolling at a little
window by only a small bit one

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line and this thing happening you
know been are a without this move

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transition between that and well one line is probably

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not as much of a change if you're

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repainting you're seeing like with you know to
if you remember virtual desktop for workspaces

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we're not perceived by majority of people very
well because the transition just button there

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it would be in a very you will have one
workspace only windows and suddenly

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either by hitting a shortcut to miss clicking
on the toolbar your mentors disappear and

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there was usually no you know indication
or feedback what actually happened

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i have another example of this

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directly in blender

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it's just

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you see this

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so let's take this you but you looks the same size

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scale it is

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perhaps

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interesting

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do you mind if i sit and disappear
this the be or be high to

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give your

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and i'm just gonna be this

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all encompassing be able it's

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okay i'm just trying to make this

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shape look somewhat distinct from one side
so wonder has like multiple views and when

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you switch diffuse you can see that

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it actually

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transitions between them which gives you a much
better idea of what you you're looking

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at i mean there's a there's a label on the top left

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to do to like hank you what you're
looking at but it's much easier to

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figure out you know the way you look
especially when you add a camera you

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know in into

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into the play so the transition really helps
you navigate in the three D space

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and inventor this is actually an option
because they're from crazy

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and a some people think like feel this
that's a factual fraction of a fine

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but it helps a lot by figuring out
where you are in space so that's

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why the transitions

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are actually very helpful

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in communicating what's actually happening in front

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i think this is the default now

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it's a you know it's probably in the options somewhere

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but you can try to help me find it

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it is somewhere

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i don't know

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so

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for

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are you usually never get anything right
the first time and people sort of expect

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us

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when they look at the we key

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or when i post something on the you
to channel that is the final thing

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and no not at all

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we need to have tools that allow us to quickly integrate

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and get things right especially in that
at the time you don't wanna wait for

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some like you're gonna be switching workspaces
all the time but you know the timing

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has to be have to be right

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so to get

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that flexibility of being able to change

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the timing

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you have to have a preview

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of what you're doing and blender has a fairly

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reasonable view in the three D view or that
are usually because this is primarily

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a three D package you for you know more
delaying the primary view with usually

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the wire frame but it also have and then we
looked some something that's interesting

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works

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scrolling one was good so this is an old very old

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a project of mine but you can see here in the preview i'm

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i'm seeing a image textures so this
is a textured view as the O G

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L S L U and it gets pretty accurate i can also

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hide everything

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that's outside the camera

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can

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select first

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hear him or buttons in a

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but to is the

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i'm looking at it probably

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okay all

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for me

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okay

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so if i play back the intonation you're
gonna get pretty much real time

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playback helping animation

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without the need to wait for under or anything like that

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so this is really good for

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getting the timing right

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but

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unfortunately it has many drawbacks

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the kind of animation that we need

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usually involves

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switching

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states of at the few you can see all the objects

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i just tell you know matched planes
and they have a texture touch to it

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want to like mimic

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at change of a seeing eye usually blended between
then what have the material consisting

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of two image textures

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that are applied but

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to the colour of the material and the alpha
channel five the transparency or opacity

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of that object

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and one blending between then does not

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get real time rendered in the jealous of you

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so you're not getting you're not getting you're not seeing

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just do another example this straight it's

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mm

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fairly

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long so you're gonna

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you

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trip down memory lane a little

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you can see they all thought is not compass
of it correctly and also when

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you go to the overview it should be shaded
with black the textures of the

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windows actually change in season really for design
of virtual workspaces going on there so

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the G are selling you is not perfect

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it has in many cases

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walls the pixel is not getting seriously hot

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what's the solution

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i thought it i don't have any sounds

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i

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so the blender guys came up with
just for me they came up with a

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new rendering engine

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which is impressive in many other ways
but for me the biggest i think that

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it brought was the interactive preview inside

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the view port itself so you're not actually
so to go back to my former

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work flow if i actually wanted to see what's the animation

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will look like

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required me to render these into a either
and i nation power later always just

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doing image stills for reason that time

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can't explain if you're interested

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so it was waiting

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and i had my old computer it was really
slow now i have like multi-core

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beast of a machine so it's better but still it's a drag

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you can make a mistake and you don't
see it and i do every time

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i can make a mistake i make it into
corrected i make another one

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so it's just and it's especially easy in blender
because there's like lots of

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things where you are reusing the same

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like material or texture that you're
using elsewhere and then you

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change it's

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without thinking that it's actually being used
by multiple objects or you break it elsewhere

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and you don't see it until you hundred and you render it

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so it's just a very tedious work for

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so we did

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with the new

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and i'm now going to you know

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it was the solution for a

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to avoid like fracture bugs with cycles

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it's disabled by default if you open it

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so we don't actually it it's a rates
and provides are real time of sort

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of preview directly in the three D view port

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and this is an accurate

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render

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so

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except for motion will are which i'm only
using because i'm used to twenty five

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frames per second well

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and just to like provide that fluidity for
the i cheat will using motion better

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rather than doing everything sixty frame saying
that a takes a lot longer and it's

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not really needed for the for the mark ups

