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(VFX Game Artist here) First: I really like the comedy aspect of your videos and how easy really you make some of this Blender stuff to be learned, specially for beginners. That said, I would really appreciate clarity on the video title and introduction: This is specific to Visual Effects animation in games, not how "everything" is animated (characters, and others), and even then, this is a specific solution of how only a part of games VFX is usually solved/created (meshes with custom shaders). It'd have been nice if you mentioned that some of the concepts that you explained in the video would normally require to be handled in the Game Egine instead of Blender (like shader/materials creation and animation/particle systems), since the effect (as you made it in the video) would not be "exportable" to said Game Engines otherwise (unless baked into a sprite sheet or something like that). In other words, the mesh and UVs are the only thing what you would do in Blender for this case (I might suggest using extruded curves as they are non-destructive and have nice UVs, instead of a subdivided plane) I'm in no way saying the title of the video is clickbait or anything, but I know your viewers would be greatly appreciated when they would eventually want to specialize in certain topics. I know these videos probably take a lot of time to produce and what I'm asking might be a lot, but adding appropriate resources in the description to the stuff I'm referring would be enough. Thank you if you read this and sorry if this sounded rude in some way, english is not my native language.
I'd say you could definitely argue the title is clickbait. Additionally, as you say, this methodology would have to be recreated in (for example) the Unity HLSL language or shadergraph, instead of a simple export from Blender. It's an interesting topic, well presented and thought-provoking, but not directly helpful for gamedev (short of using the Blender game engine... somehow...) and that title's... odd.
@@ogmadigital677 I didn't want to jump to arguing that this is clickbait since this might be just Smeaf ignorance on this topics. It just the video bothered me enough to make a comment about this since I can see how this content can indeed confuse more than help to beguiners beyond the point of if this is clickbait or not. (But I would definitely would agree with you if lack of knowledge from Smeaf part is not the case)
@@iangchang I think your post was worthwhile. Clickbait or not, the title is factually incorrect and misleading. 'All'? More like 'one fractional aspect, only tangentially related to practical applications in modern game engines'. I mean, what expectation does the thumbnail create combined with the title? As you say, the motivations here may be entirely benevolent, but if I were just starting, the information presented could lead to hours of confused frustration. Nicely executed video, though! =D
I came here to write this exact comment, except I would say the title is definitely clickbait. He knows enough to understand this is NOT how you animate everything. the fact that most of the comments are positive leads me to think this is purely entertainment and not for learning at all. Calling this a tutorial is a big stretch.
dude i was about to say the same thing lol, in game design we do things like this in shaders , sprites, or Niagara or a combo of all the above. blender is for modeling assets and actor animations.
Implying that VFX Artists and other gamedevs have been lying about the difficulty of their job, even as a joke, is a bit rich for a video about UV animation that has a bunch of high cost transparency. If anyone wants a better idea of how VFX is implemented in a game, the developers of Rime have a very good breakdown of what more complex VFX actually look like when you need to fit them in the render cost of an entire real-time environment and not alone in Blender's viewport.
@@Santi.Xx69 The title is "How AAA Games Animate EVERYTHING (Blender VFX)" even though this video demonstrates a general solution to a single issue, most things could not be animated this way. He does clarify Blender vfx, but I believe that was added after the comment was made. Ignore this comment, as I was bored and felt like typing because, in the grand scheme of things, it really doesn't matter. We are big hairless monkeys walking in and out of rooms, and the semantics of a video title we can only perceive through these colorful light box and complex machines really isn't essential to our survival in the slightest. Have a great day, and keep on truckin'
Being a game dev... so you decided to us blender to show something for game engines, the problem here is export settings, unfortunately the moment you used that color ramp was the moment you decided to be only using this in blender. 3.3 may of fixed it, but its an issue that users, especially ones using Unity or Unreal, have had for years with blender. I would suggest finding an engine you like and learning how to do this in engine if you want it for a game
Agree I would do this in graph node or your just going to have to bake some things and waste space. Also animation is this? He just explained why it's all easy? Where all lying to them. Get real. Turn this light on a plane into the new GOW. Go ahead I'll wait. 🙄
I mean, I took it as mostly a concepts video. Importing a mesh and animating that is simple enough for any engine, and writing a shader that animates a color ramp through a texture while moving it only take a couple tutorials to learn.
