It's a bit of a stretch calling it a "new way of animating" seeing as animation layers is something Maya has had for a few years. However, I'm glad Blender is finally fixing it's animation workflow. This is fantastic news. Nice roundup of the bits n bobs. The other tools look really interesting.
@@ChRW123That's what I was going to say. I only started a decade ago too touch Maya, but it already had layers. Is great that it finally comes to blender though. But for me the best is that we'll finally be able to add a key with one touch. I find it really annoying to press "I" and then choose what to key. I never work with Auto key either because I don't want to add keys when just trying to test a pose.
@@JohnDoe-tt4fm I didn't know that particular feature. From what I see on the doc, you still have too configure sets for that right? In the conference they just said that pressing "I" will stop calling contextual menu and simply add a key. Did I misunderstood that point? In Maya you can just press S and it will key either all keys or only the selected properties. I'd love to animate more on blender, cause it's smooth, I like the modifiers and navigation controls, and let's be honest, it's free! but Maya is way more easier and straightforward fort animation in my opinion. Also animbot plug-in is crazy good, and I would definitely miss it on blender.
As far as my knowledge goes, Motion Builder have animation layers since like in 2006, Then maya started adapting it like 2009 . Animation Layers have been in the industry for a long time and its really useful. Good to know Blender is utilizing them.
To keep it simple, you can make a basic character movement and easily add another layer of bounciness, rigidity, fluidness, springy, your choice. The modes give you different experimental blending modes. It's layers from photoshop but for animation.
They are the equivalant of layers in the dreaded evil Maya by the sounds of it. They are cool, but it's not a "completly new way of animating". It's Blender implementing an already developed system. HOWEVER, it is fabulous news, and I'm very glad it's being worked on!
Great video! I am by no means against Blender. I use it on a daily basis in my workflow, -just not for animation... I have to point out though, that none of these features are game changing for animation -for the simple reason that we have literally used all of these for many many years in the industry. The correct message of the video would be that they are finally coming to Blender. Which is amazing! They are either already built into Maya, as plugins, or you simply create your own setups and tools that allow this type of workflow when/if you feel the need to.
NLA editor is kind of an animation layer system in its infancy I really hope and wish that animation layers do get introduced because it does become such a pain trying to work with the NLA editor without the urge of breaking something
They are mainly catching up with the rest of the industry standard. Which is good because animators are one of the biggest piece of a production and right now, animating in Blender was.. let's say 'frustrating' to stay polite
a big issue is a lack of cross pollination, when you never care to look at how much better something can be you never grow. I'm really glad that the foundation don't take this approach. The open movies have been a fantastic tool for improving blender, and having more seasoned people entering the community has given great insights into areas for improvement.
geting tools while impoving on the concept at the same time, if brought to furishin this will be better than Maya animation layers by a long shot. all maya realy has going for it is the graph editer, its dope sheet is garbage and realistcly dosent exist. while blender's dope sheet is light years ahead. so if we get the layers while keeping the power of the NLA and blender's dope sheet in additon to having a better graph editer we have the potental to dethron maya by vurtue of having better tools
@@ProjectAtlasmodling Editing files in Maya using a text editor is not to be overlooked, as the man hours this saved with batch edit changes to file specfics done via text cannot be overlooked, at scale this is a must.
The animation layer system in Blender is not a new thing as a whole. Maya has had Animation Layers that does everything you describe for years now. Just so you are aware that this is not a new "inventive" thing that is going to change 3D forever. Blender finally getting it is cool, as well as the new features that just came out in 4.0.
sometimes people lost good sense about blender updates. I'm a blender head myself, but since the intro of geonodes , reading through wars inside the development cycle in releation to advanced users(the people who does addons and even branches) trying to sugest a thing or aanother, I'm more and more convinced about some devs refusing to look to other tools for reference
@@ravanin You mean elaborate on my comment? In Smeaf's video, he builds up that Animations Layers are "going to change how animation is done completely" and eludes to the fact that it's never been done before. When it's just new in Blender. Cool (I'm being honest). But Animation Layers are not a new concept at all. Maya already has Animation Layers that does everything Smeaf describes, and has done it for years. I should know. I work in TV/Film/Games and teach 3D animation and had it as lessons for many years now.
The new tools add complexity and open opportunities when working on advanced stuff. The base stays the same. Don't wait for the tool to make your film. Just do it. Fail. Do another. And keep moving.
Not to be mean, but I feel like people who put up titles like "Blender changes animation" are more likely to have never played around with other 3D softwares. Those other DCC programs have these features, and that's why they're industry standard. It's nice that Blender get these features now, but it's not changing animation. Not yet, at least.
