Hey Everyone! We have a new video that covers how to Animate Object Visibility using Geometry Nodes here: ruclips.net/video/-ONw053FlV0/видео.html It makes Method 3 significantly easier, and you might find it helpful! Thanks for watching!
Holy fuck man, the node group you created to switch eyes is ABSURDLY powerful just as a standalone node within blender. Ive started to use it in shaders as a tool to select between various presets. Its so incredibly useful huge props
Thank you very much! I'm glad you find it useful, we actually have an update video improving these methods coming out this week...hopefully 😅 Thank you for watching!
Thank you so much for this tutorial. Method 2 was perfect for a rolling clock I wanted to animate, as I had a single texture for the numbers 0-9, and wanted to add a subtle overshoot every time a new number clicked into place on the clock's rotating pieces.
this is very useful but when I try the math values nodes with 4 textures, the 3rd value doesn't show up at all while value 1, 2 & 4 do show up just fine
Make sure the greater than values are set correctly, I've had something like this happen a couple times and it usually ends up being that I just set up or connected the nodes wrong! Let me know if this solves it, thank you for watching!
Thank you so much for making this!!! I've been struggling so much trying to change face expressions from splatoon models, this helps a lot! Thank you again!!!
This was the most interesting video i ever saw about how to animate face texture, the easiest to understand, and the shortest one, good job! you got all of the points on a super efficient way.
Thank you very much 😁 We're currently working on an update video that improves each method, which should hopefully be out this week! Thanks for watching!
Thank you so much for telling me all this! One thing I found useful that I would love to see in a tutorial is how to keyframe the animation (which can be done by going to "Objects->visibility->" and pressing i while hovering over the "show in viewports". Once again thank you for the great tutorial! I will use this for my Miitomo animations.
We made an updated video for these methods that drastically improves the ease of keyframing, especially method 3! Thank you for watching, and I hope its helpful!
@@ChampiAnimator Yes! I'm sorry I didn't see your comment for so long! We actually have an update version of this video here: ruclips.net/video/nmzAbeUDPUQ/видео.html that covers how to use Alpha transparency, I hope this helps!
The second method is simpler to do with less expressions but I can understand how the first method is way easier to keyframe. Haha I just wrapped my head around the second method. Thanks btw!
Superb tutorial and well presented. I too had problems with frames between keyframes giving unwanted views but reading the other comments it was easily resolved by giving a value to all frames holding a constant value until the next keyframe.
oh my deear deeeeeaaarrr GOD! this literally solved ALL of my problems with faces right now! and by extension many MANY more useful applications for these techniques
I remember making a Smash 3DS Character Mod using Blender. They did use separate meshes for closed eyes, open eyes, etc with different textures, same for the mouth. As for the hands, they are separate hands. Might also how the low poly models work in KH3D. As for Dissidia (012), I think they used the 2nd Method.
3:05 Megaman Legends seems to have taken this approach, too (if you look at the characters on Models Resource, you can see a ton of different face and eye expressions on the image textures)
holy hell ive been looking for a tutorial like this for ages. thank you! i thought blender was just really primal in texture animation and was worried i couldn't get textured eyes
Hi professor. I gave a try to the first method and I'm using multiple image textures for the eyes like in your example, the thing is that everywhere in the image that should be transparent, is rendered as black. To fix this I had to attach the Alpha option from the Image Texture's node to the Alpha option of the Principled BSDF and then click the Material Properties and under settings, change the Blend Mode value to Alpha Clip (same thing as when you work with a single image texture). I did get rid of the black, which is now transparent as it should be BUT when I change to Value and move to another image... it breaks :( Now, if I try to add all the alphas to the Principled BSDF alpha it just replaces the previous one I added, I can't attach everything to that node at the same time :|
Thank you for sharing, I´m creating a model of a book and was looking for a way to quick change the interior pages by switching the textures and keying the poses.
this video was so helpful!!! (and i just now notice you've done an update LOL) I used method one! I'll check out the new vid too! Thanks for the help! :)
@@dhruvverma2951 What kind of details are you interested in? Do you want to know what the individual nodes do, or is there something else? Also our Paper Mario video covers how to apply the first method to a walk cycle, which might be helpful!