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but apart promotion bore it really provides an accurate
render sure that had brought something

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more interesting than this but what we're
where you're saying for our mock ups is

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never i i'll it scene so the materials
are all these image planes are being

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transmitted so they're trying to
me so there's no actual lighting

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it's very simple i bought

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if i move around in the

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in the time line everything that i see

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is that an accurate render

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that i'm gonna get where everybody's into image styles

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of course

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i have i don't have a very all
for machine it is our full but

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not as powerful to be able to

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00:20:11,020 --> 00:20:13,680
keep up and giving me a real time preview

263
00:20:14,010 --> 00:20:18,270
so this is this is this is playback
but it's not really keeping up

264
00:20:18,850 --> 00:20:21,580
with the real time playback

265
00:20:22,070 --> 00:20:26,310
but i can switch back to something that material you

266
00:20:27,770 --> 00:20:32,110
or just wire frame to be able to rehearse the timings

267
00:20:32,510 --> 00:20:34,350
better but still

268
00:20:34,940 --> 00:20:37,210
like have another window of cycles

269
00:20:37,560 --> 00:20:39,660
or just switched which the

270
00:20:40,730 --> 00:20:44,890
which the view that would be we
give you a real time preview

271
00:20:45,430 --> 00:20:49,680
and this is actually markup for the work that colour doing

272
00:20:50,490 --> 00:20:51,020
where

273
00:20:52,050 --> 00:20:52,620
here

274
00:20:53,300 --> 00:20:55,320
so we're gonna get this eventually

275
00:20:57,320 --> 00:21:02,800
and so i'm going to this talk is now over

276
00:21:03,080 --> 00:21:07,590
i am going to are going to actually
demo and show you some of the

277
00:21:07,590 --> 00:21:11,580
things that i do to produce this

278
00:21:12,610 --> 00:21:17,890
and i'm gonna do that by sitting and disappearing
again if at any time you

279
00:21:17,890 --> 00:21:23,160
have a question please you know
raise your hand and ask away

280
00:21:24,690 --> 00:21:26,320
so i'm gonna start with

281
00:21:27,800 --> 00:21:32,610
explaining the different material setup

282
00:21:33,230 --> 00:21:37,930
that you have for you have a question

283
00:21:41,740 --> 00:21:49,000
so like i said the things are completely
different in cycles in terms of material

284
00:21:49,000 --> 00:21:50,540
setup but

285
00:21:52,040 --> 00:21:56,710
you know the under community is got infinite resources
so they're actually maintaining the two

286
00:21:56,710 --> 00:22:02,030
engines can currently but i think the new
well this so much better and make

287
00:22:02,030 --> 00:22:08,510
so much more sense in the older will
you had like a special switch which

288
00:22:08,510 --> 00:22:10,240
with a shade less

289
00:22:10,700 --> 00:22:15,830
that a lot you to do something like
this where you did not worry about

290
00:22:15,830 --> 00:22:23,370
know complex lighting your mopping up a user
interface everything is just flat shaded all

291
00:22:23,370 --> 00:22:29,500
the textures are just that you know what materials
aren't very sophisticated just the texture

292
00:22:29,500 --> 00:22:35,160
that trying in colour and can be transparent
and even that it didn't do all

293
00:22:35,160 --> 00:22:36,610
to well like landing

294
00:22:38,060 --> 00:22:42,110
the transparency a long the colour the state with kind of

295
00:22:42,860 --> 00:22:46,740
finicky at times because you would
get that all what channel of the

296
00:22:47,350 --> 00:22:51,190
you know a blend of to well what channel
it's just it's a there were

297
00:22:51,190 --> 00:22:56,980
cases where this is the right and of set
up with actually quite tedious

298
00:22:57,410 --> 00:23:02,170
this set of materials enough and now so i called

299
00:23:04,360 --> 00:23:09,520
makes more sense in my opinion but you
know i was used to something else

300
00:23:09,520 --> 00:23:17,450
i love that i know so we was a little
bit tricky not there is

301
00:23:18,230 --> 00:23:19,270
no start you

302
00:23:21,700 --> 00:23:23,630
there is a very helpful tool

303
00:23:24,270 --> 00:23:26,310
to help you with

304
00:23:27,630 --> 00:23:30,300
using blender for you sort of to the

305
00:23:30,810 --> 00:23:33,950
and emission and that is important images this one

306
00:23:34,850 --> 00:23:35,780
so it's a script

307
00:23:36,280 --> 00:23:42,770
that you to do just that it's not
enable but default so what you do

308
00:23:42,770 --> 00:23:46,140
is it is like and then dons a tab

309
00:23:46,910 --> 00:23:49,420
and you search for import

310
00:23:50,300 --> 00:23:53,210
images as planes and it right here

311
00:23:53,720 --> 00:23:54,850
you just and he will that

312
00:23:56,400 --> 00:23:57,570
and you have it

313
00:24:00,370 --> 00:24:04,780
so now we can import images and explains

314
00:24:05,110 --> 00:24:10,660
and this is actually two scripts at one
because right now i mean the all

