WEBVTT

1
00:00:00.010 --> 00:00:02.800
Keyframes are the foundation of animation.

2
00:00:03.200 --> 00:00:05.600
Even if you aren't familiar with animation,

3
00:00:05.600 --> 00:00:08.200
you've probably still heard of the word frames,

4
00:00:08.200 --> 00:00:10.200
as in frames per second.

5
00:00:10.600 --> 00:00:13.000
Frames are basically just still images,

6
00:00:13.000 --> 00:00:15.000
and the number of frames per second

7
00:00:15.000 --> 00:00:17.800
is how many still images are shown sequentially

8
00:00:17.800 --> 00:00:19.600
on screen per second.

9
00:00:20.200 --> 00:00:23.000
A sequence of frames creates a moving image.

10
00:00:23.800 --> 00:00:26.200
Keyframes are the most important,

11
00:00:26.200 --> 00:00:29.200
or key, frames in a moving image.

12
00:00:29.600 --> 00:00:31.000
And for an animation,

13
00:00:31.000 --> 00:00:34.200
these are set manually by a human animator.

14
00:00:34.800 --> 00:00:37.400
The keyframes are typically where the key poses

15
00:00:37.400 --> 00:00:38.800
of your characters lie.

16
00:00:39.200 --> 00:00:42.000
In other words, if someone was doing a run cycle,

17
00:00:42.000 --> 00:00:44.200
the keyframes would be most likely

18
00:00:44.200 --> 00:00:46.400
at the extreme points of the run cycle,

19
00:00:46.400 --> 00:00:48.400
as well as some important transitions

20
00:00:48.400 --> 00:00:49.800
between how the legs move,

21
00:00:49.800 --> 00:00:51.600
relative to the rest of the body.

22
00:00:52.000 --> 00:00:55.400
So, what do keyframes do for animation?

23
00:00:56.200 --> 00:00:58.000
Well, in digital animation,

24
00:00:58.000 --> 00:01:00.000
if you mark the key poses,

25
00:01:00.000 --> 00:01:02.000
the software can often interpolate

26
00:01:02.000 --> 00:01:04.200
or blend the frames in between

27
00:01:04.200 --> 00:01:07.000
so that you get a smooth movement between keyframes.

28
00:01:07.400 --> 00:01:09.400
This is also known as tweening,

29
00:01:09.400 --> 00:01:11.600
and keyframes are the foundation of animation

30
00:01:11.600 --> 00:01:12.800
because without them,

31
00:01:12.800 --> 00:01:15.600
the software would not know how to tween,

32
00:01:15.600 --> 00:01:17.600
or how to move the character.

33
00:01:18.400 --> 00:01:20.000
I'm going to quickly demonstrate

34
00:01:20.000 --> 00:01:22.800
how to create and edit keyframes in Blender.

35
00:01:22.800 --> 00:01:24.200
Now, it's very important to know

36
00:01:24.200 --> 00:01:26.400
that keyframing works functionally the same

37
00:01:26.400 --> 00:01:28.400
for objects, bones,

38
00:01:28.400 --> 00:01:30.800
and you can even keyframe visibility,

39
00:01:30.800 --> 00:01:33.200
materials, and several other values.

40
00:01:33.800 --> 00:01:34.800
Before we begin,

41
00:01:34.800 --> 00:01:38.000
I want you to know that there are three keyframe editors.

42
00:01:38.400 --> 00:01:40.200
These are the Graph Editor,

43
00:01:40.600 --> 00:01:41.600
the Dope Sheet,

44
00:01:41.600 --> 00:01:42.800
and the Timeline.

45
00:01:43.400 --> 00:01:45.400
All three of these have the ability

46
00:01:45.400 --> 00:01:46.800
to manipulate keyframes,

47
00:01:46.800 --> 00:01:48.800
and I will reference them here and there.

48
00:01:49.200 --> 00:01:51.200
But the Timeline is what we'll be showing

49
00:01:51.200 --> 00:01:52.800
as the default screen has it

50
00:01:52.800 --> 00:01:54.600
at the bottom of the Layout workspace.

