Your Blender Animation Would Have Gone Better If You Would Have Used A Leprechaun As Your Character To Talk To. And Yes Thank You Very Much Mister Ridley I Would Love To Take Your Course On Animation In Maya! I Will Go To The Link!
RIG vs. Object in the graph editor. Blender has a concept of ACTIVE and Selected, meaning that something can remain selected as an object even if you jump out of Pose mode and select something else. The Graph editor curve isolation speed is big and while it is is being worked on in Blender, it is out of the box a much better experience in Maya. Someone mentioned it already but the Hide/Hide unselected hotkeys are required to learn so you can quickly isolate the selected channel. Vertical scale zoom: good point and the way and there isn't a way that I can find to do that exact thing you can sort of control it with zoom to mouse preference with the scroll wheel but that exact action is better in Maya until we find out otherwise. No stacked curve view but normalized is possible. Autokey and keying sets is all being worked on and needing improvement many of us feel and are working on it actively. The size bar menus is not the channelbox, the Sidebar (N) item view does show selected bones attributes. The "Doesn't Autokey" example when you rotated the bone, it doesn't have an existing keyframe on it so it will not get keyed just changing the value...and depending on your animation preferences it will do the same thing when you rotate. This is part of the autokey improvement that needs to happen in some ways and others it is just different...but overly complex while lacking some of the control expected and why there is a lot of work looking at how best to improve it now in the animation module. The camera: Object change near the end is also a pain when you are still thinking in Maya language /interaction mode and honestly when you are used to it after a little while don't get in the way overall but for sure it is a tripping hazard and a learning curve much like Jumping between MotionBuilder, Max, Maya, Unreal etc. if an animator is used to just working/staying in Maya then there is a sometimes steep ramp in some places and there are going to be things that just flat out are better in Maya or whatever you are most used to/learned first. Nice work exploring the tools though and I will share this with the Animation Module as well to get more eyes on it from dev. side.
This is a great thorough breakdown you gave, thanks for this perspective! In terms of autokeying. What I showed is different from what you're describing. You're saying "when you rotated the bone, it doesn't have an existing keyframe on it so it will not get keyed" - but it will key it if it has no previous keys and is entirely empty if you change the value by directly adjusting it in the armature in viewport. So you get different results if no keyframe exists and you A) adjust in the channel box = no first key made, or B) change the value via the gizmo = first key will be made. Thanks for all your work making Blender better! I admire the work that goes into it, thanks for sharing my limited perspective with the devs.
I tried to make clear in the comment, it depends on the settings, I have messed with and changed the defaults a while ago so it is going to be a little different, but the main point is that there are some major issues with Autokey and controlling it compared with Maya :) @@AnimatorsJourney But I just opened with defaults and yes I am getting the same thing you had as well... There are things that feel inconsistent about that for sure...with the default settings.
Hey guys! This is a great discussion. I never formally stopped to think about Blender's Concept as a program in regards to selections. That's great intel, thanks. Just wanted to add, that if you want to select multiple type of components, you can always go to: Edit -> Uncheck "Lock Object Modes". This way, you can make selections of multiple components that belong to different types of selections. It's great for rigging and stuff, I guess. Anyway, great video, and awesome exchange.
Last thing: - Regarding the "isolating curves" in the graph editor issue, I know, as usual, there's a shortcut for isolating stuff and unhiding in most of the "menues". Thing is, it's an added step, but it follows the overall logic of isolating. You can select a property in the graph editor, and press SHIFT+H to Isolate. Then, to unhide everything, you can press ALT+H (didn't have a chance to use MAC yet though) . PS: I totally agree that animating characters with Maya is still far more 'optimal' and production-fit than Blender. Best! :D
@@AnimatorsJourney the Maya controls really gimp Blender. it's very hotkey focused, but maya is very button focused. you'll get far more from blender if you just use it for a week with the original control scheme (I prefer right click select, but with box select it barely matters.) if you ever see a hotkey in a menu you're browsing, use it instead of clicking. It'll build muscle memory super fast. The whole "hit tool key, hit modifier key" is actually a common CAD workflow! like, if you hit "Z", you will constrain that tool's adjustments to the Z axis! usually, you're only working between two modes. with animation, it's often 3. Tab alternates between your last two, making it a little clunky at times, unless your rig is finished to begin with. yes, they're working on the animation workflow this year to make it better. the key/menu thing is a bug. was probably fixed for the 4.0 release. same with the camera thing. please tell the devs! look up ian hubert's blender tracking tutorials. there's a couple that are about 20 minutes total (maybe 40 if you follow along) and they're all you'll need. best part; it's practically automated. you just need to know the tools that have been added to automatically choose track points, automatically trim bad ones, and so on. Blender does not care if you add 300 track points. it loves that. that's how I get less than a quarter pixel of error.
The reason you still saw the rig in the graph editor while selectin the plane is because the rig is pinned to always be visible in the graph editor. If you look at the listing on the left of the graph editor, you see that for the rig that little pinboard prick icon is active. Which means it'll be visible no matter what is selected.
Same, long time Maya animator now mostly enjoying Blender. Welcome to Blender animation, there aren't many animators in Blender yet, not pros at least which is why the animation side is less developed than the modeling/rendering side. But it's changing and changing fast. To answer your questions: First thing I notice is you still go through the UI to switch between Object/Edit/Pose modes, use the hotkeys, you'll get to be earlier. 3:08 You can still use the manipulator all you want. But getting used to the hotkeys does speed you up. I switch between both still. 4:35 You accidentally pinned your Rig object in the graph editor that's why it shows up even when deselected. Just hit the Pin icon so it goes back to being an outline. 5:20 Solo curves: Click the Eye next to Torso and all the curves will be hidden, then you can unhide just the curve(s) you want to work with. Maya still has a better workflow with Fcurves in general. 6:50 Yes it zooms around the center of that window. you can select your keys or whatever you are trying to zoom in on then frame it "." hotkey. then zoom from there. 7:24 inserting a hotkey: you can fix it once and for all in the Timeline window. On the left side you'll see "Keying" dropdown. In the "Keying" dropdown you'll find the "Active Keying set" Field probably blank if you never touched it. Click and scroll down to the "Location/Rotation/Scale and Custom properties" one. Now every time you hit I or whatever your set key button is, it'll key everything without prompting with a dropdown. You can save that setting in your default file so you never have to think about it again. Another cool thing about "I" shortcut it works when you hover over any channel in the menus that is keyable. Also as you hover on that channel, the left and right keys to jump to the previous/next keyframe also work which can be helpful if you key channel properties on materials or outliner visibility, renderability... 8:00 The Menu on the Right is not your channels. Those are tucked away behind the hard to notice little arrow in the top right of your 3D viewport. You can hit "n" while hovering over the 3d port to hide/unhide it. Or pull the little arrow tab with your mouse. Those are your channels which will switch when you switch modes. the Sidebar menu is just an additional way to access the same data. 9:25 with Auto Key on: Dragging values in the channel will only set a key if a key already exists on that channel. Unlike the 3d Viewport where pulling a control will set a key when the channel hasn't been keyed at all. 10:45 Contextual menus only show up for the active object/element which is the last thing you have selected. It usually shows up in Orange (instead of dark orange) for objects. and whatever color set you have for control bones on the rig. But as you concluded, yes don't expect your Maya habits to help you in Blender lol. Just like you can't expect your native language to help you in a country with a different language. You gotta become bilingual. @PierrickPicaut_P2DESIGN has some helpful animation centric tutorials. Good luck !
Hi, I'm an animator to, I've been animating in Maya for about 10 years, before that I animated for 5 years in 3DsMax. In the last few mnths I've been animating in Blender for personal projects and I understand your frustration. When I started learning Blender I thought people in Blender foundation HATED animators, but now Blender has become my favorite tool for animation, not that Maya isn't a a great softare, it is. Not only that, but learng blender improved my hability to use Maya. That being said, let me answer below you kind request for tips and alternatives on the things you talked about in your video.I think it may be useful to other people what may be going through this adaptation jorney as well.
ABOUT MODES: Yes, it's frustrating at first because we are used to start animating immediatly, but once you get used to th modes you realize it makes other aspects of the animation process more practical and faster and even miss that when you are animating in Maya. Both having o change modes and not having to hange modes have their advantages and their desadvantages. What I suggest you to do is to set your TAB key to bring the PIE MENU that change the modes. It's much faster than going to the menu thar is on the top of the viewport, which is really annoying. To do that, go to Edit> Preferences > Keymap and find the option "Tab for Pie Menu".
ABOUT GIZMOS VS SHORTCUTS G/S/R - After using Blender or some time I believe that both gizmos and shortcuts have their pros and cons and having both options on our disposal is better than go for just one. At the beginning I also changed the G/S/R shortcuts to bring me the gizmos, but I reminded myself thatone of the reasons for learning blender is that I wanted to be in contact to another mindset for a tool hoping that it would bring me insights on how to think in the animation process as a whole, so I turned back the shortcuts to their original functions and made the gizmos appear through QUICK MENU, a manu that opos up when you press "Q". Pressing Q and having a manu with rotation, scale and translate is much better than going to the side menu. Now, sometimes I use gizms, sometimes I use the shortcutes and whn I am animating in Maya i miss the option of using the shortcuts. If you right click on the icons in the sidebar you will see the option "Add to quick Favorite". Just add translate, rotate, scale and whatever you want and whenever you press Q you will have the options wherever your mouse is. Vary handy. And I suggest you to take some tome trying to get used to the shortcuts, you may like it, especially if you use it in combination fo the shortcuts 1, 3, 7 and 9 in the NumPad, that quicly takes you to ortographic front, side and top view.
ABOUT GRAPH EDITOR - This hiding everything you are not using thing you have in Maya you also have in Blender, but it's a setting you need to activellly enable in Preference. I can't even immagine why on earth Blender developers came to the conclusion that the other way would be more appropriate as the default setting, but it's there anyway. Just go to Edit > Preferences > Animation and find the option "Only Show Selected Curve Keyframes" and be happy because having to hide everything else manually is almost torture. I think it should not even be an option.
