This was a very nice overview. I like your teaching style (as well as your animation style). Small feedback: As beautiful as those 2D wings are, I think they are so big and bright that they distract from the final pose which you did so nicely.
This was an amazing tutorial, could you in a future make something similar about sword attacks? I can't really understand how to do them, specially if it is a heavy weapon
Amazing video man. New to animating, played around with the model and found your tips really useful. Just got a question, how does one properly import the model to another file? I tried looking around with not much success. Can you point me in the right direction? What should I be looking for, something something how to add collection as assets? I’ve done something like it before but stuff ended up being funky
Thanks for watching, brother. What I normally do is I'd have a Blender file containing the character rig only and whenever I'd want to do an animation with it, I'd create a new Blender file for the animation and I'd append the character rig from its original Blender file right into it. So, I'd keep the original character rig in its own file and whenever I want to do an animation with it, I'd append it to a new Blender file dedicated only for the animation. Also, quick tip, in its original Blender file, I keep the character model meshes, its armature and everything related to it into one collection. This way, when I append it in a new animation file, I simply choose the collection from the appending options. To append a collection from another Blender file into a new one, go to 'File' > 'Append' > 'Rig's Blender file' > 'Collections' > Select the rig's collection file and it should be appended.
@@sambamproductions8883 Dude that worked perfectly. for some reason I thought I had to have it as a asset and from asset library I had to pull it through there. It's probably the most efficient way to keep pulling the same character for different animations, but there's a couple steps I'm missing in that, that just doesn't work. the append thing you said tho worked perfect! tyty!! one last quick question, I think I kinda know the answer but there might be some more nuance. Do you have blender create a keyframe for the whole character or individual bones? If I understand roughly, it depends right? like for key poses I can see why that's good. And for inbetweening or maybe even for extremes that individual bones would be better?
@@kipnaplayer5185 Glad to hear the appending worked! As for keyframing, it's true that it depends, but here's what I would recommend since you're starting out: - Keyframe the whole body as you create your different poses. It is simpler to deal with when blocking (at least, for me). I believe the shortcut is 'I+W' in pose mode when you have a controller selected. - Make sure your keyframes are all set to 'Constant' interpolation when keying everything during the blocking. - When you start splining, there will be weird behaviors from the rig, it's inevitable, especially when starting out in animation. The key is to evaluate which controller is being erratic and checking out its keying in the Graph Editor to see when does it start to act weird and fix it from there.
way to teach animation in 7 mins!! whoa.
Much appreciated:)
Goated thanks ! Going to try this out with my characters
You got this!
I learned so much in just 7 minutes 😮
I appreciate that. I'll do my best to keep them coming
This was a very nice overview. I like your teaching style (as well as your animation style). Small feedback: As beautiful as those 2D wings are, I think they are so big and bright that they distract from the final pose which you did so nicely.
Thank you for the feedback, I appreciate it :)
This was an amazing tutorial, could you in a future make something similar about sword attacks? I can't really understand how to do them, specially if it is a heavy weapon
Thank you, I'll keep it in mind:)
Amazing video man. New to animating, played around with the model and found your tips really useful.
Just got a question, how does one properly import the model to another file? I tried looking around with not much success. Can you point me in the right direction? What should I be looking for, something something how to add collection as assets? I’ve done something like it before but stuff ended up being funky
Thanks for watching, brother.
What I normally do is I'd have a Blender file containing the character rig only and whenever I'd want to do an animation with it, I'd create a new Blender file for the animation and I'd append the character rig from its original Blender file right into it. So, I'd keep the original character rig in its own file and whenever I want to do an animation with it, I'd append it to a new Blender file dedicated only for the animation.
Also, quick tip, in its original Blender file, I keep the character model meshes, its armature and everything related to it into one collection. This way, when I append it in a new animation file, I simply choose the collection from the appending options.
To append a collection from another Blender file into a new one, go to 'File' > 'Append' > 'Rig's Blender file' > 'Collections' > Select the rig's collection file and it should be appended.
@@sambamproductions8883 Dude that worked perfectly. for some reason I thought I had to have it as a asset and from asset library I had to pull it through there. It's probably the most efficient way to keep pulling the same character for different animations, but there's a couple steps I'm missing in that, that just doesn't work.
the append thing you said tho worked perfect! tyty!! one last quick question, I think I kinda know the answer but there might be some more nuance. Do you have blender create a keyframe for the whole character or individual bones?
If I understand roughly, it depends right? like for key poses I can see why that's good. And for inbetweening or maybe even for extremes that individual bones would be better?
@@kipnaplayer5185 Glad to hear the appending worked! As for keyframing, it's true that it depends, but here's what I would recommend since you're starting out:
- Keyframe the whole body as you create your different poses. It is simpler to deal with when blocking (at least, for me). I believe the shortcut is 'I+W' in pose mode when you have a controller selected.
- Make sure your keyframes are all set to 'Constant' interpolation when keying everything during the blocking.
- When you start splining, there will be weird behaviors from the rig, it's inevitable, especially when starting out in animation. The key is to evaluate which controller is being erratic and checking out its keying in the Graph Editor to see when does it start to act weird and fix it from there.
bro,where can i find your stage. i hope you can give it to me
You mean the platform she lands on?
@@sambamproductions8883 yeah. That one
Send me your email, I'll send you a blend file with the platform via WeTransfer
how did you add that blam part behind?
In After Effects. I rendered Akali on her own layer in Blender, this way I can add whatever effect I want behind her.
Is it possible to make it in blender?@@sambamproductions8883
another question was how do i add the comic book dot texture in blender?@@sambamproductions8883
здорово, но нихуя не понятно.