I hate to be THAT guy, but the reason why Maya is considered to be the go-to for animation is because these features have already been implemented in a neat and concise way for years. Animation layers, being able to swap between takes, almost all of the features demonstrated already exist. The only ones that I haven't seen in Maya are the filters you can put over the top of animation. I am very excited to see tools being developed that don't cost $20 a month though!
Are you series?!!! smoothing animation curves and animation layers .... that is what will change the animation industry forever?? this is our daily life routine in Maya/Max/C4D for decades, dude.
I literally animate for a living at such places as Nickelodeon and Disney. Zero of any of these tools are new or change anything that we're doing for the last 25 years
I honestly had to stand up and begin pacing around my room when you revealed the animation layers. Thanks for these blender news updates, i would’ve never known
The layers workflow is so much better, it finally places blender into the same level of access as most other image editors. Traditionally, animation editors have been in their own echelon of difficulty to master. Now, we can bridge that gap.
Maya added layered animation, and layered rigs in 2009. It's a little disingenous to call blender adding the same features 14 years later "changing animation".
Hey there! Your video made rounds among the anim dev team, it's great that you're so good at creating some hype for all this ongoing development, we really appreciate it! If you could use your amazing salesmanship to gently nudge some viewers towards signing up for the dev fund, I think that would be even more greatly appreciated! :D Also, many compliments to the editing and visuals on this video, really really top notch.
Personally I’m more into maya for animation first because of the stacked view in the graph editor, how easy it is to have the rig look textured not rendered, using the middle button for most changes, free character picker add on
2:30 That literally never happens. You have complete control over what curves you want to work with and if I saw an animator working with curves like that I'd question their sanity. If you need to scale or move that many keys you'd do it in the dopesheet. Also layers are not new to animation, they've been in Maya and Max for years and years. Blender is playing catch up. I wish they would spend more time improving their constraints.
Personally been a Blender user for 5 years now, I've been keeping at it knowing that one day it would eventually rival Maya and Zbrush even though animation professors tell you it never will. Well, it surpassed Zbrush years ago, and now it looks like Maya is gonna run for it's money too! Glad to be a part of this community!
Depends on if you have custom brushes or plugins@@milo20060 Blender's UIX is VASTLY easier to understand for newcomers, and with a $10 retopo plugin and some custom brushes I made, I can get the same result from blender as from Zbrush. Plus, only being $10 in the hole is a LOT easier on my rent than the $40 per MONTH Zbrush is charging.
How did it surpassed zbrush? Zbrush only usecase is sculpting and it can handle way higher vert count then blender, offers more tools and usually is unbeaten when it comes to quality of ur sculpts
First time watching your videos and its wild recognising every clip of background music and sound effect. You have good taste! The spelunky sound for reveals nearly stumped me. Admittedly I did find myself focusing on all that over blender.
man... these music snippets playing along with the video... I don't know who's selecting them, but I like them. So, thank you. It's definitely distracting from the video though.
my level of blending is not enough to comprehend just how good the things you are saying, but I feel a sense of excitement making me look forward to keep learning! thanks for these wholesome, informative videos bro! :D 🥰😇 (would love to see a long, uncut video just about the graph editor, full-in-depth, from beginner to your advanced++ level )😅😊
I've been working with the NLA editor for the past year while working on a tv series and I actually love the idea of it, as I since then started working with It on other projects. For example, now I break down my body movements and the face animation and it keeps things neat and organized. The NLA layers sure has some limits (why on gods will cant I preview all layers at once when working on a bottom layer??) so I am soooo looking forward for the new update!!!
@@3d-illusions well, it isolates the strip, so you can see just what's happening on the strip without muting the strips below. I just want to edit one strip that's like in the middle of the strips but I also can see how it affects the strips above lol, if you know what I mean
@@cecylia8636 you can already do that by selecting the strip and pressing shift tab. It's the 3 options at the bottom of the strip menu (edit stashed, and tweak full/below)
“Did Blender just change animation forever?….NOPE The fact that we have to wait until 2025 before they implement the powerful animation layer system that I already get from using Tal Hershko’s addon is very disappointing. Also unless you have the great Auto rig pro addon for blender you have no general purpose retargetter like I have in Maya or even Reallusion Iclone
To my understanding, Layered animation is what Maya has been doing for years. It's what made it popular for character animation. There already is a paid Addon for Blender called Animation Layers. Anyway, I wish Blender would have AI-assisted animation like Cascadeur. Then it would truly revolutionize animation.