The blender foundation has many animators working there doing projects along side the software programmers, those animators are even forced to always work with the latest development build of blender, so they get constant feedback on what does and doesn't work for animators and what they would like to see. As well as a lot of feedback from online animators. There are a lot of updates coming to animation though, it's been neglected for a while, and they are now on a mission to make it the best animation toolset out there. For example they are adding 3d onion skinning, and direct mesh selection. If you want to know what the future hold for blender animation tools, check out the latest Blender Conference talk by Sybren Stüvel, one of the developers tasked with revamping the animation tools. Blender is a growing software, always improving and adding new features, that can't always be said for the industry standard software, from companies that spend more on marketing than making their software better...
there is an option called "lock object mode" unde edit tab I remember. it's enabled by default. if u disable it, than u can seamlessly "move" between "pose mode" of an armature and object mode of any object
I'm a long time Blender User and I also teach both Maya and Blender, when I use each software, I stick to the software's hotkeys and shortcuts. I never and do not recommend changing Blender's shortcuts to match Maya's. Blender's shortcuts are designed to work very efficiently when used well. The modes changes take some time to get used to especially for people coming over from Maya, but in the long run, I feel it is superior to Maya as you won't accidently enter component mode when you right click on an object. As for the matchmoving tracker in Blender, I have used SynthEyes and even ILM's in house MARs matchmover, and Blender's tracker when used correctly works fantastic. Your tracking shot is a Nodal tripod shot, there's not much parallax I can see so if you track it as a free cam you won't get much good results. You should set the tracker to solve as a tripod shot and it will give you much better results. Anyway, this is a good video to show the frustrations of Maya users coming over to Blender, but trust me, Blender when mastered can do pretty much what the rest of the "industry standard" software can do.
Agree, industry standard seems nice when you move the camera the first 5 minutes, but then you see every other shortcut is broken. Blender works very well with gestures and the no UI mindset, every option is accesible via shorcuts and chains of key presses. That's quite strange if you come from maya but is a clever system that keeps you focused on your work.
To work easily between rig and other objects you have to disable "Lock Object Modes" under the 'Edit' menu on top left corner of the window. This saves you from the hassle you were having with modes 1:29
At 5:20 when you try to select and isolate channels, just turn on "Only Selected Curve Keyframes" on the Graph Editor's View menu. It will work just like you want. On Blender 4.0 that option has been changed to Preferences - Animation.
I promise you this will make a change. And please easy up on the clown sound effects and bashing on the software. Sir Wade Neistadt did something similar, but way more gracefully. Just because you got hate on twitter, doesn't mean you need to clown on the community.
That "you just have to" is a problem with most software, not only blender! Why don't coders ask what artists really need ? Why stuff which need a "you just have to"-action are not doing this from the beginning ? Why are things hidden in preferences an settings with obscure names, and even changed/moved with every version so you have to relearn most stuff from scratch. ie. i need/want to change something curve-editor related, why i need to search stuff in docs or internet to learn, that i "just" have to go to a sub-sub-sub-section of prefs ? What about a simple right-click to bring up contextual stuff where needed ? Artist need to do their job, not fight with menus and settings. And coders should do their job by not thinking their idea how things should work is the best.
@@guruware8612 from that point of view, maya is worse. It has been poorly updated in the last 8 years and the user feedback is apparently ignored. Blender at least is trying. And going through documentations and asking around is part of the work. There are a lot of different animation workflows around. Just because a lot of animators use maya doesn't mean that every animator uses it. It all depends on software development from the previous decades.
You're wrong Maya has developed more in the past 8 years than you think,especially for rigging & animation hence it's the top dog in the industry. they added GPU accelerated deformation which blender desperatly need since it performance poorly with heavy rigs, Parallel evaluation, cached playback and it's graph editor is much more mature and easy to use. Rigging wise Blender still not well developed, it has few tools and forces you to use armature for Character rigs, Maya on the other hand is more nuanced. that's why most blender rigs are built in a messy way with so much clutter in the viewport.. Facial rigging in Maya is much more advance and gives better results with the layering method, u can use curves, follicles, ribbon setup & math nodes to get great facial deformation & range. I haven't seen any facial animation in Blender that looks top hollywood quality even Blender Studio prefer to make cartoony shorts without basic lip sync like in sprite fright. So for rigging & animation I would bet my money on Maya every single time. Even malcolm
As a generalist I managed to drop maya 4 years ago and and switched to Blender. But there is still things today that I miss from Maya. Just not enough for me to want to go back :D . The first 2 months of switching were pretty painful. I did 2 hours a night but by the third month I had cancelled my Maya subscription. 2:27 - Edit -> preferences and enable pie menu on tab. Then you have access to a "maya like" radial menu that will let you jump between these modes. Which is faster than mayas method. 5:20 - Yeah i do not enjoy using blenders graph editor compared to maya. I hear there are some changes coming there so fingers crossed 12:35 - I bet it took 4 minutes to render because you had the default samples at 4096 when you could have the same quality at 80 samples with denoising (if you have NVIDIA RTX) and it would render in seconds. For something that simple EEVEE would do it in a second or 2 for very comparable quality. And as a side note, .... Oh boy! .... switching from Mayas hypergraph to Blenders shader nodes + node wrangler was a dream come true. It became such a pleasure to work with shaders and textures again. Great video, I enjoy a lot of your others too, so much great insight, thanks for sharing your experience. I hope you use whatever software you enjoy using most. Open source is fantastic for some. But sanity (if you are struggling) and your time is arguably more important.
5:59 Maybe this help, because i have no that weird zoom on curves, it works as should. I switched to Blender in 2022 from 3Ds Max after 16 years. I started with 2.93, but i changed lot of settings at first day and i just copy and rename profile folder to new releases and still working: It looks like this now in my Preferences/Navigation: Orbit Method: Turntable Orbit Sensitivity: 0.35° Orbit Around Selection: ⬛ Auto Perspective ☑ Depth ☑(Important) Smooth View: 200 Rotation Angle: 15.000 Zoom Method: Dolly Zoom Axis: Vertical Zoom to Mouse Position ☑(Important) Invert Zoom Direction: Mouse ⬛ Wheel ⬛
Just hit tab to change modes. It's not difficult. I have come from Maya/Softimage and found the modes odd at first, but it actually makes sense when you get your head around it.
3:27 dont ever use middle mouse to move something along an axis, use XYZ on the keyboard. Yes, after maya's way of using gizmos this can seem harder to use, but it gives you precision maya can give only when making a gizmo bigger or smaller. Using gizmos in blender is so unnecessary when you are good at touch typing
I too feel that blender is too overwhelming, maya is more comfortable, i have tried learning blender to animate, but i find it better for modelling, and prefer maya for animation.
Definitely recommend you watching so basic blender videos for navigation and default preferences specific for animation. One Tip: I've added a new hotkey in the keymap preferences for quick hide and unhide a channel. In the Keymap panel go to, Animation Channels at the bottom, add new hotkey, set to 'graph.hide', left mouse, press, ALT and Tick unselected. So now in the channel box if you click on a channel and it's orange if you alt + left click it will isolate it. Then A to select and ALT + Left to unhide. It's quite quick.
1:50 activate pie menu on drag in the preferences man, so you easily by Tab+MouseDown move to pose mode from any other mode as far as you have an armature rig selected, it is really fast
4:30 you gotta click on the pin icon 📌 of the rig graph. I believe it must've been off by default, so you probably misclicked it or something But yeah I understand, learning a new software after using a different software with the same type for years is kind of ridiculously frustrating
Hint: stop thinking like maya, blender has a different and much better UI/UX, you keep trying to bring your UI/UX muscle memory from maya. One of the reasons why people like blender shortcuts is because they are not just shortcuts, they complement the UI/UX, you can be in pose mode and select other objects while still being able to enter and exit edit mode of each one of them using the shortcut (tab for me). Also you can swap between object and pose mode with Ctrl+Tab. Blender is data driven, objects are just an abstraction, what matters is the data they contain, one object contains skeleton data while another contains vertex data. Why is this important? because it's one of the bases why an edit mode exists. You enter edit more to edit the data the object contains and you use modifiers on the object because you don't want to change the data inside, you want to modify the object. If you are struggling with the idea of going from edit mode to object and then to pose mode think when would you want to both animate and change the bones inside. This is like saying I'm making my rig while I animate. QWE versus GRS: It funny how you said "I just want to grab things and move it". Blender defaults try to use the human common sense and intuition, yes you can change them but the only reason you are having a hard time is because you trained yourself with a different standard, for you it would be a matter of time. I can as easily press G to "grab", lock or not axis, enter precision mode or not, confirm or cancel with mouse buttons (no need to esc), and, more importantly it's much faster. why? because you need control over the gizmo, you need to select the arrows, square, circles, lines, etc which you do by looking at the gizmo, this takes your eyes of your subject. I only look at my model and bones and all actions are loosely achieved while being precise. A trained person using shortcuts will always be faster than a trained person using tools/gizmos. Regardless of what shortcut you use. BTW, there's another reason why all shortcuts (not just for animation) use these weird letters. 80 to 90% of the time if you think about the action you want to do the shortcut uses that action initial letter, sometimes with a modifier like shift/ctrl/alt. In graph editor you can click the root track hide button to hide everything and then show only the one you care about, however there's a better way, you can select one or more of the channels and hit Shift+H (H for hide and shift to make it exclusive), this will show just the ones you selected and hide everything else, you can also do Alt+H to unhide everything. Yeah I know it's one more click than in maya, but this generates less confusion, why would selecting something hide something else. I would however perhaps change this so you could use a modifier key and mouse click to replicate the same behavior as maya without having to select first, the problem though is that the modifiers are already use for selection patterns of the channels. No winning here, selection patterns is more consistent with the rest of the software, and you want consistency in a software. Zooming in the graph editor, the dot in the numpad is your friend, to be honest I don't like the 2D zoom to always be centered either and I think it could be changed or adjusted with a modifier key, like Shift+Ctrl which is not occupied by anything, so this could be improved. However you can use the dot key to focus on your selection, if it's a single selection point it will go to the center of the screen when then you can do the 2D zoom and have the exact same behavior, but this is not really convenient. I'm not sure if I understood what you meant by normalized curves, do you mean to resize your canvas to fit the curves? if yes you need to use the dot key (focus) to do that, you select however many things you want, you can select all by pressing A for example and then focus and it will adjust the canvas to your selection. I also think there should be a single click key to insert a keyframe in the last mode you selected, not sure why this isn't a thing by default, but you can change in the remap settings, you can make it to use a single key to do one of the option and a combo for the popup for example. You asked what is the point of the pose mode if it doesn't switch to armature during selection. Like I explained before the armature is just an object with data inside (in this case bones), if you are animating, what would you possibly want to do with the object that holds your data? You did a better question afterwards about why it doesn't change automatically the context depending on your selection, while many software do that it's not a well defined problem that can be easily solved, what would you show automatically when selecting the armature? the armature details? the bones details? and more importantly how would I then see other data? would I then need to click to switch? so if then select something else and come back I would need to re-select it. There's no clear winner here, I work with both in different software and never had any problems adjusting, they have their pros and cons, not changing things dynamic is more beginner friendly because the UI isn't changing all over the place over simple things, it also more work friendly in the sense that when you are doing tasks in 3D you usually stay doing the same task to the same data all the time, and you change only when you want to do something different. This way you can set it once and forget. The issue with selecting the camera also seems stupid to me. Not sure why it works that way. Background image works as a overlay on the screen, if you want something in 3D you'd use a 3D plane instead. Render times are dependent on settings and content, you can blame the default settings but why is that surprising? Would you prefer garbage but fast rendering as default? Blender is missing proper animation layers, Maya wins this, no contest here. Blender is adding their own but it wasn't released yet. If you are used to them, you'll miss them.
