Next you should check out the Action Constraint. I recently discovered it but it's really promising for re-timing animation. It has this feature called Evolution time and basically it's your entire animation built into a slider. So I've taken an empty, added a driver to that empty to control the slider, THEN with realtime animation I can move the empty which moves the animation along while the timeline is playing to record the motion in the time that you would like it to be. Think like when you're making an animation. When you're blocking it out and scrubbing through the timeline it looks great! But when you make a playblast the timing is all wrong. Wouldn't it be nice if you could scrub the timeline and it records it and retimes it to how you like it? That's basically this constraint... If you find a plugin that does that long process instantly that would be a game changer
Wow thanks loads this would have saved me so much time on my last project, had to scale objects to zero etc to achieve the same result, I couldn't understand why the child constraint kept jumping the object back to local position, really appreciate this video I will grab the add-on to, seriously thanks loads you do awesome videos so going to sub and keep learning.. thanks 🙏
Honestly I wish I could show Richard Lico this constraint because of how diverse it actually is. I think he would be very pleased with the space switching techniques combined with realtime animation techniques, combined with animation layers as well
I loovveeeee that constraint. I would go as far as to say that it's my favorite constraint. I have found more uses for that one constraint than a lot of other tools. You can animate in realtime with it - (pressing play on the time line and just moving your mouse the way you want it to move....go to a different view and do it again) it can act as a animation layer to add more motion to your character You can use it for props and holding props you can either have an object orbit another object ORRR you can turn off translation and scale and it will inherit the rotations of the target object around it's personal axis I've used this to re-size, scale, and mirror animated arrows going throughout a machine I don't ever use the NLA editor, I use this constraint because it JUST works.... Technically you can use this constraint to completely re-rig your character so you don't have to enter pose mode if you wanted the best part is, it's additive so you can keep adding and adding and adding. If you don't like something, delete it! This might be too complex but I've literally taken 3 empties > 2 for each hand > 1 for the torso parented the hands to the hand empties WITHOUT SCALE ADDED parented the hand empties to the torso empty WITH SCALE ADDED and now you can take the torso control and rotate it > hand will orbit around it for archs then you can also scale the torso empty and because the hands don't have scale > hands move in and out from a given point I've also used it to clean motion capture as well
The reason I am asking. I have tried to attach a fbx object to the fk hand ctrl of the snow rig. I am using Dynamic Parent. The snow character mesh blows up significantly. Also, I am using Blender 4.0.
Hello, i wanna ask you something about Maya animation plugins. What do you think about Physics Tools v1.9 and Ragdoll Dynamics? Are they good? Thanks you for your attention.
How can I create a camera move that feels like a real-world camera operator is following the character, with a sense of fluid motion and subtle adjustments in speed and direction? Any tutorial on RU-vid?