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In this video Pablo goes over the animation principles seeing in the past videos applying them to a walkcycle animation on a more complex rig.
Please download the blender file here
Hi Team Blender. I have a question about Character Animation. How can I mirror my whole character Animation Is there a simple button I could use?:-)
@Rey Sommerkamp hi!! now the only way that comes to my head is flipping the poses one by one, takes forever, but i think we don't have that tool atm
@Pablo Fournier ok thanks!:-)
Hi, would there be a tutorial on animating facial expressions?
@coolyan2016 At the moment we are busy with Sprite fright, maybe in the future we will do some
Great course! What I've managed to do following it, https://youtu.be/HQevVaOaShA
Hi thanks a lot for this amazing series!
@MrTako is there any plans to make another series with a higher level of difficulties? Acting , pantomime more complex and else?
@MrTako At the moment we don't, we are busy with the Sprite's project
So this is great! i enjoyed it! but i have a question on the delaying. Is the delaying used by putting spacing down or moving the keyframes off by 1 frame? because this is what thought on the use delaying.
@Theeverflare you can do both, depends of the moment, i always try to create a visual delay already on the pose, and later maybe i will delay it 1 fr if i feel is needed.
@Pablo Fournier Cool, just need to confirm it. Thanks.
I'm not sure to understand why the tutorial series took super long simply on the concept of a ball bouncing but then only like 2 videos on actual animation of a character/walking cycle, why not focusing more on the part people actually want to use the most ? (i'm not criticizing but i just don't understand the thought process behind)
@lamcilaktheo thanks for the feedback, if we go back making more videos we will keep it in mind
@lamcilaktheo Ball bouncing was so long because it was used to explain different basic concepts of animation. It's just easier to introduce you to squash & stretch, arcs, timing and rythm using the ball.
It was an amazing series. Thank you so much, I learn so much with it. I have a question, the rig that you use in all of your animation, does it comes all with rigify or do you use a custom one. Like creating your constraints and commands. Because it definitely look so different from the one generated with rigify.
@randimby01 Hi!! Glad you like the tutorials! the rig is a simple custom rig with bones, nothing really complicated
how come there aren't any other step by step tutorials like the walking biped module?
@Akindeji Adesokan we decided to do it like this because having the step by step was taking too long to do (the biped was a shorter animation), so it will be more boring
Are there any plants to do other animation tutorials after this or are you done with the fundamentals series
@Akindeji Adesokan for the moment we have this on hold, we are busy with the sprites project
Hi there! I'm really enjoying these videos, they're so useful. Though, I would like to learn how to rig my own character the same way as you do. Do you have some videos or maybe some suggestion where could i find such things? Thanks
*@Diaa Homsy* Hi!! we are going to have something rig related soon, but it will be more like a breakdown, but i think not a full rig tutorial at the moment.
Hi Pablo, thanks a lot for this great serie. One thing I don't understand is the link between a walk cycle and a real animation in a scene. Say a character is walking in a scene then stops, then walks again faster or a bit differently. Do you just use your walk cycle as a reference or do you import it in the scene as an action then repeat it in the nla and offset the root bone ? I remember Hjalti mentionning in a video that animating the root bone is a big No-No, but in this video, https://www.youtube.com/watch?v=Y--OYM2uDvI they seem to say they animate the root bone. I'm a bit confused. Can you tell me what the best workflow from walk cycle to real scene animation is ? Thanks forward
*@Cédric Born* Hi!! We usually do the walk cycles in preproduction to define how the character is going to move and later use them as reference. In my workflow I use the walk cycle as a guide, to see the main key poses, but in a real scene I don't use them, I animate all from scratch, because of what you said, there is different rhythms and I feel more comfortable animating it by myself. I only use them if the shot it is a simple walk that doesn't require changes, in that case can be useful.
But in case you want to use the walk cycle in a scene there are two ways.
If you want to change the rhythm you need to copy and paste and manually adjust the curves to be repeating until you want to change and animate it.
All depends of the needs of the shot
In the video, the root is the pelvis control, usually is call root also and the big controller on the floor can be called master, just different ways to name the bones, but in this case I'm 100% sure he is talking about the control that move all the torso.
Hope this helps you a bit xD
*@pablofurni* wonderful, Thanks for the explanation. Now I think I get it.
will you talk about how can people go further and deeper in animating after these tutorial ?
*@stukove* Hi, We have some more animation tutorial that we wanna do, in the future we will make some tutorials about how to animate a shot.
when ca we expect them? *@pablofurni*
*@Talhat J* not sure! we are a bit busy right now
Now, that's great for a manly walking. Will we have a modelling lady walking on heels explained too?
*@Gemma Maria Rull* Maybe! but I won't make the video reference for that xD
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