This is awesome, and the only video I found a clear and concise way to do this for an amateur such as myself. Works really well with blinking, but I am having some issue using this method for something like a mouth opening and closing. So when I add the keyframe, it seems like it applies to all of my animations? Is there a way to keyframe a mouth opening and closing using method 1, but have it apply to only one animation in the Action Editor?
Thank you so much for making this video, I'm doing an animation where a character is writing on a piece of paper, it is just a 2D texture, so this is a huge help!
That was awesome! Thank you for the simple and informative tutorial! P.S.: I think game engines handle it in a more simple manner than a 3d modeling software
So I figured out a trick for the alpha on the textures. Copying the first method with separate pictures and the value slider, duplicate the group. The only thing you need to change is instead of using the color outputs for your textures, you can simply use the alpha nodes. Assign your images in the same slot, you can reuse the same value slider and just replace the inputs.
That would definitely work! We're actually doing an update video for these methods, which we cover how to deal with alpha and easier keyframe methods, hopefully this week! Thanks for watching! 😃
On the value node, there is no maximum or minimum thresholds, so you can like accidentally drag it to negative infinity and its annoying. So I used a trick that makes a node group with a slider, that has a maximum and minimum threshold. Does that clear it up at all? Thanks for your question too btw! ♥
This is a really good tutorial and is gonna save me time and polygon count with a few simpler models! For things like if you would like an emission shader for a transparent texture, would a mix node be required for each facial expression?
Oh, thank you so much! I had no idea how these kind of cartoon eyes worked but you explained it so well, if you don't mind how would one go about using these methods and also making the pupils have the ability to track down something in the environment?
There's quite a few ways you could go about doing it! The first way that comes to mind is to have your pupils be a separate texture with alpha transparency, and add it to the eye shader material using nodes. Then you could use a mapping node to slide it around on the eye. If you wanted to go a step further, you could add drivers to the mapping node that use the location of an empty to determine where the pupils are looking. If you're interested in this I can try to explain it better in a future video. Alternatively you could just just draw more versions of your characters eyes with the pupils in different locations. If I think up any other easier ways I'll let you know! Hope this helps!🤣 Thanks for watching!
@@TheObservatoryShow Thank you! I had not think or even thought possible for these sort of eyes to follow and empty but that would be quite the perfect idea, I'll definitely try! I still would love to hear you talk of this more in deep in a future video though, you are a great teacher.
I'm not sure if this is the solution to your issue or not, but when you deselect a node, the keyframe visually disappears from the timeline/dopesheet until you reselect the node. If its actually deleting itself, I'm not sure what could cause that, I'll see if I can find any info on it!
About Method 1. (I did it, but only to 2:20 bc i don't want to put it into one grup how you did it.) how do i use it in animation? Its doesn't save in key frames. when i change number in valiue, face just changes for entire animation. Do I need to change it into that group?
@@spoiled-pizza oh WOW 5 moths, I hate internet. But thanks anyways. I already figured it out by makinh a driver in value slider and connecting to a blank object, so when I move object, the image changes
In the update video we're working on, we don't use the UV Warp Modifier, but our end result is very similar in function. Thank you for the suggestion though, I should definitely include this in a video!
Yeah, you could definitely apply these ideas to almost anything to animate it! I suppose you could probably automate a lip sync by baking a sound as an F curve as well...which we might make a video on...♥
I don't know if you know this.. There is a addon called 'Animeall' which can be used to animate anything inside Blender. You can animate UV seams with it.
So I don't know if you made a video on something like this before but I'm trying to figure out how to animate my mouth using a technique very similar to this using a textured image and watching a little bit of your videos seems like I could easily understand what you what's going on I don't know if you've done a video on something like that with mouse
These methods can be used to animate any textures! We have an update video that goes a little more in-depth with more options here: ruclips.net/video/nmzAbeUDPUQ/видео.html Let me know if you have any questions! Thanks for watching 😁
Hit "i" over the factor Input on the material to add a keyframe. Once you have multiple keyframes on your timeline, select all with "a" and change the interpolation to Constant with "T". Let me know if this helps! 😀
This is exactly.Ty what I’ve been searching for! One problem tho, I use splatoon models. The eye texture already have a million mix rgb nodes, and when I add another everything messes up
I like first method. Can I add a node that’ll make a character blink at random intervals or every like 3-5 seconds; something like that? I’m an absolute blender newbie
It would be possible to reference the scene frame within the material and use nodes to do something like that, but it'd probably be easier to animate the material values by creating keyframes on your timeline. You can create a keyframe by moving the timeline to the desired frame and hitting "I" while hovering over the value you want to animate. After all of your keyframes are placed, you'll also probably want to hit "T" while over the timeline and change the interpolation to constant. This will keep your material from scrubbing through every texture in between the two you're keyframing. Hope this helps!
