@@dakoy03 what i mean is when I'm trying to find a video to get some idea of the best way to trace the animation like in this video. but there is over an hour of rambling before it gets to the actual thing i want to see. it's not needed.
Even more than the Blender advice, thanks for showing that a site like that exists. That's gonna be very useful. If only I could find one for SFV and other games.
Auto keying is good for straight ahead animation, but it's good to manually keyframe all bones at the start and end of the animation after you are done
Dude, you just answered the question before I asked it. Explained about 18 hours of wasted rendering too. I did me, and it only got me frustrated. Brain is now set to input. Ready to listen👍🏼
I like this manual keying thing, I used to use to do auto keying but whenever I copied and pasted a pose flipped, it would do weird things and used to wonder how you perfectly flip the pose, I won't be lazy from now on and do manual keying, thank man
Yeah, been struggling with this autokey issue. Thanks for the clarification. In my case the bezier animation curves were also spoiling the pose. Now I will bear in mind one more factor. Kudos to you for your help.
Instead of selecting all controls then pressing "I" and then clicking on your desired property, you could try using the keying set, whole character, then you just have to press "I" without selecting anything and it should keyframe all controls of your character too.
I always had keying issues and I never realized it until you pointe out the cons of auto key. The issues always happened whenever i Tried to animate a backflip.
I learned that the hard way about a month ago thinking the record button was the way to go, now I always key everything and have had zero problems. Great tip on the tracing video! I'm going to give that a whirl tomorrow.
Anything about putting a blender Rig inside another scene with a rotoscope setup? Let's say someone has a blend file with a video reference setup and wants to use your rig to do key in the animation. How does one do that?
that spin was flawlesssss I'm over here trying to figure out why my characters won't do more than one rotation. Interpolation instead just turns them the opposite way. so annoying. But good stuff bro!
Pretty interesting tip right there. I'll key everything from now on with a and i, I truly don't want to deal with the hassle of autokey unless I truly need to. Question: Will you cover the new animation tools that will come out with Blender 2.9... whenever it's released? I saw something pretty cool I believe just this week and I sat there wondering if you may make a video on them when 2.9 is released.
awesome video thank you! thats where i was going wrong, i was always using ref videos and making my keyposes etc and it never worked BECAUSE i had auto keying on.(so i guess it was auto interpolating keyframes so messing everything up) turning that off and than using A, I every 10 frames for eg, then after going back and tweaking it worked great!! thanks again!
If I had a rigged model that was doing an animation is there a way to make a second rigged model do that same animation or do I have to do the key frames for that animation the same way? Btw love the videos thank you so much
Hi, I can't answer this for Blender, but if you used an exported humanoid animation in Unity, you can easily remap or use it on another model that uses the Unity humanoid animation rig hierarchy. It also considers the differences of bone lengths and such. This should work in Unreal too (using the same humanoid animation for multiple models), but I heard that the mapping isn't as good if the models look too different.
I love autokey but learned the hard way the problems Royal showed in his video. It's really simple: just manually keyframe your keyposes and in 99% everything will be fine.
I'm completely guessing but I think auto keyframe might be useful in a situation where you want one set of animations to play while still being able to do animations with other body parts? So lets say someone is walking and you want the head and upper torso to rotate to look at something, but you want the rest of the body parts to continue their walk forward animation. Just a guess if anyone knows please correct me
Understanding this limitation is also a strength. Say you are animating a guy attacking with a sword, and you want to do the legs first, because the move is very complex. You auto key the legs SO THAT the arms are not affected. This allows you yo set up the movements of the arms and sword later, without getting interrupted by positions you saved when working on the legs. That's a situation where Auto-Key is the right tool. For everything else, there's I.
I absolutely agree on Manually keying everything by Ctrl + A then Keying it. When I started Blender, I always use the Automatic feature and fcks every next frame which I always regret.
If your not in a hurry, I'd always recommend doing it from scratch. Or using a rig you have already created and modifying that. There's nothing wrong with using someone else's rig, but if this is a long term project, you don't want to have to constantly go back to the original rig creator and ask them "how does this part of the rig work again?". BUT, I think this all only applies if you're going to be very picky about your animation. Like if you REALLY want to make sure all the joints bend super clean and there is no clipping, that's when I think you need to know everything about your rig. If you don't really care, and you just need the character vaguely posed in a position, and you plan to photoshop all the weird stuff later, just use a pre-existing rig -
i pressed like solely because of your use of 'select all' and 'insert keyframe' shortcuts, couse i wasn't doing that, messing all of the animations. now i feel so dumb ;D thanks for a tip
how did u the rig that u can use it so perfekt , I don't know what's wrong but if I try this I mess up my character , can u make a video bout that to how to rigfiy it right
I hear somewhere that you shouldn’t animate the base circle part of the rig. (Can’t remember what it’s called rn I’m tired). But you do. Does it really matter?