315
00:24:10,660 --> 00:24:13,050
will the blender render engine

316
00:24:13,890 --> 00:24:20,500
you can use that it's gonna set up the materials
appropriately but if i changed

317
00:24:20,500 --> 00:24:25,520
two cycles engine it's gonna do complete something
completely different so it is the exact

318
00:24:25,520 --> 00:24:26,750
same work flow

319
00:24:27,070 --> 00:24:28,620
i need to find a

320
00:24:29,760 --> 00:24:30,790
texture

321
00:24:32,400 --> 00:24:35,630
where are will people will

322
00:24:36,640 --> 00:24:37,080
good

323
00:24:37,800 --> 00:24:38,810
so

324
00:24:39,350 --> 00:24:41,560
it just did all the work for me

325
00:24:42,700 --> 00:24:43,550
and

326
00:24:43,960 --> 00:24:46,000
if i take a look at the material

327
00:24:48,880 --> 00:24:51,260
doesn't so i'm gonna split my view

328
00:24:52,100 --> 00:24:53,910
show you the materials

329
00:24:56,310 --> 00:24:58,890
so in cycles the materials are

330
00:25:01,910 --> 00:25:06,220
not that the there is a can of the this is the key

331
00:25:10,220 --> 00:25:11,060
so

332
00:25:11,880 --> 00:25:17,170
i'm actually done the one thing and i didn't look at

333
00:25:17,960 --> 00:25:19,780
the options that the

334
00:25:22,580 --> 00:25:24,990
that the import script has

335
00:25:25,510 --> 00:25:28,660
and then you old wallpaper

336
00:25:29,550 --> 00:25:34,230
and so we here and is if you off and how you want to import

337
00:25:34,610 --> 00:25:42,370
your image for our rgb at the end he
is so you know colour information

338
00:25:42,370 --> 00:25:49,230
plus transparency you want to select the emission
and transparent so the material will image

339
00:25:49,230 --> 00:25:50,010
colour

340
00:25:50,470 --> 00:25:55,430
and it's going to use the alpha channel from the image

341
00:25:55,800 --> 00:25:58,900
to use as a transparency mask

342
00:25:59,270 --> 00:26:01,100
for or fate or

343
00:26:02,680 --> 00:26:04,520
sure right here also

344
00:26:05,120 --> 00:26:10,020
there's multiple ways of how you can scale
the image into the see i'm just

345
00:26:10,020 --> 00:26:10,210
gonna

346
00:26:11,060 --> 00:26:12,350
use the

347
00:26:12,910 --> 00:26:14,410
a relative

348
00:26:16,050 --> 00:26:17,530
size so

349
00:26:18,180 --> 00:26:19,040
if i would

350
00:26:27,610 --> 00:26:28,140
well

351
00:26:31,040 --> 00:26:31,900
so if i would

352
00:26:33,640 --> 00:26:36,330
the points the camera at it are

353
00:26:52,840 --> 00:26:54,920
so if i switch to the

354
00:26:55,430 --> 00:27:01,210
rendered view you can see that this one
is actually training colour one to the

355
00:27:01,210 --> 00:27:04,050
other one but if i didn't have this one

356
00:27:06,400 --> 00:27:10,510
well that some ambient lighting in the scene so have to

357
00:27:10,950 --> 00:27:11,930
get rid of that

358
00:27:12,760 --> 00:27:15,750
anyway so this is the right way to set it up

359
00:27:21,380 --> 00:27:27,350
so the way it works the materials
are actually ripple shader

360
00:27:27,860 --> 00:27:28,780
so

361
00:27:29,910 --> 00:27:36,570
D colour information like a admission shader
which would normally a lot of you set

362
00:27:36,570 --> 00:27:37,340
a colour

363
00:27:38,170 --> 00:27:39,300
to and it

364
00:27:39,920 --> 00:27:41,930
use for lance

365
00:27:42,210 --> 00:27:43,330
essentially or

366
00:27:45,210 --> 00:27:46,380
that sort of thing

367
00:27:47,670 --> 00:27:52,510
parts instead we are using the image texture what

368
00:27:53,090 --> 00:27:56,260
the image texture i don't really know what drink feel is

369
00:27:58,560 --> 00:28:04,610
so let's just say that the colour information
from the image is being passed to

370
00:28:04,610 --> 00:28:05,630
the emission

371
00:28:06,660 --> 00:28:07,700
shader

372
00:28:08,370 --> 00:28:08,950
that would

373
00:28:09,590 --> 00:28:15,970
in this case give us exactly what we
what we need unfortunately or in the

374
00:28:15,970 --> 00:28:23,400
cases where there is from transparency information
we would need the other bit which is

375
00:28:23,400 --> 00:28:25,850
a transparent shader which usually just

376
00:28:26,440 --> 00:28:30,310
is that if i set the colour

377
00:28:31,970 --> 00:28:32,270
that

378
00:28:34,670 --> 00:28:35,940
i don't know why my name

379
00:28:37,070 --> 00:28:39,310
what do you want to do with that one

380
00:28:41,550 --> 00:28:43,310
yes i do want

381
00:28:44,140 --> 00:28:45,440
there's probably a for

382
00:28:46,830 --> 00:28:47,760
there we go

383
00:28:48,310 --> 00:28:49,040
one

384
00:28:49,470 --> 00:28:52,530
so it's providing a parent

385
00:28:55,110 --> 00:28:56,160
transparency

386
00:28:58,970 --> 00:29:01,350
but if we take

387
00:29:01,910 --> 00:29:04,750
the alpha channel all the image

388
00:29:05,190 --> 00:29:12,390
as a that's a factor of how we're mixing
these two colours it's effectively doing