Yeah, even DAZ Studio can use layered animation with the aniMate2 plugin. It can be unstable at times and doesn't have a ton of features, but it's decent. Cascadeur is really doing impressive things that I'm not seeing elsewhere.
yeah i saw that presentation, Sybren is awesome, good to see you cover it. i hope more Devs and animators talk about it. Blender is awesome as is the community, we need more financial backing for Blender considering how many people use it, even a small donation each month from more we can afford to give will see the project grow! keep up the great work
I don't even use blender but watched the whole video. Great pacing, explanations and amazing editing. Tons of scene changes but it keeps interest without being too jumpy or distracting. Well done! Definitely going to check out more of your work.
I hope this update comes sooner than 2 years! 😭 The nla editor is terrible. I use the animation layers addon that already does exactly as you’re describing. The addon does clever nla editor things for you in the background, but no doubt it would be better if blender was built for it by default because the add-on is expensive and there can be bugs due to changes to blender’s code with new releases
I think the "true" new way of animating would be an in-viewport curve editing tool where you could essentially make changes to keyframe positioning and curvature in 3D view. Imagine the existing "Motions Path" tool that enables us to see a bones path except you can select keyframes in the viewport, move it around, scale and rotate it to alter curvature and pacing. I've always wanted something like this and I believe this would make animating so much easier but I haven't been able to find anything that functions somewhat well. If blender could introduce such a tool as a built-in feature that would be a game changer!
i got into blender and animation 2 month ago. and before that i imagined animating would work like this 9:06 and tbh i was confuzed until exactly now. i didn't understand why i had to animate the way im animating and why everything is so clusterfucked. i was sure i did everything immensely wrong and complicated. i just couldn't wrap my hed around why animating is not like i imagined it to be. with layers and stuff
Regarding bones and the related stuff like IK, rigging, etc... Blender should take a playbook from DAZ Studio. Blender slowly has with things like auto-IK and asset/pose library... but I dare say it is MUCH easier to start and prototype an animation in DAZ versus Blender. DAZ pretty much forgoes rigging and has an interesting auto IK implementation & tools to give you a passable starting animation/pose. Another tool Blender I wish it had from DAZ is called Puppeteer - which is mouse controlled animation over a graph of poses.
Daz studio does not even have a proper IK/FK foot/floor contact solver Daz depends entirely on canned mocap sold in the daz store. try hand animating a Daz character simply squatting low to pick up an object from the ground and keeping his feet solidly planted.
Aaaaaaaaaaaaaah - Hold your horses! I have a background in hifi and speaker crossovers used to use Butterworth but it has a problem with amplification of frequencies (motion in animation) so they switched to Linkwitz-Riley which negates these issues - I could see the Butterworth distortion in the video clips you showed. Someone should pass this onto the Blender devs. Blender is getting SoftImage XSI style animation and that was the best character animation tool ever made, this is looking really sexy. Its better to think of the layers as video on a time line adn the layers can obfuscate layers below or, like a multiply, screen or colour layer, can enhance whats below.
Layers will be so helpful if implemented. I just wish, there will be no bugs. Layers are pretty complex. I mean, adding a spin on a jumping object. If more complex layers added, the chance of animation looking weird is high.
I hope they will add some kind of a new autorig system too. The built-in one doesn't really apply weights all that well, and while there are addons that can help, the ones that work well are paid. Ideally you'd just place bones within the model and either select vertices each bone would affect (with vertex groups) or let Blender guess it, but in a more smart way so that an arm bone wouldn't move part of the torso just because torso was too close to the arm bone. Then the Blender would select appropriate weights based on distance from the bone.
Man all this is great! Now the only problem I see is that most of this went over my head because of the simple fact that I don't know blender well enough. Time to fix that.
Essentially any filter can be conceptualized as a black box that allows certain frequencies through while preventing others. A butterworth filter allows all frequencies in the pass band (the frequencies that make it through) to make it through without changing a particular frequency’s contribution to the final output signal. The frequencies above the critical frequency are attenuated (dampened) and not allowed to pass through
Funny how the changes they made on the NLA are how I thought it worked when I started using it, but then I realized it was like holding water with the hands
This is why I practically ignore the NLA system and use the Animation Layers addon. Glad to see they are finally thinking of implementing it into vanilla Blender.
The last change is great. I'm a novice and I hated the system for animation. It seemed like I never knew which workspace to be in or even where my animations went.