Yes I'll just stop modeling animation, compositing, shading and textureing and make games that use a procedural shader in a plane from now on. He figured out my dirty secret. 🙄 Everything is a baked shader on a plane.
I miss the era of RUclips where I could click on a random video in my feed from some guy I never seen before and they don't immediately try to tell me about there pateron or some random sponsor crap , can't people just make videos because they want to not because they have to so they can eat there next meal?
@@Smeaf I figured out what is the reason. Before version 3.5 everything works, but in Blender 3.5 it doesn't work in EEVEE, the material turns pink and that's it.
I figured out what is the reason. Before version 3.5 everything works, but in Blender 3.5 it doesn't work in EEVEE, the material turns pink and that's it.
I think there is an argument to make that these are more animation effects or hit effects than animations. And yes your are correct they are quite a bit easier to do. Rigging and animating a model is a whole different ball game.
your endings always be like: what you just learnt isnt worth anything if you dont watch this video right here. ill probably be 60 by the time i can use blender XD
If you want a similar tutorial, I highly recommend checking out Pierrick Picaut's video on making FX's. He covers stuff like animating the plane itself and getting to to follow character movement, definitely worth the watch if you don't mind a longer video. ruclips.net/video/zicdjq3g4gk/видео.html
Well, guess what? I'm the king of the pirates now...only one thing: at 1:20 when you set alpha clip you also have to put clip threshold to 0 or yoour material will be invisible, how I know it? Beacuse I'm the king of pirates now.
i understand but can you please tell me why we must uses 4 math node and also can you tell me why you connect last math node to transparent BSsf node ....
That's a great tutorial on doing this in Blender, not in any real time game engine, that's not optimised. I get that you're doing 5 minutes vidéos but pleaaase don't promise 5 minute crafts when you KNOW it won't be close to that for any person actually trying to learn this. Sure you can translate that technique in unity for instance, but it. Won't. Take. 5 minutes. Unless you want to replicate this exact effect. I'm getting really pissed of at this kind of promises, you'll just frustrate newbies and diminish trust in tutorials.
You don't (seriously), you have to Rebuild it inside the Engine Using, Either Unreal Engine Shaders, or Unity Shaders Graph's ( i don't Remember the Tech Names). - its Still Follows the Same Concept as this Video xD.
Funny things. There is also a classical example in the game industry: how to draw an eagle - step 1) draw a circle, step 2) draw the rest of the eagle.
Too bad blender shaders only work in blender though right? If you wanted to make this in something like Unreal or Unity you would have to remake this in said engine.
hey smeaf love the video. if isn't too much can you please give me a break down of what the math nodes are doing. I really wanna understand what is going on there.
In unreal one would have to dive into material functions to do what you did in blender, with a different kind of approach to all the elements. the work flows described in this video, do not translate well into the video game realm.
I d have rather displayed a Niagara or Chaos (more akin to method you described here imo) tutorial with a material editor twist on unreal engine or Unity Shader Factory instead of Blender since you will quickly realize it becomes annoyance once you figure out you won't be exporting anything useful this way apart from sprite sheets.
If you mean export the shader to, lets say, Unity or Unreal, you can't. Blender is purely a modelling, texturing, and animation tool for game development. You need to recreate the effect of the blender shader in an actual game engine, using something like HLSL, or visual scripting. Creating shaders like this in Blender, when you know you want to use it in a game, is pointless. The most you could do, is to create the mesh/UVs, and then export that.
