This was WAY harder than I thought it would be, but still doable! Should I do a part 3?? What should I look at in Blender next?? ...Also I'm 100% going to do a 24-hour Blender Twitch Stream soon, so be on the lookout for that :)
4:40 "what if i dont want to choose all the time" you only have to choose ONCE, if u press the button again your mouse will be over the same option. so do it quick you press "i, left click" like really quick, its the same as just pressing a key, i left click. that way you temporarly have like semi shortkey. and if u want another option from that menu, you select it once, next time you just "i left" click. AAALSO, you can right click options -> to quick favorits, that way you can press "Q" and the chosen option will be in there. for example, you press "i" right click "only selected ->add to quick fav menu" now you always can just spam "Q left click"
6:26 be aware that is only the focal length for the view in this specific window and not your actual camera. for that you need to select ur cam, go to the green tab to the right (object data properties) and change it there.
8:28 ALT+G >> reset position ; ALT+R >> reset rotations ; ALT+S >> reset scale 9:15 Hold Shift >> precision mode 10:28 Each tab on the viewport (Layout, sulpting, UV, etc) saves the display settings, you can create for example "Layout with wireframes" and then just revert to that tab when nedded. 12:00 Not exactly what you wanted... but you can press "I" when hovering the mouse over almost any parameter to key that specific thing. Also... alt+I clear keyframes :)
10:28 There's an addon called Presetter for that 12:00 The menu @Epoch Won talks about is in the timeline editor, but you need autokey for that, it's called "Keying" and it's next to another dropdown called "Playback"
8:24 multiselecting the coordinates is done by for example clicking on the x one and then dragging the mouse down over the y and z ones. Then they're all selected and you can enter 0 for all three.
8:05 *Shift-Space* then *G, R* or *S* is the default shortcut for the transform gizmos. Like any hotkey, you can remap them by right-clicking on the button, or in the preferences. 7:18 _Render properties > Simplify > Viewport > Max Subdivision_ 10:00 The wireframe slider is actually a threshold; edges with a lower angle don't get drawn. (Though transparency would sure be neat...) 2:50 _Object Mode_ is for moving around entire (groups of) meshes/armatures/rigs. _Edit Mode_ is for creating the bones & making an armature/rig, in rest position? _Pose Mode_ is for animating. 7:21 The _Wireframe_ modifier turns every edge of a mesh into a 3D tube. (e.g. for modeling scaffolds) Which ofc gives weird results on dense meshes. 10:56 Even if you click somewhere after adding a mesh primitive, you can bring back the menu with *F9* - as long as you don't change anything else...
15:30 you can turn the origin to bounding box center and then scale all of them. by pressing S and Y one after the other you can additionally lock the scaling to the Y axis
The purpose of a well designed UI is to allow the user to access every option without having to use or remember any shortcut. And of course Blender is primitive in that department.
When you perform an action like moving an object with ,,G“, you can hold down the ,,Shift“ Key in order to make smaller adjustments. This also works with scale and rotation.
you can also start your mouse further away, the motion is proportional to the normal distance from mouse to object in screen space!, like if you start close, a small movement has a large effect, and if you start far its a smaller effect
And for Optix you can just select the Denoise - Use Optix Denoising with albedo+normal in the Render Passes tab, to save a little time. Same thing as the Denoise node, different way to activate it.
@@eshan309 It uses data from the albedo and normals to better denoise surface details, that way even if the image is too noisy to "understand" the texture, the albedo and normal data will tell the denoiser what the color and normals are. Works wonders.
Here's another tip. If you want to reset them back to 0, you can also just hover over each setting with your mouse and press Backspace super quickly. It resets pretty much any slider in Blender back to its default value, which in those cases are 0.
There is a constraint in blender called constant volume or something like that. You can use that instead of doing math to figure out how much to squish the ball.
Can also just hold backspace while hovering over any control to zero it out, so just hold backspace and hover over all the translation values to set all to zero.
the reason it isnt industry standard is because the main studios have spent a lot of money some even millions of dollars/pounds on custom scripts and plugins for the software they use, so by changing they will lose all that investment and have to pay to remake them all in blender which is a hassle and also have to teach all their staff how to use blender which is another hassle, so i cant see them changing anytime soon, remember that most big studios don't care about paying for Maya, what they do care about is time and by changing to blender they will lose a lot of time , something they cant afford
To the left under "keying" set it to "locrotscale" or whatever and pressing I will auto input that without the menu. Also to the right if you change "individual origins" to "bounding box" or even the cursor, you can scale towards them.
@@z_tiger311 Simplifying things is one of the main goals for Blender. However, it is tricky to have as many things built in as it does and try to have everything be a bit intuitive and as much the same as possible.
@@OmniscientWarrior I don't think being consistent is a laudable goal in it's own right. consistency is a tool to help make things easier, but if you force consistency on things where it's unhelpful, you make it worse, not better... It's not just how much is crammed into blender that makes it a headache and hard to work with. It's how counterintuitive a lot of it is, and how many steps and oddness everything has, and how disorganised it can get. You can tell nobody ever truly sat down and tried to properly optimise the interactions between all the various pieces, modes, functions, etc... Don't get me wrong, it's improved greatly over the years, but it still leaves a lot to be desired...
These comments are epic. Imagine everyone starting out with B3D like this, with dozens of veterans telling you what you should have been doing. I'm not saying it's a painless transition, but holy crap this guy is transitioning on steroids!
Idk, all I knew was zbrush, illustrator, some (minimal) daz3d and (even less) sfm stuff, and blender 2.8 seemed to just fit like a glove. Plus the plethora of tutorials (shout out to Royal Skies LLC) had me from cube to rigged and walking figure in like 2 weeks tops.
It's not because he's famous or something - the whole blender community is like that, everyone helping everyone, kinda what it makes so great about it =D
ikr. I've been using blender since version 2.04 and the way it evolved and the community has evolved is just amazing. seeing all these fellow blender vets helping a new blender user makes me so happy.
7:46 if you want to disable the subdivision you can activate the "simplify" and make the max subdivision to 0 15:18 you can scale it by pressing s then press y and you have what you mean I think..
In your Dope Sheet there is a button called ,,Keying“ in the bottom left corner. There you can specify the type of data that you want to keyframe when you press ,,I“.
8:28 : alt g, alt r, alt s > reste location, rotation, scale hold and drag down to select multiple values 9:15 : hold shift to be more precise 12:00 : in the "keying" section into the timeline tab you have the "activate Keying set" where you choose what keyframe you want 15:40 : "S - Y" to scale on the Y axis of the graph editor 18:15 : you have to enable "denoising date" into the view layer properties so you can link the "noisy image" to "image", "denoising normal" to "normal" and "denoising albedo" to "albedo" of the denoise node
/ for isolation mode SHIFT-H to hide everything except selection To set multiple values, click-drag over the fields If you wish for certain commands to be easily accessible, hover over command and hit Q to add to Quick Favs.
this limitation is temporary. Future versions will have the option to edit the properties of primitives that you moved, scaled, or rotated even if you entered edit mode.
