Thanks for this. Can I also say how much I appreciate someone who records their audio at a proper level. I watched a few tutorials before this from other channels and kept having to mess with my own amp and other applications to boost them.
You are very welcome. I've been slowly learning more about audio over the years and hopefully I've (for the most part) struck a good balance at last. :)
But i mostly use shrink wrap the reason is when renderen in cycles in slight angled side view png image cast shadow on object if not properly aligned to the object or if it has a gap between them
@@sagarbhau5072 Yes! I agree.... Also I am an Admin in a FB group - so now I just automatically answer peoples questions and problems..... Happy Blending.
@@JSAbbott I was trying to add a 3D mouth to a 3D object if that makes sense. I tried using a solidify modifier on the image sequence and that didn’t work. I’m sure it’s because the image sequence is not a mesh but I don’t know how I would go about converting the image sequence to one mesh if that’s even possible
Is there a way I could pack the image sequence in the blend file? If I move the blend file in another folder or upload it elsewhere, the textures are gone and I'm left with a purple plane.
@@sergggio15 I just tried it and I did not have that issue. Make sure when you import them into Blender you have “Animate Image Sequences” checked (it is on the right-side of the import window).
Thank you, it was a simplified explanation, but when I go to Shader, it does not appear in the photo settings, the frame option, and it remains difficult to change the photos according to the desired frame. What is the solution to this?
What version are you using? When I import all the images into 3.1, the shader editor is already showing the nodes with an option to change the frames. When you are in the animation workspace, make sure you have material preview chosen or you won't see the images at all.
The easiest way that I can think of doing this is parenting the texture to the sphere. This would allow you to move the sphere and the texture at the same time.
Did you make sure to chose "animate image sequences" when you imported the images (3:08)? You opened all of the images in the UV workspace (3:31)? When you use the offset on the image node, are you able to see all of the images or just the two you mentioned (6:44)?
Are there keys showing up in the timeline or the graph editor? Does it still animate even though you can't see the keyframes? (I've had this happen but never could find a cause.)
In your Preferences, go to Add-ons and search for "image." You should see "Import-Export: Import Images as Planes." Activate it (check the white box) and save your preferences (hamburger menu).
Hi! When I try to hover over the "offset" value and press "I" to insert the keyframe, the keyframe is not inserted in the dope shet. I'm using Blender 3.0.
I can see it in my file in 3.0. In the dope sheet, you will need to twirl open your image - you should see a 'nodetree' and if you open that, you should see your keyframe.
If you mean that you want to draw your own expressions, yet it would work. You would just need to save them as a sprite sheet. (There are tons of RUclips tutorials which can help you.) If you want to draw it on then you would need to use Grease Pencil and hand draw it just like any other 2D animation.
It should work like any other animation but I haven't tried it. I do believe there are some games out there that use something like this for their animations.
*IMPORTANT: This technique only work in Blender version 4.1 or earlier.
Thanks for this. Can I also say how much I appreciate someone who records their audio at a proper level.
I watched a few tutorials before this from other channels and kept having to mess with my own amp and other applications to boost them.
You are very welcome.
I've been slowly learning more about audio over the years and hopefully I've (for the most part) struck a good balance at last. :)
You could technically shrinkwrap the image texture on, click Project Above Surface, and increase the offset slightly.
Yes you could. I don't remember if I mentioned that in the video but sometimes this is quicker and easier. :)
You beat me to it
Just what I needed!! Perfect tutorial for beginners that makes this task way less daunting. Thank you very much!
Glad it was helpful!
Wow!!! Exactly what I wanted. Thank you so much. God bless you
You’re welcome 😊
Thank you for this tutorial
Any time!
This was ABSOLUTELY useful. Thank You.
Glad it was helpful!
Now this is thinking outside the box !
Thanks :)
BRILLIANT tutorials, very useful, keep it up!!!!!!!!!!!
Thanks, will do!
This was awesome Jen thanks for the lesson
You're so welcome!
