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Revolutionizing Rigs: Modern widgets for Character Animation 

Blender
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Animation rigs haven't changed much over the years, especially if compared with the other tasks of a 3D pipeline. There's no lack of significant research though, so what is holding rigs back?
Blender offers the opportunity to rethink how we approach characters: in this talk, Paolo Acampora walks through the making of a modern animation system.
"Revolutionizing Rigs: Modern widgets for Character Animation" by Paolo Acampora --
Learn more about Blender Conference 2023 at conference.ble...
#BCON23 #b3d

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14 окт 2024

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Комментарии : 25   
@Kavukamari
@Kavukamari 11 месяцев назад
just about two or three years ago people were still wondering if blender was going to be in professional pipelines, and NOW this is the talk we're having, that's kind of amazing
@Antonio-wi7ll
@Antonio-wi7ll 11 месяцев назад
Paolo is awesome!
@zeeyannosse
@zeeyannosse 11 месяцев назад
haaaaaaa ! great awesomenesssssss!!1 whOOOoooooo !!!! I have to pause at 2:34 ;))) and share my gratitude towards >>> this is wonderfull pure moment of joy to discover the character of the blender community ! fantastico !!! merci beaucoup ;)) cheers !!!
@GUNI_guni
@GUNI_guni 11 месяцев назад
Damn, the title wasn't lying
@malandrik
@malandrik 3 месяца назад
Paolo si u' megl' !!!!!
@phalhappy8612
@phalhappy8612 11 месяцев назад
I'm honestly surprised when I hear prefessonal riggers say "rigging hasn't changed much since 90s", because we should be having the most available resources to learn rigging than other chapter in 3D, yet it is the exact opposite.
@ventiladordesuco
@ventiladordesuco 11 месяцев назад
I think that's bc rigging is super context dependent. There's no solution that's a perfect fit for all projects. That said, I don't think the real problem with rigging is about controllers, rather, the binding process. The weight painting is the real 90's workflow that never fades. It's much like the UV paradigm, there's another talk that goes into UV with the same argument: ancient problems with ancient solutions
@cristiangambadori220
@cristiangambadori220 11 месяцев назад
As an animator I don't have any problem with rigs. I also hate to work with nodes, that apparently are very appreciated by Blender devs.
@Nuttoz
@Nuttoz 11 месяцев назад
3 ways to Rigs. You can use style that your Prof' and try to use nodes sometime.
@darkwraithcovenantindustries
@darkwraithcovenantindustries 10 месяцев назад
This dude is a boss. Paolo is such an endearing character!
@Fozz84
@Fozz84 11 месяцев назад
whoop, first view and it's on a subject I love!
@Fozz84
@Fozz84 11 месяцев назад
The scroll wheel could be a good substitute for a pie menu. That way you can switch between parts after pressing "g" just by muscle memory (or by looking at the info bit at the bottom of the screen). personally I always run blender with my terminal window open. the extra info is super useful for me.
@renatogangemi
@renatogangemi 10 месяцев назад
I wonder if it would be possible to create an animation system using face sets and pose brush. Face sets could function similarly to weight painting and could be enhanced with features like "masking by face sets" or the creation of temporary anchor points, right? Also, utilizing the system of vertex groups and blend shapes could be considered, couldn't it?
@Nuttoz
@Nuttoz 11 месяцев назад
I want to try it out quickly.
@hereb4theend
@hereb4theend 11 месяцев назад
I love this guy! 🥰😍🤩😊
@thomaskumlehn5107
@thomaskumlehn5107 11 месяцев назад
I very much like, that he repeated the questions at Q&A
@bosunomoloso
@bosunomoloso 11 месяцев назад
This speaker would be a very awesome movie villain 😊
@chadyonfire7878
@chadyonfire7878 11 месяцев назад
this sounds kinda promising
@barchuk422
@barchuk422 11 месяцев назад
one thing for sure, it's hard to create such technology alone, and it sounds like paolo needs to work on his egocentricity to allow space for other people to adopt and grow his tools
@shebuislam4
@shebuislam4 11 месяцев назад
😂😂😂😂😂😂😂
@JaXuun
@JaXuun 11 месяцев назад
this exactly shows why blender is blender. why easy when it can be convoluted and difficult. dinosaur mindset.
@gomax1990
@gomax1990 11 месяцев назад
Useless feature... complicated
@hermano8160
@hermano8160 11 месяцев назад
well, right now bones in Blender aren't really great to handle if you ask me. They are either big chunks, in the way all the time, or too thin to select. From my limited exp with posing the most annyoing thing is that the (rigify) bone shapes aren't really that intuative and I am not sure why. Still: I appreciate the idea of advancing the whole rigging workflow. Is this the best approach though (ontop of the object surface)? I'm not sure either. The sculpting tools are the most accessible thing in blender. In a perfect world posing will work more like a mix of moving rigid objects and fast switching to something like sculpting - like shape keys and stiff bones combined in one, being able to move sticks around but also 'grab the material' and smush it around for the fine details withing constraints. I am also not very experience but wondered right from the beginning why the rigging does awesome things but at the same time have so unintuative design choices. I guess every software comes from a certain path. It explains the amature layers - they really are bad and only legacy.
@me-jd7mu
@me-jd7mu 11 месяцев назад
i think it would be really easy to understand and easily animated, except for the face controls, but i think some mixed system will work great
@gomax1990
@gomax1990 11 месяцев назад
@@me-jd7mu still complicated...best for developers not for us
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