A great tip when animating in blender and still want to be able to select stuff…remember that each window segment is its own area, so you can have one area be object mode and another the pose mode..
You're in the Lock Objects Mode. You can disable it under the Edit menu so you don't have to switch between modes manually. And most of the other complaints come simply from lack of experience and basic navigation understanding. I mean, you don't even seem to know where the armature tab is. You might want to know more about the app before you judge it.
Я пользователь Blender, но много работаю с аниматорами, которые работают в Maya (в том числе самому приходится использовать Maya, чтобы решать проблемы аниматоров). Сделаю несколько замечаний, касательно содержания видео: 1. Не могу сказать, что Pose Mode - плохое или странное решение. Я обратил внимание, что аниматоры в Maya перед началом работы всегда выключают возможность выбора не нужных в работе объектов, например - мешей. Это несколько раздражает, когда ты хочешь выбрать контроллер на лице, но вместо этого выбираешь само лицо. При этом по умолчанию Maya не дает возможность выбрать именно риг, а лишь предлагает оставить возможность выделения кривых, которые часто используются в качестве контролов. Режим Pose Mode. по сути, это то, что и так делают в Maya аниматоры сами для себя. Единственная проблема, которую я вижу, это наличие задержки при переключении между ригами, что усложняет работу в анимациях ,когда персонажи взаимодействуют друг с другом 2. "Классический" гизмо находился буквально на несколько позиций ниже, с левой стороны экрана 3. Риг оставался в Graph Editor просто потому, что был закреплен (значок Pin) 4. "Изолировать" кривую можно через стандартные клавиши скрытия объектов (Shift+H - скрыть всё кроме выделенного, Alt+H - сделать всё видимым) 5. Насчет зума со смещением. Да, это несколько странный момент в Blender. Чтобы сделать зум как в Maya нужно в настройках программы в разделе Navigation-Zoom активировать режим Zoom to Mouse position 6. В Blender аналогом Channel Box выступает вкладка Item в правой части вьюпорта (она у вас в видео скрыта). Там же отражаются ваши "ключи". В настройках объекта, в которые вы смотрели не отражаются ключи анимации, потому что по логике блендера вы анимируете элементы скелета (арматуры), а не сам скелет. Это может выглядеть странно, но так устроено 7. Прозрачность изображения обычно управляется на самом объекте изображения 8. К сожалению, настройки по умолчанию у Cycles имеют очень высокие значения. Их нужно регулировать. Отрегулированные (уменьшенные) настройки можно сохранить для следующих запусков программы через команду File-Defaults-Save Starpup File. Кстати. куб в начальной сцене можно убрать таким же образом, сохранив стартовую сцену без него Извиниюсь, что не пишу сразу на английском, записывал свои мысли по ходу просмотра видео
It all comes to muscular memory rather than software capabilities, if you try to user blender like maya it will be frustrating, but when you follow blender logic is very fast. Blender have all menus, panels and gizmos available, but buttons are small and quite hidden. But when you learn all the shorcuts and gestures you don't need to leave the viewport and this unlocks the fast mode. Learning UI takes some weeks, but is probably the only entry barrier for people coming from another software, once you figure its logic you can start doing pro work without problems. For example you dont need to figure axis for each action, your hands will do this automatically after some time and is much faster and accurate for small movements than picking the gizmo axis, same with changing modes, is quite convenient to have different contexts for specific things, you break less things. It also was a experienced 3D artist in other software that downloaded blender every 6 months only to end up frustrated in few minutes. But I tried only to learn UI for a weeks and that helped me a lot. 4 minutes per frame seems like a bad config or not telling blender to use your graphic card, if you + denoiser every frame would take less than 10 seconds.
Right approch is Never compare workflow with other software because every software has different way of working, i have made same mistake when coming form 3dsmax. I cussed a lot when i was learning blender but now i am now completed comfortable with it. So start learning without any bias that why is it complicated. Just practice 100hrs to get used to it. Good luck.
Someone else probably commented the same thing, but, if you select your rig and switch to pose mode, you can click on the Edit button in the top left, and uncheck *Lock Object Modes*.
This *professional* came to Blender with mental block, that Blender is Maya. When it is not appears like Maya, he scratching heads and accuse so many thing attitude... Silly you *professional* animator
I don't think it will go nicely the other way either because I had your same exact reaction when I tried to do modeling in maya coming from blender and max and saw maya doesn't have any modifiers. Blender is not a free maya, it's made by diff people with diff goals and ideas and workflows in mind, it's not supposed to imitate maya in anyways. watch some tutorials or manual before jumping in otherwise you'll face the same culture shock with every new software. Pretty much 80% of all problems you were having were you not knowing how Blender works.
4:32 FinishedRig is still visible in the Graph Editor because it is *pinned* (you can see the pin icon highlighted in white, click to unpin). 5:38 You can click & drag the visibility icon to hide multiple tracks at once... You can also isolate a curve (or any object) with *SHIFT-H* Hide Unselected (unhide all with ALT-H). 7:33 Blender will set keys depending on the *Keying set.* If you set the Keying Set to _Available_ it will only key already keyed attributes like Maya. You could also set the keying set to _Location, Rotation & Scale_ for example, basically all the options you see in the list when you press I. When you have an active keying set it doesn't show you this list. Recommend checking out Rigging Dojo's free "Character Rigging and Animation from Maya to Blender" course for a good overview of differences.
-isolate curve = shit-H on the selected curve, and alt H will revert it. -to zoom in from a curve center, just select the curve(s) and press numpad dot, it will center your curve, and then u can do the zoom Y you can also select a keyframe, and do the same so the center will be the selected keyframe.
The default sampling settings for the render are waaaaay tooo overkill for literally everything. most things I render I do it under 100 samples. Anyway, blender has an option to limit the render time per frame (so you can set the render to take 30 seconds or whatnot)
I actually hate that maya have no separations between modes because I always end up selecting stuff that I dont want to select, like when editing verteces I accidently select another object just because maya gives sht about what type of an element or an object you want to work with
@@myztazynizta I don't think the modes themselves are the issue. It's more getting used to them. For me switching modes is completely natural after 15 years of blender, i don't even think about it.
Modes are what makes Blender stand out in my opinion. The advantage is that it allows for reuse of keyboard shortcuts. Same key would do different things in different modes. Also, Gizmos are slow! In comparison with Blender's transform operations like GX5, RZ90, S-1 and similar, using Gizos is very limiting (although they exist if you want them). The other thing that's not too obvious for newcomers is that you can use MMB once you're in Move mode (G key) to constrain movement/translation in the axis of mouse movement.
To solve the selection/mode issue Deselect "Lock Object Modes" in EDIT menu This allows you you to ALT+Select your desired mesh and it'll switch to that mesh and the last mode it was in.
It looks like you had the FinishedRig pinned in the graph editor which is probably why it wasn't going away even though it wasn't selected. The toggle is to the left of the visibility toggle you were clicking.
I imagine the reason Cycles took so long is because you're probably rendering on the CPU and not the GPU. Even my 1050ti should be able to render that at no longer than 1 minute per frame.
Am a VFX artist and a pro blender user, most of the thing that are greyed out in the graph editor or behaving weirdly can be fixed through the available options at the upper right of the graph editor.
For the mode selection bit, you need to uncheck "Lock object Modes" This is under the Edit dropdown menu. This allows you to select other objects when in pose mode. For Keying - the timeline window has the "Keying" menu at your bottom left. Clicking this opens the menu to let you set a "Keying set" For isolating the curves - there's the "view" dropdown menu on the graph editor. Check the "only selected keyframe handles". This will isolate curves- does not work in version 4 :( ... For the contextual selection for the bone transform channels, the transform channels are displayed in the viewport side bar (Shortcut N)- downside, minimises screen space To make some things easier, right click on the different options and add to quick favourites - access quick menu with Q - Please note this is also contextual, meaning if you add a shortcut in pose mode, it will only be available in the favourite menu in pose mode Hope this helps :D
So as for the thing you mentioned in the beginning with the different modes, I would highly recommend you learn the shortcuts, it makes it so much easier to switch to the mode you want without having to mess with all the drop downs. I personally like to enable the pie menu addon which allows you to switch to any mode in a pie menu with just ctrl + tab and once you get used to it, you can switch through a variety of edit and view modes instantly
in edit mode u can take whatever you want there u don't have to take one object .. u can take all objects to edit mode and edit them all there not ones at the time this way sometimes taking one object to edit mode is very useful to deal with complex shapes freely and select small facess or vertexs with out missing up the other object by accident
you can go to Edit next to file and untick "lock Objects mode" to press on whatever you what even in pose mode, also a faster way to go to pose mode, is after you click on the armature and just press ctrl+tab, if you just pressed tab it will take you to edit mode for rigging purposes, and pressing ctrl+tab will open a pie menu so you can choose, but if you're interested in only animating, just crtl+tab from object mode, and untick objects mode, the I shortcut is annoying and it is the default behavior, but you can create a keying set in the timeline next to playback, and it will key after a single click not the best solution but it works
Ctrl tab changes the modes from pose, object, or when editing as well, even when changing the timeline to a graph editor, thou your mouse has to hover in the timeline area when you Ctrl tab most likely why your render took so long is that you might have had 4k samples or didn't activate your graphics card
6:11 Useful shortcut for the graph editor - press period to zoom to selected keys. This shortcut works the same everywhere in Blender - in outliner press period to jump to selected item, in viewport pressing period highlights selected object or vertices etc.
I understand the frustration of this guy, but if you got used to a software from the beginning and learned all the tools and shortcuts, you will feel frustrated thinking that the new software is the same one you already used and it is not. The new user will misjudge any new software because it is not configured as they are used to. It happened to me with *Lightwave 3D* when I was already in *3DS Max* so I left *Lightwave 3D* but now I use *3DS Max and Blender*
It would be great if Blender lovers would actually listen to the obvious issues rather than defend Blender as if it's some infallible god. It can be super hard to jump between softwares. I agree...sometimes you really do get what you pay for. Open source tends to lean toward very steep learning curves and is heavily modular (with a lot of disconnects) so it stands to reason it's its own learning curve. But you Blender geeks need to chill...his criticisms are legit. Some of the comments are way too shady. Relax. BTW, I think Blender is an amazing piece of software...and I wholeheartedly respect and appreciate the efforts that go into it.
I come from a design background using Cinema4D, and I actually find Blender way better than C4D in terms of operation efficiency and in terms of the ability to make complex keyframe effects with few built-in effects. I actually like animating in blender better than C4D.