Great tutorial, many thanks
You are welcome!
Just want you to know this is still helpful 2 years later.
Thanks - I'm glad to hear that :)
this was really awesome tutorial...keep it up
Thanks
Thanks so much, this was perfect!
welcome :)
thank you✨✨
Welcome!!
super usefull thanks you, suscribed!
I'm glad it was useful and thanks for subscribing.
Thank you!
You're welcome!
Very useful.... Thanks for the idea. I've been thinking about making 3D explainer with stytlized appearance with this. Its lighter and easier.
Thanks
please what are you clicking/pressing at 9:08 ? thanks
There is no tutorial at 9:08. What timecode did you mean?
Obrigada pelo tutorial de tao facil entendimento - abracos do Brasil
You are welcome.
Hi, thanks. May I know why you didn't used shrink wrap?
Welcome
Since this is intended to only be shown from one angle it was just simpler to not use the shrink wrap modifier.
But i mostly use shrink wrap the reason is when renderen in cycles in slight angled side view png image cast shadow on object if not properly aligned to the object or if it has a gap between them
Set the planes to cast no shadow. Material >> Settings >> Shadow Mode = None
@@neilmarshall5087 waoh! That really worked
Thank you so much this is what i like about blender and community every doubt gets clear
@@sagarbhau5072 Yes! I agree....
Also I am an Admin in a FB group - so now I just automatically answer peoples questions and problems.....
Happy Blending.
@@neilmarshall5087 which group blend it in blender or blender for newbies?
I tried subscribing, but I would be over 20K subscribed to. Thank you for sharing! Thumbs up!
Thanks and welcome
Thanks a lot! Great tutorial.
Is there a way to import the animated image sequences and then solidify them into a 3D object?
You can import static images and then project them onto a 3D object but I'm not sure if that is what you are looking for or not.
@@JSAbbott I was trying to add a 3D mouth to a 3D object if that makes sense. I tried using a solidify modifier on the image sequence and that didn’t work. I’m sure it’s because the image sequence is not a mesh but I don’t know how I would go about converting the image sequence to one mesh if that’s even possible
Thanks
Welcome
Very helpful. Thanks
You're welcome!
Awesome 👌 thank you so much for the video
You are very welcome.
I don't know why but this comment just showed up for me TODAY.
Thanks
Nice video.. can you show us how to set up a 2d facial controller for the face, please..
I can try. That would mean rigging an entire face. I do have a simple eye rig tutorial to get you started.
Hi Jen! can you give us same tutorial in blender 4.3 Please..
If it is done differently, yes I can do a tutorial.
It is done slightly differently in 4.3 so I will have an updated tutorial out on December 30.
Is there a way I could pack the image sequence in the blend file?
If I move the blend file in another folder or upload it elsewhere, the textures are gone and I'm left with a purple plane.
Sure. File > External Data > Pack Resources
Thanks. This work for export to Unity or any engine?
No, this isn't meant for exporting to game engines.
when i import as an animated sequence it imports as separate images instead of one
Did you make sure to check "Animate Image Sequences" When you imported them? (3:13)
@@JSAbbott yes i did and it imported side by side
@@notXxXayne So it imports them more like a sprite sheet instead of individual images?
@@JSAbbott It does that to me too and yes they're all spread out instead of being one
@@sergggio15 I just tried it and I did not have that issue. Make sure when you import them into Blender you have “Animate Image Sequences” checked (it is on the right-side of the import window).
nice, good woork , saludos .
Thanks :)
Thank you! Is there any way to combine this with auto lip sync?
Not that I'm aware of.
Thank you, it was a simplified explanation, but when I go to Shader, it does not appear in the photo settings, the frame option, and it remains difficult to change the photos according to the desired frame. What is the solution to this?
Simply, the pictures did not come soon, as is evident in the video in the 6th minute
What version are you using? When I import all the images into 3.1, the shader editor is already showing the nodes with an option to change the frames. When you are in the animation workspace, make sure you have material preview chosen or you won't see the images at all.