So far nothing has gone wrong in my life when animating the base. It's really helpful when you need to change the entire direction of a character in my opinion -
now this makes me curious, (not that I intend to just copy other people's animations) but are animations themselves copywritten? If a character you make has the exact same movements but a different look entirely, what's the legality of that I wonder. Again I have no interest in blatantly copying others art, i'm just genuinely curious. Also thank you for your concise and easy to understand tutorials.
That's something I wonder too. Let's say you have a breathing animation that you did completely yourself by timing your own breaths, and it just so happens to be exactly the same as someone else's breathing animation. That'd be quite a stupid court battle, but I wouldn't be surprised if that can be the case.
@@sonario6489 yeah that's quite confusing to be honest. Because it is entirely possible to somehow reach the exact same animation for something. Although unlikely.
Martial art movemments are not copyrightable, neither are natural and spontaneous live action movemment, sports, animal movemment and stuff. But If someone had to plan a movemment sequence in advance it's an intelectual property. If you traced over a long animation sequence like a fight or dancing choreography even with the same camera angles it could get you into trouble and have already destroyed some animators carrers and it's also pretty easy to spot for someone who knows well and is a fan of the source material. Since games are really one movemment at a time I don't really know if its long enough to be copyrighted, I wouldn't recommend coppyng all your moves from the same source material.
do you guys have any tips on how to make the background footage more visible? i tried turning wire-frame shading and x-ray mode to try to see through the model but it's kind of hard if you have a lot of detail.
Personally, I prefer D - air
- Falco Lombardi, 2005
You're teaching me things in 3 mins that take my teachers hours to explain. Thank you!
school is fake anyway, its best to learn on your own, or from youtube
the problem with in depth courses and teachers is that they go for a LONG time just talking about "fundamentals" when it really doesn't need it.
@@dakoy03 what i mean is when I'm trying to find a video to get some idea of the best way to trace the animation like in this video. but there is over an hour of rambling before it gets to the actual thing i want to see. it's not needed.
@@dakoy03 sure you need to learn the fundamentals if you are making a fully fledged animated video. but not a simple action.
Can anyone help me figure out how to trace over the mp.4? Very confused
This guy is like the Bob Ross of Blender animation. Makes it look easy and is very informative!
Even more than the Blender advice, thanks for showing that a site like that exists. That's gonna be very useful. If only I could find one for SFV and other games.
Auto keying is good for straight ahead animation, but it's good to manually keyframe all bones at the start and end of the animation after you are done
The world keeps reveiving a blessing with Royal Skies tutorials.
Dude, you just answered the question before I asked it. Explained about 18 hours of wasted rendering too.
I did me, and it only got me frustrated. Brain is now set to input. Ready to listen👍🏼
ZSS and Falco in one video.... The two most lit smash characters to play. I fux with that
Dude your tutorials are just straight up amazing. So clean, so fresh I may as well spank it, thank u
I like this manual keying thing, I used to use to do auto keying but whenever I copied and pasted a pose flipped, it would do weird things and used to wonder how you perfectly flip the pose, I won't be lazy from now on and do manual keying, thank man
Nice advice ! It will help saving lots of time correcting previous keyframes we unintentionaly modified.
Yeah, been struggling with this autokey issue. Thanks for the clarification. In my case the bezier animation curves were also spoiling the pose. Now I will bear in mind one more factor. Kudos to you for your help.
Instead of selecting all controls then pressing "I" and then clicking on your desired property, you could try using the keying set, whole character, then you just have to press "I" without selecting anything and it should keyframe all controls of your character too.
Great video! Gonna need this in 5 years when I finally overcome my fear of animating!
Thankyou for teaching me faster, i dont have patience for 40 minute tutorials
I always had keying issues and I never realized it until you pointe out the cons of auto key. The issues always happened whenever i Tried to animate a backflip.
Wow, Aamazing tip. Again great content!!!!
I learned that the hard way about a month ago thinking the record button was the way to go, now I always key everything and have had zero problems. Great tip on the tracing video! I'm going to give that a whirl tomorrow.
I wish all UA-cam tutorials were like this. Thank you
I've been looking all over UA-cam for something like this and come to find out, its a few days old! Subscribed!
Anything about putting a blender Rig inside another scene with a rotoscope setup?
