@@jim-wallace C'est compliqué de faire tourner une boite autour de Blender avec du contenu francophone. Et ce serait une erreur de ma part de changer maitenant. But wise may fatastique angliche accente ailleme sour you indeurstinde everissingue :)
@@aleksandraradovanovic5044 Pierrick explains it very well in this video, but it's pretty much holding a pose long enough so the next keypose become very snappy, while not being to floaty. Exemple; Imagine pulling a Bow string, frame 1 is the start of the pulling, frame 15 the very end of the pulling when the string is bended and frame 16 is the release. Your supporting frame is de 15th, because it will give "momentum" to the next frame, the quick effect your want. Basically, your supporting pose will determined what effect you want to give to your next KeyPose. Short spacing, (frame15-to -16) is snappy, long spacing like (frame5-to-15) is more relax, you release slowly the string, or calmly look around like in an Idle animation. Hope i explained it well enough!
You really Gives me the strength to push harder even when I feel like giving up. Please Keep up the good work you inspire a lot of people out here. (Zambia)
The link between supporting edges on a cube and supporting poses on a timeline is just brilliant. That one comparison really drove home the point like nothing else I’ve seen. I can’t wait to get to that chapter in your Alive series.
Holy fucking shit. The first tip hit me like a ton of bricks, I think that's it, man!!! That's where I'm struggling with the most! My blocking looks 100 times better than my splined polished version all the time, if I do what you just showed there I have a chance to improve a lot!!! Can't believe I didn't figure it out before
Wonderful tips! Really useful! I've been struggling against "floaty animation" and your analogy of "supporting edges" made it click for me. Thank you so, so much! I'll put this tip (and the rest too) to use right away! Thank you for what you do for the community!
How I wish I had you for my teacher in college, i'm only now learning animation on my spare time at 34 (using sfm as i've never used blender before) and its good fun once you rleax and enjoy it
Great tips as always. I'll be honest, I've seen motion paths as being useful for mapping the trajectory of a model through a scene, but never considered the idea of using them to find any jarring motions of details on that model, like the example you showed with the wrist position during the leap. I also love the analogy of a "supporting pose" like a supporting loop; as soon as you mentioned support loops on the cube I knew exactly where you were going with it.
je n'ai pas encore essayé d'animer sur blender, mais rien qu'a voir votre vidéo, ça me donne envie de m'y mettre tout de suite ! ( et je vous admire pour parler anglais en étant tellement à l'aise ! , vous êtes une source d'inspiration ! merci pour vos vidéos ! )
The synchronicity of this video is spooky. Yesterday i decided that today is when i sit down and watch a couple animation livestreams on youtube to finally answer my festering questions of "Why does smoothing motion paths in the viewport result in smoother motion paths, but almost never smooth curves?" "Is there a clever way to smooth motion paths using just the curves in the graph editor?" "Is it okay to have smooth motion paths at the expense of 'noisy' graph curves?" Thank you Pierrick for answering what i can only guess was the very same questions perhaps having come to you in a dream recently 🤠. Appreciate you man. Cheers.
You will hate that but…. It depends. If a controller is a child of a noisy bone, whatever how smooth its curved will be…. It’s path will look jittery… That’s why you may use source switching sometimes to smooth end controllers
Thank you so much🙏...you literally addressed an issue I've been facing ever since I started animating characters in blender...and it came at the right because I'm currently working on an animation for a contest.🙏🙏🙏
This is a very helpful video. All of the tips here are something I can benefit from, even though I've been animating for years. I learn something new every day 😉
Hello , could you do a tutorial on the workflow with the cube pass, I'm interested in learning how to animate that way and I've seen that it's a little easier to do it, but I've only found Maya tutorials and I work in blender, it would be helpful. a lot of help.
Great video! It feels like a sort of a mini recap of one of the chapters of your animation course. :) Very concise and useful information in only 10 minutes!
Hey dude, thank you so much for all this tutorial. To be honest i knew some of these tips, but ive learned so much more here. A year ago i made a short film by myself without all of this tips . I think ill try to make an episode 2 with all of these tips. Thank you so much :) My shot film is on my channel btw
I have a question, am i suppose to always animate everything in place? Esp for game design. I know run and walk cycle should be in place but what about punches and kicks do should they be in place too?