5:34 yep. I miss that from Maya too, but still you dont need to untick visibility by clicking on every eye icon, just click on one and drag the mouse up or down until you disable visibility of all the tracks then set the track you need visible = 2 clicks instead of 9
I found Blender confusing for the same reason. Modes are not good design. I've only been doing this for about six months. I spent three of those months trying Blender, C4D, and Houdini. I didn't really consider Maya because it's too expensive. I settled on Houdini because I find it's quite consistent. There are diferent "modes" but they are really just represent the different elemnents of 3d. Modeling is done in ONE mode. You don't have to swtich contexts to model. Three months into learning Houdini, watching this video reminded me of the struggles I had when testing Blender. I'm a newb, so take my opinion for what it's worth.
1:30 + Modes... Jump into the Edit menu and turn off Lock Object Modes. Then you no longer need to go out of pose mode to select other objects. And the animated object is still in pose mode when you reselect it. 3:30 Try right click select. Its the way Blender was made to be used. Preferences > Keymap > Left or right option is at the top of the list. The grab and move thing you mention is more standard with R-click. In the tool bar on the left of the 3D window (and your screen) you have circle select active - top icon. Grab and go is tweak mode. Right click select somehow adds tweak mode to your selected (circle, box, lasso) select mode. It is kind of only half way implemented in that it may deselect other things if you try to grab a group or move multiple vertices. This depends on where you are in the UI. And I will not be surprised if everything now works correctly in version 4.0 +. 5:30 Double click one of the list on the left to select only that. lol - A dev noticed double clicking is useful in some other app perhaps??? 6:46 Go into Preferences > Navigation and in the Zoom section tick the Zoom to Mouse Position. I may be wrong, but that seems to be the cure.Otherwise - have the mouse right on the point in the graph. Not just below..... Do show the video of yourself pulling out all your hair about this one... lol. 8:13 Try the Keying dropdown Menu in the timelines Header Bar. And check the Preferences > Animation > Keyframes Panel. TBH not something I use. 8:37 Yes.... Not going to disagree. You can split the properties window into several windows and pin the ones you want to. Wee pin icon at the top right of most of the sub windows (different icons). Remnant of the floating panels waaaay back in the pre 2.5 versions perhaps. No idea why you are not getting only the selected items graph info...... Works for me. The normalize button changes the vertical scale in the graph to a -1 to 1 range.
Changing modes is just tab and control tab. It's pretty intuitive once you get the hang of it. I am going to maya from blender now, and I also had this similar problem in Maya. I think it's just how our brain gets wired for the first time, that becomes our second nature.
Intuitive means: i look at it and know what and how i can do something. Selecting something and show properties of something else is bullocks. But i can change that in some preferences, that kind of intuitive ? If i have to learn certain stuff, its not intuitive. Like adverts for software where they praise their "intuitive" user-interface. But comes with a 500 page pdf to make sure.
@@guruware8612 I get it what you are saying. And maybe it's actually frustrating to people who come from maya. But people who start from blender, think it's like notebooks. I mean there is a notebook for animation another for modelling and so on. So in this way I think it's kind of organized for me personally. So when I started maya it all felt like all the features were just dumped at one place. It's not true but that's how it felt. And also the kind of deal breaker for me is you can't copy a pose and paste it flipped, another one is I can't copy multiple controls at once. Sorry it's not related but it just came to my mind. ; )
@@guruware8612 Any serious 3D software, can't be fully intuitive, there is just simply too many settings, and 3d modeling is too complex. Each software chooses to prioritize what they think needs to be the most intuitive. In blender that is context. Btw the showing of the properties while something else is selected isn't default behaviour. He (probably accidentally) turned on "pin" for the rig animation data. The point of a pin feature in software is to make it always stay visible or on top. In general, if you don't pin stuff, roperties in blender only show for things you selected. So it is meant to be intuitive by default.
Most of the issues you had were kind of due to not knowing the software at 1:52 when you had to click everything, you can just tab out of the edit mode and select the rig and tab into the pose mode, it proves useful when you want to do mesh and object level editing at 3:28 you coud use the gizmos or tap "g" and you can press x,y or z to move the object in that direction, blender really works well with the default shortcuts, so to cancel the operation you would have pressed right click instead of esc also, pressing the directions x,y,z twice while moving can make the translation switch between global and local mode at 4:19 Rather than zooming in like that, you could normalize the values by using the normalize button or press "." to frame in on selected curves at 4:57 the keyframe of rig is persistent because you have pinned the (That pin icon beside the name in graph editor) at 5:30 Blender also greys out the handels that are not selected, for more similarity, you can enable "Show selected handles only" in the view menu of graph editor, and it will hide all other handles except for the selected one at 5:41 You can use Shift+H to isolate the curve and alt+H to exit isolation again at 6:17 you could frame by using "." and the do as in maya The video is too long for me to go further but most of the issues that you had were non-issues and could have been solved by giving a day or two to learning it, sure blender lacks in animation capability in some areas compared to a powerhouse like maya but it is not to the point where it lacks basic and obvious functionality, it has most of the tools that you'd need and even more You could check out Pierrick Picaut's youtube channel if you want to learn about animation in blender www.youtube.com/@PierrickPicaut_P2DESIGN Maybe I could make a video of solving/addressing all the issues that you had in this video so it would be easier for someone to at least get the basics alright
Hi Lucas thank you for sharing your vids, i know how frustrating it is for new Blender users coming from other 3D softwares. But i've been using blender way back before the overhaul update of 2.8 versions. In fact previous blender versions you can directly select the objects without the need to change modes. And that functionality is still available on the current version of blender. On your blender screen you can go to the EDIT option then you'll see the "Lock Object Modes" you'd be able to select objects outside of its current mode and whatever the selected object's current mode is it will retain it until such you change the mode of the certain objects. One draw back to this is that when you're weigh painting and you're trying to select a bone from the rig the controls may pose hindrances to the work you're currently at, so i suggest utilizing blender's multiple window workspace that you can customize to your needs.
The easiest way to confine movement to an axis I think is go "G" then "X" or "Y" or "Z", rather than middle mouse, it is pretty much the design philosophy behind Blender. The pose mode though I can't help with!
Hey Lucas, the transition to blender was very frustrating for me too. There are two videos from Mark Masters that helped me a lot, one about fixing Blender's graph editor to look like maya's and the other about keyframes. there's one about hotkeys too that may be helpful. also, they're short videos
2:50 You can pin the object properties list (on the top right side ) for one object and then creat another one (the normal one will update automatically when you click on an object ) and then the pined window will stay the same even if the object is not selected. I know it can be really frustrating to switch between modes! Hope they figure out a smother work experience with this topic
I've never visited your channel before and noticed it in my video recommendations... I'm sure someone have probably already mentioned this, but I think coming into Blender as an animator from any other 3D animation software is always going to be very hard and frustrating. I personally would recommend that you first learn to model basic objects in Blender, to the point where you can model basic objects in a short amount of time using the short-cut keys and other Blender systems.This may take weeks or months depending on the amount of time you have. This will set you up for a smoother transition into animation, posing, etc. That being said, if you don't have the time or really don't want to get into modelling then rather stick with Maya, there is nothing wrong with that. Some tools are just better than other in certain workflows anyway. Good luck man!
Personally, I like Blender's mode changing more than in Maya, in Maya I would constantly accidentally click something I wasn't wanting. Generally I would turn off all selection options except nurbs, then I didn't have as much an issue unless I accidentally selected another rig. In Blender, I use the tab-drag method for changing modes, it makes it way faster. I do wish Blender's curves was as intuitive as Maya's graph editor. The normalize mode may help with keeping the curve fully in view. If normalize gets in the way, then the "." button near the number pad of the keyboard will put your selection in view too (works in the 3D viewport too). I also wish the insert key wasn't so involved. I think there's a way to change the hotkey so it will do it with a single button, instead of pressing a hundred things just to get the keyframe set. To be honest though, Maya isn't worth me paying for unless I'm working for a studio that is already paying for it, especially with so many studios switching to Blender (mostly in Europe & Asia right now). If a client pays enough then sure, but I'm really bad at client acquisition, so I don't have a good reason to grab it myself yet. Right now my preference is employment over freelance anyways. Thankfully if that day comes that I have enough clients that want it and can pay towards that overhead, Maya is pretty easy to pick up again, not quite like riding a bike, but not bad.
I've been working with Blender for 2 years. I have a student license for Maya that expires in about 7 months...is it worth cramming as much Maya in as I can in that time? I'm aspiring to a job with a small VFX studio, or maybe some freelance work. Any advice is appreciated!
Hi to isolate curves in the graph editor you can select the one you want and click on Shift+H, when you finished you can click on Alt+H to unhide all the curves
My suggestions: buy the Autorig pro addon -$40 buy the *Faceit addon -$78 buy the Animation layers addon -$26. *note the faceit addon is optional for when you need to setup any character for external facial mocap similar to Maya advanced skeleton. But the other two are vital because without them you are better off animating in something like Iclone instead of Blender.
The anim layer addon is nice but it will be implemented soon in Blender apparently. The rig addons are cool too but maybe not as useful if he plans to animate existing rigs?
@@LHK-art Rigify has no native armature picker panel so selecting the rig controls is not fun so again you have too buy the Xpose picker addon Rigify has no native mocap retarget system so again you need the rokoko or expy kit addon or just buy & use ARP And sorry but the NLA is old and Horrible Daz & Iclone have a better nonlinear motion clip system than the blender NLA at this point
Pose/Object Mode: Maya has this same thing as Edit/Object mode, F8 or object/component mode. You can just start animating but for a character rig in the armature yes you need to be in pose mode...It is and can be confusing. You don't have to go through each mode you can jump between Object and Pose mode with Tab but Yes if you are working back and forth between something that is an OBJECT that isn't rigged and an Armature rig then it is going to be difficult. Just like in Maya if you Filtered your selection to "curve's only" to pick an object etc.. So if you are working in Maya it is just as easy to end up in a "can't select the thing you want" mode when you are trying to select something that is only the "RIG"
"So if you are working in Maya it is just as easy to end up in a "can't select the thing you want" mode when you are trying to select something that is only the "RIG" Except you cannot. In any Maya rig you can pick whatever you want any time, unless it is locked (which can be done in the display layers or on a per object attributes level). In Maya you will never find yourself in a situation where you can't select things that are supposed to be selectable.