389
00:29:12,390 --> 00:29:14,930
what we want so there's

390
00:29:15,430 --> 00:29:19,500
the in they did image going in here

391
00:29:19,880 --> 00:29:24,740
that would normally be like mixed based
on the factor that's here so this would

392
00:29:24,740 --> 00:29:30,840
be fifty percent transparent if i would
keep the fancy channel white

393
00:29:31,880 --> 00:29:35,240
but we're gonna use the alpha channel as a map

394
00:29:36,740 --> 00:29:38,010
sue

395
00:29:39,280 --> 00:29:44,170
i don't wait calls here is a right so

396
00:29:45,160 --> 00:29:48,780
in this case the output channel is
exactly the same is just the white

397
00:29:49,310 --> 00:29:53,310
well while there's no can spencer here
so if i would take some other image

398
00:29:53,710 --> 00:29:54,900
that i know who

399
00:29:57,230 --> 00:29:57,840
it's like

400
00:29:59,520 --> 00:30:00,120
nice

401
00:30:00,920 --> 00:30:02,370
i'll a

402
00:30:03,300 --> 00:30:04,410
what is this time away

403
00:30:06,020 --> 00:30:09,210
so you can see that if i didn't have the math

404
00:30:09,700 --> 00:30:15,310
it's just mixing the colour information from the image we

405
00:30:16,640 --> 00:30:21,900
the colour that's provided by the transparent
shader if i use the mask from the

406
00:30:21,900 --> 00:30:22,760
alpha channel

407
00:30:23,390 --> 00:30:25,020
it's doing what we need

408
00:30:26,970 --> 00:30:32,890
so it makes sense it would like be pdas to set up

409
00:30:33,530 --> 00:30:38,020
which i actually have to do for
a lot of scenes that i had the

410
00:30:38,020 --> 00:30:39,900
when i was doing getting started

411
00:30:40,520 --> 00:30:49,640
the cycles engine has the great motion blur
that's fast and accurate and there's no

412
00:30:49,640 --> 00:30:57,600
trouble with it as with the a composite
or composite that a motion buffer that

413
00:30:57,600 --> 00:31:07,880
the hold rendering engine provide or also have
like attractive motion blur by that's like

414
00:31:07,880 --> 00:31:12,750
if you want sixteen sample that means that
each frame is rendered sixteen times it

415
00:31:12,750 --> 00:31:14,800
was just ridiculously slow

416
00:31:15,360 --> 00:31:21,760
so cycles great motion blur it's want
to redo a lot of these things that

417
00:31:21,760 --> 00:31:22,940
the import

418
00:31:23,360 --> 00:31:26,270
images those planes rid of for you

419
00:31:27,000 --> 00:31:32,130
but it was worth it i mean it's this
well there's really much better so

420
00:31:32,130 --> 00:31:38,220
another tool that i'm going to show you that's
extremely useful for doing this sort

421
00:31:38,220 --> 00:31:38,500
of

422
00:31:41,270 --> 00:31:43,430
animation is the top sheet

423
00:31:44,160 --> 00:31:47,490
which i don't want all hope she'd what

424
00:31:48,940 --> 00:31:49,780
right name

425
00:31:52,020 --> 00:31:53,550
let's try this and

426
00:31:55,980 --> 00:31:57,890
that will be after again

427
00:32:02,590 --> 00:32:08,210
so as i was saying iteration is ski
so let's say i would want to

428
00:32:08,210 --> 00:32:10,320
change the timing of

429
00:32:12,620 --> 00:32:14,840
you know this bubble appearing

430
00:32:15,390 --> 00:32:16,210
so

431
00:32:18,410 --> 00:32:20,710
blender has got and what's slow

432
00:32:28,120 --> 00:32:30,680
as got this which is the door she

433
00:32:31,520 --> 00:32:32,400
so

434
00:32:33,220 --> 00:32:34,970
you can view the

435
00:32:35,500 --> 00:32:38,630
time there's also a graph editor

436
00:32:39,220 --> 00:32:40,700
for each object

437
00:32:41,510 --> 00:32:42,110
here

438
00:32:45,180 --> 00:32:49,030
any property can be animated in linear and you have this

439
00:32:50,710 --> 00:32:51,990
it's you

440
00:32:52,790 --> 00:32:57,280
i would change the resolution but then it
would break that we tried earlier so

441
00:32:58,210 --> 00:32:58,940
okay the

442
00:33:01,340 --> 00:33:02,800
i could do this

443
00:33:04,760 --> 00:33:05,640
and it is

444
00:33:06,010 --> 00:33:06,540
like the

445
00:33:12,730 --> 00:33:13,480
so

446
00:33:19,540 --> 00:33:20,900
but the line still

447
00:33:22,830 --> 00:33:23,180
cut

448
00:33:26,200 --> 00:33:32,100
alright never mind so this is like the property
changing in time which is they