LOVE your tutorials and also working through your course and its fantastic! Quick question though please. Your animation principles are more suited towards game design or cartoon/anime style sequences where realism is not important right? I mean if I am working on a digi double for a realistic live action scene, a lot of these methods are not needed, correct? Mo cap is prob better suited?
Whatever the style, the same principle applies. It’s about how much you exaggerate things that will set your style. But cartoon or not, a good animation will follow the same rules. Mocap is just a tool
Hi your tutorials are great, can I ask a question?. Recently I have learned about animations of Shooting Games like CSGO and COD Modern Warfare 2022 and know that in addition to the main animations, there are also animations called additive animations like the blend animation layer in NLA, but I don't understand yet. , do you have any documents related to additive animations :D thanks
recently I have switched form maya to blender. Can anyone tell me how to select multiple controllers and rotate all of them together while setting up a pose.. for example select all the spine controls and rotate together OR all the finger controllers and rotate together. I tried that in blender but its rotating only the last selected control.. Eagerly waiting for a response. Thanks.
You need to change your pivot point from bounding box or active to individual origin. In the top bar, you'll find your transform orientation, your pivot points options etc.... Explore these
World is wierd. You sell a kidney to get formal education and learn shit all, on the other hand you get all this priceless knowledge for free and it almost feels like a sin, or a cheat code😂
🔥If you want to animate and rig as I do, check out my courses 👉 www.p2design-academy.com/
Pourquoi pas de VF de ta chaîne, il y a beaucoup de francophones qui ne comprennent suffisamment l'anglais, surtout avec ton magnifique accent 😝😁🙏🙏👍👍
@@jim-wallace C'est compliqué de faire tourner une boite autour de Blender avec du contenu francophone. Et ce serait une erreur de ma part de changer maitenant. But wise may fatastique angliche accente ailleme sour you indeurstinde everissingue :)
@@PierrickPicaut_P2DESIGN I didn't mean you change on this channel but create a 2nd channel, a répliqua in French
@@jim-wallace too much work
As an animator, supporting poses took me YEARS to discover by myself and changes everything. That's some great advices there!
Hey, sorry to bother You, could You maybe explain what do You mean by supporting poses? I’m new and really curious.
Thanks
@@aleksandraradovanovic5044 Pierrick explains it very well in this video, but it's pretty much holding a pose long enough so the next keypose become very snappy, while not being to floaty. Exemple;
Imagine pulling a Bow string, frame 1 is the start of the pulling, frame 15 the very end of the pulling when the string is bended and frame 16 is the release. Your supporting frame is de 15th, because it will give "momentum" to the next frame, the quick effect your want. Basically, your supporting pose will determined what effect you want to give to your next KeyPose. Short spacing, (frame15-to -16) is snappy, long spacing like (frame5-to-15) is more relax, you release slowly the string, or calmly look around like in an Idle animation.
Hope i explained it well enough!
@@kordaling You did explain it well, thank You very much!
@@aleksandraradovanovic5044 animation is easy and fun to start but yes, there's so much to learn. If you have any questions feel free to ask!
@@kordaling Alright, I will. That's very kind of you! I’ll use it thoughtfully. 😁
You really Gives me the strength to push harder even when I feel like giving up. Please Keep up the good work you inspire a lot of people out here. (Zambia)
I got into animation after seeing your work. I love your animation breakdowns please keep them coming.
The link between supporting edges on a cube and supporting poses on a timeline is just brilliant. That one comparison really drove home the point like nothing else I’ve seen. I can’t wait to get to that chapter in your Alive series.
Holy fucking shit. The first tip hit me like a ton of bricks, I think that's it, man!!! That's where I'm struggling with the most! My blocking looks 100 times better than my splined polished version all the time, if I do what you just showed there I have a chance to improve a lot!!! Can't believe I didn't figure it out before
Yes, it’s often painful to see student’s nice blocking and floaty/boaring spline. That’s a nice first step
Thank you very much for all the great lessons you are sharing here!