I need help on two things... 1.) How did you Create the Smash bros Sonic face posing section. I'm trying to do the same with Mario. 2.) Also, can I make key frames on clothes textures too? (For example, Mario into Fire Mario)
Heya! First you have to have created a model and individual objects for each pose, and then key frame the objects visibility as needed. You can animate any texture, just use the node setup from first example! We go over key framing and animation a little better in our Paper Mario run cycle video! Let me know if that answers your first question or not.
How far along in the process are you with animating Mario? Are you wondering how to key frame object visibility, or how to setup a model for animating?
•In the outliner, click the Restriction Toggles drop down menu, turn on disable in viewports and disable in renders. •Then make sure you're on whatever frame you want your animation to start on, in either the timeline/dope sheet/or action editor, wherever you prefer to work with keyframes. •Disable the viewport and render visibility of all the face objects, except for your initial face pose. •Keyframe both the viewport and render visibility of every single face object, by hovering over each toggle in the outliner, and hitting I. (If done successfully the Icon will turn yellow) •So now go through keyframing when every face pose begins and ends, only having one poses visibility enabled at a time. It is a little clunky to keyframe object visibility, in the dope sheets action editor you can see and move your keyframes around a little more easily. I hope this helps! Let me know if you run into any issues. ♥
>Simple >Uses nodes yeah okay buddy have fun with that I guess I'm the "some situations" that method 3 will be advantageous in lol. I considered doing that in the first place but wanted to see if there was an easier way to do it. Thanks though, this was really helpful! Can't wait to start animating my own simple, stylized characters!
Haha, nodes aren't so bad once you get used to them! We have an updated video that has an easier way to keyframe with method 3, and I suspect there are quite a few other ways to do it as well. Good luck and thanks for watching!
@@TheObservatoryShow I used driver with alpha clip drive.google.com/file/d/1f7NppztLZzIBHnkwE3xI2HPOWy1atte0/view?usp=sharing but I got a new issue with rendering process. drive.google.com/file/d/1USTpRvauGOevSJ0ONV4r0gNFlMr9Z-rZ/view?usp=sharing drive.google.com/file/d/1RHxveY8vJhf2TBWjvb8RdubZWfIvV8c7/view?usp=sharing as you can see I used alpha with alpha clip for mouth animation. which means there's number of mouth mesh on character's face. And I set up all controls and settings but does not hide object completely. I still have dusty silhouette around it's mouth. Is there a way I can solve this render issue? I will share file if you like to, and if I solve this issue, you can also use this method for your additional tutorial :)
@@wowersdh1 I've tried messing around with drivers a little bit. The way I found that worked the best was to use a driver on render visibility, which made the object toggle completely on and off. Not a direct answer to your question, but may be helpful in the mean time. Also sorry for the late response, your edit didn't come across as a new message so I just happened to stumble across it now.
@@TheObservatoryShow hey Thanks for the answer. Seems like it's because of the texture itself I think. alpha didn't worked well. So I put extra bone to flip each mouth shape front and back by driver value. Also I add driver on the value of surface deform strength as well, so mouth can move with rigged body. drive.google.com/file/d/1taurcoQdr2IX4v6IR5iZ318b7avWWnmn/view?usp=sharing well after this project is done, I'm going to make my own character into realistic 3D model with blender. daeheeworld.com/index.php/2019/02/10/opsledgehammer1/ So some of your tutorial can be really handy. Of course I will use muscle addon, facial rig, morph, cloth simulation, etc. Anyway I really appreciate of your tutorials. Keep it up man! I might see letter "k" after number of your subscriber soon :)
Hey Everyone! We have a new video that covers how to Animate Object Visibility using Geometry Nodes here: ruclips.net/video/-ONw053FlV0/видео.html It makes Method 3 significantly easier, and you might find it helpful! Thanks for watching!
can you please make a new updated video on this tutorial? lots of changes happened and some of the options can't be found now in the newer versions.
