ALSO, easy trick you can do for a smoother finish is to put a few "clean-up" frames on the feet to make sure they stay flat with the ground up until the "take-off" - Thanks for watching, and hope that helps :)
this video reminded me of an old flash alpha game called Forgotten Rites. i used to play it as a kid and really like it but back then i didn't speak/read English so i couldn't understand why the game didn't progress beyond a locked door. when i revisited it i finally understood that it was an Alpha and the game will never be fully released T_T. anyway the nostalgia hit me hard, good vid.
Dude your channel should be copied in the archives or something ! you condense so much knowledge in so little time every single video is pure gold. I've been learning everything there is to learn about 3D and game making for a while but tonight I feel like I did a speedrun of like a months worth of material o_o You're an unparalleled teacher thank you so much
your videos are awesome, fast, and extremely informative for time spent by the viewer. it makes my life so much easier that i can just get my animations going and move on with my project. i really hope your channel reaches the levels of success that your aiming for. its very helpful i cant describe how many hours i spend trying to find quick answers to simple questions related to blender or game development. and the content creators make long drawn out beginner focused videos with all the simple stuff mentioned, but the stuff we need to know is always for another day. it makes it hard for people who are past the beginner stages, and dont want to watch a 15minute video just to find out if they mentioned the one thing they needed to know. im not saying other youtube tutorial makers are doing a bad thing. but we need more guys like you that can explain the steps after basics. and make the seemingly hard stuff as easy as it should be. thankyou
Thanks for this and all your videos. I'm still anxiously awaiting your motion capture tutorials. (I do more 3D cartoon conversational animation than video game stuff.)
I love this, and it's useful, and I know not all things need to be based in reality, but imagining anyone falling from a very high height and not using their hands on the ground as well to try and absorb some of the shock from a high fall is bugging me a bit. It's painful enough in shoes that can actually handle that kind of fall, but in heels it would be even worse. Following a little bit of parkour rules can make it more dynamic, more believable, and also make it look even more badass. However, this video was from three years ago, so I'm sure there have been some more developments since then.
This tutorial is shorter than the time it takes me to jump and fall back onto the ground :P just as expected and appreciated. Gotta ask though, wouldn't you want to animate the ponytail too? though I don't know if you are going to use this animation for your game, so don't mind my question if this isn't the case.
Am I right in thinking that the Jumping and Falling Animations are separate entities, and are blended in by the actual software when they're tied to a character? For some reason I'm thinking that the jump and fall are all one animation cycle.
Can you please make a tutorial about making an advanced Face Rig? Shape keys are cool and easy but I’ve also seen rigs with advanced facial controllers
I am animating a third person character and my question is that is it possible to animate your jump in blender as a normal looking jump for seeing the animation in action and making it clean (by that i mean elevating the character as they jump like they would in game) and somehow ignore that elevation in the game engine, or you just have to work from imagination and hope it works out since you can't really see and test the whole movement in blender. Visualizing the entire jump would be optimal for animating but I assume the animation and mesh of the character would slide off the actual collider on the Y axis then making it just impractical to use.
please help me !!!!!!! Guys i really donno how to make multiple animation in 1 blender file example: I.ve made Idle animation now i wanted to make running animation so i create another slot for making running animation soo i moved some part of the body and when i check my idle animation it became like running animation please help me cuz i just fished up my idle animation :(
Don't you also need a falling animation when running? I imagine it will look weird then your character goes through the whole landing animation while moving forward.
You would normally tie the 'falling' animation to any situation where the character's feet are not touching the ground. So, the game would automatically transition to falling from jumping and walking off a cliff :)
ALSO, easy trick you can do for a smoother finish is to put a few "clean-up" frames on the feet to make sure they stay flat with the ground up until the "take-off" -
Thanks for watching, and hope that helps :)
✌️ show
The Chad of Blender Tutorials.
I already know that this video is going to be a gem
THE GOAT OF BLENDER TORTURIALS.
love it 👍👍👍
this video reminded me of an old flash alpha game called Forgotten Rites. i used to play it as a kid and really like it but back then i didn't speak/read English so i couldn't understand why the game didn't progress beyond a locked door. when i revisited it i finally understood that it was an Alpha and the game will never be fully released T_T. anyway the nostalgia hit me hard, good vid.
greatest toutorial series ever. never seen better
Definitely will buy your second game too. I am just craving to see all those tricks in action. Thanks for sharing them.
still watching in 2024! thank you, I know you don''t make as many blender tutorials but yours are awesome tho!
Never disappointed in these tutorials. It's what keeps my game-making passion going. Thanks for everything you do!
My schedule for to today was jump animation for my character, to my surprise you did tutorial today. Lol thanks.
Dude your channel should be copied in the archives or something ! you condense so much knowledge in so little time every single video is pure gold.
