Love this series! Taking my first advanced character animation class, so these videos have been really helpful! Thanks for making this advice free for the community.
Thank you JD! I keep coming back to these series, they are very helpful :) It's a year after the video but maybe you will see this comment; Spacing and offsets are the basics I struggle with the most - how to go about these, also subtle animation - I think it could be a cool idea for most common animation mistakes - making the characters move too much unnecessarily. I feel like the subtle animation is valued a lot - selling the idea and emotion through smaller movements. Would be awesome to see a video going deeper into how you can practice subtle animation :))
I have been ploughing through your videos. Loving your lessons and teaching style. If you notice your videos getting more views, just know its me cause I'm going to rewatch them multiple times.
Lol. Second time i hit the video on the channel for the wrong reasons)) I thought it was about compositional spacing. And here it is a good example of not so good compositional spacing - relatively small characters' faces with a small mimics involved are placed almost in the opposite thirds which makes it impossible to have both of them in the viewer focus spot) Awesome video! And excellent series! Thank you for making these! Love it!
Great video, JD! Awesome to see the examples in Maya and all. For me, it's actaully the favorite part of animating as it doesn't take that much brain power. :} I can just almost mindlessly do the work while listening to music, podcast or your RUclips videos... *thumbs up*
Hi! Great video, again! I have generally noticed pops/floating in the elbow/knee pole vector control. Sometimes, these controls have a setting that can be toggled to follow a specific part. Should it be left at default or should it be set to follow the wrist (in case of elbow pole vector) or the foot (in case of knee pole vector) or should it be keyframed while setting poses?
Harshal Ashar Thank you!! I think it depends on your workflow. I prefer them to be in world space for some actions but if a character tumbles around then I prefer that the pole vectors follow body parts.
Hi JD! Another helpful video but I have a random question again haha When animating a shot that includes a character walking for some time during the scene, is it better to first animate a static walkcycle on an anim layer and move the character around and then key off the anim layer when I don't need it? Or is it better to animate the walk progressively and make it a part of the rest of the acting from the start?
Thanks! And that’s a good question. I guess it depends on the needs of the shot and/or your workflow? Is the walk being broken up a lot with acting choices then maybe an A to B walk is better. Is it mostly walking? Then a cycle that’s globally being moved forward might be better.
That’s a broad question. 😁 You can figure it out by acting things out for yourself, you can film reference, you can find reference and study that, etc. and note done what happens on what frame. Also get feedback form people in case you’re unsure.
@@jeandenishaas okay gotcha, so timing is just something we have to figure out there's no set rules like for example in 2D you have animating on 2s or 3s. Btw I love your videos man not many people go in depth on a lot of these things.
много всего говорится, но реально мало правится и обозначается. Самое плохое то, что траектория движения скажем рук у обоих мужиков в комнате отвратительная. Когда падает, тот что сидит на переднем плане- его правая рука поднимается прямо по прямой линии. И даже не взлетает вверх, а просто движется. Нет вскидывания. Потом когда его поднимает его товарищ- обратите внимание- его держат двумя руками за грудью и тут с лево стороны поднимается рука- и мы не понимаем чья это рука поднимается. Силуэты слиплись. То ли это поднимает руку парень, который внизу, то ли это поднимает руку парень, что вверху. Всё слиплось
Just like tracking arcs, making sure your spacing doesn't have any pops in it can be a tedious affair. What tools do you use to check your spacing?
graph editor,atools or maker with duster :p
Ra.hulk9 😁
Love this series! Taking my first advanced character animation class, so these videos have been really helpful! Thanks for making this advice free for the community.
Veronica Plante That’s so great to hear! Have fun with your class! And you’re very welcome!
Thank you JD! I keep coming back to these series, they are very helpful :) It's a year after the video but maybe you will see this comment; Spacing and offsets are the basics I struggle with the most - how to go about these, also subtle animation - I think it could be a cool idea for most common animation mistakes - making the characters move too much unnecessarily. I feel like the subtle animation is valued a lot - selling the idea and emotion through smaller movements. Would be awesome to see a video going deeper into how you can practice subtle animation :))
Happy to read that the series is helpful! I’ll add your suggestions to my list! Would make for a good FNA clip!
