Your videos are so helpful! 2 requests. 1. Your take on working and refining mocap data 2. Working with cycles animations against locomotion movements. Like how you create your walk cycles and use them against moving the character around a space with the main character controller. (Like you show in 14:20)
Hey Jeremy, thanks for the nice words! As much as i've worked with mocap it hasnt been enough to say that I should be making videos about it you're better off checking out @bradclark's workflows from rigging the rigging dojo channel. as for number 2, that's definitelly a good one to tackle!, thanks for that!
In the description there is a link to a really good NLA course done by Brad Clark from Rigging Dojo!, with the link you'll get 15% discount on an already really inexpensive course.
Great video, I also always try to get rid of too many keyframes, dealing with too many slows down Blender aswell. "Decimate Keyframes" with mode set to "Error Margin" and a value of e.g. 0.005 works quite nice in my examples... just sometimes the decimated version feels/looks quite different, then the error margin needs to be reduced even further.
When using the NLA editor, I have an issue when the animation data depends on a cycles modifier for its curves. I have created one simple animation data, Bounce, to test with. NB: - The Animation Data is being used by two objects: Sphere and Cube. - Added cycles modifier on the animation curves so the ball bounces for the duration of the preview range. - Pushed action down onto the NLA stack. - The hand-placed keyframes do not make the complete bounce cycle. The object only falls. - The bounce cycle only completes with after mode set to repeat-mirrored in the cycles modifier. - The last video, "3_nla_timing" shows the result after scaling the action in the NLA editor. The modifier has no effect in that case. The animation only slows down and the objects drop and stay on ground until the animation repeats. Question: Please, how can I change the timing of the actions in a way that allows the cycles modifier to still work? I love pre-compositions in After Effects. Could anyone show or point me to a resource for achieving that? So, the objects should be bouncing non-stop with a time gap between their landings and takeoffs. If you don't mind checking, I have linked a folder below which contains short clips of the issue and the blender file. drive.google.com/drive/folders/1ulRFLY4ACdz0JnLzR62GkZnoTF8dELJs?usp=drive_link
Hi! Cool videos. I'm moving from Maya to Blender and I'm wondering how synchronous animation for multiple characters works in it. NLA looks very cool, but is designed to work with one rig. And in Maya, I used to work with several characters at once, connected by constraints with each other and with scene objects. It would be very interesting to see an expert's opinion on this topic.
In short, the NLA is the action system and animation storage system in Blender, it works with many rigs at a time but you would have to have one "armature" to have all the animation live in one clip. This a limitation of how Blender stores the animation data for actions currently. You would have to change how you RIG the stuff to work with it.
@@RiggingDojo Txh. I am working with UE4 so this is not very applicable. Of course, I already use a custom rig where animations are baked for export to a separate skeleton. But this is in Maya, for Blender I'm still coming up with a pipeline. So if Luciano considers working with several characters in a scene in one of the future videos, then I would be very grateful ^_^
@@ryabowden ? Your question was asking about how the NLA worked in Blender, but you can see many actions and work on them at the same time in the NLA if you have two characters, I was simply telling you that the way the NLA works in Blender is to store it per object or per armature and you can't make one single clip.
Thanks!, I'm glad you're liking the videos, "expert" ha!, just an other random dude here :) Yeah the issue in that regard is that back in the day where the NLA was conceived you couldn't work with multiple rigs at the same time in blender, and I feel that even though now that it is possible a bunch of the tools around animation haven't been reworked to allow this ! Now if what youre asking is just about handling multiplecharacters/ props you can select all the armatures involved *as long as they are rigged* and go into pose mode and keep working on them seamlessly and for the most part it works.
Partly, but not completely yet, for full maya layers functionality (or closest) you should get this addon: blendermarket.com/products/animation-layers?ref=223 which internally does work with the nla but adds lots of missing pieces and fixes problems inherents to how the NLA currently works.
@@lucianomunoz Thanks!! I'll have a look! I do hope that the Blender team could develop the NLA editor even more haha~! Thanks again for your amazing tutorials!! I've been following your tutorials for a while and they are really helpful and inspiring!
They are currently improving the NLA, it's more similar to the trax editor than the animation layers for maya, but it does include functionality from both, I think it can be used as layers but there are caveats, you should definitelly take a look at the videos from rigging dojo about it :)
@#LollypopMan Does this mean, once you're animating within the NLA, you're pretty much going to only be animating within the NLA for the rest of the (character) animation, if not the whole scene, or the whole production as a whole? As I understand, there's no reason to animate outside NLA after you've began pushing down actions but maybe I got it wrong.