@@seresproductora I know it's high on the community wishlist, but I'm not sure it's definitely on the devs' to-do list? Shouldn't be to hard to implement, though.
i can't be the only one who enjoyed those two parts SO much because of the humor between him and alice i mean alice is really cute and helpful and sir is really smart and always asks instead of just succumbing to the struggle and that's what makes them gems
12:02 you can add the LocRotScale* or anything you want in the box which exist in the buttom left side then you press {i} and it automaticly add your choice* * = choice
The banter between you two makes these videos way better. 2 people with occasionally conflicting ways to do something makes for way better education. Thanks for the vids.
I remember the days when Sir Wade was just a few subs in and he was telling us about how he had quit dream works. Its amazing how far he has gone in terms of editing and his self-confidence. Cant wait to see how far he takes this.
Some little tips that should "hopefully" help Blender has autokey, so that as you move things around, it will insert keyframes for the object. Just below the graph editor is the timeline, and to the left of the playback controls is a dot button. Clicking that enables autokey. Blender can keyframe anything. If it's a variable that you can change, you can key it. Right click it, and insert keyframe. This goes for the colour that you put on the ball, and the noise texture variables too, Anything that you have inserted a keyframe for will be picked up by autokey as well, so keep that in mind. You wanted to zero all the values in a group at one point in the video, just click and drag down to highlight them all, and then you can type or slide them all at once (only works if the values are in the same group). When you were trying to slow down the bounce, Alice told you to press S, but that didn't work right. What happened is that at some point, you must have accidentally changed the pivot point of the scale operation. To fix that, with your cursor over the graph editor (where your cursor is changes what shortcuts do) press the period key '.' and select "bounding box center". This will scale all the points around the centre of the selection. Yours was previously set to "individual centers" which scales them around each keyframes position independantly. While moving objects around in the 3D view (or rotating or scaling), press x,y or z to lock it to that global axis. Press the button again to lock it to the local axis. A third time will unlock it. Pressing shift + an axis will lock it to the other two axes (so shift + x will lock the action to the yz plane, and (shift + x )* 2 will lock it to the local yz plane). If you go to edit > preferences > keymap, you can change the default keys to "Industry standard". This might make the transition to blender a bit more familiar. These quick tips came out much longer than expected.
8:30 right click drag over the values to select multiple ones (also you can do math inside of them so if you want for ex. half of the value then you can do something like value/2)
So, a few things: 1) You can make curves relative by turning on "normalize" in the graph editor 2) You don't have "lattice edit" of keyframes in graph editor or dopesheet per se but you can grab, rotate, and scale groups of keyframes by multi selecting them and using the same shortcut keys as if you were editing/moving a mesh. So like pressing S then pressing X will stretch the keys horizontally, likewise pressing S then pressing Y will stretch the keys vertically (the G and R shortcuts will work similarly). You can also change the pivot point in the dropdown in the upper right of the graph editor/dopesheet (general pro-tip but you can automatically snap to the nearest axis by middle mouse clicking after you start a transform) 3) To make sure your viewport playback speed looks close to the final render, go in a "Timeline" window and click the Playback menu, then change sync dropdown at the top to "AV Sync" this make the playback speed matchup with the final result even if it's not playing back at the full framerate
You need to enable "Denoising data" to get the best out of Intel OpenAI Denoiser. Then, instead of connecting the "image" output to the Denoise node, use the "noise image" on the image, the albedo into the albedo and the normal to the normal, which will make your denoising process 1000x better.
Yes this^. You can add shortcuts for every mode, so for instance in pose mode you can add a shortcut menu that has all your most used tools (insert keyframes, hide/unhide things, etc.).
There's already a default shortcut for the transform gizmos: *Shift-Space* then *G, R* or *S* But yeah, you can also add your own if you don't like the two-step thing.
Switch on denoising data from passes menu, for more control over denoising node. And since you are using rtx 2080ti, you can even use optix denoiser and viewport denoising (only in blender 2.83 or above) for better results compared to intel denoising node.
For lattice, in graph editor, you might wanna try pressing N in the graph editor > modifiers > envelope. I dont know if it can replace lattice graph editor in Maya though. Blender is very good at modeling, sculpting, texturing, etc. But when it comes to animation, Maya still beats it by a lot. Blender for example, doesnt have animation layer built in to it, you have to get an addon. There are tons of addons that might help you there, but it wouldve been much better if it's already built in. And Sir, it's ZED edit: for people suggesting NLA, it's not as intuitive and it doesnt have smart bake. which will mess up your timeline.
You can get animation layers functionality with just the NLA without any addon, it's just not as intuitive. Press N in NLA to bring up properties for the edited action and nla strips, change the blending on both to be 'combine' instead of 'replace'. Now each channel acts as an animation layer.
6:40 you can use a mode called "simplify" to turn down the max subdivisions in the viewport. Render Properties > Simplify > Viewport > Max Subdivisions
You can use shift while moving to be more precise and also you can click x y or z to move it on one axis ore shift +(axis) to move it on every axis except the one you clicked
First rule of thumb for Blender Animators: use the viewport manipulators to animate :) I wrote you a PM on twitter, just in case you missed it and in case you are interested in my proposal and you read this. Cheers!
I love Blender; glad that you're trying it! From what I've learned, you can do pretty much everything that other systems do (Maya, 3Ds Max, etc.) so long as you can find the controls/settings within Blender. :D
You are never too pro to check a tutorial or two. I used to use Max, I get my mind blow in 3 different ways even watching noob tutorials. Blender is so deep, even the devs cant touch the bottom.
Instead of pressing The I key for a key frame you can choose which key you want from the timeline and then press I without choosing from the key frame list
I actually feel better about my frustration going from Blender to Maya after watching this. So many things we take for granted doing a specific way or even called a certain thing. So many habits to retrain. It is easy to go "Blender/Maya is better because I can do X in it faster" or "why doesn't Maya/Blender have THIS feature?" but there are things I am discovering in Maya that it is hard not to admit it is a better way of doing things. More often than not though is realizing they have the same feature called something else (making searching online hard) or just a different interface for it that will just take some practice to learn.
You can use OptiX Denoiser for the rendering and also Adaptive Sampling. You can enable OptiX Denoising in the View Layer at the bottom. Click the checkbox and then choose OptiX-AI accelerated. The Adaptive Sampling is found in the Scene tab.
_clicks RUclips bookmark just before logging off for the night_ "ATTEMPTING 3D Animation in Blender! Maya Artist's First Time" _looks at video release date_ -> "1 minute ago" *Cowabunga it is.*
8:42 Yeah you can select all these at multiple time. Just drag the mouse over while selecting the left mouse button. I don't know if it works with your pencil or not. And I'm sure it's not called pencil, is it? I forgot what it's called.
Helpful tip at 11:05ish: For a while, if you clicked away, you would lose the ability to edit the sphere and you would have to remove and add again. But in 2.8, with any object selected, press F9 and those tools come back! :D
If you press like *G* to move and you don't want it to "automatically" move. You can right-click the tool on the toolbar, click on assign shortcut then press the key you want ( *G* for example). Then you are good to go!
