no they don't, the only use motion capping for characters in the background, all main characters will always use the technique in this video. the only time they ever used motion capping for main characters was in the Jungle Inferno update animation. :)
Great tips. The music ties it together like a knot. Wish I found this sooner lol, 107 hours in already and I only have like 3 janky animations at 10 seconds each lmao. Everytime I click "Play" on SFM I'm just freestyling because 75% of the time I'm just re-figuring out how to do everything again and fixing bugs with the animation caused by me and trying to make a story lol, or just rewatching the WIP animation to see what needs the most work with what I have done, the other 25% of the time I'm finally animating lol.
So quick question, I made a short 30 second animation using pose to pose, however, I used the 5 frames on basically everything, so every character changed their pose every 5 frames. This meant that I had to change the speed at the end of each character independently and it was an absolute pain. Does this mean that I'm doing it wrong? Should I be worrying about the speed while doing the pose to pose in the motion editor? Meaning I won't have to spend time changing the speed in the end?
Ok so my problem is when i do the animation in graph editor ok i did it and then i tried to move the character in graph and it got fricked up and i tried in motoin editor and it did well i moved the character but when i go to graph editor all my animations were gone replaced with my other mıving things got there? Help.
Yeah just place keyframes with m key. There should be a dropdown menu to choose what type of keyframe you want to place by default, set that to stepped
So i did everything how you did, but when i added the keyframes into the graph editor, it stays the same as the motion editor, like its not an animation, just freeze frames still
gamernerd55 graph editor by a landslide. Though beginners likely start off with motion editor, it’s best to move on to graph. Motion editor doesn’t give you great control over the animation itself, since you can’t manipulate the timing. On top of that, graph editor applies “spline” to your animation, causing everything to overshoot slightly before coming back. This makes everything appear more natural. It’s especially important to get familiar with graph editor if you want to get into professional programs.
Most of the time yes. BTW, I had offset turned off the whole vid; Offset is the jagged zigzag line in the group next to spline. Offset is useful when you want to add to an animation without overwriting the animation between keyframes, and i find is also good when animating the head looking around. It's also good for getting a nice, unnatural feel to something, like a robot or a machine
TheImperfectAnimator not much, other than having to highlight all the step keys and turning them into splines (or whatever tangent you want) This is actually before I knew you could do that, come to think of it. I thought it was only possible with motion editor
Valve is very bad with their SFM tutorials as they try to teach you to animate with only the motion editor. I have learned over time that the motion editor is really only needed in very specific situations, otherwise the graph editor can usually do it.
How would you change the speed of the animation without it getting choppy? I made one part too fast yet when i extend it in the graph editor it becomes all choppy
@@cgijoe5671 Thank you for responding, i figured it out, i had all the key frames selecting and that was heavily lagging my pc. I also had other issues with clipping and it ending not how i ended it on the motion editor but after some tinkering i got it fixed. Your tutorial is absolutely fantastic might i add! I made a short soldier animation and it looks bloody amazing thanks to you! I subbed :)
69머학생 local makes it so each selected bone rotates, making it look like its curling in on itself. World makes it so all selected bones rotate around the main selected bone
M3D!CAND3NG!3 I don’t use rig biped simple, I’m using a rig I made with auto rig. Really easy tool, just click on rig for any tf2 character, select autorig, and toggle the rig fingers option. That’s all you have to do.
I Just Love Dinosaurs I used a rig. If you right click on the character’s name on the left part of the screen, hover over rig, and select “rig biped simple”, you’ll be able to do that too keep in mind this only works on models that have bones with the name “bip” in them
Don’t know where it is in the vid but i was probably talking about parenting. Whenever you move a parent, the child follows. Click on the bone you want to be the parent, and drag it on top of the bone you want to be attached to the parent. It’s just a matter of clicking and dragging. Example: select hips, drag it on top of hands, and now the hands are locked to the hips, and move around with them
Wish I found this earlier... always on the lookout for quick tips like locking spine_0
what the baloney, it's lazypurple!