What if I wanted the image to move in 3D space as the UV sphere looks in another direction?
The easiest way that I can think of doing this is parenting the texture to the sphere. This would allow you to move the sphere and the texture at the same time.
why is mine showing only 2 of my images when i do image to plane etc. its not showing all of my pngs
Did you make sure to chose "animate image sequences" when you imported the images (3:08)?
You opened all of the images in the UV workspace (3:31)?
When you use the offset on the image node, are you able to see all of the images or just the two you mentioned (6:44)?
Has anyone managed to duplicate in Blender the process Klaus creators have used to make their 2d look 3d-ish?
I'd be interested if anyone has figured this out too.
did u ever figure it out?
Hey, im having problems, when i press I over offset nothing shows up in the dope sheet.
Are there keys showing up in the timeline or the graph editor?
Does it still animate even though you can't see the keyframes? (I've had this happen but never could find a cause.)
and do I do this process with everything if the eyes are three different textures?
If the eyes are separate graphics you can set them up separately (just follow the same steps).
@@JSAbbott ok good to know. and how if Move them if they are pupils? just use coordinates or there's a more practical way
@@andrewleyton6689 It would probably be easiest to have the pupils separate so you could scale them and rotate them separately.
@@JSAbbott ok thanks
After selecting and importing all the face, multiple face appeared instead of 1, how do i fix this?
Did you make sure to choose Animate Image Sequences when you imported the images (3:02)?
@@JSAbbott I did. I have 25 images and once i imported them, 5 of them are shown instead of 1
@@notgirina Are they opening individually in the UV workspace?
@@JSAbbott No, they're still together.. If i delete the other 4 face, is it also gonna be deleted from the offset as well?
@@JSAbbott I'm sorry if I'm bothering you too much but do you mind if I show you how it looks like on discord?
Can i move the character with rig
If you have an actual character, yes.
Are you asking if this can be used with a rigged character?
I don't have images as planes on my import list so... Yeah i got stuck pretty early. Any recommendations for that? 😅
In your Preferences, go to Add-ons and search for "image." You should see "Import-Export: Import Images as Planes." Activate it (check the white box) and save your preferences (hamburger menu).
How do you do it with multiple characters each with 2d mouths? for some reason my mouths on each character is linked and im stuck
Your characters would need to all be separate objects with separate UVs.
Hi! When I try to hover over the "offset" value and press "I" to insert the keyframe, the keyframe is not inserted in the dope shet. I'm using Blender 3.0.
I can see it in my file in 3.0. In the dope sheet, you will need to twirl open your image - you should see a 'nodetree' and if you open that, you should see your keyframe.
@@JSAbbott Thank you for very quick reply! :-)
Download link not working, please share your seperated images.
It works for me.
This is the long URL: www.freepik.com/free-vector/comic-face-expressions-set_9649239.htm#page=1&query=expression&position=2
@@JSAbbott thanks for your reply
when i use images as planes it makes everything on the plane gray
nevermind lol
I guess you figured it out :)
For anyone else, make sure you are in material preview mode so you can see the image.
It is always the small things that trip you up! :D
If I want to draw the facial expressions does that work too?
If you mean that you want to draw your own expressions, yet it would work. You would just need to save them as a sprite sheet. (There are tons of RUclips tutorials which can help you.)
If you want to draw it on then you would need to use Grease Pencil and hand draw it just like any other 2D animation.
are the expressions copyright free?
The page says they are free for personal and commercial usage but you must give an attribution.
The link is in the description.
Would this work for a game
It should work like any other animation but I haven't tried it.
I do believe there are some games out there that use something like this for their animations.
Why doesn't work for me
You need to be more exact and explain the problem if you want me to help you.
Mirror man 🥺
What?
Psst you should update your thumbnail.
Why?
Narration is too slow, at 2x it approaches normal, still too many gaps.
I go slowly because it is a beginner tutorial.