Right now, the first 500 people to use my link will get a one month free trial of Skillshare skl.sh/smeaf11231
Happy to have gotten that free month of Skillshare, I'll be sure to make great use of it to level up my 3d modelling game.
Finally, some good offer thanks for free month I'm looking forward to learning a lot of new things about blender
Thanks, Smeaf!
it won't accept my card bruh
You explained everything in a way that even people who never used Blender can understand and even get excited to try it out
I really appreciate that MrBeast is generous enough to teach us about animation in so much detail! What can't this man do!
😂😂😂
its not mr beast
@@dotnetdevni 🤯🤯
@@dotnetdevni naah for real??
Now I can't unseen Smeaf as Mr. Beast...
It's a bit of a stretch calling it a "new way of animating" seeing as animation layers is something Maya has had for a few years.
However, I'm glad Blender is finally fixing it's animation workflow. This is fantastic news.
Nice roundup of the bits n bobs. The other tools look really interesting.
Few years? They've been there since I started in the industry.
@@ChRW123That's what I was going to say. I only started a decade ago too touch Maya, but it already had layers.
Is great that it finally comes to blender though. But for me the best is that we'll finally be able to add a key with one touch. I find it really annoying to press "I" and then choose what to key. I never work with Auto key either because I don't want to add keys when just trying to test a pose.
@@KraagzarYou can do that already, it's called Active Keyring Set.
@@JohnDoe-tt4fm I didn't know that particular feature. From what I see on the doc, you still have too configure sets for that right?
In the conference they just said that pressing "I" will stop calling contextual menu and simply add a key. Did I misunderstood that point?
In Maya you can just press S and it will key either all keys or only the selected properties. I'd love to animate more on blender, cause it's smooth, I like the modifiers and navigation controls, and let's be honest, it's free! but Maya is way more easier and straightforward fort animation in my opinion. Also animbot plug-in is crazy good, and I would definitely miss it on blender.
I was going to day, a lot of this stuff has been available in Modo for years.
As far as my knowledge goes, Motion Builder have animation layers since like in 2006, Then maya started adapting it like 2009 . Animation Layers have been in the industry for a long time and its really useful. Good to know Blender is utilizing them.
Sat here in my room, and yelled "Oh my F-ing God can you get to the F-ing point." just thought I should share this.
When you're still a noob at Blender and nothing he's talking about makes sense still
Fax k sometimes have no idea what hes saying hut its still interesting to me
Sounds like you need to watch more of his tutorials
@@ly2Yeah, he's still one of my favorite Blender RUclipsrs
@@UnderfundedScientist I do, but my laptop is not in great shape now, so I cannot use it at the moment. So I had to stop learning
To keep it simple, you can make a basic character movement and easily add another layer of bounciness, rigidity, fluidness, springy, your choice. The modes give you different experimental blending modes. It's layers from photoshop but for animation.
I always appreciate the smooth editing you implement to make these videos as readable as possible. The effort doesn't go unnoticed
This is a lovely comment.
Thank you🙂
Are these layers like the 'peg layer' equivalent in ToonBoom or the Symbol system in Flash? Either way, it sounds very exciting.
They are the equivalant of layers in the dreaded evil Maya by the sounds of it.
They are cool, but it's not a "completly new way of animating". It's Blender implementing an already developed system.
HOWEVER, it is fabulous news, and I'm very glad it's being worked on!
@@zlobzorIt’s “free open-source software competes with corporate industry standard”, which is very, verey cool imo :)))
kinda what i thought immediately as well
@@zlobzor "Dreaded Evil Maya"
FOSS purist I see? Or is there a personal beef you have?
Great video! I am by no means against Blender. I use it on a daily basis in my workflow, -just not for animation... I have to point out though, that none of these features are game changing for animation -for the simple reason that we have literally used all of these for many many years in the industry. The correct message of the video would be that they are finally coming to Blender. Which is amazing! They are either already built into Maya, as plugins, or you simply create your own setups and tools that allow this type of workflow when/if you feel the need to.
NLA editor is kind of an animation layer system in its infancy
I really hope and wish that animation layers do get introduced because it does become such a pain trying to work with the NLA editor without the urge of breaking something
There is an awesome addon that does this, I think it’s called animation layers on blender market and I use it a lot lol
@@shlokbhakta2893 paywall'd :D
Oh hey zaq didn't think I would see you here
@@ComixProductions dude. If I tried, I'd be everywhere
@@MrSonicTeam LOL
They are mainly catching up with the rest of the industry standard.
Which is good because animators are one of the biggest piece of a production and right now, animating in Blender was.. let's say 'frustrating' to stay polite
a big issue is a lack of cross pollination, when you never care to look at how much better something can be you never grow. I'm really glad that the foundation don't take this approach.