Thanks for the comment. I'm not sure I understand the comparison of filtering by curves only in Maya, you do not have to filter by curves to begin animating in Maya like you have to be in Pose Mode to animate in Blender so I'm not sure what we're comparing with those two examples. Agree to disagree it's just as easy to end up in 'can't select the thing you want' because I can't just open Blender select a control on a rig and key it (I must switch into the specific mode required to do so), I can do that in Maya or most other softwares just by opening the software, no special mode management required to just start animating. Cheers
@@AnimatorsJourney You don't "have to be in pose mode" to animate in Blender either, you do to animate an armature/character rig. My comparison is that for users that start in Maya, selecting things they don't want to select is just as big an issue until they learn to filter or manage selection...or you can end up in component mode by mistake etc.. But yes, 100% pose mode concept is not obvious or intuitive starting out and is overly complicated as you showed when trying to quickly jump between objects and rigs etc.. it is a road block but the comment was a little out of context. Selection management either filtering out excluding things or including things has a learning curve. Max Biped is a special mode to animate, MotionBuilder Control Rig has it's own "mode" and Most of the Maya rig stuff the TD has to setup a lot of protections for the Animator so they don't destroy the rig when they open it....where pose mode does a good deal of that work for you so there is still a cost in Maya for the ease of being able to open a thing and just go set keys.
20 years of Maya use and watching new users to Maya trying to learn it says otherwise that you will never end up in a sate you can't select things @MauroSanna but you already mentioned things, that a new animator to Maya would have to learn, display layers, etc.. nothing is a free ride and has a learning curve. There are some things that are more intuitive and or refined and don't require jumping between modes but just saying "never" is not true from my experience.
@@RiggingDojo I haver been using Maya professionally since 1998, and teaching too. Unless something has been setup for it not to be selectable on purpose (e.g. like any professional rigger does by publishing only the attributes needed for an animator, while not publishing the others...), then there is no way that that situation, animation and rigging wise, can be found in Maya.
at 4:23 it listed the rig because you must of accidentaly clicked the pin icon (between the little eye and skeleton). Also you can quicly navigate between modes with ALT TAB, if you selected the rig it will automatically go to Pose or Object Mode, if selected an object you can choose wich mode to go in to, TAB will get in and out of Edit Mode. I fell like most people are frustrated when going in to a new program, because there is a learning curve. You cant expect it to be like the other programs you used, with a bit of time i believe you will find many awsome things that can be done with the help of blender
Thanks Alt+Tab is very helpful. I think my issue is with the entire concept of a 'pose mode.' It's entirely unnecessary for animators, no other programs have this mode or need it, so I'm wondering why Blender has it. Yea I definitely did not expect it to be like other programs I have used completely, but from a user-design perspective Blender might want to take more cues from other softwares as well, which I believe they are doing... like they just got light linking! Which has been around in other softwares for over a decade. Look forward to seeing continued improvements, they're doing great stuff with it.
@@AnimatorsJourney I read that light linking was in blender before. I guess it got nuked with cycles or something. But yeah, most 3D software has had light linking for 20+ years
8:14 they just added the ability to highlight the property from the numerical input, only in most recent Blender 4.1 I think. Thankfully lots of animation UI changes happening for a project they dub ‘Animation 2025’
I love comments on this video it's an information pack although blender is lacking some features in animation but its really robust in dealing with user for sure it's complicated but it comes with lots of options useful ones just try to learn doing things in blender in it's own way then you want maya to behaved the same
I was a Maya user for 15 years, trust me , once you successfully transit into Blender, you will fall in love with it. Maya is just too outdated and too fustrated to use, blender is simple & efficient once you learn how to navigate it.
Bro just hit g, then the object is ready for moving. You don't have to press anything till you get to the right place. Then just hit the lmb and the action will be done. Or if want to cancel the action just hit rmb not the lmb.
Hahaha. As a long time Maya user who has made the jump to Blender. You just need to realize that it is NOT Maya. Using Maya hotkeys is a trap. Using it the way you use Maya is never going to feel "good" or natural. But once you get into the flow, I'm actually faster in Blender than I would be in Maya. It's a hard transition. But it's worthwhile. (Oh. And use the Tab key to bounce between modes. :) Good luck and stick with it!
I always find it funny, that if i use completely different software, like excel, I'm not suddenly wanting to press blender hotkeys. I think if you can mentally seperate that blender is not maya, even though they do the same thing, you can bypass the "unlearning" step I think a lot of professionals have forgotten how much they struggled with their first software as well when they started out. And now they are suprised they have to relearn something.
@DrTheRich I started in Max, then the company was forced to Maya by EA overlords. The best 3d software: the one I get paid to use. Blender, Maya, Z. I don't care. They're just different shaped hammers
@@MikeHayesDesign What i meant to say was, what if your trying to learn using an axe, while you only ever learned to use hammers. and you keep messing up because the axe feels similar in the hand to the axe than the hammer but works differently. Mentally separating the to in your head might help to see the axe as a different tool than the hammer even though the handles feel similar. Hope that analogy works out.
You also have the option to 'show all curves' in the graph editor!!! Change that and you'll only have the selected graph. You need to watch some tutorials. Everything you think doesn;t work in the graph editor does. Very simply. You just need to know how it is instigated. All the scaling/keyng stuff is perfectly simple, but you'll need to understand the difference between Maya and Blender. It does the same thng, but you are expecting it to work like Maya, where the shortcuts or optons are different, but the same behaviour and quick access is there, just wth a different shortcut or name.
Well this video came in a great time for me. I'm a Maya user and lately all I hear is the hype about Blender to the point I'm also starting to learn it. But my point is that this video gave me a little piece of mind since I was starting to feel like Maya is somehow obsolote or in its way to be. It does seems that for rendering is a lot faster than Arnold, and I know of an studio that is doing everything in Maya BUT the render, that is done in Blender.
I totally get you! I remember first time trying ice skates and feeling frustrated they don't work as regular shoes - you gotta push your feet sideways - no one does that in REAL shoes - and they actually make you move slower while on dirt.. No, but seriously, why would you post a video roasting a software that you don't understand? You'd be better spending that night watching some good tutorials - we don't need another war
Did the ice skates put the laces on the bottom of the shoes? How dare you critize bottom-laced skates, they're not like shoes with their top laces! Seriously though, UX is worthy of getting first impressions on, that's what this video is, if you're not interested in a video titled "Maya Animator TRIES Blender" then I recommend not to watch and enjoy your day!
This video is awesome! I'm actually making the switch from Blender to Maya, and it hasn't been easy but so far there have been quite a few differences that are actually really nice and I wish we had in Blender.
4 minutes per frame ? Did you used an absurd amount of samples and kept the CPU rendering ? Plus, I notice that weird white outline when you composited it but I dunno if that's on purpose.
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Your Blender Animation Would Have Gone Better If You Would Have Used A Leprechaun As Your Character To Talk To. And Yes Thank You Very Much Mister Ridley I Would Love To Take Your Course On Animation In Maya! I Will Go To The Link!
RIG vs. Object in the graph editor. Blender has a concept of ACTIVE and Selected, meaning that something can remain selected as an object even if you jump out of Pose mode and select something else.
The Graph editor curve isolation speed is big and while it is is being worked on in Blender, it is out of the box a much better experience in Maya. Someone mentioned it already but the Hide/Hide unselected hotkeys are required to learn so you can quickly isolate the selected channel.
Vertical scale zoom: good point and the way and there isn't a way that I can find to do that exact thing you can sort of control it with zoom to mouse preference with the scroll wheel but that exact action is better in Maya until we find out otherwise.
No stacked curve view but normalized is possible.
Autokey and keying sets is all being worked on and needing improvement many of us feel and are working on it actively.
The size bar menus is not the channelbox, the Sidebar (N) item view does show selected bones attributes.
The "Doesn't Autokey" example when you rotated the bone, it doesn't have an existing keyframe on it so it will not get keyed just changing the value...and depending on your animation preferences it will do the same thing when you rotate. This is part of the autokey improvement that needs to happen in some ways and others it is just different...but overly complex while lacking some of the control expected and why there is a lot of work looking at how best to improve it now in the animation module.
The camera: Object change near the end is also a pain when you are still thinking in Maya language /interaction mode and honestly when you are used to it after a little while don't get in the way overall but for sure it is a tripping hazard and a learning curve much like Jumping between MotionBuilder, Max, Maya, Unreal etc. if an animator is used to just working/staying in Maya then there is a sometimes steep ramp in some places and there are going to be things that just flat out are better in Maya or whatever you are most used to/learned first.
Nice work exploring the tools though and I will share this with the Animation Module as well to get more eyes on it from dev. side.
This is a great thorough breakdown you gave, thanks for this perspective!
In terms of autokeying. What I showed is different from what you're describing. You're saying "when you rotated the bone, it doesn't have an existing keyframe on it so it will not get keyed" - but it will key it if it has no previous keys and is entirely empty if you change the value by directly adjusting it in the armature in viewport. So you get different results if no keyframe exists and you A) adjust in the channel box = no first key made, or B) change the value via the gizmo = first key will be made.
Thanks for all your work making Blender better! I admire the work that goes into it, thanks for sharing my limited perspective with the devs.
I tried to make clear in the comment, it depends on the settings, I have messed with and changed the defaults a while ago so it is going to be a little different, but the main point is that there are some major issues with Autokey and controlling it compared with Maya :) @@AnimatorsJourney
But I just opened with defaults and yes I am getting the same thing you had as well... There are things that feel inconsistent about that for sure...with the default settings.
Hey guys! This is a great discussion.
I never formally stopped to think about Blender's Concept as a program in regards to selections. That's great intel, thanks.
Just wanted to add, that if you want to select multiple type of components, you can always go to:
Edit -> Uncheck "Lock Object Modes". This way, you can make selections of multiple components that belong to different types of selections. It's great for rigging and stuff, I guess.
Anyway, great video, and awesome exchange.
Last thing:
- Regarding the "isolating curves" in the graph editor issue, I know, as usual, there's a shortcut for isolating stuff and unhiding in most of the "menues". Thing is, it's an added step, but it follows the overall logic of isolating.
You can select a property in the graph editor, and press SHIFT+H to Isolate. Then, to unhide everything, you can press ALT+H (didn't have a chance to use MAC yet though) .
PS: I totally agree that animating characters with Maya is still far more 'optimal' and production-fit than Blender.
Best! :D
@@AnimatorsJourney the Maya controls really gimp Blender. it's very hotkey focused, but maya is very button focused. you'll get far more from blender if you just use it for a week with the original control scheme (I prefer right click select, but with box select it barely matters.) if you ever see a hotkey in a menu you're browsing, use it instead of clicking. It'll build muscle memory super fast. The whole "hit tool key, hit modifier key" is actually a common CAD workflow! like, if you hit "Z", you will constrain that tool's adjustments to the Z axis!
usually, you're only working between two modes. with animation, it's often 3. Tab alternates between your last two, making it a little clunky at times, unless your rig is finished to begin with. yes, they're working on the animation workflow this year to make it better.
the key/menu thing is a bug. was probably fixed for the 4.0 release. same with the camera thing. please tell the devs!
look up ian hubert's blender tracking tutorials. there's a couple that are about 20 minutes total (maybe 40 if you follow along) and they're all you'll need. best part; it's practically automated. you just need to know the tools that have been added to automatically choose track points, automatically trim bad ones, and so on. Blender does not care if you add 300 track points. it loves that. that's how I get less than a quarter pixel of error.