I know this is not the exactly tutorial to ask this but, I NEED HELP! I have been searching for like 3 hours and could not find a solution... The problem is that i need to use the Blackbody Node but it just does not apper on the convert tab/menu, and I saw it on your tutorial at 1:51, can someone please help me! I am using the 3.3.0 version, wich I think it is the most recent one. Could it be the problem? Like the developers did not put it one this version yet? I am new at Blender by the way! Thank you for the attention.
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oh....you're still here?
Check out this other video, I think you'll enjoy it! ruclips.net/video/zxkcj38acRk/видео.html
Too bad im poor
It really didn't
How would you do this if it was expanding, like an explosion?
(VFX Game Artist here)
First: I really like the comedy aspect of your videos and how easy really you make some of this Blender stuff to be learned, specially for beginners.
That said, I would really appreciate clarity on the video title and introduction: This is specific to Visual Effects animation in games, not how "everything" is animated (characters, and others), and even then, this is a specific solution of how only a part of games VFX is usually solved/created (meshes with custom shaders).
It'd have been nice if you mentioned that some of the concepts that you explained in the video would normally require to be handled in the Game Egine instead of Blender (like shader/materials creation and animation/particle systems), since the effect (as you made it in the video) would not be "exportable" to said Game Engines otherwise (unless baked into a sprite sheet or something like that). In other words, the mesh and UVs are the only thing what you would do in Blender for this case (I might suggest using extruded curves as they are non-destructive and have nice UVs, instead of a subdivided plane)
I'm in no way saying the title of the video is clickbait or anything, but I know your viewers would be greatly appreciated when they would eventually want to specialize in certain topics. I know these videos probably take a lot of time to produce and what I'm asking might be a lot, but adding appropriate resources in the description to the stuff I'm referring would be enough.
Thank you if you read this and sorry if this sounded rude in some way, english is not my native language.
I'd say you could definitely argue the title is clickbait. Additionally, as you say, this methodology would have to be recreated in (for example) the Unity HLSL language or shadergraph, instead of a simple export from Blender. It's an interesting topic, well presented and thought-provoking, but not directly helpful for gamedev (short of using the Blender game engine... somehow...) and that title's... odd.
@@ogmadigital677 I didn't want to jump to arguing that this is clickbait since this might be just Smeaf ignorance on this topics. It just the video bothered me enough to make a comment about this since I can see how this content can indeed confuse more than help to beguiners beyond the point of if this is clickbait or not. (But I would definitely would agree with you if lack of knowledge from Smeaf part is not the case)
@@iangchang I think your post was worthwhile. Clickbait or not, the title is factually incorrect and misleading. 'All'? More like 'one fractional aspect, only tangentially related to practical applications in modern game engines'. I mean, what expectation does the thumbnail create combined with the title? As you say, the motivations here may be entirely benevolent, but if I were just starting, the information presented could lead to hours of confused frustration. Nicely executed video, though! =D
I came here to write this exact comment, except I would say the title is definitely clickbait. He knows enough to understand this is NOT how you animate everything. the fact that most of the comments are positive leads me to think this is purely entertainment and not for learning at all. Calling this a tutorial is a big stretch.
dude i was about to say the same thing lol, in game design we do things like this in shaders , sprites, or Niagara or a combo of all the above. blender is for modeling assets and actor animations.
0:27 I know it’s not legal to let the default cube live, but dang you tore it apart!
He committed crimes against my family, so I had to leave no evidence
@@Smeaf Bahaha
@@Smeaf Bro same
the way he deleted the cube hurt me for some reason lmao
"Alright, first delete the default cube. Now, we are going to start out by adding a cube"
every time
my body is ready
Haven't watched the video yet. Reading this without context.
😂. Otakus supremacy.