The open movies have been a fantastic tool for improving blender, and having more seasoned people entering the community has given great insights into areas for improvement.
that was like.... back in 2.7 and before
geting tools while impoving on the concept at the same time, if brought to furishin this will be better than Maya animation layers by a long shot.
all maya realy has going for it is the graph editer, its dope sheet is garbage and realistcly dosent exist. while blender's dope sheet is light years ahead.
so if we get the layers while keeping the power of the NLA and blender's dope sheet in additon to having a better graph editer we have the potental to dethron maya by vurtue of having better tools
@@ProjectAtlasmodling It's "Dethrone", with E, and "Virtue", with I instead of U.
@@ProjectAtlasmodling Editing files in Maya using a text editor is not to be overlooked, as the man hours this saved with batch edit changes to file specfics done via text cannot be overlooked, at scale this is a must.
The animation layer system in Blender is not a new thing as a whole. Maya has had Animation Layers that does everything you describe for years now. Just so you are aware that this is not a new "inventive" thing that is going to change 3D forever. Blender finally getting it is cool, as well as the new features that just came out in 4.0.
sometimes people lost good sense about blender updates. I'm a blender head myself, but since the intro of geonodes , reading through wars inside the development cycle in releation to advanced users(the people who does addons and even branches) trying to sugest a thing or aanother, I'm more and more convinced about some devs refusing to look to other tools for reference
care to elaborate
@@ravanin You mean elaborate on my comment? In Smeaf's video, he builds up that Animations Layers are "going to change how animation is done completely" and eludes to the fact that it's never been done before. When it's just new in Blender. Cool (I'm being honest). But Animation Layers are not a new concept at all. Maya already has Animation Layers that does everything Smeaf describes, and has done it for years. I should know. I work in TV/Film/Games and teach 3D animation and had it as lessons for many years now.
@@JoshRobertsonArt I was responding to the other guy and his dev wars comment. I actually use the animation layers addon on blender.
@@ravanin Oh cool, that makes sense.
That dream of animating a short film is getting closer to becoming a reality.
just get started!
Yes don't put it off! I made my first 2d one last summer, its not perfect but nobody begins perfectly so it's best to start learning sooner imo.
There's no such thing as waiting for the perfect tools, that time ain't gonna come. Start now.
The new tools add complexity and open opportunities when working on advanced stuff. The base stays the same. Don't wait for the tool to make your film. Just do it. Fail. Do another. And keep moving.
Source Filmmaker: Been doing that since 2012.
Not to be mean, but I feel like people who put up titles like "Blender changes animation" are more likely to have never played around with other 3D softwares. Those other DCC programs have these features, and that's why they're industry standard. It's nice that Blender get these features now, but it's not changing animation. Not yet, at least.
Context within the video tell me he means changes for the blender community.
@@glvbukz897 But the title and thumbnail tho
It already had this since 2.5
I hate to be THAT guy, but the reason why Maya is considered to be the go-to for animation is because these features have already been implemented in a neat and concise way for years. Animation layers, being able to swap between takes, almost all of the features demonstrated already exist. The only ones that I haven't seen in Maya are the filters you can put over the top of animation.
I am very excited to see tools being developed that don't cost $20 a month though!
It's exciting to see Blender finally getting some of the Maya features
And from 3DS Max.
@@artdesign-e1sWell at least Blender doesn’t cost more than your entire apartment while still doing a lot of things better than Maya 😂
@@lonelylama5222Spoken like someone who's never even tried Maya and is just resorting to tribalism/my team better bs.
Are you series?!!! smoothing animation curves and animation layers .... that is what will change the animation industry forever?? this is our daily life routine in Maya/Max/C4D for decades, dude.
Part of my body died when he showed all of those key frames.
I literally animate for a living at such places as Nickelodeon and Disney.
Zero of any of these tools are new or change anything that we're doing for the last 25 years
I honestly had to stand up and begin pacing around my room when you revealed the animation layers. Thanks for these blender news updates, i would’ve never known
4:32 Belle! I love that dog
2:22 Why does Smeaf's hand get caught in some kind of mask?
yea noticed it ... replaced with old props i guess... may be he mode the YT play button
(off topic) 5:16 people who knows this song has played on the Xbox 360, ps3, or their laptop.
The layers workflow is so much better, it finally places blender into the same level of access as most other image editors. Traditionally, animation editors have been in their own echelon of difficulty to master. Now, we can bridge that gap.