Let's say someone has a blend file with a video reference setup and wants to use your rig to do key in the animation. How does one do that?
keep going is gonna be an awesome game
This channel is make'em say:
No Problem!
Best one on YT!
One of the best channels for Blender on UA-cam! Thanks!
nla editor video please :) thank you for all the free content! this animation series is such a treat :)
That animation looks extremely attractive. Looking forward to this game. Take ... your ... time. 😁
You are one of the best short tutorial channels. Very cultured as well.
Could you make a tutorial on making clothes for your base mesh?
I do both. Auto key is always on, but I'm also keying everything when it's a keyframe or breakdown.
that spin was flawlesssss I'm over here trying to figure out why my characters won't do more than one rotation. Interpolation instead just turns them the opposite way. so annoying. But good stuff bro!
Perfectly summed up a complex topic in 3 minutes, my man! Thank you!
Pretty interesting tip right there. I'll key everything from now on with a and i, I truly don't want to deal with the hassle of autokey unless I truly need to.
Question: Will you cover the new animation tools that will come out with Blender 2.9... whenever it's released? I saw something pretty cool I believe just this week and I sat there wondering if you may make a video on them when 2.9 is released.
Use auto key only to lose something if you keep bumping the next frame key
@@kendarr *to not lose
I didn't even think about that one, thanks
@@udese730 2AM phone screen
How is it, whenever I need something, you've made a video for it?
So that's why my animations look awful, I used auto keying this whole time!
That could be one of the reasons, yes.
@@mgeorgescu The other being that i just suck.
same
Falco Lombardi: 'Hands off my (down smash)!' Thanks for this, I was almost about to give up animating in Blender cause of the auto-key nonsense.
he explains things so well!
Keep up the good work like always
Thank you for the tutorial !
This is perfect just what i needed
awesome video thank you! thats where i was going wrong, i was always using ref videos and making my keyposes etc and it never worked BECAUSE i had auto keying on.(so i guess it was auto interpolating keyframes so messing everything up) turning that off and than using A, I every 10 frames for eg, then after going back and tweaking it worked great!! thanks again!
You are the best thx for the tut
This is exactly what I was looking for, thank you very much.
If I had a rigged model that was doing an animation is there a way to make a second rigged model do that same animation or do I have to do the key frames for that animation the same way?
Btw love the videos thank you so much
Hi, I can't answer this for Blender, but if you used an exported humanoid animation in Unity, you can easily remap or use it on another model that uses the Unity humanoid animation rig hierarchy. It also considers the differences of bone lengths and such. This should work in Unreal too (using the same humanoid animation for multiple models), but I heard that the mapping isn't as good if the models look too different.
@@fmproductions913 ok thx. I'll try this out
You're a jedi master dude! Love the videos!
Your tutorials are amazing.
Omg the super smash reference site is amazing!! can u make a video on more reference sites?
Next i hope about making the game effect like the twister kick or sword slash
👑
i never understand how to use auto key and now I think I'll avoid it like a plague
I love autokey but learned the hard way the problems Royal showed in his video.
It's really simple: just manually keyframe your keyposes and in 99% everything will be fine.
Same. I do all my stuff in Source Filmmaker, but the same rules about autokey apply. Just don't do it.
I'm completely guessing but I think auto keyframe might be useful in a situation where you want one set of animations to play while still being able to do animations with other body parts? So lets say someone is walking and you want the head and upper torso to rotate to look at something, but you want the rest of the body parts to continue their walk forward animation. Just a guess if anyone knows please correct me
Understanding this limitation is also a strength.
Say you are animating a guy attacking with a sword, and you want to do the legs first, because the move is very complex.
You auto key the legs SO THAT the arms are not affected. This allows you yo set up the movements of the arms and sword later, without getting interrupted by positions you saved when working on the legs.
That's a situation where Auto-Key is the right tool. For everything else, there's I.
does it still work the same way in 2.90?
I love your energy!!!!!!! Thank you for this video, you're great!
These videos are amazing
So manual keying saves the frames of bones that u do t touch while posing?
I absolutely agree on Manually keying everything by Ctrl + A then Keying it. When I started Blender, I always use the Automatic feature and fcks every next frame which I always regret.
Cool, does that work with pom?
now the real gamer move would be to download Royal Skies's videos and trace them
Soooooo you want to post a comment to feed the youtube algorythm. Not a problem :D
blessed comment
How are all these free??! i could animate at an basic intermediate level but i've learnt so much off your channel already bruh TYSM for this!
