@@jim-wallace C'est compliqué de faire tourner une boite autour de Blender avec du contenu francophone. Et ce serait une erreur de ma part de changer maitenant. But wise may fatastique angliche accente ailleme sour you indeurstinde everissingue :)
@@aleksandraradovanovic5044 Pierrick explains it very well in this video, but it's pretty much holding a pose long enough so the next keypose become very snappy, while not being to floaty. Exemple; Imagine pulling a Bow string, frame 1 is the start of the pulling, frame 15 the very end of the pulling when the string is bended and frame 16 is the release. Your supporting frame is de 15th, because it will give "momentum" to the next frame, the quick effect your want. Basically, your supporting pose will determined what effect you want to give to your next KeyPose. Short spacing, (frame15-to -16) is snappy, long spacing like (frame5-to-15) is more relax, you release slowly the string, or calmly look around like in an Idle animation. Hope i explained it well enough!
Holy fucking shit. The first tip hit me like a ton of bricks, I think that's it, man!!! That's where I'm struggling with the most! My blocking looks 100 times better than my splined polished version all the time, if I do what you just showed there I have a chance to improve a lot!!! Can't believe I didn't figure it out before
Wonderful tips! Really useful! I've been struggling against "floaty animation" and your analogy of "supporting edges" made it click for me. Thank you so, so much! I'll put this tip (and the rest too) to use right away! Thank you for what you do for the community!
Great tips as always. I'll be honest, I've seen motion paths as being useful for mapping the trajectory of a model through a scene, but never considered the idea of using them to find any jarring motions of details on that model, like the example you showed with the wrist position during the leap. I also love the analogy of a "supporting pose" like a supporting loop; as soon as you mentioned support loops on the cube I knew exactly where you were going with it.
You really Gives me the strength to push harder even when I feel like giving up. Please Keep up the good work you inspire a lot of people out here. (Zambia)
How I wish I had you for my teacher in college, i'm only now learning animation on my spare time at 34 (using sfm as i've never used blender before) and its good fun once you rleax and enjoy it
je n'ai pas encore essayé d'animer sur blender, mais rien qu'a voir votre vidéo, ça me donne envie de m'y mettre tout de suite ! ( et je vous admire pour parler anglais en étant tellement à l'aise ! , vous êtes une source d'inspiration ! merci pour vos vidéos ! )
Thank you so much🙏...you literally addressed an issue I've been facing ever since I started animating characters in blender...and it came at the right because I'm currently working on an animation for a contest.🙏🙏🙏
Great video! It feels like a sort of a mini recap of one of the chapters of your animation course. :) Very concise and useful information in only 10 minutes!
This is a very helpful video. All of the tips here are something I can benefit from, even though I've been animating for years. I learn something new every day 😉
Hello , could you do a tutorial on the workflow with the cube pass, I'm interested in learning how to animate that way and I've seen that it's a little easier to do it, but I've only found Maya tutorials and I work in blender, it would be helpful. a lot of help.
The synchronicity of this video is spooky. Yesterday i decided that today is when i sit down and watch a couple animation livestreams on youtube to finally answer my festering questions of "Why does smoothing motion paths in the viewport result in smoother motion paths, but almost never smooth curves?" "Is there a clever way to smooth motion paths using just the curves in the graph editor?" "Is it okay to have smooth motion paths at the expense of 'noisy' graph curves?" Thank you Pierrick for answering what i can only guess was the very same questions perhaps having come to you in a dream recently 🤠. Appreciate you man. Cheers.
You will hate that but…. It depends. If a controller is a child of a noisy bone, whatever how smooth its curved will be…. It’s path will look jittery… That’s why you may use source switching sometimes to smooth end controllers
World is wierd. You sell a kidney to get formal education and learn shit all, on the other hand you get all this priceless knowledge for free and it almost feels like a sin, or a cheat code😂
The link between supporting edges on a cube and supporting poses on a timeline is just brilliant. That one comparison really drove home the point like nothing else I’ve seen. I can’t wait to get to that chapter in your Alive series.
Wow. The 05:30 tip has already vastly improved my animation. It never occurred to me that the Bezier slowed to impact. There was always something very unsatsifactory about it but I didn't know why. Changed it to a linear key and it's now proper smashing into the floor. Thanks so much.
Hey dude, thank you so much for all this tutorial. To be honest i knew some of these tips, but ive learned so much more here. A year ago i made a short film by myself without all of this tips . I think ill try to make an episode 2 with all of these tips. Thank you so much :) My shot film is on my channel btw
recently I have switched form maya to blender. Can anyone tell me how to select multiple controllers and rotate all of them together while setting up a pose.. for example select all the spine controls and rotate together OR all the finger controllers and rotate together. I tried that in blender but its rotating only the last selected control.. Eagerly waiting for a response. Thanks.
You need to change your pivot point from bounding box or active to individual origin. In the top bar, you'll find your transform orientation, your pivot points options etc.... Explore these
Hi your tutorials are great, can I ask a question?. Recently I have learned about animations of Shooting Games like CSGO and COD Modern Warfare 2022 and know that in addition to the main animations, there are also animations called additive animations like the blend animation layer in NLA, but I don't understand yet. , do you have any documents related to additive animations :D thanks
I have a question, am i suppose to always animate everything in place? Esp for game design. I know run and walk cycle should be in place but what about punches and kicks do should they be in place too?
LOVE your tutorials and also working through your course and its fantastic! Quick question though please. Your animation principles are more suited towards game design or cartoon/anime style sequences where realism is not important right? I mean if I am working on a digi double for a realistic live action scene, a lot of these methods are not needed, correct? Mo cap is prob better suited?
Whatever the style, the same principle applies. It’s about how much you exaggerate things that will set your style. But cartoon or not, a good animation will follow the same rules. Mocap is just a tool