51
00:01:54.600 --> 00:01:57.400
However, we'll go in-depth about each of these editors

52
00:01:57.400 --> 00:01:59.000
in their own separate videos.

53
00:01:59.400 --> 00:02:00.600
The first thing we'll want to know

54
00:02:00.600 --> 00:02:02.400
is how to insert keyframes.

55
00:02:02.800 --> 00:02:04.400
There are several ways to do this,

56
00:02:04.400 --> 00:02:05.600
but it's simple enough.

57
00:02:06.200 --> 00:02:08.000
The first way is to simply select something

58
00:02:08.000 --> 00:02:09.800
and right-click for a context menu,

59
00:02:09.800 --> 00:02:11.800
or right-click directly on the value,

60
00:02:11.800 --> 00:02:14.800
and see if it has the Insert Keyframe option.

61
00:02:15.400 --> 00:02:17.800
If so, that value can be keyframed.

62
00:02:18.400 --> 00:02:21.400
Let's take this Rotation Mode drop-down, for example.

63
00:02:21.800 --> 00:02:22.800
As you can see,

64
00:02:22.800 --> 00:02:24.600
the value will turn yellow,

65
00:02:24.600 --> 00:02:27.000
meaning there is a keyframe on your current frame

66
00:02:27.000 --> 00:02:28.000
for that value.

67
00:02:29.000 --> 00:02:31.000
This will also create a visible keyframe

68
00:02:31.000 --> 00:02:32.800
in your Dope Sheet and Timeline

69
00:02:32.800 --> 00:02:34.000
at your current frame,

70
00:02:34.000 --> 00:02:36.600
marked by these small yellow shapes.

71
00:02:37.200 --> 00:02:39.400
They should be yellow circles by default,

72
00:02:39.400 --> 00:02:41.800
but are sometimes squares or diamonds

73
00:02:41.800 --> 00:02:43.400
depending on your handle type.

74
00:02:43.800 --> 00:02:46.200
They are also typically diamonds in the Timeline.

75
00:02:46.600 --> 00:02:47.800
But we'll get more into this

76
00:02:47.800 --> 00:02:49.600
in the Dope Sheet and Timeline videos.

77
00:02:50.600 --> 00:02:51.600
For some things,

78
00:02:51.600 --> 00:02:54.600
such as objects and bones in the 3D viewport,

79
00:02:54.600 --> 00:02:56.800
you'll also see an additional menu pop up

80
00:02:56.800 --> 00:02:58.600
when you try to insert keyframes.

81
00:02:59.200 --> 00:03:01.400
For example, if we select our cube,

82
00:03:01.800 --> 00:03:04.400
you'll see a list of options that looks like this.

83
00:03:05.200 --> 00:03:07.400
I typically pick Lock Rot Scale,

84
00:03:07.400 --> 00:03:09.200
as it'll insert a keyframe

85
00:03:09.200 --> 00:03:11.200
in all three transformation channels.

86
00:03:11.800 --> 00:03:13.000
But feel free to experiment

87
00:03:13.000 --> 00:03:14.000
and choose an option

88
00:03:14.000 --> 00:03:16.000
that's most appropriate for your situation.

89
00:03:17.400 --> 00:03:18.400
For hotkey users,

90
00:03:18.400 --> 00:03:20.400
simply select the object you want to keyframe,

91
00:03:20.400 --> 00:03:23.200
or hover over the value you want to keyframe,

92
00:03:23.200 --> 00:03:25.200
and press I as an insert

93
00:03:25.200 --> 00:03:27.600
to insert a keyframe in the same way.

94
00:03:28.400 --> 00:03:30.200
Another way to insert keyframes

95
00:03:30.200 --> 00:03:32.400
is with the Auto Keyframe feature.

96
00:03:33.200 --> 00:03:35.000
Enabling Auto Keyframe mode

97
00:03:35.000 --> 00:03:36.600
will actually automatically record

98
00:03:36.600 --> 00:03:38.800
changes and transformations we make

99
00:03:38.800 --> 00:03:41.000
to any object in our 3D scene

100
00:03:41.000 --> 00:03:43.200
and insert keyframes for us.