449
00:33:32,100 --> 00:33:33,440
act axes

450
00:33:34,100 --> 00:33:39,500
the don't cheat on the other hand only worries
about the states of animation so

451
00:33:39,500 --> 00:33:46,300
each state that you use frame you set
that you want this to remain at

452
00:33:46,300 --> 00:33:52,680
this value at this point of time is
shown as adult it's kind of like

453
00:33:52,680 --> 00:33:54,070
have this preview

454
00:33:56,260 --> 00:33:59,800
that it to aggregates like individual properties

455
00:34:00,210 --> 00:34:06,590
for object so we can like have a fine
detail or you can just see

456
00:34:06,590 --> 00:34:07,040
the

457
00:34:07,710 --> 00:34:14,700
individual p-frame without really knowing what
exact property it is and just like in the

458
00:34:15,430 --> 00:34:20,790
the three D view all the transformations
that you can do on object you can

459
00:34:20,790 --> 00:34:26,750
do one all the thumb key frames for
example if i what we're gonna do

460
00:34:28,790 --> 00:34:29,560
mm

461
00:34:29,920 --> 00:34:32,280
i was gonna make this year

462
00:34:33,530 --> 00:34:33,930
were

463
00:34:37,020 --> 00:34:37,380
we

464
00:34:38,470 --> 00:34:39,930
comedy you

465
00:34:41,900 --> 00:34:43,790
so if i would think that this

466
00:34:45,730 --> 00:34:47,150
slot a it's not

467
00:34:47,610 --> 00:34:50,180
i wanted to too much tedious work

468
00:34:51,270 --> 00:34:51,830
and

469
00:34:53,140 --> 00:34:54,180
just one line

470
00:34:55,110 --> 00:34:56,010
okay so this one

471
00:34:56,650 --> 00:35:00,910
let's do this so it changes across five frames

472
00:35:02,390 --> 00:35:03,730
one two three

473
00:35:05,190 --> 00:35:05,560
eight

474
00:35:06,910 --> 00:35:11,100
we wanna do that slower we don't but
let's assume that we wanna do that

475
00:35:11,100 --> 00:35:13,010
slower so i have the

476
00:35:15,040 --> 00:35:16,740
the final state year

477
00:35:17,450 --> 00:35:18,460
and

478
00:35:19,110 --> 00:35:19,860
i can

479
00:35:21,040 --> 00:35:24,970
these are really useful a problem here this one

480
00:35:26,350 --> 00:35:31,640
will show objects that are not even
in the in the scene maybe move to

481
00:35:31,640 --> 00:35:37,660
other layers for our hidden so this enables
fifty really see all the objects and

482
00:35:37,660 --> 00:35:42,860
this one on the other hand is only showing
the key frames that are relating

483
00:35:42,860 --> 00:35:46,660
to these what is all czech which
you know this is a very this is

484
00:35:46,660 --> 00:35:48,180
the most useful to because

485
00:35:48,750 --> 00:35:53,340
you're gonna end up any meeting even with a simple
animation that actually you're gonna

486
00:35:53,340 --> 00:35:55,210
be any meeting so many proper

487
00:35:58,510 --> 00:35:59,660
these are artifacts

488
00:36:00,920 --> 00:36:01,400
here and

489
00:36:05,870 --> 00:36:06,250
so

490
00:36:11,600 --> 00:36:12,590
so making this

491
00:36:13,090 --> 00:36:14,670
this so

492
00:36:15,920 --> 00:36:21,410
to change that writing i just move
the key frame so what if we wanna

493
00:36:21,410 --> 00:36:25,280
make it take twice as long i just grab it

494
00:36:26,220 --> 00:36:28,860
and move it by eight frames

495
00:36:29,310 --> 00:36:32,740
in the time line now if i animated

496
00:36:33,220 --> 00:36:35,430
it's taking twice as long are just

497
00:36:36,060 --> 00:36:39,010
actually show it in the context of the other animation

498
00:36:41,480 --> 00:36:42,020
that's

499
00:36:44,190 --> 00:36:44,680
lower

500
00:36:48,600 --> 00:36:51,740
and actually like that there's two
things that are moving it's the

501
00:36:52,930 --> 00:36:55,030
the new plane

502
00:36:56,020 --> 00:36:57,280
the old one so

503
00:36:57,810 --> 00:36:58,380
this would be

504
00:36:59,380 --> 00:36:59,770
eight

505
00:37:00,560 --> 00:37:01,240
as well

506
00:37:03,600 --> 00:37:08,190
and these are individual objects actually
so i would have to do that for all

507
00:37:08,190 --> 00:37:09,500
of them so

508
00:37:10,100 --> 00:37:14,530
the best way to do is do a box select make it more