Lol
@@sumuggum same here
Implying that VFX Artists and other gamedevs have been lying about the difficulty of their job, even as a joke, is a bit rich for a video about UV animation that has a bunch of high cost transparency. If anyone wants a better idea of how VFX is implemented in a game, the developers of Rime have a very good breakdown of what more complex VFX actually look like when you need to fit them in the render cost of an entire real-time environment and not alone in Blender's viewport.
Exactly how I felt about it.
thanks for the comment im interested in checking out the breakdown now
Sauce pls
Dude it’s a meme, calm down
true
A professional tip, after you delete the default cube you should have created a default cube again.
Don't tell them that. It's what the cubes have been wanting all along.
I can respect the content but I don't appreciate the misleading titles and thumbnails
Misleading?? What are you on bro, he is showing how most AAA companies make animations, nothing is misleading
@@Santi.Xx69”nothing” 😅
@@Atomz09 read it again bud
@@Santi.Xx69 The title is "How AAA Games Animate EVERYTHING (Blender VFX)" even though this video demonstrates a general solution to a single issue, most things could not be animated this way. He does clarify Blender vfx, but I believe that was added after the comment was made. Ignore this comment, as I was bored and felt like typing because, in the grand scheme of things, it really doesn't matter. We are big hairless monkeys walking in and out of rooms, and the semantics of a video title we can only perceive through these colorful light box and complex machines really isn't essential to our survival in the slightest. Have a great day, and keep on truckin'
@@chorles3770 thanks for the mini existencial crisis 😢
Being a game dev... so you decided to us blender to show something for game engines, the problem here is export settings, unfortunately the moment you used that color ramp was the moment you decided to be only using this in blender. 3.3 may of fixed it, but its an issue that users, especially ones using Unity or Unreal, have had for years with blender. I would suggest finding an engine you like and learning how to do this in engine if you want it for a game
Agree I would do this in graph node or your just going to have to bake some things and waste space. Also animation is this?
He just explained why it's all easy?
Where all lying to them.
Get real.
Turn this light on a plane into the new GOW.
Go ahead I'll wait. 🙄
I mean, I took it as mostly a concepts video. Importing a mesh and animating that is simple enough for any engine, and writing a shader that animates a color ramp through a texture while moving it only take a couple tutorials to learn.
Yes I'll just stop modeling animation, compositing, shading and textureing and make games that use a procedural shader in a plane from now on.
He figured out my dirty secret. 🙄
Everything is a baked shader on a plane.
I miss the era of RUclips where I could click on a random video in my feed from some guy I never seen before and they don't immediately try to tell me about there pateron or some random sponsor crap , can't people just make videos because they want to not because they have to so they can eat there next meal?
strange why it doesn't work in EEVEE
It does, just gotta follow the steps at 1:15
@@Smeaf I figured out what is the reason. Before version 3.5 everything works, but in Blender 3.5 it doesn't work in EEVEE, the material turns pink and that's it.
I figured out what is the reason. Before version 3.5 everything works, but in Blender 3.5 it doesn't work in EEVEE, the material turns pink and that's it.
I think there is an argument to make that these are more animation effects or hit effects than animations. And yes your are correct they are quite a bit easier to do. Rigging and animating a model is a whole different ball game.
yes this is how they do it people. characters, machines, vehicle, particles effects. Any thing you can imagine can be animated exactly like this
true
@@mahmoudmohie1624 bro he's joking, the video only shows one single effect, this is not how anything else than fire is animated
@@noah8162 Sarcasm at its best
Fuck i almost belived it
Sheesh your editing is stellar!
your endings always be like: what you just learnt isnt worth anything if you dont watch this video right here. ill probably be 60 by the time i can use blender XD
Remember to enable node wrangler in addons for ctrl+t
Important!
hi, why doesn't it work in EEVEE ?
YES I’ve been looking for this
I remember when u had like 10k subs man crazy how far youve came
what are those math nodes for? How do they work? Alot of details unexplained
I saw a Rec Room ad when the Rec Room music was playing… 💀
I wish that I could go back in time so that I could discover smeaf content again for the first time.
