Animating an Idle Cycle in Blender: Easy Step-by-Step Tutorial

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  • Опубликовано: 16 сен 2024

Комментарии • 9

  • @ironbarkgames
    @ironbarkgames  Год назад

    Hey everyone, with the final part released I'd like to thank everyone who is watching the series and a special thanks to those who have purchased the course available at blendermarket.com/products/game-character-tutorial-series. The complete course includes videos for download, detailed step-by-step tutorial notes, starting files and the finished character (or you could jump on the Patreon for a month, download what you want and then bounce).
    Happy Blendering and feel free to leave comments on what game development tutorials you may want to see next!

  • @EpicNoob838
    @EpicNoob838 Год назад +3

    This channel needs to grow, best tutorials i've seen and barely any subs is a sad thing, michael from ironbark studios is a blender gigachad

  • @LazyDev27
    @LazyDev27 6 дней назад

    The most crucial thing idle animations have it seems is just doubling their frame amount. Other than that, you just make it look like they're breathing a bit.

  • @Nofamilly
    @Nofamilly Год назад

    Found this video in recommendation, thanks for a tutorial, but can I also ask u a question. As I know most studios use Maya with animation and also I love how Maya blend 2 poses of animation, is blender can do the same with blending animation and is blender are powerful with it? Because I wanna choose what software to learn for animation

    • @ironbarkgames
      @ironbarkgames  Год назад +2

      Hi @Metropolis, in terms of blending/ overlaying different animations you can do this in Blender's NLA (NonLinear Animation) editor. I believe this is pretty much the same as Maya's time editor where you can blend and overlay animation tracks. Many large studios prefer Maya due to long time integrated pipelines and workflows that would need to be completely changed if they ever did switch to another software. Indie, small and sometimes medium sized studios often don't need to worry about complex pipelines and tend to lean towards Blender as it's free and powerful. Ultimately though you can achieve the same result in both software and the skills are transferable between the two (you just need to acclimatise to a different workflow). If you are serious about pursuing animation as a career, take a look at job offerings at studios you may want to work at and see what software they require you to know (but the most important thing is to learn the skills and have a great portfolio to show). All the best.

    • @Nofamilly
      @Nofamilly Год назад

      @@ironbarkgames Thanks u so much! I appreciate it

  • @Beherenow119
    @Beherenow119 7 месяцев назад

    This tutorial has been incredible. I don't think I ever would have been able to create a game character if it wasn't for you. I couldn't possibly thank you enough!
    Question. So clearly, we are going to need a lot of animations (forward, back, left and right for everything in every state). Can we apply Mixamo animations to our character? Perhaps by applying them to our character within Unity itself? I tried uploading my character to Mixamo as a test (had to remove the textures for the upload to work), but the auto rig Mixamo has, although pretty decent, is a bit too minimal and my backpack can't be weighted so it moves a bit like jelly.
    Have you ever dowloaded just the animations from Mixamo and applied them to your rigged character in Unity? If so, any advice on the workflow or do you think it would work well out of the box by just adding the animations to the default player controller (ex. W key gets walk forward animation, etc)?

    • @ironbarkgames
      @ironbarkgames  7 месяцев назад +1

      You are most welcome!
      Because we built the rig in Blender with a common humanoid structure, we can retarget humanoid animations to it in Unity and this is typically the easiest option. (It is possible to retarget animations from a Mixamo download to the character in Blender, but you'll need a plugin for Blender such as Rokoko).
      Check out the part 14 video in this series (ruclips.net/video/YBEH_K43ukE/видео.html) I cover how to import the character into Unity and set it up as a humanoid rig. You can then import your Mixamo animations into Unity and also set them to humanoid and they should retarget to your character really well (there's also a section in the video on testing animations too).

    • @Beherenow119
      @Beherenow119 7 месяцев назад

      Hey there! So I spent the last couple of days messing with this. I’m trying to learn Unity too so take what I’m saying with a grain of salt. :)
      The rig from Blender does seem to work with the Mixamo animations, however, something is up with the neck or head so the character always looks up towards the sky.
      Trying the other way, letting Mixamo rig my character for me, and importing my character FBX directly from Mixamo into Unity,, does seem to work perfectly. Well, aside from the animations themselves due to some clipping with the clothing items and the floppy backpack…which I assume is because the Mixamo auto rig is an all size fits one for the weight painting.
      All in all, at least I have some options to get my Unity project started (either animate myself, use Mixamo’s rig and just make the project, learn to edit Mixamo’s animations if needed, etc) so I am thrilled. For anyone reading this, to import our character into Mixamo, you need to remove/ the texture nodes for your MAT material. Though don’t worry, you can add them back exactly how it is taught in the Importing Your Character into Unity video.
      Anyway, thanks again sincerely!!! Been in Unity the last couple days trying to learn how to apply movement and animations and it’s nice to finally be here!