I have been ploughing through your videos. Loving your lessons and teaching style. If you notice your videos getting more views, just know its me cause I'm going to rewatch them multiple times.
Hahah THANK YOU!!
another great video, JD!!!
N .Varoto Thanks!
Lol. Second time i hit the video on the channel for the wrong reasons)) I thought it was about compositional spacing. And here it is a good example of not so good compositional spacing - relatively small characters' faces with a small mimics involved are placed almost in the opposite thirds which makes it impossible to have both of them in the viewer focus spot)
Awesome video! And excellent series! Thank you for making these! Love it!
yrussq Thank YOU for watching!
Thanks JD
JOEWAGH You’re welcome!
Great video, JD!
Awesome to see the examples in Maya and all.
For me, it's actaully the favorite part of animating as it doesn't take that much brain power. :} I can just almost mindlessly do the work while listening to music, podcast or your RUclips videos... *thumbs up*
Thanks! And yes, agreed!
Thanks a lot!!
Daniel Reyes Thank YOU for watching!
Hey Jean-Denis! I would love to see a video on your channel where you are criticizing your old animations/demo-reel! 🙂
Émily Bertrand Ha! That sounds like fun! I’ll do that! Any shots in particular you’re thinking of?
@@jeandenishaas IK and FK switching
sasin polek That’s coming up right after this series is done!
Hi! Great video, again!
I have generally noticed pops/floating in the elbow/knee pole vector control. Sometimes, these controls have a setting that can be toggled to follow a specific part. Should it be left at default or should it be set to follow the wrist (in case of elbow pole vector) or the foot (in case of knee pole vector) or should it be keyframed while setting poses?
Harshal Ashar Thank you!!
I think it depends on your workflow. I prefer them to be in world space for some actions but if a character tumbles around then I prefer that the pole vectors follow body parts.
@@jeandenishaas Thank you so much!
I'd love to see an FNA video on baking in animation and the scenarios where it could be useful :)
Harshal Ashar That’s on my list for sure!
@@jeandenishaas Awesome! Looking forward! :D
Harshal Ashar 👍🏻😁
Hi JD! Another helpful video but I have a random question again haha
When animating a shot that includes a character walking for some time during the scene, is it better to first animate a static walkcycle on an anim layer and move the character around and then key off the anim layer when I don't need it? Or is it better to animate the walk progressively and make it a part of the rest of the acting from the start?
Thanks! And that’s a good question. I guess it depends on the needs of the shot and/or your workflow? Is the walk being broken up a lot with acting choices then maybe an A to B walk is better. Is it mostly walking? Then a cycle that’s globally being moved forward might be better.
@@jeandenishaas I see! Thankyou so much!
Sabby Sure thing!
Maybe you might be able to answer this but how do i figure out timing during blocking ?
That’s a broad question. 😁 You can figure it out by acting things out for yourself, you can film reference, you can find reference and study that, etc. and note done what happens on what frame. Also get feedback form people in case you’re unsure.
@@jeandenishaas okay gotcha, so timing is just something we have to figure out there's no set rules like for example in 2D you have animating on 2s or 3s. Btw I love your videos man not many people go in depth on a lot of these things.
@@Mrsmifff Thanks a lot!
And you can do things on 1s, 2s etc. in CG, I took at as in general timing for the animation movement.
2:40 where can i find this rig or is it custom made?
Adam Smith That rig was custom made.
много всего говорится, но реально мало правится и обозначается. Самое плохое то, что траектория движения скажем рук у обоих мужиков в комнате отвратительная. Когда падает, тот что сидит на переднем плане- его правая рука поднимается прямо по прямой линии. И даже не взлетает вверх, а просто движется. Нет вскидывания. Потом когда его поднимает его товарищ- обратите внимание- его держат двумя руками за грудью и тут с лево стороны поднимается рука- и мы не понимаем чья это рука поднимается. Силуэты слиплись. То ли это поднимает руку парень, который внизу, то ли это поднимает руку парень, что вверху. Всё слиплось
Влад Байрамгулов 🤷🏻♂️?