16:05 - I don't believe there's a lattice in the graph editor, but you can definitely select multiple keyframes and move/scale/rotate them together. What happened to you is that in the transform origins menu in the graph editor (same icon as in the 3d view, top right) you had "individual origins" selected instead of "bounding box". Should fix your problem.
15:47 Press S to scale then Press Y to lock it into the Y axis this will allow you to dial in the spread of the keyframes up and down - according the the midpoint of all the selected keyframes Alternatively, you can set a 2D cursor as the 'pivot point' of your 'scaling'
It's been really fun seeing your very first impressions of the software!! May I suggest that for future videos you see a few animation/layout related tutorials first though? I feel like the frustration might diminish! And I'd love to see you enjoy yourself more! Also I think it would be really valuable if you shared/recommended any videos that might've been especially helpful in your journey! For some tutorial recommendations of my own: The Blender Fundamentals 2.8 playlist [ don't have to watch the whole playlist, just the bone layers, keyframes, timeline, dope sheet, graph editor videos]
thank you, I like to see same video again but after you get more experience in Blender. I like to hear your thoughts a bout Blender animation system, specially character animation. is it far behind Maya as some people say?
1. To select multiple transform boxes, simply click and drag downwards and all the input boxes will be selected. 2. To add a keyframe without having to specify, hover over the property input box you want add keyframe to (don't click on it) pressing i will add a key frame. The change in colour will represent the keyframe is inserted. 3. For squashing of the ball you can move the centre of the ball (in edit mode) to the bottom most vertex, doing so will change the pivot point for rotation/location/scaling and the squash will appear more organic
If you're ever wondering if there's a hotkey for something, space is a universal hotkey. Tapping space and searching the option you want will make it show up, and if there's a hotkey for it itll be there. U can also just use spacebar as a hotkey for every option if you're willing to do a bit of typing
He seems to have Space set to _Play Animation_ (and I think that's the default). Then *F3* is the search shortcut. (Can ofc be changed in the preferences.)
I'm a Maya user that's checking out Blender right now. There's a lot I have to relearn and figure out, but it's all very fun for me and I love seeing a flourishing Blender community in the comments!
other thing - blender menus are designed to draw themselves so that the the last selected option is drawn under the mouse cursor if at all possible so unless you activate the menu while the cursor is near the edge of the screen, you should be able to press I then click without moving the mouse. For many menu's you have the option to replace them with radial menus (Blender calls them pie menus) as addons. These like maya require you press the button and gesture the mouse in a particular direction in order to activate the command (once you have muscle memory for the direction)
You can switch a lot of "menus" into "pie menus" with a 3D View Pie menu Addon. Also, you can assign Shortcuts by right-clicking on the function and selecting Assign Shortcut. There is also an option to create your own Quick Access (Favourites) menu, which shows up when you press Q. You can add functions on the list by clicking on them and selecting Add to Quick Access (Favourites).
Haha, It's totally a nightmare thinking of animating in a different software. Maya is such a comfortable home right now. Since it's not free even I'll have to face it someday. Will definitely post a video on my channel if I get through alive 😂😰.
Yeah, there's really not a lot of videos out there focusing mainly on the animation part of Blender. If pros will make videos and give suggestions on this, Blender might be the pro's choice one day for animation.
The S to scale even part had be dying !!! great videos love watching this , as a learner to blender my self its nice to see other learning curves and pick up things I may have missed along my way ! thanks for these videos !
My answers to some of the questions you raised throughout the video: 5:26-ish - yes, you have to do it manually and it's for organisation purposes. I also see some animators use the different colors for different purposes than intended, such as an indicator of how finished a certain pose, etc. 7:18 - regardless of the rig, a universal way of limiting subdivisions is to go to the render properties tab in the properties editor (second icon top to bottom, looks like a camera screen or a TV or whatever), enable simplify and under it, lower the viewport max subdivisions 8:30 - yes, just hold lmb and drag down. Alternatively, press Alt+G (in the viewport) to reset location (Alt+R for rotation and Alt+S for scale) 9:55 - the hotkey is shift+alt+z, however that would disable all overlays. If you'd like to access the "Bones" property quickly, you can add it to your quick favourites menu by right clicking it and chosing "Add to Quick Favourites". Then, if you bring up the quick favourites menu, by pressing Q, it will be there. It was originally proposed to have "Overlay Profiles", but it never ended up being added unfortunately 15:38 - to scale them like that, you have to change the pivot point to "Bounding Box Center" (hotkey for menu is ".", it's also in one of the dropdowns on the top right corner of the graph editor). You can also enable proportional editing (last button on the top right) and that could pass as a "budget lattice" (not really). 9:06 - According to the creator/developer of BlenRig 5, maxi is short for maxilla. Edit: I just realized that people had already covered all these points in this comment section..
Oh! And when you are in a save menu, you can use numberpad + and - to increment save versions up or down. for example: if you have "Scene_v1.0.blend" and you press numpad + it will automatically become "Scene_v1.1.blend" and if you have "Scene_v1.9.blend" and you press numpad + it will automatically become "Scene_v2.0" So incrementing your saves takes abouta quarter of a second. ctrl+shift+s, numpad+, enter, continue editing.
To insert keyframe by just pressing I without having to choose locrotscale everytime -first insert the keyframe the normal way (this way blender knows what keying set to use) -in the timeline window, there's a drop-down that says 'keying' by the left. click that and in the pop up under "Active Keying Set" choose "available" Now if you press I in the viewport it insert keyframes only on properties that had keyframes on them (in this case location,rotation and scale). Note that it depends on the keying set you added keyframe for in the first place. For example if you added keyframe for just rotation (rot) then doing the above steps will keep adding keyframes for rotation only everytime you press I.
8:24 This is what the sleep paralysis monster looks like 😂 Also,I really wanna start using Blender but I'm pretty sure it's gonna turn my brain to mush 😂
@@Shaurya_Pant That gives me a lot of reassurance thank you 😊 I think it's just my mindset of wanting to understand it immediately that when I don't my brain just gives up 🙈
You can multiedit data structs by clicking down on one of the values, and dragging up or down to select the other values in the list. You can also multiedit the same property in multiple objects by holding "Alt" before entering in the new value!
Another tip for you SirWade, you can use proportional editing in the graph editor, works the same as proportional editing in the 3D viewport, that might take care of your lattice problem!
At 12:05 - Having one shortcut for applying LocRotScale, you can do that by hitting the "I" button, going down and right clicking LocRotScale, another menu will come up and you choose "Assign Shortcut", then without clicking anything, type in your shortcut, like "Shift I" and it'll be done. To have it there next time you go into blender to animate, you have to go up to "Edit", down to "Preferences" and choose "Save User Preferences"
8:10 if you want to hit a button for any of the gizmos to appear then do this -tap alt once then press the shortcut. For example say you want the translation gizmo to appear then press alt, then release the alt key, and then press G for grab. This way the location gizmo appears . You can do same for rotation, R and scale, S. You can even have all three appear at once by pressing T after tapping tab. I hope this helps
This guy is definitely a blender newbie. He forgot the blender ritual every blender artist does when starting a new project: Press x, delete cube. Shift A, add cube. Ah, perfect. 😁😂
Yes, you can multi-select by dragging down to zero it out. Also, if you want to move in a specific axis, press G, followed by the axis you want X,Y,Z... or if you DONT want to move on an axis press Shift+(the axis you don't want to move) this also works for rotating and scaling... Easier way to animate the ball would be to use a skeleton with "preserve volume" checked in the armature modifier. There are ways to change the curve handles using V.