8:24 Do I even have to say the line?!
He also put a bunch of Undertale music.
Blender is catching up to Maya 2012. Exciting stuff!
lmao
"Two years away" Immediately check when this video was posted... 6 months ago. :-(
Maya added layered animation, and layered rigs in 2009. It's a little disingenous to call blender adding the same features 14 years later "changing animation".
That's how the Algorithm forces you to work. I guess.
I can always rely on comments to get the key hype point and skip watching the video altogether
@@ZZWWYZ Firefox with autoplay disabled, eh?
that shelf layer at 2:22 over your hand had me trip out for a moment
Hey there! Your video made rounds among the anim dev team, it's great that you're so good at creating some hype for all this ongoing development, we really appreciate it! If you could use your amazing salesmanship to gently nudge some viewers towards signing up for the dev fund, I think that would be even more greatly appreciated! :D
Also, many compliments to the editing and visuals on this video, really really top notch.
I just started animating few days ago and I feel like I started at the right time.
Personally I’m more into maya for animation first because of the stacked view in the graph editor, how easy it is to have the rig look textured not rendered, using the middle button for most changes, free character picker add on
Layered animation is a game changer... Y'all are gonna be blown away by after effects lol
2:30 That literally never happens. You have complete control over what curves you want to work with and if I saw an animator working with curves like that I'd question their sanity. If you need to scale or move that many keys you'd do it in the dopesheet. Also layers are not new to animation, they've been in Maya and Max for years and years. Blender is playing catch up. I wish they would spend more time improving their constraints.
Yep. Making it seem harder than it really is.There's a lot of strawman arguments here. Pro animators get paid for a reason.
3:30 the fact that blender should had done this ages ago
Blender changed animation forever, by adding features that have been in Maya, Max, MotionBuilder for decades? 🤔
Dude, all Wii sound effects were absolutely taking me back
Personally been a Blender user for 5 years now, I've been keeping at it knowing that one day it would eventually rival Maya and Zbrush even though animation professors tell you it never will. Well, it surpassed Zbrush years ago, and now it looks like Maya is gonna run for it's money too! Glad to be a part of this community!
Surpassed Maya. But ZBrush is still superior when it comes to sculpting.
Depends on if you have custom brushes or plugins@@milo20060 Blender's UIX is VASTLY easier to understand for newcomers, and with a $10 retopo plugin and some custom brushes I made, I can get the same result from blender as from Zbrush. Plus, only being $10 in the hole is a LOT easier on my rent than the $40 per MONTH Zbrush is charging.
How did it surpassed zbrush? Zbrush only usecase is sculpting and it can handle way higher vert count then blender, offers more tools and usually is unbeaten when it comes to quality of ur sculpts
*get a run for it's money
Surpassed nothing! Maya and ZBrush rule over Blender in their fields
Anyone else notice that the RUclips Play button in the background is actually in the foreground? (Meaning it was composited in, poorly.)
Pls doesn't say anything overrated for blender. I also use blender and maya and c4d. Its doesn't change anything else in the industry. Pls 🙏
First time watching your videos and its wild recognising every clip of background music and sound effect. You have good taste! The spelunky sound for reveals nearly stumped me.
Admittedly I did find myself focusing on all that over blender.
GREAT video thanks for keeping me updated. Super excited for the layered animations! Also what a lovely surprise Skillshare shoutout!
Thanks man!
Gotta let the people know about your premium stuff, it's too good!
man... these music snippets playing along with the video... I don't know who's selecting them, but I like them. So, thank you. It's definitely distracting from the video though.
my level of blending is not enough to comprehend just how good the things you are saying, but I feel a sense of excitement making me look forward to keep learning! thanks for these wholesome, informative videos bro! :D 🥰😇 (would love to see a long, uncut video just about the graph editor, full-in-depth, from beginner to your advanced++ level )😅😊
The background music is an emotional rollercoaster. Only missing Home were finally landing
I've been working with the NLA editor for the past year while working on a tv series and I actually love the idea of it, as I since then started working with It on other projects. For example, now I break down my body movements and the face animation and it keeps things neat and organized. The NLA layers sure has some limits (why on gods will cant I preview all layers at once when working on a bottom layer??) so I am soooo looking forward for the new update!!!
You can, there’s an option in the menu. Think it’s shift tab instead of just tab (not at the pc)
@@3d-illusions well, it isolates the strip, so you can see just what's happening on the strip without muting the strips below. I just want to edit one strip that's like in the middle of the strips but I also can see how it affects the strips above lol, if you know what I mean
@@cecylia8636 you can already do that by selecting the strip and pressing shift tab. It's the 3 options at the bottom of the strip menu (edit stashed, and tweak full/below)
Reminds me of Softimage XSI, back in the early 2000s - let's hope it works as well as it's ancestor!