Thank GOD you made this, i was dreading having to follow a 45 minute tutorial when i could swear face texture swapping is as easy as how you show us.
No problem, I'm glad you found it useful! Thanks for watching!
1:52 for those who get trap in the node group hell space, it's tab to get out.
^This is important! Thank you 😁
Holy fuck man, the node group you created to switch eyes is ABSURDLY powerful just as a standalone node within blender. Ive started to use it in shaders as a tool to select between various presets. Its so incredibly useful huge props
Thank you very much! I'm glad you find it useful, we actually have an update video improving these methods coming out this week...hopefully 😅 Thank you for watching!
This was way more informative then I could have hoped for! Thank you so much for making the video!
Glad you liked it! Thank you for the great question!
For Shizzle!!!
Thank you so much for this tutorial. Method 2 was perfect for a rolling clock I wanted to animate, as I had a single texture for the numbers 0-9, and wanted to add a subtle overshoot every time a new number clicked into place on the clock's rotating pieces.
this is very useful but when I try the math values nodes with 4 textures, the 3rd value doesn't show up at all while value 1, 2 & 4 do show up just fine
Make sure the greater than values are set correctly, I've had something like this happen a couple times and it usually ends up being that I just set up or connected the nodes wrong! Let me know if this solves it, thank you for watching!
That node group is brilliant. Thank you so much for sharing this information
this video goes straight to favorites
Glad you like it 😁 Thank you for watching!
This is gold! I'm downloading this video to my laptop.
Isn’t that illegal or is there a way with this video
Oh neat, I was just thinking about this. Thanks for the tutorial!
No problem! Thanks for watching!
Love how blender often makes complex things easy! (But it also sometimes makes simple things hard lol)
Thank you so much for making this!!! I've been struggling so much trying to change face expressions from splatoon models, this helps a lot! Thank you again!!!
I'm glad you found it helpful! Thank you for watching 😁
This was the most interesting video i ever saw about how to animate face texture, the easiest to understand, and the shortest one, good job! you got all of the points on a super efficient way.
Thank you very much 😁 We're currently working on an update video that improves each method, which should hopefully be out this week! Thanks for watching!
Thank you so much for telling me all this! One thing I found useful that I would love to see in a tutorial is how to keyframe the animation (which can be done by going to "Objects->visibility->" and pressing i while hovering over the "show in viewports". Once again thank you for the great tutorial! I will use this for my Miitomo animations.
We made an updated video for these methods that drastically improves the ease of keyframing, especially method 3! Thank you for watching, and I hope its helpful!
Any way you could put I link to show how to key? I can't find "objects" and I can't find a source that just shows how to keyframe them
In the texture mapping technique it really helps to use entire divisions and modulo so that a sole value node will give the apropiate coordinate
That's a good idea! Thank you 😀
Still come back to this video all the time for things!!
I'm glad you find it useful!
Hey Everyone! Thanks for watching ♥! If you have any questions, be sure to let us know!
can the first method be made on textures with transparency?
can this be used in game engines? if so, how?
@@ChampiAnimator Yes! I'm sorry I didn't see your comment for so long! We actually have an update version of this video here: ruclips.net/video/nmzAbeUDPUQ/видео.html that covers how to use Alpha transparency, I hope this helps!
@@gdog8170 The textures and the models can be used in Engines! However currently the Blender node systems can't be exported.
@@TheObservatoryShow it helps, thank you
Hey Everyone! We released an Update to these methods for anyone who is interested! You can watch it here: ruclips.net/video/nmzAbeUDPUQ/видео.html
Method 1 is incredible. I cannot thank you enough.
Thank you very much for watching!
This is EXACTLY what I needed! I'm glad I found this video, because other videos don't realy touch on this.
I'm happy it helped, we have an updated version of this video coming soon that expands/improves these methods even further! Thanks for watching!
@@TheObservatoryShow I've subbed because of this vid, so can't wait for the update!
good tutoriel
Thank you!
@@TheObservatoryShow You have discord ?
@@DOPELAFRAPPE Not yet, we plan on getting one going at some point!
thank you so much for this......i love this. Thanks for sharing this beautiful piece of knowledge
You're very welcome! Thank you for watching!
The second method is simpler to do with less expressions but I can understand how the first method is way easier to keyframe. Haha I just wrapped my head around the second method. Thanks btw!