This is painful to watch :D Experimenting is the best way to learn, but you should start with some tutorials. Looking for " the Maya way" in Blender will just make you frustrated.
8:25 To select multiple values to change them at the same time, click and drag over them. It won't look like they've all been selected, but they will have been.
18:16 You can make it even better by going to view layer properties and go to passes and enable denoising data. Then, you can plug in the Normal and Albedo.
if u want to transform more specific u can use axis letters on keyboard to lock transformation of that axis or u can click shift+axis letter to exclude single axis from transformation so for eg shift + z allows u to move object without changing z value u can also use shift during transformation to make it more precise besides that when using keyboard shortcuts for transformation the further your cursor is from object the more control u have and ofc ctrl during transformation allow u to snap transformation in increments 8:30 when u slide from top to bottom them then u multi-select not sure tho how to select x and z at the same time 18:00 if u want to denosie better enable denoising data in scene settings also for much better ui i suggest machine tools ad-don - free
Great thing about blender is that you can customize it exactly how you want. You can make those specific setting you talk about at 10:25 and save them so that blender always defaults with those specific settings each time you open it. You can also use maya's keyboard shortcuts from the preferences pannel.
It'll hugely benefit your experience to give up the transformation gizmos and use G, R, and S to grab, rotate, and scale. You can hit X, Y, or Z to constrain to those axes (hit it twice to switch from global to local) or Shift+X/Y/Z to constrain to the two axes normal to X/Y/Z. Hold shift to slow it down. G/R/S and X/Y/Z constraints apply to nearly everything in Blender like the graph editor. Also the Home key resets the view in the curves panel and numpad period focuses on the selection (Maya's "F") everywhere in Blender. H and Alt+H are useful to hide the selection/unhide all.
15:23 you can mass select keys on the dope sheet then press S and Y, X or Z to scale them along that axis for example on that part of the video you could select them and scale in Y-axis to achieve what you wanted, also you can hit "." key and choose 2d cursor to scale or rotate from the position of the timeline cursor, that's useful to scale along the X-axis and shift the frames further or closer apart for example ;)
I really love these videos. I would absolutely be in full support for a part 3 or series. I really love seeing how people who are unfamiliar with blender explore the features, especially if they know other 3d programs. it's like seeing a comparison to the other programs because they say "where's X it's gotta be here somewhere" or maybe "oh that's cool, we have to do Y in maya", stuff like that
This was WAY harder than I thought it would be, but still doable! Should I do a part 3?? What should I look at in Blender next?? ...Also I'm 100% going to do a 24-hour Blender Twitch Stream soon, so be on the lookout for that :)
4:40 "what if i dont want to choose all the time"
you only have to choose ONCE, if u press the button again your mouse will be over the same option.
so do it quick you press "i, left click" like really quick, its the same as just pressing a key, i left click.
that way you temporarly have like semi shortkey.
and if u want another option from that menu, you select it once, next time you just "i left" click.
AAALSO, you can right click options -> to quick favorits, that way you can press "Q" and the chosen option will be in there.
for example, you press "i" right click "only selected ->add to quick fav menu"
now you always can just spam "Q left click"
@@xxerbexx No, you can specify what kind of keyframe you want to set. There is a menu where you can choose on the timeline.
Just something you may want to do at some point; you should model a donut 🍩! Anyway, thanks again
6:26 be aware that is only the focal length for the view in this specific window and not your actual camera.
for that you need to select ur cam, go to the green tab to the right (object data properties) and change it there.
Are there a lot of animators in the industry who use a tablet for animation work?
8:28 ALT+G >> reset position ; ALT+R >> reset rotations ; ALT+S >> reset scale
9:15 Hold Shift >> precision mode
10:28 Each tab on the viewport (Layout, sulpting, UV, etc) saves the display settings, you can create for example "Layout with wireframes" and then just revert to that tab when nedded.
12:00 Not exactly what you wanted... but you can press "I" when hovering the mouse over almost any parameter to key that specific thing. Also... alt+I clear keyframes
:)
10:28 There's an addon called Presetter for that
12:00 The menu @Epoch Won talks about is in the timeline editor, but you need autokey for that, it's called "Keying" and it's next to another dropdown called "Playback"
8:24 multiselecting the coordinates is done by for example clicking on the x one and then dragging the mouse down over the y and z ones. Then they're all selected and you can enter 0 for all three.
8:05 *Shift-Space* then *G, R* or *S* is the default shortcut for the transform gizmos. Like any hotkey, you can remap them by right-clicking on the button, or in the preferences.
7:18 _Render properties > Simplify > Viewport > Max Subdivision_
10:00 The wireframe slider is actually a threshold; edges with a lower angle don't get drawn. (Though transparency would sure be neat...)
2:50 _Object Mode_ is for moving around entire (groups of) meshes/armatures/rigs. _Edit Mode_ is for creating the bones & making an armature/rig, in rest position? _Pose Mode_ is for animating.
7:21 The _Wireframe_ modifier turns every edge of a mesh into a 3D tube. (e.g. for modeling scaffolds) Which ofc gives weird results on dense meshes.
10:56 Even if you click somewhere after adding a mesh primitive, you can bring back the menu with *F9* - as long as you don't change anything else...
15:30 you can turn the origin to bounding box center and then scale all of them.
by pressing S and Y one after the other you can additionally lock the scaling to the Y axis
The purpose of a well designed UI is to allow the user to access every option without having to use or remember any shortcut.
And of course Blender is primitive in that department.
i hope blender Devlopers take a look at this video
very useful
Why
@@ozhinz to see what they could add
Samford they wouldn’t add anything tho
@@ozhinz why not?
Samford because why would they
When you perform an action like moving an object with ,,G“, you can hold down the ,,Shift“ Key in order to make smaller adjustments. This also works with scale and rotation.
Yeah this ones suppper helpful, I use it for almost every pose!
It works with almost evertything in Blender
WTF wasn't I aware of something like that? Thank you man! Makes me wonder what I've been doing all this time on blender :v
you can also start your mouse further away, the motion is proportional to the normal distance from mouse to object in screen space!, like if you start close, a small movement has a large effect, and if you start far its a smaller effect
Also "R" twice rotates a bone according to it's normal.
18:00 for better denoise enable "denoising data" pass and connect the normal and albeto to the denoise node in compositor :)
kantek gudski was about to comment that until I saw this
i have no idea what that will do to an already great looking "denoiser". Will check it out.
