andrew thank you so much for this long podcast, I've been working on my portfolio for months and i don't know what else to listen when I'm in blender for hours, this is great content I've been learning a lot
I think this is my favorite podcast in this series yet. Sir Wade seems like a really nice and down to earth dude. Guru, I really liked what you said about if you enjoy the process of something and not just the end result it may be for you. That's how I feel about 3D art/modeling and game dev. I love even the tedious aspects. This one was very motivating and it's great to see high tier artists like this that aren't afraid of AI, it makes me less anxious. Thank you Sir Wade and Andrew!
Great interview, Sir Wade's definitely knowledgeable with Maya and animation, but I actually disagree with a couple of Blender statements he made. As someone who was a Maya animator and knew nothing about Blender, then had to learn Blender from scratch while animating on Maya and the Three... I went from hating the program, to absolutely loving it once I learned how to properly animate with it. It's now become my software of choice for animation, and I don't think it's behind Maya in terms of features. There's actually a ton of features Blender does natively that Maya needs paid addons to accomplish. Sir Wade mentions Blender's lack of animation layers, but Blender has an animation layers addon which works better than Maya's animation layers. Blender also has its native NLA editor, which admittedly is harder to use, but it still has the same functions as Maya's animation layers. The only thing I think Blender is missing in terms of animation, is an animation library like Maya's studio library addon.
@@hariabburu2807 There is a Pose library in Blender yep. Unfortunately however it doesn't cover animations just single poses, which is the only thing missing in my opinion.
About the white glove thing, I heard it somewhere that it saves a huge amount of time by not drawing the finger joints for all frames and also this is the same reason for 4 fingers in a hand
i tried dipping my toes in to small looping animations, but compared to images its like quadruple the work, since all the imperfections you could "hide" will backfire when moving. so you have to do things correctly from the get go.
Sir Wade is really the nicest dude! Seems very kind and smart 😊 Speaking of kind and smart: You should definitely also have Hjalti on your show! 👏 I bet he has so much to say about his work at blender studios.
To make a point on AI on animation you should understand that we humans have two basic concepts (3d & time) that are the main barriers for the AI. AI only understands data on a statistical basis, so you should see it as it is trying to animate from the material editor. Really hard, right? That's why the currently working (state of the art) AI models do some workarounds for these two barriers. For example, the one I know only uses one armature and converts the bones into angles in the three axis (so a 1d array of floats) and for temporal consistency they use physics simulations. There are models that learn by imitating videos with reinforcement learning but the same barriers apply. The tools will come, but first expect the creation of realistic 3d models and video from prompt. Then animation will come!
I loved this chat. I have a question though: Sir mentioned about animating on 1s because you need that control, but would it be viable to use interpolation to get half way there and then clean up the "dirty" baked frames? I can't imagine they're doing the digital version of 1920s Disney painting each frame?
andrew thank you so much for this long podcast, I've been working on my portfolio for months and i don't know what else to listen when I'm in blender for hours, this is great content I've been learning a lot
Sir Wade has been huge in helping me understand how animation works. Thanks for bringing him to the pod!
I think this is my favorite podcast in this series yet. Sir Wade seems like a really nice and down to earth dude. Guru, I really liked what you said about if you enjoy the process of something and not just the end result it may be for you. That's how I feel about 3D art/modeling and game dev. I love even the tedious aspects. This one was very motivating and it's great to see high tier artists like this that aren't afraid of AI, it makes me less anxious. Thank you Sir Wade and Andrew!
1:36:09 I think you can have "animation layers" in nonlinear animation editor with actions in Blender.
Yay! My two favorite artist! Y'all are awesome!
This was so epic! Seriously, Sir Wade is one of my favorites!
Great interview, Sir Wade's definitely knowledgeable with Maya and animation, but I actually disagree with a couple of Blender statements he made. As someone who was a Maya animator and knew nothing about Blender, then had to learn Blender from scratch while animating on Maya and the Three... I went from hating the program, to absolutely loving it once I learned how to properly animate with it. It's now become my software of choice for animation, and I don't think it's behind Maya in terms of features. There's actually a ton of features Blender does natively that Maya needs paid addons to accomplish.
Sir Wade mentions Blender's lack of animation layers, but Blender has an animation layers addon which works better than Maya's animation layers. Blender also has its native NLA editor, which admittedly is harder to use, but it still has the same functions as Maya's animation layers. The only thing I think Blender is missing in terms of animation, is an animation library like Maya's studio library addon.
doesnt it have the pose kibrary
@@hariabburu2807 There is a Pose library in Blender yep. Unfortunately however it doesn't cover animations just single poses, which is the only thing missing in my opinion.
@@BrianKouhi thanks for replying! yeah didnt know about that thank you so much for the info😀
Great interview. Very inspiring and I appreciate all the technical info and specific examples.
About the white glove thing, I heard it somewhere that it saves a huge amount of time by not drawing the finger joints for all frames and also this is the same reason for 4 fingers in a hand
i tried dipping my toes in to small looping animations, but compared to images its like quadruple the work, since all the imperfections you could "hide" will backfire when moving. so you have to do things correctly from the get go.
Sir Wade is really the nicest dude! Seems very kind and smart 😊
Speaking of kind and smart: You should definitely also have Hjalti on your show! 👏 I bet he has so much to say about his work at blender studios.
We want more animators podcast 🤯🤯
To make a point on AI on animation you should understand that we humans have two basic concepts (3d & time) that are the main barriers for the AI.
AI only understands data on a statistical basis, so you should see it as it is trying to animate from the material editor. Really hard, right?
That's why the currently working (state of the art) AI models do some workarounds for these two barriers.
For example, the one I know only uses one armature and converts the bones into angles in the three axis (so a 1d array of floats) and for temporal consistency they use physics simulations.
There are models that learn by imitating videos with reinforcement learning but the same barriers apply.
The tools will come, but first expect the creation of realistic 3d models and video from prompt. Then animation will come!
I loved this chat. I have a question though: Sir mentioned about animating on 1s because you need that control, but would it be viable to use interpolation to get half way there and then clean up the "dirty" baked frames? I can't imagine they're doing the digital version of 1920s Disney painting each frame?
What A CASTING
Really thought it was buff schlatt in the thumbnail
Why can't I see that comments