Wonderful tips! Really useful!
I've been struggling against "floaty animation" and your analogy of "supporting edges" made it click for me. Thank you so, so much! I'll put this tip (and the rest too) to use right away! Thank you for what you do for the community!
How I wish I had you for my teacher in college, i'm only now learning animation on my spare time at 34 (using sfm as i've never used blender before) and its good fun once you rleax and enjoy it
I'm an aspiring environment and organic artist but I find really fascinating about animation, I hope someday I'll be able to do
This is called...piercing and disecting in to the Subject...very beautifully explained!...loved the way you edited to make people Understand...
Great tips as always. I'll be honest, I've seen motion paths as being useful for mapping the trajectory of a model through a scene, but never considered the idea of using them to find any jarring motions of details on that model, like the example you showed with the wrist position during the leap. I also love the analogy of a "supporting pose" like a supporting loop; as soon as you mentioned support loops on the cube I knew exactly where you were going with it.
I really am waiting for motion path editing in Blender upcoming versions(they confirmed), that will take all my graph editor headache away.
The posing for the devil hero animation is beautiful!
je n'ai pas encore essayé d'animer sur blender, mais rien qu'a voir votre vidéo, ça me donne envie de m'y mettre tout de suite ! ( et je vous admire pour parler anglais en étant tellement à l'aise ! , vous êtes une source d'inspiration ! merci pour vos vidéos ! )
²Merci, c'est gentil
This video is packed with so much value , thank you ❤
I didn't knew about motion paths, what an amazing tool I've been missing
Your. Are. The. BEST!
The synchronicity of this video is spooky. Yesterday i decided that today is when i sit down and watch a couple animation livestreams on youtube to finally answer my festering questions of "Why does smoothing motion paths in the viewport result in smoother motion paths, but almost never smooth curves?" "Is there a clever way to smooth motion paths using just the curves in the graph editor?" "Is it okay to have smooth motion paths at the expense of 'noisy' graph curves?" Thank you Pierrick for answering what i can only guess was the very same questions perhaps having come to you in a dream recently 🤠. Appreciate you man. Cheers.
You will hate that but…. It depends.
If a controller is a child of a noisy bone, whatever how smooth its curved will be…. It’s path will look jittery…
That’s why you may use source switching sometimes to smooth end controllers
@@PierrickPicaut_P2DESIGN Ah, I see. Guess i'll go by a process of elimination up the chain of parents and smooth out the offenders. Cheers.
@4:59 easily in the top 5 beginner body mechanics mistakes. great vid
Definitely. And painful to see 😊
Thank you so much🙏...you literally addressed an issue I've been facing ever since I started animating characters in blender...and it came at the right because I'm currently working on an animation for a contest.🙏🙏🙏
wow this is crazy helpful as a animator in gmod 10/10
This is so helpful! Thank you for this tutorial!💥
this is a Godsend, thank you so much!!
This is absolute golden information
This is a very helpful video. All of the tips here are something I can benefit from, even though I've been animating for years. I learn something new every day 😉
Hello , could you do a tutorial on the workflow with the cube pass, I'm interested in learning how to animate that way and I've seen that it's a little easier to do it, but I've only found Maya tutorials and I work in blender, it would be helpful. a lot of help.
I’m sorry but I don’t understand what you’re referring to?
What tutorial would you like ?
2:13 A supporting frame/supporting pose can also be called an "in-between."
this has so much useful information! Thanks so much :)
Gratz on your BlenderCon talk Pierrick :)
Sensei Pierrick at it again, well done sir
Great explanations and very helpful. Thank you.
Miles caked up
Great video! It feels like a sort of a mini recap of one of the chapters of your animation course. :) Very concise and useful information in only 10 minutes!
Keep doing video like this. It's so instructive.
Hey dude, thank you so much for all this tutorial. To be honest i knew some of these tips, but ive learned so much more here. A year ago i made a short film by myself without all of this tips . I think ill try to make an episode 2 with all of these tips. Thank you so much :)
My shot film is on my channel btw
golden tutorial, ty
awesome video and awesome tipps! Thank you!
thanks a lot for your great tutorials!