@@eshan309 in this particular case it probably won't change much, but in more complex scenes it will
And for Optix you can just select the Denoise - Use Optix Denoising with albedo+normal in the Render Passes tab, to save a little time. Same thing as the Denoise node, different way to activate it.
@@eshan309 It uses data from the albedo and normals to better denoise surface details, that way even if the image is too noisy to "understand" the texture, the albedo and normal data will tell the denoiser what the color and normals are. Works wonders.
8:28
Just hold and drag down to multi-select it
I see it now... I didn't saw your comment then
Here's another tip. If you want to reset them back to 0, you can also just hover over each setting with your mouse and press Backspace super quickly. It resets pretty much any slider in Blender back to its default value, which in those cases are 0.
I learned this today as well that if you hover over it and press backspace it zeros it out. Not sure if it works, not used it yet.
It works the same way in Maya, weird that he didn't try it.
There is a constraint in blender called constant volume or something like that. You can use that instead of doing math to figure out how much to squish the ball.
beat me to it
Its called "Limit scale"
It's called "Maintain Volume" from the constraint tab.
16:20
you can scale the space between keyframes
by scaling it in the keyframe editor
not the grapheditor
You can do it in the graph editor by clicking s than x
@@mihaelkardum8000 oww
thaanks
*Dopesheet
there is a bounce modifier actually that you can apply on your f-curve and it does basic bounces automatically ^^
There is also a volume constrain, so you don't need to manually change the dimensions.
@@diptarkadas5193 Envelope
Also press 'N' on the graph editor to bring up the properties panel, there's modifiers for curves too just like meshes!
Can multi select translate boxes, click the top one, drag down to select all, then move left or right. Wireframe doesn't fade it, x-ray does
Yes, or release and type 0 to set all of them to 0
Can also just hold backspace while hovering over any control to zero it out, so just hold backspace and hover over all the translation values to set all to zero.
I`m calling it: Blender will become industry standart in the next 10 years.
In the next 5yrs
With addons, it's already ready to become Industry standard
2-3 years to be usable atleast worldwide, it's already big in 3rd world countries that can't afford to license maya
the reason it isnt industry standard is because the main studios have spent a lot of money some even millions of dollars/pounds on custom scripts and plugins for the software they use, so by changing they will lose all that investment and have to pay to remake them all in blender which is a hassle and also have to teach all their staff how to use blender which is another hassle, so i cant see them changing anytime soon, remember that most big studios don't care about paying for Maya, what they do care about is time and by changing to blender they will lose a lot of time , something they cant afford
Why does it matter if its industry standard? Don't know the obsession with "Blender should be standard". If you like the software use it.
To the left under "keying" set it to "locrotscale" or whatever and pressing I will auto input that without the menu. Also to the right if you change "individual origins" to "bounding box" or even the cursor, you can scale towards them.
And you can customize your keying set, just go to the attribute > right click > add to keying set or remove from keying set
@@z_tiger311 Simplifying things is one of the main goals for Blender. However, it is tricky to have as many things built in as it does and try to have everything be a bit intuitive and as much the same as possible.
@@OmniscientWarrior I don't think being consistent is a laudable goal in it's own right.
consistency is a tool to help make things easier, but if you force consistency on things where it's unhelpful, you make it worse, not better...
It's not just how much is crammed into blender that makes it a headache and hard to work with.
It's how counterintuitive a lot of it is, and how many steps and oddness everything has, and how disorganised it can get.
You can tell nobody ever truly sat down and tried to properly optimise the interactions between all the various pieces, modes, functions, etc...
Don't get me wrong, it's improved greatly over the years, but it still leaves a lot to be desired...
These comments are epic. Imagine everyone starting out with B3D like this, with dozens of veterans telling you what you should have been doing. I'm not saying it's a painless transition, but holy crap this guy is transitioning on steroids!
yea totally :D
It's like you know Java and then move to c# for a project.
Idk, all I knew was zbrush, illustrator, some (minimal) daz3d and (even less) sfm stuff, and blender 2.8 seemed to just fit like a glove.
Plus the plethora of tutorials (shout out to Royal Skies LLC) had me from cube to rigged and walking figure in like 2 weeks tops.
It's not because he's famous or something - the whole blender community is like that, everyone helping everyone, kinda what it makes so great about it =D
ikr. I've been using blender since version 2.04 and the way it evolved and the community has evolved is just amazing. seeing all these fellow blender vets helping a new blender user makes me so happy.
7:46 if you want to disable the subdivision you can activate the "simplify" and make the max subdivision to 0
15:18 you can scale it by pressing s then press y and you have what you mean I think..
the tranform origin will have to be bounding box also. In individual origin mode, that scale operation wouldn't work
Also with the scaling thing, Proportional Editing is also available pretty much every editor.
yes
The maya lattice thing should be added to Blender it Just has to
In your Dope Sheet there is a button called ,,Keying“ in the bottom left corner. There you can specify the type of data that you want to keyframe when you press ,,I“.
8:28 : alt g, alt r, alt s > reste location, rotation, scale
hold and drag down to select multiple values
9:15 : hold shift to be more precise
12:00 : in the "keying" section into the timeline tab you have the "activate Keying set" where you choose what keyframe you want
15:40 : "S - Y" to scale on the Y axis of the graph editor
18:15 : you have to enable "denoising date" into the view layer properties so you can link the "noisy image" to "image", "denoising normal" to "normal" and "denoising albedo" to "albedo" of the denoise node
/ for isolation mode
SHIFT-H to hide everything except selection
To set multiple values, click-drag over the fields
If you wish for certain commands to be easily accessible, hover over command and hit Q to add to Quick Favs.
When adding a sphere don't worry if you click and the segments menu disappears, you can press F9 with your object selected to adjust it
As long as you didn't move or edited the object in anyway. But it is an awesome shortcut to keep handy.
this limitation is temporary. Future versions will have the option to edit the properties of primitives that you moved, scaled, or rotated even if you entered edit mode.
IVE been looking for this key al my life
@@seresproductora I know it's high on the community wishlist, but I'm not sure it's definitely on the devs' to-do list? Shouldn't be to hard to implement, though.
@@nibblrrr7124 They don't want to do it right now because it will be solved by the modelling nodes project, which should come soon (2.93 ou 3.0).
i can't be the only one who enjoyed those two parts SO much because of the humor between him and alice i mean alice is really cute and helpful and sir is really smart and always asks instead of just succumbing to the struggle and that's what makes them gems
12:02
you can add the LocRotScale* or anything you want in the box which exist in the buttom left side
then you press {i} and it automaticly add your choice*
* = choice
The banter between you two makes these videos way better. 2 people with occasionally conflicting ways to do something makes for way better education. Thanks for the vids.
I remember the days when Sir Wade was just a few subs in and he was telling us about how he had quit dream works. Its amazing how far he has gone in terms of editing and his self-confidence. Cant wait to see how far he takes this.
Some little tips that should "hopefully" help
Blender has autokey, so that as you move things around, it will insert keyframes for the object. Just below the graph editor is the timeline, and to the left of the playback controls is a dot button. Clicking that enables autokey.