Ok one sec! *unintelligible whirring sounds*
Another banger!
Thanks Kaizen!
*hi, please reply. why doesn't it work in EEVEE ?*
You just gotta enable the settings at 1:15 🤝
Thaaattttttt iss theeee mosttt amazing and easiest way to make our own vfx of that type looll thanks for showing
Holy funk! You made a blender tutorial funny to watch! Nice video:)
YES, been waiting for a tutorial like this!
love it will have to try this tomorrow :D
Not this man using all the good OSTs bringing back memories
bro you're a gem
this shitpost style editing mixed with your extremely professional vlog shots is giving me whiplash
This is precisely what I want
I was looking for tutorial like this for so long. Love it!!!
That's awesome, thank you!
If you want a similar tutorial, I highly recommend checking out Pierrick Picaut's video on making FX's. He covers stuff like animating the plane itself and getting to to follow character movement, definitely worth the watch if you don't mind a longer video.
ruclips.net/video/zicdjq3g4gk/видео.html
@@lunarazure9969 Thank you, I will check for sure.
*how to make it work in eevee*
Did you miss the step at 1:15?
That’s how to get it workin with eevee 🤝
Mr. Smeaf Sir, I'm gonna try this now, if it really is as simple as you explined it, next time you hear about me I'll be the king of the pirates.
Well, guess what? I'm the king of the pirates now...only one thing: at 1:20 when you set alpha clip you also have to put clip threshold to 0 or yoour material will be invisible, how I know it? Beacuse I'm the king of pirates now.
i understand but can you please tell me why we must uses 4 math node and also can you tell me why you connect last math node to transparent BSsf node ....
Yes, it would be great if it worked both there and there, both in Cycles and in EEVEE
strange why it doesn't work in EEVEE
I'm surprised too
I'm surprised too 🧐
@@youtubetv1593 When we turn on the value of multiply in the mix shader fac it does not become transparent!
I don't understand what's "simple" here, but I respect it.
My brain checked out after you said devide... i was holding your hand too i promise!
Love ur humour and love the video!!👍👍☺️☺️
1:15 how do you open this new window ?
Been using Blender for a bit and I never knew about the Shift S thing
Thank you so much
I thought you were gonna make a vid about easy tricks to do character animations like in games..
That's a great tutorial on doing this in Blender, not in any real time game engine, that's not optimised.
I get that you're doing 5 minutes vidéos but pleaaase don't promise 5 minute crafts when you KNOW it won't be close to that for any person actually trying to learn this.
Sure you can translate that technique in unity for instance, but it. Won't. Take. 5 minutes.
Unless you want to replicate this exact effect.
I'm getting really pissed of at this kind of promises, you'll just frustrate newbies and diminish trust in tutorials.
non one is talking about the stone grinding sound effect when he uses the pencil? the style man
The goats notice the little things thanks man
🥶🥶🥶👀
Smeaf for President
No mercy on the default cube 😢 he deserves better
You monster. Poor default cube know what's going to happen but you went full evisceration 🤣
me with 0 idea how blender works still watching videos like these.
"So how many songs do you use per video?"
"Yes"
My god, learning technical stuff like this always managed to make me sleepy
I've spejnt the day looking through blender videos, they just deleted the starter cube... you just murdered it lol
He had information that I required and was not giving it up
So this is how you create authentic physics based character movement with seemless transitions..?
Liked and subscribed. Thank you!
terraria music is the best music, change my mind
thank you very very very much, you help me a lot
What is this doing with aaa gaming I don't understand?
Love the Mario Kart Music
You know I hate the default cube as much as the next guy... but that was brutal.
+rep
How do I get this into unreal or unity?
You don't (seriously), you have to Rebuild it inside the Engine Using, Either Unreal Engine Shaders, or Unity Shaders Graph's ( i don't Remember the Tech Names). - its Still Follows the Same Concept as this Video xD.