The reason you still saw the rig in the graph editor while selectin the plane is because the rig is pinned to always be visible in the graph editor. If you look at the listing on the left of the graph editor, you see that for the rig that little pinboard prick icon is active. Which means it'll be visible no matter what is selected.
Same, long time Maya animator now mostly enjoying Blender. Welcome to Blender animation, there aren't many animators in Blender yet, not pros at least which is why the animation side is less developed than the modeling/rendering side. But it's changing and changing fast. To answer your questions:
First thing I notice is you still go through the UI to switch between Object/Edit/Pose modes, use the hotkeys, you'll get to be earlier.
3:08 You can still use the manipulator all you want. But getting used to the hotkeys does speed you up. I switch between both still.
4:35 You accidentally pinned your Rig object in the graph editor that's why it shows up even when deselected. Just hit the Pin icon so it goes back to being an outline.
5:20 Solo curves: Click the Eye next to Torso and all the curves will be hidden, then you can unhide just the curve(s) you want to work with. Maya still has a better workflow with Fcurves in general.
6:50 Yes it zooms around the center of that window. you can select your keys or whatever you are trying to zoom in on then frame it "." hotkey. then zoom from there.
7:24 inserting a hotkey: you can fix it once and for all in the Timeline window. On the left side you'll see "Keying" dropdown. In the "Keying" dropdown you'll find the "Active Keying set" Field probably blank if you never touched it. Click and scroll down to the "Location/Rotation/Scale and Custom properties" one. Now every time you hit I or whatever your set key button is, it'll key everything without prompting with a dropdown. You can save that setting in your default file so you never have to think about it again.
Another cool thing about "I" shortcut it works when you hover over any channel in the menus that is keyable. Also as you hover on that channel, the left and right keys to jump to the previous/next keyframe also work which can be helpful if you key channel properties on materials or outliner visibility, renderability...
8:00 The Menu on the Right is not your channels. Those are tucked away behind the hard to notice little arrow in the top right of your 3D viewport. You can hit "n" while hovering over the 3d port to hide/unhide it. Or pull the little arrow tab with your mouse. Those are your channels which will switch when you switch modes. the Sidebar menu is just an additional way to access the same data.
9:25 with Auto Key on: Dragging values in the channel will only set a key if a key already exists on that channel. Unlike the 3d Viewport where pulling a control will set a key when the channel hasn't been keyed at all.
10:45 Contextual menus only show up for the active object/element which is the last thing you have selected. It usually shows up in Orange (instead of dark orange) for objects. and whatever color set you have for control bones on the rig.
But as you concluded, yes don't expect your Maya habits to help you in Blender lol. Just like you can't expect your native language to help you in a country with a different language. You gotta become bilingual. @PierrickPicaut_P2DESIGN has some helpful animation centric tutorials.
Good luck !
Hi, I'm an animator to, I've been animating in Maya for about 10 years, before that I animated for 5 years in 3DsMax. In the last few mnths I've been animating in Blender for personal projects and I understand your frustration. When I started learning Blender I thought people in Blender foundation HATED animators, but now Blender has become my favorite tool for animation, not that Maya isn't a a great softare, it is. Not only that, but learng blender improved my hability to use Maya. That being said, let me answer below you kind request for tips and alternatives on the things you talked about in your video.I think it may be useful to other people what may be going through this adaptation jorney as well.
ABOUT MODES: Yes, it's frustrating at first because we are used to start animating immediatly, but once you get used to th modes you realize it makes other aspects of the animation process more practical and faster and even miss that when you are animating in Maya. Both having o change modes and not having to hange modes have their advantages and their desadvantages. What I suggest you to do is to set your TAB key to bring the PIE MENU that change the modes. It's much faster than going to the menu thar is on the top of the viewport, which is really annoying. To do that, go to Edit> Preferences > Keymap and find the option "Tab for Pie Menu".
ABOUT GIZMOS VS SHORTCUTS G/S/R - After using Blender or some time I believe that both gizmos and shortcuts have their pros and cons and having both options on our disposal is better than go for just one. At the beginning I also changed the G/S/R shortcuts to bring me the gizmos, but I reminded myself thatone of the reasons for learning blender is that I wanted to be in contact to another mindset for a tool hoping that it would bring me insights on how to think in the animation process as a whole, so I turned back the shortcuts to their original functions and made the gizmos appear through QUICK MENU, a manu that opos up when you press "Q". Pressing Q and having a manu with rotation, scale and translate is much better than going to the side menu. Now, sometimes I use gizms, sometimes I use the shortcutes and whn I am animating in Maya i miss the option of using the shortcuts. If you right click on the icons in the sidebar you will see the option "Add to quick Favorite". Just add translate, rotate, scale and whatever you want and whenever you press Q you will have the options wherever your mouse is. Vary handy. And I suggest you to take some tome trying to get used to the shortcuts, you may like it, especially if you use it in combination fo the shortcuts 1, 3, 7 and 9 in the NumPad, that quicly takes you to ortographic front, side and top view.
ABOUT GRAPH EDITOR - This hiding everything you are not using thing you have in Maya you also have in Blender, but it's a setting you need to activellly enable in Preference. I can't even immagine why on earth Blender developers came to the conclusion that the other way would be more appropriate as the default setting, but it's there anyway. Just go to Edit > Preferences > Animation and find the option "Only Show Selected Curve Keyframes" and be happy because having to hide everything else manually is almost torture. I think it should not even be an option.
The blender foundation has many animators working there doing projects along side the software programmers, those animators are even forced to always work with the latest development build of blender, so they get constant feedback on what does and doesn't work for animators and what they would like to see.
As well as a lot of feedback from online animators.
There are a lot of updates coming to animation though, it's been neglected for a while, and they are now on a mission to make it the best animation toolset out there. For example they are adding 3d onion skinning, and direct mesh selection.
If you want to know what the future hold for blender animation tools, check out the latest Blender Conference talk by Sybren Stüvel, one of the developers tasked with revamping the animation tools.
Blender is a growing software, always improving and adding new features, that can't always be said for the industry standard software, from companies that spend more on marketing than making their software better...
Subscribed to your channel only because of your comments here :)
there is an option called "lock object mode" unde edit tab I remember. it's enabled by default. if u disable it, than u can seamlessly "move" between "pose mode" of an armature and object mode of any object
I'm a long time Blender User and I also teach both Maya and Blender, when I use each software, I stick to the software's hotkeys and shortcuts. I never and do not recommend changing Blender's shortcuts to match Maya's. Blender's shortcuts are designed to work very efficiently when used well. The modes changes take some time to get used to especially for people coming over from Maya, but in the long run, I feel it is superior to Maya as you won't accidently enter component mode when you right click on an object. As for the matchmoving tracker in Blender, I have used SynthEyes and even ILM's in house MARs matchmover, and Blender's tracker when used correctly works fantastic. Your tracking shot is a Nodal tripod shot, there's not much parallax I can see so if you track it as a free cam you won't get much good results. You should set the tracker to solve as a tripod shot and it will give you much better results. Anyway, this is a good video to show the frustrations of Maya users coming over to Blender, but trust me, Blender when mastered can do pretty much what the rest of the "industry standard" software can do.
Agree, industry standard seems nice when you move the camera the first 5 minutes, but then you see every other shortcut is broken. Blender works very well with gestures and the no UI mindset, every option is accesible via shorcuts and chains of key presses. That's quite strange if you come from maya but is a clever system that keeps you focused on your work.
To work easily between rig and other objects you have to disable "Lock Object Modes" under the 'Edit' menu on top left corner of the window.
This saves you from the hassle you were having with modes 1:29
At 5:20 when you try to select and isolate channels, just turn on "Only Selected Curve Keyframes" on the Graph Editor's View menu. It will work just like you want. On Blender 4.0 that option has been changed to Preferences - Animation.
I promise you this will make a change. And please easy up on the clown sound effects and bashing on the software. Sir Wade Neistadt did something similar, but way more gracefully. Just because you got hate on twitter, doesn't mean you need to clown on the community.
That "you just have to" is a problem with most software, not only blender!
Why don't coders ask what artists really need ?
Why stuff which need a "you just have to"-action are not doing this from the beginning ?
Why are things hidden in preferences an settings with obscure names, and even changed/moved with every version so you have to relearn most stuff from scratch.
ie. i need/want to change something curve-editor related, why i need to search stuff in docs or internet to learn, that i "just" have to go to a sub-sub-sub-section of prefs ?
What about a simple right-click to bring up contextual stuff where needed ?
Artist need to do their job, not fight with menus and settings. And coders should do their job by not thinking their idea how things should work is the best.
@@guruware8612 from that point of view, maya is worse. It has been poorly updated in the last 8 years and the user feedback is apparently ignored. Blender at least is trying. And going through documentations and asking around is part of the work. There are a lot of different animation workflows around. Just because a lot of animators use maya doesn't mean that every animator uses it. It all depends on software development from the previous decades.
You're wrong Maya has developed more in the past 8 years than you think,especially for rigging & animation hence it's the top dog in the industry. they added GPU accelerated deformation which blender desperatly need since it performance poorly with heavy rigs, Parallel evaluation, cached playback and it's graph editor is much more mature and easy to use.
Rigging wise Blender still not well developed, it has few tools and forces you to use armature for Character rigs, Maya on the other hand is more nuanced.
that's why most blender rigs are built in a messy way with so much clutter in the viewport.. Facial rigging in Maya is much more advance and gives better results with the layering method, u can use curves, follicles, ribbon setup & math nodes to get great facial deformation & range. I haven't seen any facial animation in Blender that looks top hollywood quality even Blender Studio prefer to make cartoony shorts without basic lip sync like in sprite fright.
So for rigging & animation I would bet my money on Maya every single time.
Even malcolm
As a generalist I managed to drop maya 4 years ago and and switched to Blender. But there is still things today that I miss from Maya. Just not enough for me to want to go back :D . The first 2 months of switching were pretty painful. I did 2 hours a night but by the third month I had cancelled my Maya subscription.
2:27 - Edit -> preferences and enable pie menu on tab. Then you have access to a "maya like" radial menu that will let you jump between these modes. Which is faster than mayas method.
5:20 - Yeah i do not enjoy using blenders graph editor compared to maya. I hear there are some changes coming there so fingers crossed
12:35 - I bet it took 4 minutes to render because you had the default samples at 4096 when you could have the same quality at 80 samples with denoising (if you have NVIDIA RTX) and it would render in seconds. For something that simple EEVEE would do it in a second or 2 for very comparable quality. And as a side note, .... Oh boy! .... switching from Mayas hypergraph to Blenders shader nodes + node wrangler was a dream come true. It became such a pleasure to work with shaders and textures again.