Blender can keyframe anything. If it's a variable that you can change, you can key it. Right click it, and insert keyframe. This goes for the colour that you put on the ball, and the noise texture variables too, Anything that you have inserted a keyframe for will be picked up by autokey as well, so keep that in mind.
You wanted to zero all the values in a group at one point in the video, just click and drag down to highlight them all, and then you can type or slide them all at once (only works if the values are in the same group).
When you were trying to slow down the bounce, Alice told you to press S, but that didn't work right. What happened is that at some point, you must have accidentally changed the pivot point of the scale operation. To fix that, with your cursor over the graph editor (where your cursor is changes what shortcuts do) press the period key '.' and select "bounding box center". This will scale all the points around the centre of the selection. Yours was previously set to "individual centers" which scales them around each keyframes position independantly.
While moving objects around in the 3D view (or rotating or scaling), press x,y or z to lock it to that global axis. Press the button again to lock it to the local axis. A third time will unlock it. Pressing shift + an axis will lock it to the other two axes (so shift + x will lock the action to the yz plane, and (shift + x )* 2 will lock it to the local yz plane).
If you go to edit > preferences > keymap, you can change the default keys to "Industry standard". This might make the transition to blender a bit more familiar.
These quick tips came out much longer than expected.
This is super useful for him
@@houi4900 ruclips.net/video/FVYNW6LITOE/видео.html
8:30 right click drag over the values to select multiple ones (also you can do math inside of them so if you want for ex. half of the value then you can do something like value/2)
So, a few things:
1) You can make curves relative by turning on "normalize" in the graph editor
2) You don't have "lattice edit" of keyframes in graph editor or dopesheet per se but you can grab, rotate, and scale groups of keyframes by multi selecting them and using the same shortcut keys as if you were editing/moving a mesh. So like pressing S then pressing X will stretch the keys horizontally, likewise pressing S then pressing Y will stretch the keys vertically (the G and R shortcuts will work similarly). You can also change the pivot point in the dropdown in the upper right of the graph editor/dopesheet
(general pro-tip but you can automatically snap to the nearest axis by middle mouse clicking after you start a transform)
3) To make sure your viewport playback speed looks close to the final render, go in a "Timeline" window and click the Playback menu, then change sync dropdown at the top to "AV Sync" this make the playback speed matchup with the final result even if it's not playing back at the full framerate
You need to enable "Denoising data" to get the best out of Intel OpenAI Denoiser. Then, instead of connecting the "image" output to the Denoise node, use the "noise image" on the image, the albedo into the albedo and the normal to the normal, which will make your denoising process 1000x better.
CGMatter has a 2 minute video explaining this concept:
ruclips.net/video/Pw-OxOHHu5I/видео.html
Or just use optix, it‘s better in my opinion
Alice's editing is so chaotic, i love it
You can right click and add shortcuts for the gizmo tools for better moving experience.
Yes this^. You can add shortcuts for every mode, so for instance in pose mode you can add a shortcut menu that has all your most used tools (insert keyframes, hide/unhide things, etc.).
There's already a default shortcut for the transform gizmos:
*Shift-Space* then *G, R* or *S*
But yeah, you can also add your own if you don't like the two-step thing.
11:25
click 0 to switch into camera view
and
you can move with camera as First person walk
by pressing
Shift + ;
AllouhaX I thought the shortcut was _shift_ _+_ _~_
hOW MANY BLOODY COMMENTS DO YOU HAVE ON THIS VIDEO GODDAMNIT
isnt it numpad 0
@@BossKnight that is, "jump to camera" or something like that
It's numpad0
7:48 theres also a global option called Simplify, you can use it to lower/disable subdivision on all meshes in the rig :)
Switch on denoising data from passes menu, for more control over denoising node. And since you are using rtx 2080ti, you can even use optix denoiser and viewport denoising (only in blender 2.83 or above) for better results compared to intel denoising node.
@@openedeyes6110 I don't know, I don't have a nvidia graphics card, just said as an option, I have heard that nvidia is better.
@@openedeyes6110 Nvidia is generally better.
Does viewport Denoising works with AMD GPUs?
@@imyasharya no, it only works with nvidia rtx for blender 2.83 and nvidia rtx and GTX for blender 2.90. I also have amd GPU 😞😞
@@shreyasarora9801 Oh that's sad. I was thinking of buying AMD GPU but now I think for a Blender user, Nvidia makes much sense.
For lattice, in graph editor, you might wanna try pressing N in the graph editor > modifiers > envelope. I dont know if it can replace lattice graph editor in Maya though.
Blender is very good at modeling, sculpting, texturing, etc. But when it comes to animation, Maya still beats it by a lot. Blender for example, doesnt have animation layer built in to it, you have to get an addon. There are tons of addons that might help you there, but it wouldve been much better if it's already built in.
And Sir, it's ZED
edit: for people suggesting NLA, it's not as intuitive and it doesnt have smart bake. which will mess up your timeline.
hello, there is an animation layer system acualy
Blender have animation layers (NLA), they just have weird UI. Animation Layers addon use NLA under the hood.
You can get animation layers functionality with just the NLA without any addon, it's just not as intuitive. Press N in NLA to bring up properties for the edited action and nla strips, change the blending on both to be 'combine' instead of 'replace'. Now each channel acts as an animation layer.
Nah, NLA is not as intuitive. It also doesn't have smart bake, which will mess up your time-line
seeing someone learn blender in real-time is a weird feeling lol something that feels so natural to us can be so foreign to others
6:40 you can use a mode called "simplify" to turn down the max subdivisions in the viewport. Render Properties > Simplify > Viewport > Max Subdivisions
16:00 use s and x to scale horizontally and y to scale vertically (just checked in blender it works)
It didnt work for him because the transforms were set to use individual origins.
They need to be scaled from their bounding box center instead.
@@benhardwiesner6963 oh yeah true, didn't notice that
8:38
you can multi select
by draging at 3 of them
Thanks!
You can use shift while moving to be more precise and also you can click x y or z to move it on one axis ore shift +(axis) to move it on every axis except the one you clicked
You can just hit record and move the sphere in realtime and it will just capture the keyframes and you can go back edit it afterwards.
The key frame colors are just for organization, you have to set them yourself, and you can change the default for be keys.
First rule of thumb for Blender Animators: use the viewport manipulators to animate :)
I wrote you a PM on twitter, just in case you missed it and in case you are interested in my proposal and you read this.
Cheers!
"Viewport manipulators"
What's that?
I love Blender; glad that you're trying it! From what I've learned, you can do pretty much everything that other systems do (Maya, 3Ds Max, etc.) so long as you can find the controls/settings within Blender. :D
As your first blender animation, that looks very good!
You are never too pro to check a tutorial or two. I used to use Max, I get my mind blow in 3 different ways even watching noob tutorials. Blender is so deep, even the devs cant touch the bottom.
Instead of pressing The I key for a key frame you can choose which key you want from the timeline and then press I without choosing from the key frame list
exactly!
