In this Blender tutorial, you'll learn how to spin / rotate an object constantly. The example uses a propeller, that I built in one of my earlier tutorials, but you can use any object.
for anyone who just wants to know how to do this quickly just open the graph editor for your rotating object select z rotation select the dots on the line and change interpolation to linear
Thanks for your video - among several videos I've found on similar subjects were not that clear on how to make a perfect loop EASILY. However, I've managed to work out a good technic based on your lesson. I am a beginner in Blender, and I was struggling with simple task like smoothly rotating discoball and I did it perfectly looped by: framerate - 60 fps, amount of frames - 1 - 360. My 1st frame set as 1st key frame with Z rotation set to 1 degree (!) and 360th frame is set as 2nd keyframe with Z rotation set to 360 ! So, when my discoball is about to finish full rotation it won't show zero degree frame twice. Of course, I've done linear interpolation and cycles modifier before.
4:37 where is the rest if the options after you hit n? for some reason mine just says show cursor no Ions to the right. did it change with version 3.5?
Thankyou! I get it now. One question: Is there a benefit (like processing speed or memory) to having a symmetrical game asset rotate the full 360° once instead of repeating a lower angle rotation multiple times? You could also have set the prop to a rotation at 120° and it would have looked the same to our human eyes (adjusting for speed). Is that a personal preference or is there a benefit/tradeoff to do it one way over the other?
First sorry for my bad english, I used the google-translator. I hope, you understand my problem. As a beginner, I have been trying for a long time to use the Blender program to recreate and then animate a self-constructed wind turbine, which works very well in reality. Here I am running into a problem with rotation. The blue and red wing crosses located on the X and Y axes actually rotate perfectly. However, the golden wing crosses appear after the animation has been created. A video says more than 1000 words. I uploaded the problem as a video here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-2n7W4smrrfE.html Till your tutorial I could'nt find any instructions on RU-vid either, although there are solutions to almost all problems there. With your help now I hope, I can fix the rotation-problem. Thank you very much Bernd
Hello. I think I know what you are doing wrong and how to fix it. It looks like you are rotating your objects around a 'Global 'Axis. If you rotate the objects around their own 'Local' axis, it should fix the problem. The setting can be changed at the top of the screen.
Hello rocknets, Thank you very much for your quick and competent help. After almost two weeks of trying in vain, I was almost ready to say goodbye to Blender. Thanks to your help, I have now completed the wind turbine. It works just fantastic. I just uploaded a NEW!! little video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-XWC3NmHwqKA.html I hope to do many other interesting things with Blender. Maybe I'll use your help again sometime, if I can. Thank you and best regards from Bernd@@rocknets
Around the 4 minute mark--after I've selected Interpolation>Linear, I lose the original view of the graph timeline option that had the 'Cylinder', 'CylinderAction', etc. options on the far left (and I can't seem to work out how to get it back as part of my view)?
What if you wanted to... let's say you have a wheel in an amature, and you wanted to rotate it, but at the same time, move the car forward proportionally to the speed of the wheel rotating?
Hello. You change the speed by changing the amount of rotation between keyframes. However, this only works to some extent because of how rotation is perceived once rendered as a video. You will have seen an effect in real world videos where wheels appear to rotate slowly backward when the vehicle is actually going forward. This is because the rotation of the wheel starts to get in sync with the frame rate of the camera. If you want to make things look like they are moving fast you have to introduce motion blur, which is a feature of blender.
What is your main aim in wanting to make the propeller speed up or slow down or stop. If you are wanting to make some kind of movie or animation then it's best not to overcomplicate things by trying to do it all in the one shot. The best animations keep things interesting by swapping to different camera angles. So one shot could be of the prop starting up, the next one at normal speed, and so on. To make the prop startt up, you just use the rotation tool, specifying how many degrees you want the prop to spin.,
I'm not going to use that feature on a propeller but what I plan to do is something similar to a product promotion where it would spin slowly when the object is not in focus, then spin faster when it is "selected" and gets closer to the camera, then slows down again when it is in front of the camera.
Why doesn't this work at all with bones?! I do this with a bone and it just thinks I copies the keyframe and doesn't spin at all even when set to euler instead of quaternion WTF?!
Hello Stu. I'd never tried it before using bones, but just tried it now and it does work. Have another go and let me know how you get on. If you have trouble I might make a tutorial for it.
@@djmaybe6942 Yes it does work with bones, but you need to be in the correct editing mode. There are two options. 1: Make sure you are in object mode, and it works in the same way as my video. 2 In pose mode, my video method won't work, but you can make it work by editing the armature panel, which has key frames in it. It on the right hand side.
It all depends on where you put your second key frame. I put mine at the 30-frame point. 30 frames = 1 second. If you want to make the rotation last 2 seconds then put the keyframe at 60 frames.
That won't work. Your method would make the whole prop follow a circular path, which is totally different from rotating constantly around its own axis.
Thank you for this tutorial. I used it to continuously spin the camera and lights in a music visualizer I created. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-XYprCnmFINM.html
Thank you for the comment. I saw your video and think you should do a tutorial on it. How did you sync the video to the music? Was it using the audio signal or a midi file?
@@rocknets Yes I'm thinking about creating a tutorial for it. In the graph editor, I used the audio signal of the music file to bake the movement into the f-curve of each object. This is the video tutorials I followed. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-GS2NBrhdXn8.html
This is over-complicated and wrong. Cycling the animation this way will create an ugly frame at the cycle transition if you render with motion blur. Use Linear Extrapolation on the end key frames to continue the motion at the same rate. Shift-E.