Great video, I enjoy a lot of your others too, so much great insight, thanks for sharing your experience. I hope you use whatever software you enjoy using most. Open source is fantastic for some. But sanity (if you are struggling) and your time is arguably more important.
5:59 Maybe this help, because i have no that weird zoom on curves, it works as should. I switched to Blender in 2022 from 3Ds Max after 16 years. I started with 2.93, but i changed lot of settings at first day and i just copy and rename profile folder to new releases and still working:
It looks like this now in my Preferences/Navigation:
Orbit Method: Turntable
Orbit Sensitivity: 0.35°
Orbit Around Selection: ⬛
Auto Perspective ☑
Depth ☑(Important)
Smooth View: 200
Rotation Angle: 15.000
Zoom Method: Dolly
Zoom Axis: Vertical
Zoom to Mouse Position ☑(Important)
Invert Zoom Direction: Mouse ⬛
Wheel ⬛
Just hit tab to change modes. It's not difficult. I have come from Maya/Softimage and found the modes odd at first, but it actually makes sense when you get your head around it.
Mistake number one: Blender is not "free maya" :)
👏
Luciano is on the case :p
Luciano's tutorials made life so much easier to animate in Blender
Jajajjaja sos un capo luciano
maya is maya, blender is blender, maya is not blender, blender is not maya😅
3:27 dont ever use middle mouse to move something along an axis, use XYZ on the keyboard. Yes, after maya's way of using gizmos this can seem harder to use, but it gives you precision maya can give only when making a gizmo bigger or smaller. Using gizmos in blender is so unnecessary when you are good at touch typing
I too feel that blender is too overwhelming, maya is more comfortable, i have tried learning blender to animate, but i find it better for modelling, and prefer maya for animation.
Same here. I like modeling in Blender and animating in Maya
Definitely recommend you watching so basic blender videos for navigation and default preferences specific for animation.
One Tip: I've added a new hotkey in the keymap preferences for quick hide and unhide a channel. In the Keymap panel go to, Animation Channels at the bottom, add new hotkey, set to 'graph.hide', left mouse, press, ALT and Tick unselected. So now in the channel box if you click on a channel and it's orange if you alt + left click it will isolate it. Then A to select and ALT + Left to unhide. It's quite quick.
1:50 activate pie menu on drag in the preferences man, so you easily by Tab+MouseDown move to pose mode from any other mode as far as you have an armature rig selected, it is really fast
Blender is all about the keyboard shortcuts - learn the basic shortcuts and Maya will feel like a slow tractor in comparison. :)
4:30 you gotta click on the pin icon 📌 of the rig graph. I believe it must've been off by default, so you probably misclicked it or something
But yeah I understand, learning a new software after using a different software with the same type for years is kind of ridiculously frustrating
Hint: stop thinking like maya, blender has a different and much better UI/UX, you keep trying to bring your UI/UX muscle memory from maya.
One of the reasons why people like blender shortcuts is because they are not just shortcuts, they complement the UI/UX, you can be in pose mode and select other objects while still being able to enter and exit edit mode of each one of them using the shortcut (tab for me). Also you can swap between object and pose mode with Ctrl+Tab.
Blender is data driven, objects are just an abstraction, what matters is the data they contain, one object contains skeleton data while another contains vertex data. Why is this important? because it's one of the bases why an edit mode exists. You enter edit more to edit the data the object contains and you use modifiers on the object because you don't want to change the data inside, you want to modify the object.
If you are struggling with the idea of going from edit mode to object and then to pose mode think when would you want to both animate and change the bones inside. This is like saying I'm making my rig while I animate.
QWE versus GRS: It funny how you said "I just want to grab things and move it". Blender defaults try to use the human common sense and intuition, yes you can change them but the only reason you are having a hard time is because you trained yourself with a different standard, for you it would be a matter of time. I can as easily press G to "grab", lock or not axis, enter precision mode or not, confirm or cancel with mouse buttons (no need to esc), and, more importantly it's much faster. why? because you need control over the gizmo, you need to select the arrows, square, circles, lines, etc which you do by looking at the gizmo, this takes your eyes of your subject. I only look at my model and bones and all actions are loosely achieved while being precise. A trained person using shortcuts will always be faster than a trained person using tools/gizmos. Regardless of what shortcut you use. BTW, there's another reason why all shortcuts (not just for animation) use these weird letters. 80 to 90% of the time if you think about the action you want to do the shortcut uses that action initial letter, sometimes with a modifier like shift/ctrl/alt.
In graph editor you can click the root track hide button to hide everything and then show only the one you care about, however there's a better way, you can select one or more of the channels and hit Shift+H (H for hide and shift to make it exclusive), this will show just the ones you selected and hide everything else, you can also do Alt+H to unhide everything. Yeah I know it's one more click than in maya, but this generates less confusion, why would selecting something hide something else. I would however perhaps change this so you could use a modifier key and mouse click to replicate the same behavior as maya without having to select first, the problem though is that the modifiers are already use for selection patterns of the channels. No winning here, selection patterns is more consistent with the rest of the software, and you want consistency in a software.
Zooming in the graph editor, the dot in the numpad is your friend, to be honest I don't like the 2D zoom to always be centered either and I think it could be changed or adjusted with a modifier key, like Shift+Ctrl which is not occupied by anything, so this could be improved. However you can use the dot key to focus on your selection, if it's a single selection point it will go to the center of the screen when then you can do the 2D zoom and have the exact same behavior, but this is not really convenient. I'm not sure if I understood what you meant by normalized curves, do you mean to resize your canvas to fit the curves? if yes you need to use the dot key (focus) to do that, you select however many things you want, you can select all by pressing A for example and then focus and it will adjust the canvas to your selection.
I also think there should be a single click key to insert a keyframe in the last mode you selected, not sure why this isn't a thing by default, but you can change in the remap settings, you can make it to use a single key to do one of the option and a combo for the popup for example.
You asked what is the point of the pose mode if it doesn't switch to armature during selection. Like I explained before the armature is just an object with data inside (in this case bones), if you are animating, what would you possibly want to do with the object that holds your data? You did a better question afterwards about why it doesn't change automatically the context depending on your selection, while many software do that it's not a well defined problem that can be easily solved, what would you show automatically when selecting the armature? the armature details? the bones details? and more importantly how would I then see other data? would I then need to click to switch? so if then select something else and come back I would need to re-select it. There's no clear winner here, I work with both in different software and never had any problems adjusting, they have their pros and cons, not changing things dynamic is more beginner friendly because the UI isn't changing all over the place over simple things, it also more work friendly in the sense that when you are doing tasks in 3D you usually stay doing the same task to the same data all the time, and you change only when you want to do something different. This way you can set it once and forget.
The issue with selecting the camera also seems stupid to me. Not sure why it works that way.
Background image works as a overlay on the screen, if you want something in 3D you'd use a 3D plane instead.
Render times are dependent on settings and content, you can blame the default settings but why is that surprising? Would you prefer garbage but fast rendering as default?
Blender is missing proper animation layers, Maya wins this, no contest here. Blender is adding their own but it wasn't released yet. If you are used to them, you'll miss them.
Meanwile, the Animation Layers addon for Blender does the job perfectly 👍
@@ExplosiveZombiez it barely does, it breaks half of the time
actually blender is simple and easy compared to maya
@@mrbodmasfilmsgraphix8498 depends of the person Maya was tons simpler and easier to learn than blender for me
@@Axiasart i wish to find Maya simple, bcs I real wanna learn it. Any recomendetions on a youtube channel I can learn Maya
A great tip when animating in blender and still want to be able to select stuff…remember that each window segment is its own area, so you can have one area be object mode and another the pose mode..
You're in the Lock Objects Mode. You can disable it under the Edit menu so you don't have to switch between modes manually. And most of the other complaints come simply from lack of experience and basic navigation understanding. I mean, you don't even seem to know where the armature tab is. You might want to know more about the app before you judge it.
Я пользователь Blender, но много работаю с аниматорами, которые работают в Maya (в том числе самому приходится использовать Maya, чтобы решать проблемы аниматоров). Сделаю несколько замечаний, касательно содержания видео:
1. Не могу сказать, что Pose Mode - плохое или странное решение. Я обратил внимание, что аниматоры в Maya перед началом работы всегда выключают возможность выбора не нужных в работе объектов, например - мешей. Это несколько раздражает, когда ты хочешь выбрать контроллер на лице, но вместо этого выбираешь само лицо. При этом по умолчанию Maya не дает возможность выбрать именно риг, а лишь предлагает оставить возможность выделения кривых, которые часто используются в качестве контролов. Режим Pose Mode. по сути, это то, что и так делают в Maya аниматоры сами для себя. Единственная проблема, которую я вижу, это наличие задержки при переключении между ригами, что усложняет работу в анимациях ,когда персонажи взаимодействуют друг с другом
2. "Классический" гизмо находился буквально на несколько позиций ниже, с левой стороны экрана
3. Риг оставался в Graph Editor просто потому, что был закреплен (значок Pin)
4. "Изолировать" кривую можно через стандартные клавиши скрытия объектов (Shift+H - скрыть всё кроме выделенного, Alt+H - сделать всё видимым)
5. Насчет зума со смещением. Да, это несколько странный момент в Blender. Чтобы сделать зум как в Maya нужно в настройках программы в разделе Navigation-Zoom активировать режим Zoom to Mouse position
6. В Blender аналогом Channel Box выступает вкладка Item в правой части вьюпорта (она у вас в видео скрыта). Там же отражаются ваши "ключи". В настройках объекта, в которые вы смотрели не отражаются ключи анимации, потому что по логике блендера вы анимируете элементы скелета (арматуры), а не сам скелет. Это может выглядеть странно, но так устроено
7. Прозрачность изображения обычно управляется на самом объекте изображения
8. К сожалению, настройки по умолчанию у Cycles имеют очень высокие значения. Их нужно регулировать. Отрегулированные (уменьшенные) настройки можно сохранить для следующих запусков программы через команду File-Defaults-Save Starpup File. Кстати. куб в начальной сцене можно убрать таким же образом, сохранив стартовую сцену без него
Извиниюсь, что не пишу сразу на английском, записывал свои мысли по ходу просмотра видео
It all comes to muscular memory rather than software capabilities, if you try to user blender like maya it will be frustrating, but when you follow blender logic is very fast. Blender have all menus, panels and gizmos available, but buttons are small and quite hidden. But when you learn all the shorcuts and gestures you don't need to leave the viewport and this unlocks the fast mode. Learning UI takes some weeks, but is probably the only entry barrier for people coming from another software, once you figure its logic you can start doing pro work without problems. For example you dont need to figure axis for each action, your hands will do this automatically after some time and is much faster and accurate for small movements than picking the gizmo axis, same with changing modes, is quite convenient to have different contexts for specific things, you break less things. It also was a experienced 3D artist in other software that downloaded blender every 6 months only to end up frustrated in few minutes. But I tried only to learn UI for a weeks and that helped me a lot.