I only use auto key as to not lose my pose if bump the "arrow key" (that's mapped to meu scroll well side button)
Mr Royal, I might be late for asking but between make armature for scratch or modify pre-existing one that comes with the model, which one you prefer?
If your not in a hurry, I'd always recommend doing it from scratch. Or using a rig you have already created and modifying that. There's nothing wrong with using someone else's rig, but if this is a long term project, you don't want to have to constantly go back to the original rig creator and ask them "how does this part of the rig work again?".
BUT, I think this all only applies if you're going to be very picky about your animation. Like if you REALLY want to make sure all the joints bend super clean and there is no clipping, that's when I think you need to know everything about your rig. If you don't really care, and you just need the character vaguely posed in a position, and you plan to photoshop all the weird stuff later, just use a pre-existing rig -
i pressed like solely because of your use of 'select all' and 'insert keyframe' shortcuts, couse i wasn't doing that, messing all of the animations. now i feel so dumb ;D thanks for a tip
Very good timing!
I'm so happy if found your channel! Love all of the work you do. Patroned recently (even posted some of my stylized work ^__^ )
Can we do the exact same tutorial for gameplay physics?
how did u the rig that u can use it so perfekt , I don't know what's wrong but if I try this I mess up my character , can u make a video bout that to how to rigfiy it right
Hope you have a fantastic day too man
yea that auto key problem was really messing with me.
Sounds like a lotta work
The autokey thing changed my life. Fuck autokey.
How do you animate by dragging the bones by your cursor (aka grabbing) and not just rotating? when I move the bones my model deforms
Not a problem
You can open Game Bar on windows by pressing the Windows Key + G.
I hear somewhere that you shouldn’t animate the base circle part of the rig. (Can’t remember what it’s called rn I’m tired). But you do. Does it really matter?
So far nothing has gone wrong in my life when animating the base. It's really helpful when you need to change the entire direction of a character in my opinion -
Yes
You should learn how to make cool fighting effects, like the wind on Flako, would be really cool to learn that
you are great
id be eager and curious to know what is the 1st site used with the smaus model ?
now this makes me curious, (not that I intend to just copy other people's animations) but are animations themselves copywritten? If a character you make has the exact same movements but a different look entirely, what's the legality of that I wonder. Again I have no interest in blatantly copying others art, i'm just genuinely curious.
Also thank you for your concise and easy to understand tutorials.
That's something I wonder too. Let's say you have a breathing animation that you did completely yourself by timing your own breaths, and it just so happens to be exactly the same as someone else's breathing animation. That'd be quite a stupid court battle, but I wouldn't be surprised if that can be the case.
@@sonario6489 yeah that's quite confusing to be honest. Because it is entirely possible to somehow reach the exact same animation for something. Although unlikely.
Martial art movemments are not copyrightable, neither are natural and spontaneous live action movemment, sports, animal movemment and stuff. But If someone had to plan a movemment sequence in advance it's an intelectual property. If you traced over a long animation sequence like a fight or dancing choreography even with the same camera angles it could get you into trouble and have already destroyed some animators carrers and it's also pretty easy to spot for someone who knows well and is a fan of the source material. Since games are really one movemment at a time I don't really know if its long enough to be copyrighted, I wouldn't recommend coppyng all your moves from the same source material.
Feel the say way about autokeying. It makes more things I need to keep track of.
Do I still need a pencil to trace?
I use autokeyframe for Blocking plus or refine
do you guys have any tips on how to make the background footage more visible? i tried turning wire-frame shading and x-ray mode to try to see through the model but it's kind of hard if you have a lot of detail.
how do you turn on the rings thingy around the character to move and rotate them too ?
THE POTENTIAL! MWA HA HA HA!
I had to learn the hard way that auto keying isn't a good idea in certain scenarios
Is there a way to do something similar but in 2D and in pixel art?
Acesprite, you have to pay for the software, but you can just the reference animation on layer and change the opacity so you can trace over it
Subscribed for that voice...
How do you rig the master bone on a model with IK?
When is the time of cloth simulation....
Thanks ☺️
10/10
Are you supposed to animate the root bone for character movements?
You don't need to animate the roottransform at all if you have the pelvis bone.
...If you don't have a pelvis bone however, then probably.
How to get those red, green, and yellow orbs
Cuz what I usual do to kick things of of just select the whole armature , add to keying set and press I
does anybody know the name of the site he used for the references video?
does Royal skies have a discord? I really need some help with rigging
What’s the sight your using?
Please what rig are u using
isn't this technique called rotoscoping?
Liked and subscribe! DONE.
So that's what keying for. Welp now i know the reason why my project really messy
which rig do you use?