Thank you for this Lukasz, your work is very inspiring. If you ever have the time to work on a paid grease pencil course, I am sure a lot of people would be interested, myself included.
I had a huge block for how to handle shapes with non-closed lines, it never occurred to me to use the line strength tool. Great video, does a great job of showing off the interpolation tool's power.
Yeah. But it isn't a perfect technique. It works best connected to some other workflows. For example when you use a 3d armature to move grease pencil strokes and some parts of your character need some special attention. As a standalone technique it works best when you need to create a character with lots of details, complex handdrawn shading etc. for a relatively short animation (and there is no time for complicated rig or creating one would be a waste of time and resources), and the movement is not too crazy. With very complicated moves I would go either for frame by frame or stylized 3d.
Exactly what I needed. Tried this many times but was banging my head against the wall wonder why sometimes it let me interpolate and sometimes not. Clearly I wasn't always beginning with that exact copy. Thanks for the video!
Well done on your first tutorial, I learned lots and has inspired me to attempt my own animation. I also like the south park skit and the way you say layers like liars.
Primera vez que veo a un animador en Grease Pencil aprovechar el entorno 3D para dividir a un personaje. No necesitas ni usar más capas ni emplear la herramienta de Relleno de Color. Dibujas una sola vez al personaje, considerando dibujar las partes completas tanto de adelante como de atrás, y se modifica.
Interesting workflow. Looks good. What would you say is the biggest advantage doing it like this VS drawing it by hand? Is it time saving only or is there something more to it? Love your stuff btw :)
It becomes extremely helpful when you have to animate a character with complex shading and a lot of details. Let's say it's crosshatched or smthg. Doing it frame by frame - especially when you need a some kind of a slow movement - could be painful. By using this sculpting/interpolating method you are able to maintain all the strokes you've drawn. Resculpting keyframes is not an easy process, but once it's done, you can save crazy amount of time. And if you are at the point when resculpting becomes almost imposible - like when character turns around or something- just go for frame by frame for a while. It's really cool that you can combine those two aproaches on the same layer, without having to jump between different objects.
Ha! That's the easiest part. You just have to add noise modifier to the GP object. The trick is, that ussually it doesn't look good with default settings. Try cranking down the position parameter to something around 0.03 (this is so common in Blender - weird settings work - normal setting don't). Play around with the noise scale. The randomize parameter is set to 4 by default. It works fine with frame rates around 24, 25 or 30. Have fun.
Hey Thanks! There are some great begginer/basics tutorials on YT. The most well known is probably Dedouze ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-c57qq2nE3B0.html
Yep. You're right. But from the other side - you can mix it with all the good stuff which comes with Blender (3d rigs, physics, geo nodes - you name it). It's like with everything in Blender. It's ussually an underdog when it comes to particular things -like you would probably want to do 3d sculpt in Z brush, fluids and simulations in Houdini, textures in Surface Painter etc, but having all those things in one place really does a job for me. And I love Moho btw
I selected the nose lineart in edit mode. Than I went to sculpt mode. Onthe top left corner of the 3d viewport, next to the name of the mode, there are three icons. If you hit the second one, you'll be able to sculpt only on selected strokes. Pretty handy.