509
00:37:15,370 --> 00:37:16,510
i have them selected

510
00:37:21,030 --> 00:37:23,070
do box selecting here well

511
00:37:25,130 --> 00:37:25,390
no

512
00:37:30,990 --> 00:37:33,030
i don't know why it's doing all these five

513
00:37:34,330 --> 00:37:35,370
well video

514
00:37:36,060 --> 00:37:36,520
eight

515
00:37:40,440 --> 00:37:41,940
it's also terribly slow

516
00:37:42,830 --> 00:37:44,570
so now i've moved

517
00:37:45,940 --> 00:37:49,430
all that so they have to speak so this is dope sheet

518
00:37:51,880 --> 00:37:53,400
it's also useful

519
00:37:54,370 --> 00:38:00,170
because like in here you in the curve editor you define

520
00:38:00,530 --> 00:38:06,960
how the states transition so you know you're
changing the curve how fast or like

521
00:38:06,960 --> 00:38:14,200
you know they using and that kind of thing
well this is just tiny when

522
00:38:14,200 --> 00:38:14,850
that

523
00:38:15,180 --> 00:38:20,840
state is happening it's also extremely useful
to be states so i know what certain

524
00:38:20,840 --> 00:38:27,330
time i wanna return to that particular
state i just copy the key frame and

525
00:38:27,330 --> 00:38:30,530
i know for example this i "'cause" that's fine

526
00:38:30,990 --> 00:38:32,010
it's really lot

527
00:38:33,020 --> 00:38:38,580
there we go so remarks i know it's position here

528
00:38:39,400 --> 00:38:42,280
and if i you would this put it in here

529
00:38:43,000 --> 00:38:47,860
it's going to be exactly there i mean there's
other properties like scale that change

530
00:38:47,860 --> 00:38:53,730
but i know that whatever i have p-frame
here just location is going to be

531
00:38:53,730 --> 00:38:55,650
exactly the same as it was

532
00:38:56,010 --> 00:38:57,160
when i copied it and

533
00:38:57,820 --> 00:38:58,440
this one

534
00:38:59,170 --> 00:39:01,250
so it's extremely useful

535
00:39:02,560 --> 00:39:07,000
at the whole are we with time you have any questions

536
00:39:07,790 --> 00:39:08,060
but

537
00:39:24,330 --> 00:39:30,250
you signing and that's one point three use people

538
00:39:33,810 --> 00:39:34,260
i

539
00:39:35,830 --> 00:39:42,640
everywhere and you like microsoft office all
the options turned on i mean like there's

540
00:39:42,640 --> 00:39:50,530
we have people that are have for case usage
of our software it's nothing compared

541
00:39:50,530 --> 00:39:51,440
to

542
00:39:52,180 --> 00:39:58,510
massive number of long tail like me like me
i'm using blender for something that's

543
00:39:58,510 --> 00:40:06,100
not really meant like you wonder was not
designed to do the animation at all

544
00:40:06,930 --> 00:40:07,490
it's just

545
00:40:09,410 --> 00:40:11,330
no i'm not gonna touch and

546
00:40:13,310 --> 00:40:19,140
well what we did we did actually like
get involved in some cases john a

547
00:40:19,140 --> 00:40:25,550
was working on the like X T G of older stuff old and of the

548
00:40:25,550 --> 00:40:29,830
i call on you know some of these things

549
00:40:30,310 --> 00:40:33,170
like integrating at that level but

550
00:40:36,590 --> 00:40:39,210
they didn't have like the major redesign

551
00:40:39,860 --> 00:40:46,170
one of the things that i really like and
that are completely you know specific

552
00:40:46,170 --> 00:40:46,770
to that

553
00:40:47,320 --> 00:40:50,480
audience is that every

554
00:40:50,880 --> 00:40:51,990
everything

555
00:40:52,870 --> 00:40:58,500
everywhere every key every property is an innate
able like anywhere i am i can

556
00:40:58,500 --> 00:40:59,560
just press like

557
00:41:00,950 --> 00:41:02,190
visibility

558
00:41:03,190 --> 00:41:09,150
i insert a key frame everything is an innate
able anywhere and also you can

559
00:41:09,150 --> 00:41:13,600
see really cryptic properties to tool tips showing up

560
00:41:14,160 --> 00:41:19,060
and that they like if i showed this
to somebody you know would like it

561
00:41:19,060 --> 00:41:20,560
had no place there but

562
00:41:21,220 --> 00:41:29,590
people will more likely be you know doing
very specific things and this is even

563
00:41:29,590 --> 00:41:35,700
for non wanna hackers it's useful because
like for the getting started stuff

564
00:41:37,350 --> 00:41:41,420
i written i thought i

565
00:41:42,530 --> 00:41:48,580
it's very scary to admit that i publicly
but you know because of the it

566
00:41:48,580 --> 00:41:53,160
because everything that i seen you why
i can i know how to access it's

567
00:41:53,160 --> 00:41:58,270
and that conscripted somehow you know
in a very sturdy way so i mean it's

568
00:41:58,270 --> 00:41:58,550
a

569
00:41:59,450 --> 00:42:03,130
it's just a different audience interface and i

570
00:42:03,580 --> 00:42:09,270
you know i'm not in love with many of the decisions
especially like it shows