I actually feel better about my frustration going from Blender to Maya after watching this. So many things we take for granted doing a specific way or even called a certain thing. So many habits to retrain. It is easy to go "Blender/Maya is better because I can do X in it faster" or "why doesn't Maya/Blender have THIS feature?" but there are things I am discovering in Maya that it is hard not to admit it is a better way of doing things. More often than not though is realizing they have the same feature called something else (making searching online hard) or just a different interface for it that will just take some practice to learn.
Wow, refreshed at the right time lol
You can use OptiX Denoiser for the rendering and also Adaptive Sampling. You can enable OptiX Denoising in the View Layer at the bottom. Click the checkbox and then choose OptiX-AI accelerated. The Adaptive Sampling is found in the Scene tab.
_clicks RUclips bookmark just before logging off for the night_
"ATTEMPTING 3D Animation in Blender! Maya Artist's First Time"
_looks at video release date_ -> "1 minute ago"
*Cowabunga it is.*
i dont even use blender, but i enjoy your blender videos most
Blender + BlenderGuru = perfect introduction to 3d
8:42 Yeah you can select all these at multiple time. Just drag the mouse over while selecting the left mouse button. I don't know if it works with your pencil or not. And I'm sure it's not called pencil, is it? I forgot what it's called.
Yeah i said it
@@openedeyes6110 oh yeah. I remember it now
saying pen or pen tablet is ok.
This will be extremely useful to the developers. Having pro animators around is a great way to improve.
Helpful tip at 11:05ish:
For a while, if you clicked away, you would lose the ability to edit the sphere and you would have to remove and add again.
But in 2.8, with any object selected, press F9 and those tools come back! :D
I wish I knew this sooner
If you press like *G* to move and you don't want it to "automatically" move. You can right-click the tool on the toolbar, click on assign shortcut then press the key you want ( *G* for example). Then you are good to go!
Yes. It also has a default shortcut: *Shift-Space* , then *G*
16:05 - I don't believe there's a lattice in the graph editor, but you can definitely select multiple keyframes and move/scale/rotate them together. What happened to you is that in the transform origins menu in the graph editor (same icon as in the 3d view, top right) you had "individual origins" selected instead of "bounding box". Should fix your problem.
15:47
Press S to scale
then Press Y to lock it into the Y axis
this will allow you to dial in the spread of the keyframes up and down - according the the midpoint of all the selected keyframes
Alternatively, you can set a 2D cursor as the 'pivot point' of your 'scaling'
That is the best video i have seen in years. The comments are the best from Alice..
It's been really fun seeing your very first impressions of the software!! May I suggest that for future videos you see a few animation/layout related tutorials first though? I feel like the frustration might diminish! And I'd love to see you enjoy yourself more! Also I think it would be really valuable if you shared/recommended any videos that might've been especially helpful in your journey!
For some tutorial recommendations of my own:
The Blender Fundamentals 2.8 playlist [ don't have to watch the whole playlist, just the bone layers, keyframes, timeline, dope sheet, graph editor videos]
thank you, I like to see same video again but after you get more experience in Blender.
I like to hear your thoughts a bout Blender animation system, specially character animation.
is it far behind Maya as some people say?
1. To select multiple transform boxes, simply click and drag downwards and all the input boxes will be selected.
2. To add a keyframe without having to specify, hover over the property input box you want add keyframe to (don't click on it) pressing i will add a key frame. The change in colour will represent the keyframe is inserted.
3. For squashing of the ball you can move the centre of the ball (in edit mode) to the bottom most vertex, doing so will change the pivot point for rotation/location/scaling and the squash will appear more organic
14:09 I've animated for years, why didn't I think of this
If you're ever wondering if there's a hotkey for something, space is a universal hotkey. Tapping space and searching the option you want will make it show up, and if there's a hotkey for it itll be there. U can also just use spacebar as a hotkey for every option if you're willing to do a bit of typing
He seems to have Space set to _Play Animation_ (and I think that's the default).
Then *F3* is the search shortcut. (Can ofc be changed in the preferences.)
I really like your videos! Is there still someone from Germany here?
Yep
I'm a Maya user that's checking out Blender right now. There's a lot I have to relearn and figure out, but it's all very fun for me and I love seeing a flourishing Blender community in the comments!
3:53 "The Zed-duh!"
I've been looking for this comment 🤣🤣
other thing - blender menus are designed to draw themselves so that the the last selected option is drawn under the mouse cursor if at all possible so unless you activate the menu while the cursor is near the edge of the screen, you should be able to press I then click without moving the mouse.
For many menu's you have the option to replace them with radial menus (Blender calls them pie menus) as addons. These like maya require you press the button and gesture the mouse in a particular direction in order to activate the command (once you have muscle memory for the direction)
Hello random person scrolling through the
comments.
Have a nice day.
Positivity? In the RUclips comment system? How dare you!
But seriously thanks.
I hope you're having a nice day, too. :)
@@FabioBittar you too!
HALLO!
thank you, you too! :)
You can switch a lot of "menus" into "pie menus" with a 3D View Pie menu Addon. Also, you can assign Shortcuts by right-clicking on the function and selecting Assign Shortcut. There is also an option to create your own Quick Access (Favourites) menu, which shows up when you press Q. You can add functions on the list by clicking on them and selecting Add to Quick Access (Favourites).
Haha, It's totally a nightmare thinking of animating in a different software. Maya is such a comfortable home right now. Since it's not free even I'll have to face it someday. Will definitely post a video on my channel if I get through alive 😂😰.
Yeah, there's really not a lot of videos out there focusing mainly on the animation part of Blender. If pros will make videos and give suggestions on this, Blender might be the pro's choice one day for animation.
The S to scale even part had be dying !!! great videos love watching this , as a learner to blender my self its nice to see other learning curves and pick up things I may have missed along my way ! thanks for these videos !
The thing about Blender is that the community is A LOT more helpful than Maya's, there's always a tutorial for something
My answers to some of the questions you raised throughout the video:
5:26-ish - yes, you have to do it manually and it's for organisation purposes. I also see some animators use the different colors for different purposes than intended, such as an indicator of how finished a certain pose, etc.
7:18 - regardless of the rig, a universal way of limiting subdivisions is to go to the render properties tab in the properties editor (second icon top to bottom, looks like a camera screen or a TV or whatever), enable simplify and under it, lower the viewport max subdivisions
8:30 - yes, just hold lmb and drag down. Alternatively, press Alt+G (in the viewport) to reset location (Alt+R for rotation and Alt+S for scale)
9:55 - the hotkey is shift+alt+z, however that would disable all overlays. If you'd like to access the "Bones" property quickly, you can add it to your quick favourites menu by right clicking it and chosing "Add to Quick Favourites". Then, if you bring up the quick favourites menu, by pressing Q, it will be there. It was originally proposed to have "Overlay Profiles", but it never ended up being added unfortunately
15:38 - to scale them like that, you have to change the pivot point to "Bounding Box Center" (hotkey for menu is ".", it's also in one of the dropdowns on the top right corner of the graph editor). You can also enable proportional editing (last button on the top right) and that could pass as a "budget lattice" (not really).