@@pikachufan25 So tripple AAA Games does not actually animate EVERYTHING like this. Thx :)
Nice endcard technique buddy
Bro really violated the default cube like that 💀
Funny things. There is also a classical example in the game industry: how to draw an eagle - step 1) draw a circle, step 2) draw the rest of the eagle.
Steve Martin's old joke : How to become a Millionaire. First, get a million dollars.
amazing video editing lmao
Thanks you inspired me😭🤣👍✅
Thank you for explaining this thoroughly!
Sick! Now. I just need to get those puppies into unity
Finally im not a noob anymore
Too bad blender shaders only work in blender though right? If you wanted to make this in something like Unreal or Unity you would have to remake this in said engine.
Ok nice video about visual effects but where is the animation part since you put that in thumbnail and title
hey smeaf love the video. if isn't too much can you please give me a break down of what the math nodes are doing. I really wanna understand what is going on there.
Thanks dude! Time for some Anime)
How was the radial version done? With a circle plane and a poked face in the middle, or a sphere?
May the default cube rest in peace
#save the default cube
subscribed!!!
Its working man!!
In unreal one would have to dive into material functions to do what you did in blender, with a different kind of approach to all the elements. the work flows described in this video, do not translate well into the video game realm.
I really love u bro
Thanks bro, ily
I didnt even notice that i was learning 🖐😫
I can't transfer the effects I made in blender to Unity Please do you have a way to transfer them
Your videos are so well edited! Please do a video editing tutorial!!! 🙏🙏🙏
That's a great idea! I'll have to at some point
I love that you delete the cube side by side until it became simple plane, delete it and create a simple plane 😎
What an exciting gem of a channel looking forward to checking out the recommended videos
bet this video has great retention
It’s just invisible for me, how do I fix this?
Most people would always goes like It has to be realistic af we need an accurate muscle animation and 300000 particles and forgot what stylized is
Good luck importing that to Unity
Seu lindo! amei o video! usarei de mais!
I d have rather displayed a Niagara or Chaos (more akin to method you described here imo) tutorial with a material editor twist on unreal engine or Unity Shader Factory instead of Blender since you will quickly realize it becomes annoyance once you figure out you won't be exporting anything useful this way apart from sprite sheets.
He started off telling us the Animation industry has been lying to us, and he gracefully made his case.
This is super cool.
Starting from the roblox Community there are actually lots of pretty well know techniques and everyone knew how to do these 😀
Whoosh. I know
Very good, yes yes. But how to use in Unity, as the Blender shaders do not map (well)?
I love your editing so much😂😂
Thank you so much
Your videos are really helpful and interesting!
It would be awesome if you could explain how to export them actually
Yes please, I will be waiting for the answer
If you mean export the shader to, lets say, Unity or Unreal, you can't. Blender is purely a modelling, texturing, and animation tool for game development. You need to recreate the effect of the blender shader in an actual game engine, using something like HLSL, or visual scripting. Creating shaders like this in Blender, when you know you want to use it in a game, is pointless. The most you could do, is to create the mesh/UVs, and then export that.
@@Super_Hex exactly, title of the video is misleading in so many ways
I know this is not the exactly tutorial to ask this but, I NEED HELP! I have been searching for like 3 hours and could not find a solution... The problem is that i need to use the Blackbody Node but it just does not apper on the convert tab/menu, and I saw it on your tutorial at 1:51, can someone please help me! I am using the 3.3.0 version, wich I think it is the most recent one. Could it be the problem? Like the developers did not put it one this version yet? I am new at Blender by the way! Thank you for the attention.
finally found thanks to the author
Guys,I have a doubt!
Smeaf said "No extrusions" whole modeling
Does extruding too much badly affects UVs???
The most important thing to know us how to get this in unreal engine
Animate everything huh?
here before you blow up and get 1 mill