[SFM TUTORIAL] Learning Animation in Source Filmmaker Part 4 - Body Mechanics and Timing

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  • Опубліковано 25 чер 2021
  • Hi! Here is part 2 of Advanced Movement, focusing on breaking movements down into sections, body mechanics and how the human body reacts to and uses forces put upon it, anticipation, action, reaction, recovery, as well as holds, arcs, timing and the rhythm of animation, and using timing to maximize your animation’s exaggeration and appeal.
    This tutorial is made for people who have just opened Source Filmmaker, have watched the Valve Tutorials for Source Filmmaker and want to learn how to animate - and what to think about when animating (and have watched the previous tutorials in this series).
    I tried to make up for the step down in quality and information in the source footage by editing the heck out of it, because body mechanics is not a subject you do lightly and this tutorial contains some crucial pieces of info I glossed over in the source footage. I may have over-edited it over the course of the last year, but if you somehow learnt something from this, I’ll be glad!
    After this is Performance animation and dialogue, where I reveal you’ve been animating things wrong the whole time. It’s okay, though.
    Music:
    Have a Short Rest - Shoji Meguro - Persona 5 OST
    A Beautiful Song - Keiichi Okabe - NieR:Automata
    Big Iron - Marty Robbins
    Extraction Point - Hans Zimmer - Call of Duty: Modern Warfare 2
    Tags: sfm tutorial, animation tutorial, body mechanics, advanced movement, that one bit in bo burnhams inside where he reacts to his video over and over again except its a tutorial, the futures futures futures futures futures ttmr, ttmr's cowboy tip of the day
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КОМЕНТАРІ • 36

  • @omarkhayyat5282
    @omarkhayyat5282 2 місяці тому +1

    Hello ttmr,just wanna say that you're tutorials helped alot,I never thought I would be able to do any run or walk cycle or any other thing you covered in these tutorials and I was gonna give up on learning sfm,then I found this video and it helped alot,thanks for the great tutorials.

  • @thedaemonwolf1814
    @thedaemonwolf1814 3 роки тому +12

    Honestly, even when you ramble and talk in circles, you're still much more informative than most SFM tutorials, and the only reason I was ever able to get started with animation in this program was because of your walk cycle tutorial.
    Excited for more tutorials from you. Even if it becomes a once-a-year thing (though I'd prefer if it didn't).

  • @TTMR
    @TTMR  3 роки тому +17

    Hey! It's a relief to finally get this video done. I'm currently a bit busy (actually busy, not just unmotivated) but once my schedule clears up in the next few weeks I'll get right into the next part of this series, as well as some short fun animations cause youtube's decided to copy tiktok for some reason

  • @fbmb1337
    @fbmb1337 2 роки тому +1

    I know I'm way late for this and you probably won't see this but as a complete noob that's just now picking up SFM and is hoping to actually get somewhere with it eventually I wanted to thank you for all the work you put into these tutorials. They're all really informative and never feel like they drag even with such a long run time. Hoping you'll have the time to do more eventually but even if you didn't I feel what's there is good enough to help me get started at least.

  • @ShadTrap
    @ShadTrap 3 роки тому +1

    Been waiting for another tutorial, thank you! Keep up the good work! :D

  • @JorgEM-uz9ck
    @JorgEM-uz9ck 3 роки тому

    yooo its been a while, thanks for continuing the series!

  • @grandpixelash1297
    @grandpixelash1297 10 місяців тому +1

    Amazing tutorial. I learned so much from this series, way better than other tutorials, you explain every little thing that you're doing and why you're doing it, not just explaining how to animate what you are animating but in general how to animate well, while still keeping it light and more fun with humour. Just great.

    • @TTMR
      @TTMR  9 місяців тому +1

      this means a lot really, i got super burnt out after this bc my initial recording required so much editing to be even vaguely comprehensible and the momentum behind these tutorials stopped instantly. I thought nobody got much out of this one, despite containing the most useful info by far, so hearing someone say what youve said about this video really made my day!

    • @grandpixelash1297
      @grandpixelash1297 9 місяців тому

      @@TTMR I found it very comprehensible and very helpful, I learnt how to make pretty ok SFM videos using basically no other tutorials but this. However, if you are burnt out and don't want to make another, remember that it's ok, and you owe me and everyone else nothing. These tutorials are already amazing and above and beyond, so whatever you're doing for yourself is more important than going even further for random people :)

  • @raptor4653
    @raptor4653 2 роки тому +1

    Although the workflow is much different to my own, the commentary and comments you left throughout the video made it a great watch. Keep up the cool stuff! Just recently got into SFM and it’s been a lotta fun

  • @splatoonistproductions5345
    @splatoonistproductions5345 2 роки тому

    This is gonna help super massively, thanks a ton for this!

  • @MOSES110
    @MOSES110 3 роки тому +1

    The king is back!

  • @ZaDoctor173
    @ZaDoctor173 2 роки тому

    this wasn't the tutor i was looking for but this guy I like how this guy throws in comedy

  • @Fartshit
    @Fartshit Рік тому

    Thanks for the tutorial. With your help, I was able to make my first SFM video. I made it using only the information in the absolute basics video which was a pretty bad idea because Lesson 2 told me about Inverse Kinematics. My next one will be a greater success with your help. I particularly like how you'll do a task multiple times in real-time, then fast forward through after the point gets across.