9:06 - According to the creator/developer of BlenRig 5, maxi is short for maxilla.
Edit: I just realized that people had already covered all these points in this comment section..
9:06 I think maxi is short for maxilla, which is basically your jaw lol
The maxilla is the upper jaw, the one that’s a fixed part of your face. The lower jaw, the one that moves independently, is the mandible.
You beat me to it by 2 months. Sorry to duplicate your comment. I didn't scroll far enough to see that you had already said the answer.
Oh! And when you are in a save menu, you can use numberpad + and - to increment save versions up or down.
for example:
if you have "Scene_v1.0.blend"
and you press numpad +
it will automatically become "Scene_v1.1.blend"
and if you have "Scene_v1.9.blend"
and you press numpad +
it will automatically become "Scene_v2.0"
So incrementing your saves takes abouta quarter of a second. ctrl+shift+s, numpad+, enter, continue editing.
you can change the mouse and keyBoard controles in the prefences
make it as maya
he said he wont do it cuz it will be hard to follow tutorials
how?
To insert keyframe by just pressing I without having to choose locrotscale everytime
-first insert the keyframe the normal way (this way blender knows what keying set to use)
-in the timeline window, there's a drop-down that says 'keying' by the left. click that and in the pop up under "Active Keying Set" choose "available"
Now if you press I in the viewport it insert keyframes only on properties that had keyframes on them (in this case location,rotation and scale). Note that it depends on the keying set you added keyframe for in the first place. For example if you added keyframe for just rotation (rot) then doing the above steps will keep adding keyframes for rotation only everytime you press I.
8:24 This is what the sleep paralysis monster looks like 😂
Also,I really wanna start using Blender but I'm pretty sure it's gonna turn my brain to mush 😂
Then I think your brain has aged... 😆
No! Trust the community. It's lovely in here. And really simple once you get the hang of it all.
@@Shaurya_Pant That gives me a lot of reassurance thank you 😊 I think it's just my mindset of wanting to understand it immediately that when I don't my brain just gives up 🙈
You can multiedit data structs by clicking down on one of the values, and dragging up or down to select the other values in the list.
You can also multiedit the same property in multiple objects by holding "Alt" before entering in the new value!
you should have played with the NLA editor
Another tip for you SirWade, you can use proportional editing in the graph editor, works the same as proportional editing in the 3D viewport, that might take care of your lattice problem!
She has the most amazing voice, like some sci-fi spaceship computer voice
I thought it was an effeminated dude.
Agreed!
At 12:05 - Having one shortcut for applying LocRotScale, you can do that by hitting the "I" button, going down and right clicking LocRotScale, another menu will come up and you choose "Assign Shortcut", then without clicking anything, type in your shortcut, like "Shift I" and it'll be done. To have it there next time you go into blender to animate, you have to go up to "Edit", down to "Preferences" and choose "Save User Preferences"
Have you really watched the Blender Guru's donut tutorials?
Your animation skills are amazing! You animated the ball like it was nothing :D
"Z" should be pronounced as "Zed" so that people dont confuse between "Z" and "G"
I would think Z is usually confused with C rather than G....
8:10 if you want to hit a button for any of the gizmos to appear then do this
-tap alt once then press the shortcut.
For example say you want the translation gizmo to appear then press alt, then release the alt key, and then press G for grab. This way the location gizmo appears .
You can do same for rotation, R and scale, S. You can even have all three appear at once by pressing T after tapping tab.
I hope this helps
This guy is definitely a blender newbie. He forgot the blender ritual every blender artist does when starting a new project:
Press x, delete cube. Shift A, add cube. Ah, perfect. 😁😂
Go home stop embarrassing yourself
@@thecackleman Don't talk to yourself in youtube comments.
@@terrellturner162 Don't talk in RUclips comments
Yes, you can multi-select by dragging down to zero it out. Also, if you want to move in a specific axis, press G, followed by the axis you want X,Y,Z... or if you DONT want to move on an axis press Shift+(the axis you don't want to move) this also works for rotating and scaling... Easier way to animate the ball would be to use a skeleton with "preserve volume" checked in the armature modifier. There are ways to change the curve handles using V.
This is painful to watch :D
Experimenting is the best way to learn, but you should start with some tutorials.
Looking for " the Maya way" in Blender will just make you frustrated.
Good Point!
8:25 To select multiple values to change them at the same time, click and drag over them. It won't look like they've all been selected, but they will have been.
Why the hell American say Z as G?
It has a good history. You should check out the video from Today I Found Out
@@thelearnersstage142 Thanks!
18:16 You can make it even better by going to view layer properties and go to passes and enable denoising data. Then, you can plug in the Normal and Albedo.
if u want to transform more specific u can use axis letters on keyboard to lock transformation of that axis or u can click shift+axis letter to exclude single axis from transformation so for eg shift + z allows u to move object without changing z value
u can also use shift during transformation to make it more precise
besides that when using keyboard shortcuts for transformation the further your cursor is from object the more control u have
and ofc ctrl during transformation allow u to snap transformation in increments
8:30 when u slide from top to bottom them then u multi-select not sure tho how to select x and z at the same time
18:00 if u want to denosie better enable denoising data in scene settings
also for much better ui i suggest machine tools ad-don - free
Great thing about blender is that you can customize it exactly how you want. You can make those specific setting you talk about at 10:25 and save them so that blender always defaults with those specific settings each time you open it. You can also use maya's keyboard shortcuts from the preferences pannel.
It'll hugely benefit your experience to give up the transformation gizmos and use G, R, and S to grab, rotate, and scale. You can hit X, Y, or Z to constrain to those axes (hit it twice to switch from global to local) or Shift+X/Y/Z to constrain to the two axes normal to X/Y/Z. Hold shift to slow it down. G/R/S and X/Y/Z constraints apply to nearly everything in Blender like the graph editor. Also the Home key resets the view in the curves panel and numpad period focuses on the selection (Maya's "F") everywhere in Blender. H and Alt+H are useful to hide the selection/unhide all.
15:23 you can mass select keys on the dope sheet then press S and Y, X or Z to scale them along that axis for example on that part of the video you could select them and scale in Y-axis to achieve what you wanted, also you can hit "." key and choose 2d cursor to scale or rotate from the position of the timeline cursor, that's useful to scale along the X-axis and shift the frames further or closer apart for example ;)
10:14 you can add it into your quick menu, by right clicking and selecting add to quick menu. Also, to access quick menu, just press q.
I really love these videos. I would absolutely be in full support for a part 3 or series.
I really love seeing how people who are unfamiliar with blender explore the features, especially if they know other 3d programs. it's like seeing a comparison to the other programs because they say "where's X it's gotta be here somewhere" or maybe "oh that's cool, we have to do Y in maya", stuff like that
In the animation curves you can scale on the Y (vertical) axis by typing S and then Y and that will allow you to separate or join closer some points.
about the lattice thing, you can change the pivot point in the curve editor to bounding box and do whatever transforms you wanna do