We are currently working on a follow up to this video, that will compound and improve on each of these three methods! Thanks for watching 😁!
Superb tutorial and well presented. I too had problems with frames between keyframes giving unwanted views but reading the other comments it was easily resolved by giving a value to all frames holding a constant value until the next keyframe.
Thank you for watching! Glad you could find the answer here!
oh my deear deeeeeaaarrr GOD! this literally solved ALL of my problems with faces right now! and by extension many MANY more useful applications for these techniques
Glad this helped you out! Thanks for watching!
Very nice! Thank you for making this video this help me a lot
Glad it helped! Thank you for watching!
I remember making a Smash 3DS Character Mod using Blender.
They did use separate meshes for closed eyes, open eyes, etc with different textures, same for the mouth. As for the hands, they are separate hands.
Might also how the low poly models work in KH3D.
As for Dissidia (012), I think they used the 2nd Method.
Thanks a lot, MAN! I'm so glad to find your channel!
I hope you find it useful! Thank you for watching 😄
3:05 Megaman Legends seems to have taken this approach, too (if you look at the characters on Models Resource, you can see a ton of different face and eye expressions on the image textures)
Lovely will figure this out
Thank you for watching!
Thanks sooo much i have been struggling with this thing a whole month now.
holy hell ive been looking for a tutorial like this for ages. thank you! i thought blender was just really primal in texture animation and was worried i couldn't get textured eyes
No problem! Thanks for watching 😀Blender is surprisingly versatile!
Thank you
Hope it helps! Thank you for watching 😁
@@TheObservatoryShow I'm testing this out today! I'll let you know if it worked, thanks again :)
Hi professor. I gave a try to the first method and I'm using multiple image textures for the eyes like in your example, the thing is that everywhere in the image that should be transparent, is rendered as black. To fix this I had to attach the Alpha option from the Image Texture's node to the Alpha option of the Principled BSDF and then click the Material Properties and under settings, change the Blend Mode value to Alpha Clip (same thing as when you work with a single image texture). I did get rid of the black, which is now transparent as it should be BUT when I change to Value and move to another image... it breaks :( Now, if I try to add all the alphas to the Principled BSDF alpha it just replaces the previous one I added, I can't attach everything to that node at the same time :|
Try looking at our update video here: ruclips.net/video/nmzAbeUDPUQ/видео.html At around 9 minutes in! Let me know if this answers your question!
Thank you for sharing, I´m creating a model of a book and was looking for a way to quick change the interior pages by switching the textures and keying the poses.
Glad to hear that it was useful! Thank you for watching!
this video was so helpful!!! (and i just now notice you've done an update LOL) I used method one! I'll check out the new vid too! Thanks for the help! :)
I'm glad you found it helpful! I hope you find the update even more useful! Thank you for watching 😄
Just wow,exactly what I wanted
Thank you so much! I'm glad it helped, thank you for watching! ♥
Hey can you make a separate video explaining the first method in a more basic/detailed way
@@dhruvverma2951 What kind of details are you interested in? Do you want to know what the individual nodes do, or is there something else? Also our Paper Mario video covers how to apply the first method to a walk cycle, which might be helpful!
Man this is a total life saver!!!!
I'm glad you found it useful😃 Thanks for watching!
This is awesome, and the only video I found a clear and concise way to do this for an amateur such as myself. Works really well with blinking, but I am having some issue using this method for something like a mouth opening and closing.
So when I add the keyframe, it seems like it applies to all of my animations? Is there a way to keyframe a mouth opening and closing using method 1, but have it apply to only one animation in the Action Editor?
I am also having this issue, did you ever figure it out?
I managed to get it working using a driver
@@LowPolyJack I dont believe I did, what I ended up doing is saving the facial textures and using the game engine to change between them (godot 3.4)
bless your soul.. method 3 was the confirmation I needed, thank you!
Thank you for watching! you should take a look at our newer video that covers animating object visibility. ruclips.net/video/-ONw053FlV0/видео.html
This and the new version is so great! Thanks for sharing and for this great channel!
Glad you like it! Thank you for watching!
Gold and so easy to follow along. Thank you so much!
Thank you for watching! 😁
Exactly the information I have been looking for. Thank you!
Glad it was helpful! Thanks for watching 😁
Wow! Beautiful animation 😍
Thank you! Hope it helps 😁
Love this man! You deserve way more subs and views. Keep it up!