101
00:03:44.000 --> 00:03:46.000
It will also record changes in values

102
00:03:46.000 --> 00:03:47.800
that have been keyframed before.

103
00:03:48.400 --> 00:03:49.400
To test this out,

104
00:03:49.400 --> 00:03:51.400
I'm going to select a different object.

105
00:03:52.000 --> 00:03:54.600
In fact, let's add a monkey to our scene.

106
00:03:55.400 --> 00:03:57.400
And to set a keyframe for this monkey object

107
00:03:57.400 --> 00:03:58.400
on our current frame

108
00:03:58.400 --> 00:04:00.200
with the Auto Keyframe feature,

109
00:04:00.200 --> 00:04:01.800
we can go to our timeline

110
00:04:01.800 --> 00:04:05.000
and press this white circle record icon button.

111
00:04:05.600 --> 00:04:07.800
Now that Auto Keyframe is enabled,

112
00:04:07.800 --> 00:04:10.000
if we move or transform our monkey

113
00:04:10.000 --> 00:04:11.600
in some way in the viewport,

114
00:04:11.600 --> 00:04:13.000
you can see a keyframe

115
00:04:13.000 --> 00:04:14.600
being automatically generated here

116
00:04:14.600 --> 00:04:16.600
in our timeline and dope sheet.

117
00:04:17.400 --> 00:04:18.400
Now, you may notice

118
00:04:18.400 --> 00:04:20.000
after inserting the first keyframe,

119
00:04:20.000 --> 00:04:21.600
transforming our object further

120
00:04:21.600 --> 00:04:24.000
doesn't seem to insert new keyframes.

121
00:04:24.400 --> 00:04:25.600
But the reality is,

122
00:04:25.600 --> 00:04:27.600
it is changing the current keyframe.

123
00:04:27.600 --> 00:04:29.000
It's just replacing it.

124
00:04:29.400 --> 00:04:31.600
To insert a separate keyframe,

125
00:04:31.600 --> 00:04:34.200
we'll want to change our current frame first.

126
00:04:34.800 --> 00:04:36.600
So how do we move our current frame

127
00:04:36.600 --> 00:04:38.600
to a different position in the timeline?

128
00:04:39.000 --> 00:04:41.400
The current frame is indicated by this value here,

129
00:04:41.400 --> 00:04:42.800
which you can edit manually

130
00:04:42.800 --> 00:04:44.600
like most values in Blender.

131
00:04:45.400 --> 00:04:46.600
But a few other ways

132
00:04:46.600 --> 00:04:49.800
is to left-click drag the top of the timeline here

133
00:04:49.800 --> 00:04:52.600
or hold Alt and use the scroll wheel.

134
00:04:53.600 --> 00:04:54.600
For fine tuning,

135
00:04:54.600 --> 00:04:57.400
you can also press the left and right arrow keys.

136
00:04:58.400 --> 00:04:59.400
Anyways, for this,

137
00:04:59.400 --> 00:05:02.200
I'm going to just move to frame 20.

138
00:05:02.800 --> 00:05:05.000
Once we move to a later point in our timeline,

139
00:05:05.000 --> 00:05:06.600
let's set another keyframe

140
00:05:06.600 --> 00:05:09.000
by simply transforming our object again.

141
00:05:09.800 --> 00:05:12.000
I'm going to move it just a bit to the right.

142
00:05:13.400 --> 00:05:15.200
Now that we have more than one keyframe,

143
00:05:15.200 --> 00:05:17.400
we can see the automatic interpolation

144
00:05:17.400 --> 00:05:20.600
or tweening process that the software does for us

145
00:05:20.600 --> 00:05:21.800
to create animation.

146
00:05:22.400 --> 00:05:24.800
Let's drag our timeline back to the beginning

147
00:05:24.800 --> 00:05:26.200
and press the play button.

148
00:05:26.600 --> 00:05:29.200
For hockey users, you can press spacebar.

149
00:05:29.800 --> 00:05:32.600
Okay, now you can see our monkey is moving.

