- [Voiceover] The final chapter
in View Animating a Landscape
is all about animation and rendering.
We're going to create some keyframes
for the camera movement,
both manually and automatically.
First we want to re-enable the render ability
of our sea level here.
In the World Browser,
click on the icon that has an X through it.
And now the sea is renderable
and displayed in the view ports.
Additionally, the trees layer
was previously made un-renderable
so click on that icon as well.
So in our previews we will see everything
except for the ecosystem,
which is not really going to be visible
in our animation previews anyway.
Let's now open up the animation timeline.
There's a button for that on the Control Bar,
Show Timeline, or you can use the keyboard shortcut
which is F11.
The first time you click that button
or use the keyboard shortcut,
you will get the Animation Setup Wizard.
This is a method for you to create animation procedurally.
In this course I'm going to create a very simple animation
by hand, from scratch,
so I'm gonna close the Animation Setup Wizard.
Just click on the X button,
and the Animation Timeline appears
at the bottom of the screen.
The default frame rate in View is 25 frames per second.
I want to increase that to 30 frames per second.
To do that, I can click on the Camera icon here.
It's the Render Animation options.
We go in Animation Render Options
and Frame Rate, set it to 30 frames per second.
We'll come back in here later
when we're ready to actually output
our final animation frames.
Click OK.
In the timeline, we have a right-click menu
with many powerful commands.
So I'll just right-click and you can see
that we have the ability to show time as frames
or as SMPTE Timecode.
I'm gonna use the default,
Show Time as SMPTE Timecode
and we can use right-click menu items
to do things like zoom
or we can just use the hotkey for that.
To pan and move around in the timeline,
use the right mouse button.
To zoom in on the cursor,
hold down Control and use the right mouse button.
Let's zoom in here
until we have about eight seconds visible
in our timeline,
From zero seconds to eight seconds.
Auto-keyframing mode is enabled by default,
and you can tell that by the large key icon here,
it's currently depressed and highlighted,
meaning that Autokey is enabled,
and basically almost anything you do here in View
is going to create Keyframes.
That button is a little bit unreliable
and I don't really recommend using it
for a couple of reasons.
One is if you have nothing selected in your scene,
and you right-click on that icon,
you don't actually get the menu you're supposed to get.
You need to actually select something,
and then once you've selected something,
you can right-click,
and for example disable auto-keyframing.
Now the icon's not lit up anymore.
That command does not apply just
to the main camera object that I have selected.
If I select some other object you'll see
that auto-keyframing is still disabled.
Instead of that button to enable or disable auto-keyframing,
I recommend to use the menu item instead,
Animation, Auto-keyframing.
And even then, this button may not refresh
unless you click in the View,
and now in fact it has refreshed
and auto-keyframing is enabled.
We can double check that once again
in the Animation menu.
Auto-keyframing is on.
I'll position the playhead down
at five seconds
and we can see a readout in seconds and frames here
and at five seconds and zero frames.
Now select the main camera object,
and we want to move it forward in World Z.
Go to the Numerics tab in the Object Properties
to the Move or Position page.
We can click and drag on the z-axis down arrow there
on the spinner and move the camera forward.
We can see a preview in the main camera view,
maybe maximize that by double-clicking
and dolly forward a bit more.
I'll set it actually to a value of 230 meters
from the origin.
Remember that we're not seeing
a perfectly accurate preview here
because the vertical film offset
that shifts the horizon line down
is not being shown in the OpenGL preview,
but we can at least preview our animation,
rewind in the timeline, back to frame zero,
and press Play and we can see
that we're dollying forward.
That little dot we're seeing there
is just the camera.
If we deselect everything in our view,
it'll go away.
Okay, we've created two keyframes.
All we did was position the playhead
at five seconds and then moved the camera.
That automatically created a keyframe
at frame zero and and a keyframe
at five seconds and zero frames.
We could repeat that process
for many objects just selecting them,
adjusting their transforms, or their properties,
and they would animate automatically
as long as Auto-keyframing is enabled.