You're too kind! Thank you very much 😁
I've been looking for something like this for ages! Thanks!!
No problem! Thanks for watching 😁
Thank you so much for making this video, I'm doing an animation where a character is writing on a piece of paper, it is just a 2D texture, so this is a huge help!
I hope it's useful! Thanks for watching!
Very cool and easy to understand.
Thank you! Hopefully it helps ♥
Really cool!
Thank you! Also thank you for watching 😀
Sooo helpful! Thank you so much Sir
😄 Thank you for watching!
That was awesome! Thank you for the simple and informative tutorial!
P.S.: I think game engines handle it in a more simple manner than a 3d modeling software
Thank you! Yeah that's what I figured, but I don't have much experience with all that jazz.
this is perfect, subbed
Welcome! Thanks for watching!
Very well explained, thanks for the tutorial
Thank you for watching!
You are a legend. I subscribed
Thanks for watching! 😊
Great as always Thank you!!
Thank YOU!!
That was really helpful. Now to figure out the equivalent for Maya
I've never used Maya, if you figure it out let me know so I can direct people to an answer 🤣 Thanks for watching!
I'm currently working with Neptunia's models that use a similar method for face animation and your tutorial was pretty usefull.
I'm glad you found it useful! Thanks for watching 😄
This is the tut I didn’t know I needed!!!!
I hope you find it helpful! Thank you for watching 😃
@@TheObservatoryShow Extremely helpful!
This was an amazing tutorial! Thank you so much!!!
No problem! Thank you for watching ♥
that was really good, thanks !
Thank you for watching! I hope it helps 😁
Thanks!! Just what I need!! :)
Glad to help! Thanks for watching 😀
Cool content and education! Subbed!
😁 Thank you for watching!
besides of the great video, this silly things like at the end make it even better to watch, supper enjoyable ^^ 4:50
Thank you very much for watching! I'm glad you enjoy my strange sense of humor!
So I figured out a trick for the alpha on the textures.
Copying the first method with separate pictures and the value slider, duplicate the group. The only thing you need to change is instead of using the color outputs for your textures, you can simply use the alpha nodes. Assign your images in the same slot, you can reuse the same value slider and just replace the inputs.
That would definitely work! We're actually doing an update video for these methods, which we cover how to deal with alpha and easier keyframe methods, hopefully this week! Thanks for watching! 😃
@@TheObservatoryShow great to hear, looking forward to it! Love the content
Great. I use image sequences instead of single image. I'll try that mapping method.
Ah, yes just what I needed, but I'm a little confused on 2:06 (When you cleaned up the node setup even more)
On the value node, there is no maximum or minimum thresholds, so you can like accidentally drag it to negative infinity and its annoying. So I used a trick that makes a node group with a slider, that has a maximum and minimum threshold. Does that clear it up at all? Thanks for your question too btw! ♥
@@TheObservatoryShow Ahh, I see. Thanks for answering!
just what i was looking for, thank you!
Thanks for watching! I hope it helps 😀
This is a really good tutorial and is gonna save me time and polygon count with a few simpler models! For things like if you would like an emission shader for a transparent texture, would a mix node be required for each facial expression?
Depends! What are you trying to make? I'm glad you found it useful! Thank you for watching 😄
Oh, thank you so much! I had no idea how these kind of cartoon eyes worked but you explained it so well, if you don't mind how would one go about using these methods and also making the pupils have the ability to track down something in the environment?
There's quite a few ways you could go about doing it! The first way that comes to mind is to have your pupils be a separate texture with alpha transparency, and add it to the eye shader material using nodes. Then you could use a mapping node to slide it around on the eye. If you wanted to go a step further, you could add drivers to the mapping node that use the location of an empty to determine where the pupils are looking. If you're interested in this I can try to explain it better in a future video. Alternatively you could just just draw more versions of your characters eyes with the pupils in different locations. If I think up any other easier ways I'll let you know! Hope this helps!🤣 Thanks for watching!
@@TheObservatoryShow Thank you! I had not think or even thought possible for these sort of eyes to follow and empty but that would be quite the perfect idea, I'll definitely try! I still would love to hear you talk of this more in deep in a future video though, you are a great teacher.
Very usefull, thank you!
