how come there aren't any other step by step tutorials like the walking biped module?
Pablo Fournier
Nov. 25th, 2020
@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
Gemma María Rull
Sept. 20th, 2019
Now, that's great for a manly walking. Will we have a modelling lady walking on heels explained too?
Pablo Fournier
Sept. 23rd, 2019
*@Gemma Maria Rull* Maybe! but I won't make the video reference for that xD
stukove
Oct. 4th, 2019
will you talk about how can people go further and deeper in animating after these tutorial ?
Pablo Fournier
Oct. 10th, 2019
*@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.
Talhat J
Oct. 25th, 2019
when ca we expect them?
*@pablofurni*
Pablo Fournier
Oct. 28th, 2019
*@Talhat J* not sure! we are a bit busy right now
Cédric Born
Oct. 9th, 2019
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
Pablo Fournier
Oct. 10th, 2019
*@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.
you make the walk cycle moving forward, repeat the cycle by setting the keyframe extrapolation (shift+E in the graph editor with the moving forward curve in the pelvis, feet and hands if they are in IK) and later putting in the modifier cycles the before and after as repeat with offset. This works only to repeat the cycle without any change in rhythm.
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.
you make the walk cycle in place and you move the root, in this case is ok to move the root.
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
Cédric Born
Oct. 13th, 2019
*@pablofurni* wonderful, Thanks for the explanation. Now I think I get it.
Diaa Homsy
March 24th, 2020
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
Pablo Fournier
March 26th, 2020
*@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.
Akindeji Adesokan
April 17th, 2020
Are there any plants to do other animation tutorials after this or are you done with the fundamentals series
Pablo Fournier
Nov. 25th, 2020
@Akindeji Adesokan for the moment we have this on hold, we are busy with the sprites project
Tsihoarana Randimbivololona
Dec. 8th, 2020
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.
Pablo Fournier
Dec. 9th, 2020
@randimby01 Hi!! Glad you like the tutorials! the rig is a simple custom rig with bones, nothing really complicated
MrTako
March 4th, 2021
Hi thanks a lot for this amazing series!
MrTako
March 4th, 2021
@MrTako is there any plans to make another series with a higher level of difficulties? Acting , pantomime more complex and else?
Pablo Fournier
March 5th, 2021
@MrTako At the moment we don't, we are busy with the Sprite's project
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)
Pablo Fournier
Feb. 3rd, 2021
@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.
Theeverflare
Feb. 3rd, 2021
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.
Pablo Fournier
Feb. 3rd, 2021
@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.
Theeverflare
Feb. 3rd, 2021
@Pablo Fournier Cool, just need to confirm it. Thanks.
coolyan2016
June 4th, 2021
Hi, would there be a tutorial on animating facial expressions?
Pablo Fournier
June 7th, 2021
@coolyan2016 At the moment we are busy with Sprite fright, maybe in the future we will do some
Rey Sommerkamp
Sept. 9th, 2021
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?:-)
Pablo Fournier
Sept. 9th, 2021
@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
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32 comments
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
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
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
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.
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.
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
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
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
Great course! What I've managed to do following it, https://youtu.be/HQevVaOaShA
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.
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.
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
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!:-)