150
00:05:32.800 --> 00:05:36.200
What we're seeing here is the software taking our two keyframes

151
00:05:36.400 --> 00:05:38.600
and interpolating the transformation

152
00:05:38.600 --> 00:05:41.600
between the first location and the second location.

153
00:05:42.400 --> 00:05:45.000
This interpolation can be tweaked in a different direction.

154
00:05:45.200 --> 00:05:48.000
It can be used in the Dope Sheet or Graph Editor,

155
00:05:48.000 --> 00:05:50.800
but we'll talk about those in their own separate videos.

156
00:05:51.400 --> 00:05:53.800
For now, this is our masterpiece.

157
00:05:54.400 --> 00:05:56.800
But what if you want to delete keyframes?

158
00:05:57.000 --> 00:05:58.000
How do we do that?

159
00:05:58.000 --> 00:05:59.600
Well, to delete keyframes,

160
00:05:59.600 --> 00:06:02.000
you can simply use the timeline or Dope Sheet,

161
00:06:02.200 --> 00:06:04.600
select the keyframes you want to delete with left-click

162
00:06:04.600 --> 00:06:06.000
and press the delete key.

163
00:06:06.600 --> 00:06:08.800
Alternatively, you can also navigate to the frame

164
00:06:08.800 --> 00:06:12.000
with that keyframe and right-click for a context menu.

165
00:06:12.200 --> 00:06:14.000
Then select delete keyframe.

166
00:06:14.000 --> 00:06:16.200
For the quick tip from the same menu,

167
00:06:16.400 --> 00:06:18.400
you can also click clear keyframes

168
00:06:18.400 --> 00:06:20.600
to delete all keyframes for that value.

169
00:06:21.400 --> 00:06:22.600
It's important to note, however,

170
00:06:22.600 --> 00:06:25.000
that the delete keyframes option is not available

171
00:06:25.000 --> 00:06:27.400
in the 3D viewport context menu.

172
00:06:27.800 --> 00:06:29.800
But you can still go to the object menu,

173
00:06:29.800 --> 00:06:33.600
go to animation and select delete keyframe from that menu.

174
00:06:34.600 --> 00:06:36.800
For hockey users, you can select the object

175
00:06:37.000 --> 00:06:39.800
or hover over the value with the keyframe on the current frame

176
00:06:40.000 --> 00:06:43.400
and press alt I to delete keyframes in the same way.

177
00:06:44.000 --> 00:06:46.000
One more thing you'll want to know about keyframes

178
00:06:46.000 --> 00:06:48.600
is the ability to change keyframe type.

179
00:06:49.200 --> 00:06:50.800
This might sound advanced,

180
00:06:50.800 --> 00:06:54.200
but in reality, it just means keyframe color.

181
00:06:54.800 --> 00:06:57.200
This is used for organization of keyframes

182
00:06:57.200 --> 00:06:59.000
that are used for certain purposes.

183
00:06:59.600 --> 00:07:02.600
For example, you can mark your extreme pose keyframes

184
00:07:02.600 --> 00:07:04.800
by selecting them, right-click in the timeline

185
00:07:04.800 --> 00:07:09.400
for a context menu, go to keyframe type and select extreme.

186
00:07:09.600 --> 00:07:11.200
This will give your selected keyframes

187
00:07:11.200 --> 00:07:13.400
the extreme pink keyframe color.

188
00:07:14.000 --> 00:07:17.000
Other colors include blue, orange, and green.

189
00:07:18.000 --> 00:07:20.600
For hockey users, you can hover over the timeline

190
00:07:20.600 --> 00:07:23.200
and press the R key to bring up the keyframe type menu.

191
00:07:24.000 --> 00:07:26.200
And those are the fundamentals of keyframes.

192
00:07:26.600 --> 00:07:29.000
I hope this gives you insight on how animation works

193
00:07:29.200 --> 00:07:31.400
and how to create your own animation in Blender.

194
00:07:32.400 --> 00:07:34.800
In the meantime, we'll be going over how to edit

195
00:07:34.800 --> 00:07:37.000
and manipulate keyframes in the dope sheet,

196
00:07:37.000 --> 00:07:40.600
the timeline, and the graph editor in their separate videos.