I'm glad you found it useful! Thanks for watching 😁
Whenever I keyframe the slider to change a texture, it simply deletes the keyframe right after I click off
I'm not sure if this is the solution to your issue or not, but when you deselect a node, the keyframe visually disappears from the timeline/dopesheet until you reselect the node. If its actually deleting itself, I'm not sure what could cause that, I'll see if I can find any info on it!
Gracias Buen tutorial. para futuros en el tiempo 2:11 ctrl + G.
Thank you! 😀
Perfect ! that was exactly what I need. 👍
Thanks you so much. This is what I'm looking for
Glad it was useful! Thanks for watching!
excellent thank you
No Problem! Hope it helps!
About Method 1.
(I did it, but only to 2:20 bc i don't want to put it into one grup how you did it.)
how do i use it in animation? Its doesn't save in key frames. when i change number in valiue, face just changes for entire animation. Do I need to change it into that group?
go to the value anc click on the key i on your keyboard itll add a keyframe
@@spoiled-pizza oh WOW 5 moths, I hate internet. But thanks anyways.
I already figured it out by makinh a driver in value slider and connecting to a blank object, so when I move object, the image changes
lifesaver
😀 Thanks for watching!
Thanks, this helped me a lot.
You should also include Facewarp Modifier technique.
It's the best and easiest way to keyframe textures.
In the update video we're working on, we don't use the UV Warp Modifier, but our end result is very similar in function. Thank you for the suggestion though, I should definitely include this in a video!
@@TheObservatoryShow No problem and I learnt that technique from BornCG youtube channel, you can check out their video for more info.
This is fantastic! Thank you so much!
i Love U =)
Possible join this idea face texture to sound for lip sync?
Yeah, you could definitely apply these ideas to almost anything to animate it! I suppose you could probably automate a lip sync by baking a sound as an F curve as well...which we might make a video on...♥
HOLY MOLY this is easy, how do I make my texture transparent like yours?
Which method are you using? Also this update video might help: ruclips.net/video/nmzAbeUDPUQ/видео.html
@@TheObservatoryShow I just watched your new video and it answered my question! thank you though :D
I don't know if you know this.. There is a addon called 'Animeall' which can be used to animate anything inside Blender. You can animate UV seams with it.
I didn't know about this! I'm definitely going to check it out. Thank you for the info!
Thank you so much.
Thanks for watching! ♥
really cool , thanks helped alot
Very clever. Thanks for the video.
So I don't know if you made a video on something like this before but I'm trying to figure out how to animate my mouth using a technique very similar to this using a textured image and watching a little bit of your videos seems like I could easily understand what you what's going on I don't know if you've done a video on something like that with mouse
These methods can be used to animate any textures! We have an update video that goes a little more in-depth with more options here: ruclips.net/video/nmzAbeUDPUQ/видео.html Let me know if you have any questions! Thanks for watching 😁
thanks again
I hope its useful! Thanks for watching 😄
Great tutorial! I'm wondering, how do your UVs look for Method 2?
this video is helpful thank you so much! although, how do you animate or add keyframes for animating the texture on method 1?
Hit "i" over the factor Input on the material to add a keyframe. Once you have multiple keyframes on your timeline, select all with "a" and change the interpolation to Constant with "T". Let me know if this helps! 😀
@@TheObservatoryShow at first i was confused, but i figured it out thanks to you ! you've been very helpful!! i'll subscribe :)
Thanks for doing this video this is exactly what I need 😆👍
I'm glad it was helpful! Thanks for watching 😄
This is exactly.Ty what I’ve been searching for! One problem tho, I use splatoon models. The eye texture already have a million mix rgb nodes, and when I add another everything messes up
I like first method. Can I add a node that’ll make a character blink at random intervals or every like 3-5 seconds; something like that? I’m an absolute blender newbie
It would be possible to reference the scene frame within the material and use nodes to do something like that, but it'd probably be easier to animate the material values by creating keyframes on your timeline. You can create a keyframe by moving the timeline to the desired frame and hitting "I" while hovering over the value you want to animate. After all of your keyframes are placed, you'll also probably want to hit "T" while over the timeline and change the interpolation to constant. This will keep your material from scrubbing through every texture in between the two you're keyframing. Hope this helps!
I need help on two things...
1.) How did you Create the Smash bros Sonic face posing section. I'm trying to do the same with Mario.