“Did Blender just change animation forever?….NOPE
The fact that we have to wait until 2025 before they implement the powerful animation layer system that I already get from using Tal Hershko’s addon is very disappointing.
Also unless you have the great Auto rig pro addon for blender you have no general purpose retargetter like I have in Maya or even Reallusion Iclone
U could already do this in blender, it used the nla editor and so does his addon
Thanks for this video! It's so good seeing your enthousiasm about what Blender's Animation & Rigging module is doing, thanks!
To my understanding, Layered animation is what Maya has been doing for years. It's what made it popular for character animation. There already is a paid Addon for Blender called Animation Layers.
Anyway, I wish Blender would have AI-assisted animation like Cascadeur. Then it would truly revolutionize animation.
Yeah, even DAZ Studio can use layered animation with the aniMate2 plugin. It can be unstable at times and doesn't have a ton of features, but it's decent. Cascadeur is really doing impressive things that I'm not seeing elsewhere.
yeah i saw that presentation, Sybren is awesome, good to see you cover it. i hope more Devs and animators talk about it. Blender is awesome as is the community, we need more financial backing for Blender considering how many people use it, even a small donation each month from more we can afford to give will see the project grow! keep up the great work
I don't even use blender but watched the whole video. Great pacing, explanations and amazing editing. Tons of scene changes but it keeps interest without being too jumpy or distracting. Well done! Definitely going to check out more of your work.
Lost me at sikillshare ad.
Awesome video Smeaf, I'm getting into blender right now and that would be overwhelming to understand by myself. You made it way clearer. Thank you!
I hope this update comes sooner than 2 years! 😭 The nla editor is terrible. I use the animation layers addon that already does exactly as you’re describing. The addon does clever nla editor things for you in the background, but no doubt it would be better if blender was built for it by default because the add-on is expensive and there can be bugs due to changes to blender’s code with new releases
holy shit!! all the game music in the video is so nostalgic
I think the "true" new way of animating would be an in-viewport curve editing tool where you could essentially make changes to keyframe positioning and curvature in 3D view. Imagine the existing "Motions Path" tool that enables us to see a bones path except you can select keyframes in the viewport, move it around, scale and rotate it to alter curvature and pacing. I've always wanted something like this and I believe this would make animating so much easier but I haven't been able to find anything that functions somewhat well. If blender could introduce such a tool as a built-in feature that would be a game changer!
You can do that in Maya if you prefer that type of workflow :) I did it a few times on a project back in 2016 - 2017.
@@OhlsonAnimation yeah but it always comes down to the pricing issue haha
Wow, such Blender! Truly an animation.
Nice. Just another decade and blender is where Maya was in 2010. 👍
Or more. They dont have working UV tools still, you know. Its almost 2024.
LAYERS! Finally. Stuff that was in max and maya for ages, and was one of the main roadblocks for shifting to blender, finally on the roadmap.
Why is there no credit to your video editor ! He/she deserves some recognition man
i think he IS his own editor lol ;)
@@infinnite4938 NO WAY !!! 🤯
I hope he clarifies it
I just tell my dog to do it.
@@Smeaf bruh 😭
@@muscle__rr (I am the dog)💀
Totk music in the background goes hard
So..... Blender just did what all other 3D animation programs already had for like... 10 years?? That didnt change anything heheheheh
those other isn't free 🤣 now that production houses want it for free
I think I'm on some kind of watchlist after researching "Bone Collections"
i got into blender and animation 2 month ago. and before that i imagined animating would work like this 9:06 and tbh i was confuzed until exactly now. i didn't understand why i had to animate the way im animating and why everything is so clusterfucked. i was sure i did everything immensely wrong and complicated. i just couldn't wrap my hed around why animating is not like i imagined it to be. with layers and stuff
Regarding bones and the related stuff like IK, rigging, etc... Blender should take a playbook from DAZ Studio. Blender slowly has with things like auto-IK and asset/pose library... but I dare say it is MUCH easier to start and prototype an animation in DAZ versus Blender. DAZ pretty much forgoes rigging and has an interesting auto IK implementation & tools to give you a passable starting animation/pose. Another tool Blender I wish it had from DAZ is called Puppeteer - which is mouse controlled animation over a graph of poses.