Since you asked, here is a request. I am REALLY struggling with the rigify properties: it seems like whenever I change the value of a rigify property on one animation strip, it messes up the properties on other strips. As far as I can find, you can't get the properties to appear in the dopesheet/timeline/action editor/million different ways Blender displays animation keyframes. I find myself going through hours of trying to correct keyframes on props between different animations and OBVIOUSLY I am doing something wrong. So, free idea.
in rigify the rig props are stored in the little cogwheels for the limbs, so even if they appear in the hands and elbows to find them in the animation editors you need to have the cogwheels selected. Now I'm not sure if those are taken into consideration at all in the NLA strips, conversations have happened about this because baking doesnt take custom props into consideration so maybe NLA doesnt either. Would be an important improvement to make nevertheless.
Hello can you explain please how to use the metahuman rig provided by blender? Everybody on RUclips move the hand or the feet and sì useless id like to watch how you can animate 2 characters that interact with some props a chair for example or a door something more like a real pro 😁😁😁
this was awesome, thanks so much for sharing
thank you for sharing your thankyou with me
Thanks man came in clutch 🙏😍
No problem 👍
Your videos are so helpful! 2 requests.
1. Your take on working and refining mocap data
2. Working with cycles animations against locomotion movements. Like how you create your walk cycles and use them against moving the character around a space with the main character controller. (Like you show in 14:20)
Hey Jeremy, thanks for the nice words!
As much as i've worked with mocap it hasnt been enough to say that I should be making videos about it you're better off checking out @bradclark's workflows from rigging the rigging dojo channel.
as for number 2, that's definitelly a good one to tackle!, thanks for that!
Super cool Luciano! More NLA tips and workflow please!
In the description there is a link to a really good NLA course done by Brad Clark from Rigging Dojo!, with the link you'll get 15% discount on an already really inexpensive course.
@@lucianomunoz Thanks Luciano!
hey eddy here is the rigging dojo course i had mentioned: ondemand.riggingdojo.com/a/47021/5hbfzZzu
@@lucianomunoz Thanks again Luciano!
Man. I'm not sure I followed how to extend root movement like you did, but that's a real breakthrough concept.
what part of the root movement you didnt follow? was it how to transfer the animation ? or how i moved it ?
Nice one, keep on
thank you!, trying !
Great tut!!!
thank you!
Whoah! Great stuff man, keep it up!
thanks man! hope it's useful!
Great video, I also always try to get rid of too many keyframes, dealing with too many slows down Blender aswell. "Decimate Keyframes" with mode set to "Error Margin" and a value of e.g. 0.005 works quite nice in my examples... just sometimes the decimated version feels/looks quite different, then the error margin needs to be reduced even further.
yeah i like the error margin to 0.000000001
When using the NLA editor, I have an issue when the animation data depends on a cycles modifier for its curves.
I have created one simple animation data, Bounce, to test with.
NB:
- The Animation Data is being used by two objects: Sphere and Cube.
- Added cycles modifier on the animation curves so the ball bounces for the duration of the preview range.
- Pushed action down onto the NLA stack.
- The hand-placed keyframes do not make the complete bounce cycle. The object only falls.
- The bounce cycle only completes with after mode set to repeat-mirrored in the cycles modifier.
- The last video, "3_nla_timing" shows the result after scaling the action in the NLA editor.
The modifier has no effect in that case.
The animation only slows down and the objects drop and stay on ground until the animation repeats.
Question:
Please, how can I change the timing of the actions in a way that allows the cycles modifier to still work?
I love pre-compositions in After Effects. Could anyone show or point me to a resource for achieving that?
So, the objects should be bouncing non-stop with a time gap between their landings and takeoffs.
If you don't mind checking, I have linked a folder below which contains short clips of the issue and the blender file.
drive.google.com/drive/folders/1ulRFLY4ACdz0JnLzR62GkZnoTF8dELJs?usp=drive_link
Good video.
Good audience.
Great! i´m your fan!
💓
can you do a video about secondary motion and animating lattices for secondary elements
i just might! :)
@@lucianomunoz You definitely should. I will buy you a box of Australian lollipops if you do and send them to you!
heheheh
I would like to request you to make a video on using industry compatible keymap.