2.) Also, can I make key frames on clothes textures too? (For example, Mario into Fire Mario)
Heya! First you have to have created a model and individual objects for each pose, and then key frame the objects visibility as needed. You can animate any texture, just use the node setup from first example! We go over key framing and animation a little better in our Paper Mario run cycle video! Let me know if that answers your first question or not.
@@TheObservatoryShow Sorry, I'm still confused...😟
How far along in the process are you with animating Mario? Are you wondering how to key frame object visibility, or how to setup a model for animating?
@@TheObservatoryShow Key frame object visibility.
•In the outliner, click the Restriction Toggles drop down menu, turn on disable in viewports and disable in renders.
•Then make sure you're on whatever frame you want your animation to start on, in either the timeline/dope sheet/or action editor, wherever you prefer to work with keyframes.
•Disable the viewport and render visibility of all the face objects, except for your initial face pose.
•Keyframe both the viewport and render visibility of every single face object, by hovering over each toggle in the outliner, and hitting I. (If done successfully the Icon will turn yellow)
•So now go through keyframing when every face pose begins and ends, only having one poses visibility enabled at a time.
It is a little clunky to keyframe object visibility, in the dope sheets action editor you can see and move your keyframes around a little more easily. I hope this helps! Let me know if you run into any issues. ♥
For the style of my game, i think im just going to swap out textures because it looks retro and cool.
How do i set up my ALPHA IMAGE? like the first set up because the alpha image only recognize 1 alpha for all the image
Thanks
😀 Thanks for watching! I hope it helps!
>Simple
>Uses nodes
yeah okay buddy have fun with that
I guess I'm the "some situations" that method 3 will be advantageous in lol. I considered doing that in the first place but wanted to see if there was an easier way to do it. Thanks though, this was really helpful! Can't wait to start animating my own simple, stylized characters!
Haha, nodes aren't so bad once you get used to them! We have an updated video that has an easier way to keyframe with method 3, and I suspect there are quite a few other ways to do it as well. Good luck and thanks for watching!
4:26
I kinda need this method. but it's bugging to control visibility one by one. is there any way I can make controller for it??
I tried
ruclips.net/video/5SdKAUsjcsg/видео.html
this value as driver. cool!!!
Keyframing item visibility can be pretty tedious. Drivers are a great idea! Thank you for sharing. Did you end up getting it to work well?
@@TheObservatoryShow I used driver with alpha clip
drive.google.com/file/d/1f7NppztLZzIBHnkwE3xI2HPOWy1atte0/view?usp=sharing
but I got a new issue with rendering process.
drive.google.com/file/d/1USTpRvauGOevSJ0ONV4r0gNFlMr9Z-rZ/view?usp=sharing
drive.google.com/file/d/1RHxveY8vJhf2TBWjvb8RdubZWfIvV8c7/view?usp=sharing
as you can see I used alpha with alpha clip for mouth animation. which means there's number of mouth mesh on character's face.
And I set up all controls and settings but does not hide object completely. I still have dusty silhouette around it's mouth. Is there a way I can solve this render issue?
I will share file if you like to, and if I solve this issue, you can also use this method for your additional tutorial :)
@@wowersdh1 I've tried messing around with drivers a little bit. The way I found that worked the best was to use a driver on render visibility, which made the object toggle completely on and off. Not a direct answer to your question, but may be helpful in the mean time. Also sorry for the late response, your edit didn't come across as a new message so I just happened to stumble across it now.
@@TheObservatoryShow hey Thanks for the answer.
Seems like it's because of the texture itself I think. alpha didn't worked well. So I put extra bone to flip each mouth shape front and back by driver value. Also I add driver on the value of surface deform strength as well, so mouth can move with rigged body.
drive.google.com/file/d/1taurcoQdr2IX4v6IR5iZ318b7avWWnmn/view?usp=sharing
well after this project is done, I'm going to make my own character into realistic 3D model with blender.
daeheeworld.com/index.php/2019/02/10/opsledgehammer1/
So some of your tutorial can be really handy. Of course I will use muscle addon, facial rig, morph, cloth simulation, etc.
Anyway I really appreciate of your tutorials. Keep it up man!
I might see letter "k" after number of your subscriber soon :)
im so lucky i found this tutorial
Hopefully you find it useful! Thanks for watching 😄