Look! I found a wild Lazy Purple!
WOT YA DOIN HERE
nani?! Purple man has appered!
@LazyPurple Make an Sfm tutorial
In a nutshell, the tutorial that Valve never released. Many thanks!
:)
Rip disk space. We will remember you forever
This is how Valve SFM team anims, not only using graph or motion editor, but both!
I've searched something like this for so long, thanks!
Glad to help
actually they are using mocaping
no they don't, the only use motion capping for characters in the background, all main characters will always use the technique in this video. the only time they ever used motion capping for main characters was in the Jungle Inferno update animation. :)
@@com50c73 they used mocap for the bread monster scene in Expiration Date too
This hole time I was using sfm... and I never thought of pose to pose animating... your a genius
Did you even watch the SFM tutorials
@@giancarlosd 🤷 so long ago
whole*
@@sk-el1se auto correct fucked me again.
Pose to pose has been around since the very beginning of animation as an art form!
never got that link
yeah i lost the link. I'm making an updated tutorial soon
never got that updated tutorial @@cgijoe5671
Alpha Derp lol
Never got any response
@@computernoober7823 Never
someone give this man an award
Great tips. The music ties it together like a knot. Wish I found this sooner lol,
107 hours in already and I only have like 3 janky animations at 10 seconds each lmao. Everytime I click "Play" on SFM I'm just freestyling because
75% of the time I'm just re-figuring out how to do everything again and fixing bugs with the animation caused by me and trying to make a story lol,
or just rewatching the WIP animation to see what needs the most work with what I have done, the other 25% of the time I'm finally animating lol.
Here in 2022, still so helpful, i didn't know any of these! Thank you!!!
i Might Be Late But Hell This Is Amazing! You Deserve A Saxxy!
Sw4gdew24 Productions thx br0
Nah I’m late.
So quick question, I made a short 30 second animation using pose to pose, however, I used the 5 frames on basically everything, so every character changed their pose every 5 frames. This meant that I had to change the speed at the end of each character independently and it was an absolute pain. Does this mean that I'm doing it wrong? Should I be worrying about the speed while doing the pose to pose in the motion editor? Meaning I won't have to spend time changing the speed in the end?
Pose to pose is just mapping out your ideas, it's okay if it looks messy
thanks, this deserve more likes and views
I'll be honest, I came for some tips, but I also stayed for the Marcus Warner tracks. That guy's amazing.
Great video! Helped me a lot, thanks.
What type of pc did u use cause that is some smooth animation
Your 5 frames per pose tip save me the day, thanks!!!
Thank you, this will certainly help.
How can I select the fingers while it's rigged? This would help me out so much
7:33 How did you put these Keyframes in the graph editor?
Jack by pressing m key
just see the end of the poses and put '-' its easy
This is so great. Thank you!
Ok so my problem is when i do the animation in graph editor ok i did it and then i tried to move the character in graph and it got fricked up and i tried in motoin editor and it did well i moved the character but when i go to graph editor all my animations were gone replaced with my other mıving things got there? Help.
New subscriber! This is what i was looking for! Music please?
The blue edge and homeward by Marcus warner.
How did you select the finger 1 2 and 3 bips at the same time?
Question, can you use just the graph editor for pose to pose? (I hate motion editor.) And if so how idk if i am doing correct.
Yeah just place keyframes with m key. There should be a dropdown menu to choose what type of keyframe you want to place by default, set that to stepped
So i did everything how you did, but when i added the keyframes into the graph editor, it stays the same as the motion editor, like its not an animation, just freeze frames still
Never mind, some how its working now, i think i had offset activated!
@@CalbDoesStuff was gonna say, sounds like that
0:16 Scout being a gay
So what’s the easiest place to animate in your opinion...Motion editor or Graph editor?
gamernerd55 graph editor by a landslide. Though beginners likely start off with motion editor, it’s best to move on to graph.