I've been learning everything there is to learn about 3D and game making for a while but tonight I feel like I did a speedrun of like a months worth of material o_o
You're an unparalleled teacher thank you so much
These tutorials are great. Will be very handy when I start animating.
you're a treasure dud, thanks i managed to make an elephant walk thanks to you
Elephants can't jump. Why would you comment that on this video specifically?
You're very welcomed, and I'm excited for your Elephant :)
Perfect. That's what I needed
(Here a video with less than 5min that would save many hours of your time) would be an appropriate title for all videos on this channel
your videos are awesome, fast, and extremely informative for time spent by the viewer. it makes my life so much easier that i can just get my animations going and move on with my project.
i really hope your channel reaches the levels of success that your aiming for. its very helpful
i cant describe how many hours i spend trying to find quick answers to simple questions related to blender or game development. and the content creators make long drawn out beginner focused videos with all the simple stuff mentioned, but the stuff we need to know is always for another day. it makes it hard for people who are past the beginner stages, and dont want to watch a 15minute video just to find out if they mentioned the one thing they needed to know. im not saying other youtube tutorial makers are doing a bad thing. but we need more guys like you that can explain the steps after basics. and make the seemingly hard stuff as easy as it should be.
thankyou
quick and very informative tutorial. Good as always
thank you exactly what i needed!
I hope all of you will have a FAAAAAANTASTIC day ^^
Ty for this help
is this 24fps. 30fps or 60fps?
Appreciate the hard work!
Thanks for this and all your videos. I'm still anxiously awaiting your motion capture tutorials. (I do more 3D cartoon conversational animation than video game stuff.)
I love this, and it's useful, and I know not all things need to be based in reality, but imagining anyone falling from a very high height and not using their hands on the ground as well to try and absorb some of the shock from a high fall is bugging me a bit. It's painful enough in shoes that can actually handle that kind of fall, but in heels it would be even worse. Following a little bit of parkour rules can make it more dynamic, more believable, and also make it look even more badass. However, this video was from three years ago, so I'm sure there have been some more developments since then.
Stop doing tutorials of exactly what I really need at every moment u_u
What a great tutorial!
Haven't been this early in months. :)
Good work!
This tutorial is shorter than the time it takes me to jump and fall back onto the ground :P just as expected and appreciated.
Gotta ask though, wouldn't you want to animate the ponytail too? though I don't know if you are going to use this animation for your game, so don't mind my question if this isn't the case.
In a game, things like hair physics would probably be done in real time, no need to hand animate it.
@@FlamingFoxProd Oh, yeah, I didn't remember but it is true. Yeah you're right :), surely the ponytail will be done with physics.
dope! now id like to find out how to add it into ue5
my brain has been fed once again
Am I right in thinking that the Jumping and Falling Animations are separate entities, and are blended in by the actual software when they're tied to a character? For some reason I'm thinking that the jump and fall are all one animation cycle.
Can you please make a tutorial about making an advanced Face Rig? Shape keys are cool and easy but I’ve also seen rigs with advanced facial controllers
but it looks like my character is hitting an invisible brick when it jumps in the air, instead of looking natural. how do i fix this
Will you be doing one of these series for Unreal/Unity?
I am animating a third person character and my question is that is it possible to animate your jump in blender as a normal looking jump for seeing the animation in action and making it clean (by that i mean elevating the character as they jump like they would in game) and somehow ignore that elevation in the game engine, or you just have to work from imagination and hope it works out since you can't really see and test the whole movement in blender. Visualizing the entire jump would be optimal for animating but I assume the animation and mesh of the character would slide off the actual collider on the Y axis then making it just impractical to use.
Hehehe. Yes i will use it for landing animation and nothing else. Heheheheheeee
Struggling with jumps and root motion, is it just make a jump in place, a jump forward, etc or is there a better way to handle it?
Would you make tutorial on how to animate weapons?
can you make tutorial about Blendas modeling?
i love you
Can you make one tutorial about root bones?
how to control the tempo of the jump? my character floats for a second before falling
Yo what you got for my lab characters n the rig that comes with
Would be better if you did more step by step tutorial other than a breakdown
can u make a game using this model?
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I'm balling like an athlete but got no jumper
please help me !!!!!!!
Guys i really donno how to make multiple animation in 1 blender file
example:
I.ve made Idle animation now i wanted to make running animation so i create another slot for making running animation soo i moved some part of the body and when i check my idle animation it became like running animation please help me cuz i just fished up my idle animation :(
First comment
Very Impressive - For your valiant display of courage, I knight you: "First of Jumps" ... You may rise Good Sir -
How did you know that my mom didn't approve ???
Lovely content! Keep up the good work. If you have a second please feel free to look at my channel and sub if you enjoy it ❤️💜
first
Ya donnnne
Don't you also need a falling animation when running? I imagine it will look weird then your character goes through the whole landing animation while moving forward.
You would normally tie the 'falling' animation to any situation where the character's feet are not touching the ground. So, the game would automatically transition to falling from jumping and walking off a cliff :)