I've been thinking about it !
What for do you need this stepped modifier?
to make it look like its animated on 2s
I haven't yet, but I will start now mate. 😉
Go for it!
Hi! Cool videos.
I'm moving from Maya to Blender and I'm wondering how synchronous animation for multiple characters works in it. NLA looks very cool, but is designed to work with one rig. And in Maya, I used to work with several characters at once, connected by constraints with each other and with scene objects.
It would be very interesting to see an expert's opinion on this topic.
In short, the NLA is the action system and animation storage system in Blender, it works with many rigs at a time but you would have to have one "armature" to have all the animation live in one clip. This a limitation of how Blender stores the animation data for actions currently. You would have to change how you RIG the stuff to work with it.
@@RiggingDojo Txh. I am working with UE4 so this is not very applicable. Of course, I already use a custom rig where animations are baked for export to a separate skeleton. But this is in Maya, for Blender I'm still coming up with a pipeline. So if Luciano considers working with several characters in a scene in one of the future videos, then I would be very grateful ^_^
@@ryabowden ? Your question was asking about how the NLA worked in Blender, but you can see many actions and work on them at the same time in the NLA if you have two characters, I was simply telling you that the way the NLA works in Blender is to store it per object or per armature and you can't make one single clip.
Thanks!, I'm glad you're liking the videos, "expert" ha!, just an other random dude here :)
Yeah the issue in that regard is that back in the day where the NLA was conceived you couldn't work with multiple rigs at the same time in blender, and I feel that even though now that it is possible a bunch of the tools around animation haven't been reworked to allow this !
Now if what youre asking is just about handling multiplecharacters/ props you can select all the armatures involved *as long as they are rigged* and go into pose mode and keep working on them seamlessly and for the most part it works.
So you do not stop.!
Doesnt matter how slow I go as long as i dont stop!
@@lucianomunoz more power (slow type) to your already slow speed.
@@zohaibahmad8971 :D
Hi, this is an amazing video! I was just wondering that if you could use the NLA editor as the animation layers in Maya then? Will it work??
Partly, but not completely yet, for full maya layers functionality (or closest) you should get this addon: blendermarket.com/products/animation-layers?ref=223
which internally does work with the nla but adds lots of missing pieces and fixes problems inherents to how the NLA currently works.
@@lucianomunoz Thanks!! I'll have a look! I do hope that the Blender team could develop the NLA editor even more haha~! Thanks again for your amazing tutorials!! I've been following your tutorials for a while and they are really helpful and inspiring!
They are currently improving the NLA, it's more similar to the trax editor than the animation layers for maya, but it does include functionality from both, I think it can be used as layers but there are caveats, you should definitelly take a look at the videos from rigging dojo about it :)
if you want to learn a bit more in depth here is the video from rigging dojo that i had mentioned: ondemand.riggingdojo.com/a/47021/5hbfzZzu
@#LollypopMan Does this mean, once you're animating within the NLA, you're pretty much going to only be animating within the NLA for the rest of the (character) animation, if not the whole scene, or the whole production as a whole? As I understand, there's no reason to animate outside NLA after you've began pushing down actions but maybe I got it wrong.
You can always bake them back to one action and go back to normal, like layers in maya if you will.
Since you asked, here is a request. I am REALLY struggling with the rigify properties: it seems like whenever I change the value of a rigify property on one animation strip, it messes up the properties on other strips. As far as I can find, you can't get the properties to appear in the dopesheet/timeline/action editor/million different ways Blender displays animation keyframes. I find myself going through hours of trying to correct keyframes on props between different animations and OBVIOUSLY I am doing something wrong.
So, free idea.
in rigify the rig props are stored in the little cogwheels for the limbs, so even if they appear in the hands and elbows to find them in the animation editors you need to have the cogwheels selected.
Now I'm not sure if those are taken into consideration at all in the NLA strips, conversations have happened about this because baking doesnt take custom props into consideration so maybe NLA doesnt either.
Would be an important improvement to make nevertheless.
Hello can you explain please how to use the metahuman rig provided by blender? Everybody on RUclips move the hand or the feet and sì useless id like to watch how you can animate 2 characters that interact with some props a chair for example or a door something more like a real pro 😁😁😁
ah you want the good stuff... i havent used it to be honest so i wouldnt know.
hi im new on you're Chanel
happy to have you here!