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Double click on each image individually, to open the PiP Designer. For this example we set a keyframe at the start and another before the 3 second mark. Again, do this for each image. The crucial difference here is to make sure you set one image to scale at an increasing width , while the other image scales at a decreasing width.

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We will check and update new download links ASAP! Don't be worried! Connect with D. You should be left with a simpler mesh containing only your woman image. Hit the Tab key again to exit Edit mode. To clear a little space while I work, I am going to hide the Transform and Object Tools palettes from my view. I am also going to increase the size of the Properties panel on the right. We will want to change the Properties panel to show the Object Data for the woman image plane.

Click on that icon to show the Object Data panel. You will see the entry for Shape Keys in this panel. After doing this, you should see this in the Shape Keys panel:. Now, the next time we are in Edit mode for this mesh, it will be assigned to this particular Shape Key.

We should turn on Proportional Editing Mode. This will make the deformation of our mesh a bit smoother by allowing our changes to effect nearby vertices as well. So in your 3D View press the Tab key again to enter edit mode. Once in Edit mode, there is a button for accessing Proportional Editing Mode. Once here, just click on Enable to turn it on. To test things out, you can Right-click to select a vertex in your mesh, and use the G key to move it around. You should see nearby vertices being pulled along with it.

Remember, to get out of the current action you can just hit the ESC key on your keyboard to exit without making any changes. Blender lets you control where the current pivot point of any modifications you make to the mesh should be.

By default it will be the median point of all selected objects, which is fine. You may occasionally want to specify where the point of rotation should be manually.

The button for adjusting the pivot point is in the toolbar of the 3D View. Remember: Left-clicking the mouse in 3D View will set the cursor location.

You can leave it at Median Point for now. Ok, now we can actually get to the animating of the mesh. I will use the circle-select in the 3D View again to select a bunch of vertices in the center of her head no need to exactly select all the vertices all the way around :.

In the 3D View, press the R key to rotate those vertices. With Proportional Editing turned on you should see not only your selected vertices, but nearby vertices also rotating. While in this operation, the mousewheel will adjust the radius of the proportional editing influence the circle around my rotation in my screenshot shows where my radius was set :.

Remember: hit the ESC key if you need to cancel out of any operation without applying anything. Go ahead and rotate the head down a bit until you like how it looks. Subtle is the name of the game here. Try small movements at first! Hit the A key to de-select all the vertices, and choose a bunch of vertices along the arm again, I use the circle-select C key to select a bunch at once easily :.

I also went ahead and made sure to select as many vertices around the arm as I could. I also Left-click in the location you see in my screenshot to place the cursor roughly at her shoulder. Again, hit the R key to begin rotating the arm. If you find the rotation pulls vertices from too far away and modifies them, scroll your mousewheel to decrease the radius of the proportional editing.

In my example I had the radius of influence down very low to avoid warping the womans face too much. Finally, you can test how the overall mesh modifications will look with your Shape Key. All of your mesh modifications should snap back to what they were before you changed anything. What has happened is that the mesh is currently set so that the Shape Key we were modifying has a zero influence value right now:. The Value slider for the shape key is 0 right now. If you click and drag in this slider you can change the influence of this key from 0 - 1.

So what we now want to do is to animate two different things over the course of time in the video. First we want to animate the mesh deformation we just created with Shape Keys , and second we want to animate the movement of the camera through our scene. If you have a look just below the 3D View window, you should be seeing the Timeline window:.

What we are going to do is to set keyframes for our camera and mesh at the beginning and end of our animation timeline by default. In the 3D View, Right-click on the camera border to select it will highlight when selected.

Once selected, hit the I key to bring up the keyframe menu. The one we are interested in is the first, Location. Click it in the menu. This tells Blender that at frame 1 in our animation, the camera should be located at this position. So we should move the frame to in the timeline window. The easiest way to do this is to hit the button to jump to the last frame in the range:. This should move the current frame to Now we can just move the location of our camera slightly, and set a new keyframe for this frame.

I am going to just move the camera straight up slightly:. Now we want to do the same thing, but for the Shape Keys to deform over time from the base position to the deformed position we created earlier. In the Timeline window, get back to frame 1 by hitting the jump to first frame in range button:. Make sure the value is 0, then Right-click on the slider and choose the first entry, Insert Keyframe :. Just like with the camera, now jump back to the last frame in the range.

Then set the value slider for the Shape Keys to 1.



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