This 80 second video clicked with me more than tutorials and much more indepth explanations. No bullshit. The text on the top right also helps a lot, thanks.
Thanks Hozq. Rn i'm at a point where i'm struggling with things, and despite the time I'm putting in I'm not improving. I have been doing FPS animation for about 3 years now off and on. I have ADHD which makes learning things difficult sometimes, since I have trouble dedicating myself to something if it feels like I'm not going anywhere, leading me to get distracted by other things, and i end up self-sabotaging by not doing anything or not completing the animations I start because I don't like how they are while I'm making them. Videos like this help me, look at ways I can make myself feel like I'm accomplishing something, by trying a different process and seeing if it works for me. So thank you for making this, it helps a lot.
It looks cool! You can also add camera animation, it greatly improves the experience. But if you make the camera shake too much, it will resemble a roller coaster ride, you should be careful with this. I usually do not rotate the camera more than 5 degrees, excluding some animations, such as looking around.
That's super cool It made me happy that my sequence is almost exactly the same Will you be able to tell in the future how you set up the lighting for a scene? Do you change it for specific frames of the animation?
I'm no expert at doing lighting haha, I just have an eye for what looks good I guess. But it's hard for me to tell you exactly what I'm doing to make it look good. I usually just set up the lighting once and leave it like that for the rest of the animation.
I would kill for a like an unedited uncut video of you creating an animation. Maybe you put a text here and there like in this video. Any chance of that happening?
Hey Hozq, thanks for showing this as its super helpful for trying to find a workflow! I just wanted to ask as I've been trying to work it out myself, do you 'parent of' constraint both hands to the weapon parts like grip and mag and then change the influence when you need to remove them or do you use another method?
@@Hozq3D Howdy Hozq, I was wondering if I could ask you about doing ADS animations as its stumping me on how to go about doing them? As people seem to do ADS versions of their fire anim, reloads, etc I'm guessing they don't completely make them all again from scratch? I was just wondering in Blender how you'd go about repositioning the entire animation? Is it just by using delta transform and then combining it with a generic aim in/aim out idle animation? Or do you rebuild your's from scratch? Any help greatly appreciated!
Wow i do animations myself manually and I didnt think to do this this is very smart, What do you do when you do the spline pass? i know it has to do with curves and thats all I know atm
This one took about 4 hours give or take half an hour. I had breaks inbetween. If I had worked on it from start to finish it probably would've taken 2-3 hours.
Blockout(basic idea/"sketch"), Spline(which is just getting the main motion in), Polish(which is where you add all the cool bits and details). How many of these you have each is dependent on the project.
Quick question. How early do you use the graph editor for your animation or you dont use it at all. I am way too dependent on graph editor for many of my animations which has led me to believe that my workflow may be a little flawed. My stuff does not look good until the final 1 or 2 passes
@@Hozq3D Sheesh I have been using graph since 2 years of my animation journey X_X but yeah Im opening up to raw keyframing more and more yet still I have to depend on the graph for smaller details or fixing keyframes close to each other
so basically just pose out the concept and just ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD
what about blocking it out like a character animation (no interpolation)? its too hard for me as of now to actually understand the blender graph editor coming from sfm
You don't necessarily need to do stepped blocking for character animation. But ultimately it's up to you if you prefer it. The difference between stepped blocking and spline blocking is that stepped blocking literally ONLY focuses on the poses. There is not a single piece of tweening done by the computer inbetween your poses when doing stepped. If your project requires strong silhouettes and or poses then doing stepped blocking might give you an advantage as you don't have any other distractions, like movement. Spline blocking works fine for basically all projects if you prefer it over stepped, like me. Spline blocking is my goto for animals, characters and viewmodel animations as I often focus more on timing than on strong poses. I've found that stepped blocking strips my ability to read timings in an animation and the result often looks odd when converting it from stepped to spline.
@@Hozq3D i mean its just that i find stepped blocking easier in every case since i can quickly mess up the curves pretty bad. there are a bunch of unspoken rules about it and really its just up to whoever does it to figure it out when you arent just an animator and nothing else
I have a quick question that i usually struggle on but how long should I hold the keyframes for? I've seen one saying hold it for 2 so I would do the keyposes move three keyframes pose and repeat but I'm really not sure and I don't really know how to make a transition as good as you like that.
I usually space them out every 5 frames to begin with. And inbetween each major movement there's a pause of 5 frames. So it's like: Pose 1 Pose 2 Pose 2 Pose 3 0 5 10 15 I add this pause to give myself time to add the reaction to the major movements in there. That's just personal preference though. But after I've placed all my poses out with 5 frames inbetween I retime everything to how it would make sense and then I start adding transitions and whatnot.
@@Hozq3D so you basically make all your key poses and get the timing right then add the transitions in between? Btw are the transitions like shakes or do they kinda follow where the next key pose is? Also do you do the transitions on the key frame that feels right?
It's tricky, it largely depends on what you're doing in your animation as there's a lot of ways to do it. It's hard to explain in text, I should probably do a tutorial.
@@shishamotosan2698 Whichever one you prefer really. Although Blender is completely free and has a lot of rigs and content for you to work with so it's what I would recommend.
How do you apply same changes on a graph editor(Like when you move mag with the left arm but also being attached to a gun)? Im pretty sure mag and deagle are not attached to each-other.
I actually rarely use the graph editor. I only use it to create sudden stops or to edit how harsh the movement towards a specific frame is. Its not really incorporated into my workflow
animations are too jerky and jiggly. I really hate this overly cinematic trend of weapon animations, the CODification of weapon animations if you will.