571
00:42:09,270 --> 00:42:14,240
that like all the options that i said
you want i with my limited you

572
00:42:14,240 --> 00:42:20,520
wonder can reliably project every time i
do anything so it's not the most stable

573
00:42:20,520 --> 00:42:23,470
piece of software but it really does everything

574
00:42:24,210 --> 00:42:25,680
it does everything

575
00:42:29,120 --> 00:42:35,200
okay what was like well so honestly they're
related now so i didn't like this

576
00:42:35,200 --> 00:42:39,410
to is very much for people who do
it like eight hours a day five

577
00:42:39,410 --> 00:42:44,100
days we right so like it's very hard
to the few times i've been trying

578
00:42:44,100 --> 00:42:44,540
to

579
00:42:45,080 --> 00:42:50,500
well the right now the hard very hard
times i was curious if there if

580
00:42:50,500 --> 00:42:54,940
you know of any other like innovation
tools that are good like say i use

581
00:42:54,940 --> 00:42:59,060
i need to animate something like there is
one that's not really like synthetic but

582
00:42:59,060 --> 00:43:05,480
really i spend time in blender for other projects
and are doing different things so

583
00:43:05,480 --> 00:43:10,140
just familiar with it that way but there's
many things like that the pattern that

584
00:43:10,140 --> 00:43:15,980
you that are common other like the dope
she'd like you can't and they without

585
00:43:15,980 --> 00:43:23,020
every piece of software that you see that
the crop editor also like any piece

586
00:43:23,020 --> 00:43:30,100
like you know apple motion everything or you know
the adobe aftereffects everything is using

587
00:43:30,100 --> 00:43:36,490
the same kind of pattern so i would
say a lot of people will be

588
00:43:36,490 --> 00:43:43,660
familiar with most like there's the materials set
up that's kind of something that's specific

589
00:43:43,660 --> 00:43:44,880
to wonder

590
00:43:45,350 --> 00:43:49,460
but i've just shown you how to the web and you know now so

591
00:43:50,060 --> 00:43:54,250
goods mission is to do probably take an on the learn it's

592
00:43:54,590 --> 00:43:55,760
okay

593
00:44:04,820 --> 00:44:05,300
i

594
00:44:05,670 --> 00:44:10,790
i'd be really interested to know you
have more about the i mean this is

595
00:44:10,790 --> 00:44:15,900
probably something i'd like to have as a conversation
not really interested in a specific

596
00:44:15,900 --> 00:44:19,180
all the specific which is you'll up
and use the mouse to get your job

597
00:44:19,180 --> 00:44:23,830
done and maybe even some of the features
to do with ring transitions the you

598
00:44:23,830 --> 00:44:27,290
which you maybe even have to maybe
buried and hard to get to than the

599
00:44:27,290 --> 00:44:33,090
because i'm working on a so actually my stuff
to break which is basically trying

600
00:44:33,090 --> 00:44:39,370
to achieve this kind of altering capability for user
interface is specifically for user interfaces

601
00:44:39,950 --> 00:44:42,580
i'm with the rent technology but

602
00:44:42,930 --> 00:44:45,160
i want this kind of visual design

603
00:44:46,110 --> 00:44:52,530
really i mean it's not you right well
the that i don't do in blender

604
00:44:52,530 --> 00:44:58,740
i mentioned it and the beginning is interactivity
i mean that there is the game

605
00:44:58,740 --> 00:45:06,380
engine but i just went for what technology so i jake very

606
00:45:06,970 --> 00:45:14,890
whenever there's interactivity involved wanna
you know change the you very this is not of

607
00:45:14,890 --> 00:45:17,750
us to order type it in

608
00:45:18,370 --> 00:45:23,540
i'm sure the people that are very familiar
with the game engine that will

609
00:45:24,110 --> 00:45:29,950
try to prove me wrong but i just go for at these cases

610
00:45:30,490 --> 00:45:32,730
but for just like

611
00:45:33,410 --> 00:45:41,590
this stuff transitions animation i you know
there's very little that you need you just

612
00:45:41,590 --> 00:45:43,190
need the basic transforms

613
00:45:43,810 --> 00:45:50,130
so scaling rotation i have movement one
thing that is kind of club see to

614
00:45:50,130 --> 00:45:52,200
do which i was gonna demo

615
00:45:53,590 --> 00:45:54,030
i don't

616
00:45:54,480 --> 00:46:01,690
make sense is sort of clipping masks or
you know like when you want something

617
00:46:01,690 --> 00:46:07,890
to eat here like fade in the you
know the into an area or that

618
00:46:07,890 --> 00:46:11,650
sort of thing which i'm currently just doing like a

619
00:46:12,730 --> 00:46:18,810
mask so like been erased so i'm doing
it with a blue liens will be

620
00:46:18,810 --> 00:46:24,640
an operator the lender has got like also on may have not

621
00:46:26,580 --> 00:46:27,230
made it

622
00:46:27,540 --> 00:46:33,650
we are the interactivity means that you're
not doing many destructive actions

623
00:46:34,050 --> 00:46:39,410
and hundred has got this modifier stack so you're
changing things but you're keeping the