Daz studio does not even have a proper IK/FK foot/floor contact solver
Daz depends entirely on canned mocap
sold in the daz store.
try hand animating a Daz character simply squatting low to pick up an object from the ground and keeping his feet solidly planted.
@@Animotions01 never in my wildest day have I ever heard someone say Blender should be more like Daz.
Hearing wii sports and other video game music in a blender video is crazy but i love it. It's like a fun little easter egg
I am so cool I have a cool dog next to my name, everyone should have this cool dog next to their name
Love the music choice.
I know almost every theme that played and it was super nostalgic.
up to the one from Digital Circus.
Skill Share is a scam.
Aaaaaaaaaaaaaah - Hold your horses!
I have a background in hifi and speaker crossovers used to use Butterworth but it has a problem with amplification of frequencies (motion in animation) so they switched to Linkwitz-Riley which negates these issues - I could see the Butterworth distortion in the video clips you showed. Someone should pass this onto the Blender devs.
Blender is getting SoftImage XSI style animation and that was the best character animation tool ever made, this is looking really sexy. Its better to think of the layers as video on a time line adn the layers can obfuscate layers below or, like a multiply, screen or colour layer, can enhance whats below.
2:22 your hand is clipping through to the backrooms, might want to consult a doctor.
2:21 background objects became foreground objects somehow
I have honed my ability over the years to recognize a transition between topics self-sabotaged with a sponsor paragraph 5:32
This is surreal to see my good ol friend Copycatt randomly pop up on a Blender video???? Mind blown. MISS YOU BRO
This stuff has been part of 3dsMax Biped or CAT longer then i can remember
The editing and music on this is fire
The DK64 music (Jungle Japes) just made me like this video 10x more.
I wish I learned Blender before so I could be baffled by this now
as someone that doesnt know much at all about 3D animations and stuff, I'm surprised all those things weren't already standard in 2023.
Layers will be so helpful if implemented. I just wish, there will be no bugs. Layers are pretty complex. I mean, adding a spin on a jumping object. If more complex layers added, the chance of animation looking weird is high.
It’s amazing that these features are available to all now, and not only those who can afford Maya.
Beautiful editing and presentation. Nice video
thank you mrbeast, i didnt know you were an animator
That was literally what I was thinking lmao
@0:56 That's the best guy to have on your team, the one with the black hat.Jason Schliefer He was the one who animated Gollum on Lord of the rings
😮😮😮😮
I hope they will add some kind of a new autorig system too. The built-in one doesn't really apply weights all that well, and while there are addons that can help, the ones that work well are paid. Ideally you'd just place bones within the model and either select vertices each bone would affect (with vertex groups) or let Blender guess it, but in a more smart way so that an arm bone wouldn't move part of the torso just because torso was too close to the arm bone. Then the Blender would select appropriate weights based on distance from the bone.
I love that you're using the Cult of the Lamb OST.
4:52 oh so this is why i had to spend the last 48 hours relearning animation ....love it
Man all this is great! Now the only problem I see is that most of this went over my head because of the simple fact that I don't know blender well enough. Time to fix that.
Essentially any filter can be conceptualized as a black box that allows certain frequencies through while preventing others. A butterworth filter allows all frequencies in the pass band (the frequencies that make it through) to make it through without changing a particular frequency’s contribution to the final output signal. The frequencies above the critical frequency are attenuated (dampened) and not allowed to pass through
Imagine when he will find out that an animation layer addon for blender that does ALL THE things described, is out there for YEARS now.
Funny how the changes they made on the NLA are how I thought it worked when I started using it, but then I realized it was like holding water with the hands
I'm a maya user.... but Blender has ban calling me, i can't ignore it anymore!!!! It just looks EPIICCC!!!!! I SAID IT!! EEEPIIC!!!!! 😢
I switched ro Fusion 360 because it was better for my purposes but I just missed Blender so much so now I'm learning both lol!
BOY did I pick the RIGHT TIME to start learning Blender. Goodbye donut, hello animations!
Dude!!! Your videos are amazingly informational and so engaging with tasteful humor and music choice I can relate to! I'm so happy. Subbed!
I dont even know what I am doing here, but it was an awesome youtube suggestion. I hope this means we can se a growth in animator youtubers again :D
This is why I practically ignore the NLA system and use the Animation Layers addon. Glad to see they are finally thinking of implementing it into vanilla Blender.
oh the multiple f curve modifier control will be such a relieve 🤤
You're editing is 💯💯💯
The last change is great. I'm a novice and I hated the system for animation. It seemed like I never knew which workspace to be in or even where my animations went.
Very educational, thanks Smeaf