THANKS for the tips!
Thank you very much for this video.
y dawgs cheecks clenchep up asl
This is great. Now if I can only get ahold of someone to get my damn 3D model made XD
Things that happening with artists make me feel scared. AI replacement is a nightmare. Will our animations still be relevant? I hope so
That's just a tool.... as everything else before.
@@PierrickPicaut_P2DESIGN Ai is a great tool.
Great video and tips! Thanks for sharing! :)
As always, a dope content!! Thank you for sharing with us bro.
Most excellent. Thank you.
Amazing as always !
Willing to see you at bcon 22 soon🤗
well, you'll have to wait for Bcon23 now :)
@@PierrickPicaut_P2DESIGN kek 🤣
Cet accent incroyable 😅♥️
Great vid, as always!
Super tuto, très clair ! Je m'abonne !
Thank you sir
It doesn't twist that much 😂
Sagat will be proud of this
Fascinant et très bien expliqué :)
Great stuff.
you are awesome
Amazing!!
thanks you
Super super super!!
What are those little animated flashes called? Are they made with Blender Greasepencil?
spidey looking double cheeked up
Must watch video for everyone, who consider him(her)self an animator
I have a question, am i suppose to always animate everything in place? Esp for game design. I know run and walk cycle should be in place but what about punches and kicks do should they be in place too?
What if they add bevel to graph editor, like, when you bevel selected keyframe, the keyframes that come out are copied poses from adjacent keyframes
OMG pierrick just woke up lol, just kidding . thanks for the valuable info
I need a hair cut ^_^’
skatching was importent for Character animation ?
LOVE your tutorials and also working through your course and its fantastic! Quick question though please. Your animation principles are more suited towards game design or cartoon/anime style sequences where realism is not important right? I mean if I am working on a digi double for a realistic live action scene, a lot of these methods are not needed, correct? Mo cap is prob better suited?
Whatever the style, the same principle applies. It’s about how much you exaggerate things that will set your style.
But cartoon or not, a good animation will follow the same rules. Mocap is just a tool
@@PierrickPicaut_P2DESIGN thanks for replying :)
How did you make the dust and fire effects shown at around 0:14 in the intro? Is that part in your rigging course by any chance?
sound like i fk.up. but yeah this is something we want to know about. great video
Hey man, I really appreciate your content you helped me a ton. But do I miss something or you didnt do pose library tutorial?
You didn’t miss that. I should dig it
@@PierrickPicaut_P2DESIGN Awesome, Im looking forward !
Hi your tutorials are great, can I ask a question?. Recently I have learned about animations of Shooting Games like CSGO and COD Modern Warfare 2022 and know that in addition to the main animations, there are also animations called additive animations like the blend animation layer in NLA, but I don't understand yet. , do you have any documents related to additive animations :D thanks
Do you consider these supporting poses similar to "Moving Holds"?
Yeah, that’s a good comparison
recently I have switched form maya to blender. Can anyone tell me how to select multiple controllers and rotate all of them together while setting up a pose.. for example select all the spine controls and rotate together OR all the finger controllers and rotate together. I tried that in blender but its rotating only the last selected control.. Eagerly waiting for a response. Thanks.
You need to change your pivot point from bounding box or active to individual origin.
In the top bar, you'll find your transform orientation, your pivot points options etc.... Explore these
hey you are working with Euler Rotations or Quaternion ?
Both
Also when you mention spline that's Bezier in Blender right?
is it please?
Yes
@@PierrickPicaut_P2DESIGN Merci :)
Is your motion path auto updating?
Yes, when editing a pose with autoKeying it will. But if you edit your curves in the graph, it won’t, you will need to force the update
@@PierrickPicaut_P2DESIGN thank you so much for the amazing content🙏🏾🙏🏾
World is wierd. You sell a kidney to get formal education and learn shit all, on the other hand you get all this priceless knowledge for free and it almost feels like a sin, or a cheat code😂
Life 🤷🏻♂️
.... everything on that thumbnail leads my eyes to Spiderman's 🍑
This is so helpful! Thank you for this tutorial!