Motion editor doesn’t give you great control over the animation itself, since you can’t manipulate the timing. On top of that, graph editor applies “spline” to your animation, causing everything to overshoot slightly before coming back. This makes everything appear more natural.
It’s especially important to get familiar with graph editor if you want to get into professional programs.
I use nothing but the graph editor, that stuff with the motion editor looks more complicated!
Then again pose to pose seems complicated...
How did you smush together (Couldn't find a better word for it) the animation sets?
You mean the animation? I set key frames on where it transitions from one pose to the next
Yes... Understand do i good
If you didn't understand it's that i don't understand either
So Pose to pose is really stop motion in sfm?
Monitor Productions yes, except you fill in the gaps in between poses. Pose to pose is an animation principle though. It’s been around since Disney.
Thank u So much
shouldn't it be better to disable off set in graph editor so that it isn't only lines of movement everywhere? nice video.
Most of the time yes. BTW, I had offset turned off the whole vid; Offset is the jagged zigzag line in the group next to spline.
Offset is useful when you want to add to an animation without overwriting the animation between keyframes, and i find is also good when animating the head looking around. It's also good for getting a nice, unnatural feel to something, like a robot or a machine
What's different than just doing it with step tangent keys in the graph editor?
TheImperfectAnimator not much, other than having to highlight all the step keys and turning them into splines (or whatever tangent you want)
This is actually before I knew you could do that, come to think of it. I thought it was only possible with motion editor
Valve is very bad with their SFM tutorials as they try to teach you to animate with only the motion editor. I have learned over time that the motion editor is really only needed in very specific situations, otherwise the graph editor can usually do it.
How would you change the speed of the animation without it getting choppy? I made one part too fast yet when i extend it in the graph editor it becomes all choppy
There’s a spline button. Select both keyframes, then click with button around the middle of the screen which looks like a horizontal squiggly line
@@cgijoe5671 Thank you for responding, i figured it out, i had all the key frames selecting and that was heavily lagging my pc. I also had other issues with clipping and it ending not how i ended it on the motion editor but after some tinkering i got it fixed. Your tutorial is absolutely fantastic might i add! I made a short soldier animation and it looks bloody amazing thanks to you! I subbed :)
I dont understand what switching rotation mode to local roles.
It seems same to me.
69머학생 local makes it so each selected bone rotates, making it look like its curling in on itself. World makes it so all selected bones rotate around the main selected bone
@@cgijoe5671 Now I get it. I just tried on only one finger so I didn't know it! Thanks!
im still waiting for the link
Holy shit
How
how do you not lag while posing the bone using rig_bip_simple?
M3D!CAND3NG!3 I don’t use rig biped simple, I’m using a rig I made with auto rig. Really easy tool, just click on rig for any tf2 character, select autorig, and toggle the rig fingers option. That’s all you have to do.
oh i get it now
2:36 How did you do that? I mean you moved the pelvis down and legs changed their 'pose', how to do that?
I Just Love Dinosaurs I used a rig. If you right click on the character’s name on the left part of the screen, hover over rig, and select “rig biped simple”, you’ll be able to do that too
keep in mind this only works on models that have bones with the name “bip” in them
@@cgijoe5671 ok thx :D
thank you
subbed
when i animate the animation is too fast or too slow
welp and i have problem whit posing and yeh
THX M8 !
Still useful ;)
what do you mean lock on it i dont get it !
Don’t know where it is in the vid but i was probably talking about parenting. Whenever you move a parent, the child follows. Click on the bone you want to be the parent, and drag it on top of the bone you want to be attached to the parent. It’s just a matter of clicking and dragging.
Example: select hips, drag it on top of hands, and now the hands are locked to the hips, and move around with them
Saquenme de Latinoamérica
Try speaking more
Jaxon Lake funny you should say that, I just got a dell headset to use. Back when I made this tutorial I didn’t have a mic