624
00:46:39,410 --> 00:46:40,280
primitives

625
00:46:40,650 --> 00:46:46,040
so you can always go back and change it
so the bowl boolean operators also

626
00:46:46,040 --> 00:46:54,240
not really destroying the shapes the match it's
just being dynamically apply to any make

627
00:46:54,240 --> 00:46:56,340
it so that's how i do like

628
00:46:56,920 --> 00:47:02,960
in here look this is this object is a

629
00:47:03,390 --> 00:47:06,390
cage so everything that moves

630
00:47:11,340 --> 00:47:16,430
so you have stuff this is just movement but
everything that's outside of this cage

631
00:47:16,430 --> 00:47:20,350
is hidden invisible because this is only got

632
00:47:26,040 --> 00:47:30,590
so that's one of the areas that
like if i wanted to do the fate

633
00:47:30,590 --> 00:47:34,640
that i would want to do it will
be tricky i don't know how i

634
00:47:34,640 --> 00:47:36,580
would do it in the three D

635
00:47:38,260 --> 00:47:42,330
you on it so i would know how to do it in the other but

636
00:47:42,330 --> 00:47:43,870
then it just work

637
00:47:45,480 --> 00:47:48,080
i definitely bigger you should sit down with you

638
00:47:48,580 --> 00:47:52,790
and i don't is it works are interested
in using tools like this but the

639
00:47:52,790 --> 00:47:58,630
sort of using the same technology you
know you know that tool with bill you

640
00:47:58,630 --> 00:48:05,510
think letter it will it could not be a prototyping
tool but some stuff actually

641
00:48:05,510 --> 00:48:09,490
but we have three in this in this something
i'm really interested in is the

642
00:48:09,490 --> 00:48:15,640
idea of having the visual to actually you can
directly connected to devices that you're

643
00:48:15,640 --> 00:48:21,060
developing your user interface post so for instance
developing for buying or top and also

644
00:48:21,060 --> 00:48:25,500
you should actually on the one hand you got
the technology that's being shared between

645
00:48:25,500 --> 00:48:28,290
the design so that's gonna run on the fire you know so

646
00:48:29,800 --> 00:48:34,110
you make changes as you're designing them
and on your that's machine and you should

647
00:48:34,110 --> 00:48:37,600
be have to just pick up that phone and
that's actually check out how the

648
00:48:37,600 --> 00:48:38,860
animation feels a

649
00:48:38,940 --> 00:48:39,650
response

650
00:48:40,200 --> 00:48:44,230
if we we're looking the problem specifically
from the point of your you i the

651
00:48:44,230 --> 00:48:45,580
but i'm sure that we could

652
00:48:45,920 --> 00:48:47,790
figure out a much better way fly

653
00:48:52,990 --> 00:48:56,530
so i am some other

654
00:48:58,340 --> 00:49:01,260
thank you that i can show so for example in the

655
00:49:01,580 --> 00:49:08,750
i hope i've only example i probably didn't
so this is also an older project

656
00:49:09,490 --> 00:49:10,030
i need it

657
00:49:12,130 --> 00:49:13,320
before

658
00:49:14,230 --> 00:49:15,030
and

659
00:49:16,640 --> 00:49:18,680
i wanted to touch

660
00:49:19,860 --> 00:49:20,710
so this is

661
00:49:24,480 --> 00:49:30,180
this is just demoing the behaviour scrolling
on such devices and you can see that

662
00:49:33,780 --> 00:49:34,550
the

663
00:49:35,140 --> 00:49:43,580
big object that corresponds to the page
being a new blind that finger

664
00:49:44,780 --> 00:49:45,810
circle

665
00:49:46,850 --> 00:49:50,370
and this is not any needed separately

666
00:49:51,000 --> 00:49:53,960
because it's actually quite hard to do

667
00:49:57,340 --> 00:50:00,740
a similar sort of thing that gets you out of

668
00:50:01,220 --> 00:50:03,040
the

669
00:50:04,290 --> 00:50:04,990
imp

670
00:50:05,920 --> 00:50:11,790
impression of animation is like when
character moves on a surface

671
00:50:12,040 --> 00:50:14,560
on the ground and it slides

672
00:50:14,930 --> 00:50:19,880
so the ground is not actually like the fourth
is not moving in correspondence that

673
00:50:19,880 --> 00:50:20,230
surf

674
00:50:20,930 --> 00:50:25,800
same thing would be here like if i would
want to change anything in the

675
00:50:25,800 --> 00:50:34,220
time it would look bad so this is actually
using constrains so that's another tool

676
00:50:34,220 --> 00:50:35,750
that's built into blender

677
00:50:36,590 --> 00:50:37,700
so

678
00:50:38,330 --> 00:50:41,880
are you interested in hearing about it or is it just

679
00:50:44,450 --> 00:50:45,300
out of time

680
00:50:46,150 --> 00:50:50,920
i thought i have so much time that i know is our is gonna

681
00:50:54,210 --> 00:50:54,350
i

682
00:50:56,520 --> 00:51:00,730
alright well if you're interested and i can tell you later

683
00:51:02,640 --> 00:51:03,710
so thank you