  • @nathakevin012
    @nathakevin012 Рік тому

    Waiting for the next parts! I hope you will have some time someday! thanks mate

  • @peanut_butter3538
    @peanut_butter3538 3 роки тому

    I’ve been waiting a year!! I finally can finish the animation

  • @foxsmith770
    @foxsmith770 3 роки тому

    Nice, this was useful

  • @DefaultDanielS
    @DefaultDanielS 3 роки тому

    great job

  • @pafupafu
    @pafupafu 3 роки тому +2

    I thought the day would never come...

  • @JJUU867
    @JJUU867 3 роки тому

    You come back

  • @lucasduarte5799
    @lucasduarte5799 Рік тому

    Can you teach how to throw things? I was trying to do some reload animations, but have no idea how to remove a lock and edit the position

  • @MrJones002
    @MrJones002 3 роки тому +1

    Hi TTMR! We used to talk a long time ago when I was behind an older alias known as DashingLight or such a couple years ago and Ive been moving forward with animation since! Ive come to ask if this the approach done in film and whether if you know if this is a similar way to how Game animation do things? I know a lot of game animation is done on root however It doesn't always seem to be the case with run - jump cases because I see a lot of folks animate those off of the root. Im still learning a lot myself and Im wondering if you ever animate on root for simple things such as a walk cycle going in a straight line to save time etc. Many thanks. Best of luck with your animation career :)

    • @TTMR
      @TTMR  3 роки тому +3

      Ah that's right! Yeah, it's been a while, huh? In regards to whether this is the approach done in film, yes and no. Film stuff is mostly done off-root but walk and run cycles aren't. Do those on root, they're a huge time-saver. This was animated straight-ahead instead of using stepped keys with pose to pose, and that's not looked kindly upon in the film industry as it's much less efficient (but way more fun).
      Meanwhile in Game animation, everything has to be on root as animation in games is a series of pre-made animations that play whenever the model is coded to play them, so they have to be on the root and they always have to cycle. Or at least that's how it works to the best of my knowledge - I'm not really sure, I haven't worked in games.

    • @MrJones002
      @MrJones002 3 роки тому

      @@TTMR As far as I know a lot of things are animated on root via blend from Animation layers for games from James Marijeannes videos on combat and walk-run-jump on vimeo. I always see a lot of folks using motion paths in maya for the turning of walk/run cycles during the layout section which is always an interesting way, so as long as I understand that the walk/runs are done on root that's helpful :), I've been looking into a fair amount of how to do walks more efficiently from folks such as Jason Shum, AM and more. Always interested in learning more from your stuff since your videos from 2014 onward are what got me into animation! Many thanks for the reply, and hopefully things go well. Appreciate the time you take out to do these

  • @volodarplay7531
    @volodarplay7531 3 роки тому +1

    how to make weather animation?🤔

  • @frankmaster4047
    @frankmaster4047 3 роки тому

    god

  • @Jack34373
    @Jack34373 11 місяців тому

    Btw I have a question. What do you use motion Editor for when you want to animate characters? Like what is the difference between using graph editor and motion editor when animating a character

    • @arsu8612
      @arsu8612 10 місяців тому

      brother i dont he is coming back

    • @TTMR
      @TTMR  9 місяців тому

      hey! difference between motion and graph editors is that while the graph editor is a much more direct and traditional way of manipulating splines via keys, the motion editor lets you manipulate splines by sectioning off areas of the timeline, creating poses in those areas, and then blending them all together. Some people swear by animating in the motion editor, I find it to be extremely clunky to animate in and difficult to get a consistent result.
      However, the motion editor is fantastic for making adjustments and laying out your scene, as it sits above the graph editor in hierarchy it lets you make really big or really subtle adjustments to your work without making you redo anything in the graph editor, which is a huge deal and straight-up isn't possible in industry-standard programs like Maya or 3DSMax (there's a plugin that works like it in Blender tho).

  • @AS-jf2mf
    @AS-jf2mf 3 роки тому +1

    If I'm animating a kick, for example, and I'm using the pose to pose in the graph editor when I change the keymode from stepped to spline, they look like separate poses phasing and not really being like one kick, how can I fix this?

    • @TTMR
      @TTMR  3 роки тому +2

      ah, I see what you mean! Stepped-to-spline is unfortunately like that for everyone - it's the most tedious element of the entire process and it can be pretty disheartening seeing everything fall to pieces. I'm planning on doing the next tutorial in pose-to-pose so I'll outline more helpful stuff there, but what I find works best is placing holds before every pose and adjusting the position of those holds to time out your fast/slow rhythm while completely removing all floatiness from the animation. You can then turn those poses into inbetweens or breakdowns.

    • @AS-jf2mf
      @AS-jf2mf 3 роки тому +1

      @@TTMR Thank you so much. I was almost ready to quit sfm for like the fifth time again.

  • @SludgySlorper
    @SludgySlorper Рік тому

    What frame rate was this made in?

  • @a.p.2018
    @a.p.2018 2 роки тому

    Why haven't source filmmaker ever been updated