4 minutes per frame seems like a bad config or not telling blender to use your graphic card, if you + denoiser every frame would take less than 10 seconds.
4:44 you saw the eye but not the pin!!
5:36 shift+H to hide all curves but selected, alt+H to bring back all
Right approch is Never compare workflow with other software because every software has different way of working, i have made same mistake when coming form 3dsmax. I cussed a lot when i was learning blender but now i am now completed comfortable with it. So start learning without any bias that why is it complicated. Just practice 100hrs to get used to it. Good luck.
Someone else probably commented the same thing, but, if you select your rig and switch to pose mode, you can click on the Edit button in the top left, and uncheck *Lock Object Modes*.
you can use CTRL+TAB shortcut for quick switch between modes
This *professional* came to Blender with mental block, that Blender is Maya.
When it is not appears like Maya, he scratching heads and accuse so many thing attitude...
Silly you *professional* animator
Hover your mouse pointer over the object you want to edit and hit Alt + Q. The object will flash orange. No need to switch back to object mode.
I don't think it will go nicely the other way either because I had your same exact reaction when I tried to do modeling in maya coming from blender and max and saw maya doesn't have any modifiers. Blender is not a free maya, it's made by diff people with diff goals and ideas and workflows in mind, it's not supposed to imitate maya in anyways. watch some tutorials or manual before jumping in otherwise you'll face the same culture shock with every new software. Pretty much 80% of all problems you were having were you not knowing how Blender works.
4:32 FinishedRig is still visible in the Graph Editor because it is *pinned* (you can see the pin icon highlighted in white, click to unpin).
5:38 You can click & drag the visibility icon to hide multiple tracks at once... You can also isolate a curve (or any object) with *SHIFT-H* Hide Unselected (unhide all with ALT-H).
7:33 Blender will set keys depending on the *Keying set.* If you set the Keying Set to _Available_ it will only key already keyed attributes like Maya. You could also set the keying set to _Location, Rotation & Scale_ for example, basically all the options you see in the list when you press I. When you have an active keying set it doesn't show you this list.
Recommend checking out Rigging Dojo's free "Character Rigging and Animation from Maya to Blender" course for a good overview of differences.
-isolate curve = shit-H on the selected curve, and alt H will revert it.
-to zoom in from a curve center, just select the curve(s) and press numpad dot, it will center your curve, and then u can do the zoom Y you can also select a keyframe, and do the same so the center will be the selected keyframe.
Man using Cycles default setting CPU, 4096 sample, OpenImageDenoiser and questioning why it take 4 min a frame
blender sucks
The default sampling settings for the render are waaaaay tooo overkill for literally everything. most things I render I do it under 100 samples. Anyway, blender has an option to limit the render time per frame (so you can set the render to take 30 seconds or whatnot)
I actually hate that maya have no separations between modes because I always end up selecting stuff that I dont want to select, like when editing verteces I accidently select another object just because maya gives sht about what type of an element or an object you want to work with
@@myztazynizta I don't think the modes themselves are the issue. It's more getting used to them. For me switching modes is completely natural after 15 years of blender, i don't even think about it.
Modes are what makes Blender stand out in my opinion. The advantage is that it allows for reuse of keyboard shortcuts. Same key would do different things in different modes.
Also, Gizmos are slow! In comparison with Blender's transform operations like GX5, RZ90, S-1 and similar, using Gizos is very limiting (although they exist if you want them). The other thing that's not too obvious for newcomers is that you can use MMB once you're in Move mode (G key) to constrain movement/translation in the axis of mouse movement.
To solve the selection/mode issue
Deselect "Lock Object Modes" in EDIT menu
This allows you you to ALT+Select your desired mesh and it'll switch to that mesh and the last mode it was in.
I didn't even know that after 15+ years of blender, haha, always learning something new
It looks like you had the FinishedRig pinned in the graph editor which is probably why it wasn't going away even though it wasn't selected. The toggle is to the left of the visibility toggle you were clicking.
this was hilarious to watch, really takes me back when i got into blender 2.8...it does take some time to get used to,
I thought exactly the same 😂
Hey Lucas! I've taken your course on 3D animation in Udemy and I'm very satisfied and learning a lot, you're a great teacher and mentor, thank you!
Thanks, glad to hear you enjoyed that course! If you're looking to learn animation with mentorship, check out my new courses at animatorsjourney.com
I imagine the reason Cycles took so long is because you're probably rendering on the CPU and not the GPU. Even my 1050ti should be able to render that at no longer than 1 minute per frame.
HUGE animator struggles with basic things after repeated attempts. Thanks for the confidence boost.
blender's ui sucks
Am a VFX artist and a pro blender user, most of the thing that are greyed out in the graph editor or behaving weirdly can be fixed through the available options at the upper right of the graph editor.
For the mode selection bit, you need to uncheck "Lock object Modes" This is under the Edit dropdown menu. This allows you to select other objects when in pose mode.
For Keying - the timeline window has the "Keying" menu at your bottom left. Clicking this opens the menu to let you set a "Keying set"
For isolating the curves - there's the "view" dropdown menu on the graph editor. Check the "only selected keyframe handles". This will isolate curves- does not work in version 4 :( ...
For the contextual selection for the bone transform channels, the transform channels are displayed in the viewport side bar (Shortcut N)- downside, minimises screen space
To make some things easier, right click on the different options and add to quick favourites - access quick menu with Q - Please note this is also contextual, meaning if you add a shortcut in pose mode, it will only be available in the favourite menu in pose mode
Hope this helps :D
So as for the thing you mentioned in the beginning with the different modes, I would highly recommend you learn the shortcuts, it makes it so much easier to switch to the mode you want without having to mess with all the drop downs. I personally like to enable the pie menu addon which allows you to switch to any mode in a pie menu with just ctrl + tab and once you get used to it, you can switch through a variety of edit and view modes instantly
in edit mode u can take whatever you want there u don't have to take one object .. u can take all objects to edit mode and edit them all there not ones at the time this way sometimes taking one object to edit mode is very useful to deal with complex shapes freely and select small facess or vertexs with out missing up the other object by accident
you can go to Edit next to file and untick "lock Objects mode" to press on whatever you what even in pose mode, also a faster way to go to pose mode, is after you click on the armature and just press ctrl+tab, if you just pressed tab it will take you to edit mode for rigging purposes, and pressing ctrl+tab will open a pie menu so you can choose, but if you're interested in only animating, just crtl+tab from object mode, and untick objects mode, the I shortcut is annoying and it is the default behavior, but you can create a keying set in the timeline next to playback, and it will key after a single click not the best solution but it works
You can press "TAB" to switch between EDIT MODE and OBJECT MODE
Ctrl tab changes the modes from pose, object, or when editing as well, even when changing the timeline to a graph editor, thou your mouse has to hover in the timeline area when you Ctrl tab
most likely why your render took so long is that you might have had 4k samples or didn't activate your graphics card
Activate pie menu in preferences and switching modes is a quick keystroke and swipe. Going to the interface to switch modes would literally kill me.
You can tick the key frame button on the right if you want to set a frame on the transform or right click + s to set it after changing the transform
6:11 Useful shortcut for the graph editor - press period to zoom to selected keys. This shortcut works the same everywhere in Blender - in outliner press period to jump to selected item, in viewport pressing period highlights selected object or vertices etc.
Nice!
This is the most pressed key on my keyboard when using blender haha, and one of the first keys i teach new people.
I understand the frustration of this guy, but if you got used to a software from the beginning and learned all the tools and shortcuts, you will feel frustrated thinking that the new software is the same one you already used and it is not. The new user will misjudge any new software because it is not configured as they are used to. It happened to me with *Lightwave 3D* when I was already in *3DS Max* so I left *Lightwave 3D* but now I use *3DS Max and Blender*
It would be great if Blender lovers would actually listen to the obvious issues rather than defend Blender as if it's some infallible god. It can be super hard to jump between softwares. I agree...sometimes you really do get what you pay for. Open source tends to lean toward very steep learning curves and is heavily modular (with a lot of disconnects) so it stands to reason it's its own learning curve. But you Blender geeks need to chill...his criticisms are legit. Some of the comments are way too shady. Relax. BTW, I think Blender is an amazing piece of software...and I wholeheartedly respect and appreciate the efforts that go into it.
A Maya power user struggles to use Blender like Maya 😱
Well hopefully some people helped him
Stop being snarky. It makes sense to compare similar softwares.
@@moonshot3159 I didn't say otherwise
blender's UI and UX are dogshit
Maya can be set to key all attributes, which is what I use every day in Maya
I come from a design background using Cinema4D, and I actually find Blender way better than C4D in terms of operation efficiency and in terms of the ability to make complex keyframe effects with few built-in effects. I actually like animating in blender better than C4D.
5:34 yep. I miss that from Maya too, but still you dont need to untick visibility by clicking on every eye icon, just click on one and drag the mouse up or down until you disable visibility of all the tracks then set the track you need visible = 2 clicks instead of 9
You can just press shift+H to isolate the curve and alt+H to un-isolate it
Tab is used to quickly move between modes
I found Blender confusing for the same reason. Modes are not good design. I've only been doing this for about six months. I spent three of those months trying Blender, C4D, and Houdini. I didn't really consider Maya because it's too expensive. I settled on Houdini because I find it's quite consistent. There are diferent "modes" but they are really just represent the different elemnents of 3d. Modeling is done in ONE mode. You don't have to swtich contexts to model.
Three months into learning Houdini, watching this video reminded me of the struggles I had when testing Blender. I'm a newb, so take my opinion for what it's worth.
changing mode is not so difficult as you are saying again and again these modes helps a lot to animator
1:30 + Modes... Jump into the Edit menu and turn off Lock Object Modes. Then you no longer need to go out of pose mode to select other objects. And the animated object is still in pose mode when you reselect it.
3:30 Try right click select. Its the way Blender was made to be used. Preferences > Keymap > Left or right option is at the top of the list. The grab and move thing you mention is more standard with R-click.
In the tool bar on the left of the 3D window (and your screen) you have circle select active - top icon. Grab and go is tweak mode. Right click select somehow adds tweak mode to your selected (circle, box, lasso) select mode. It is kind of only half way implemented in that it may deselect other things if you try to grab a group or move multiple vertices. This depends on where you are in the UI. And I will not be surprised if everything now works correctly in version 4.0 +.
5:30 Double click one of the list on the left to select only that. lol - A dev noticed double clicking is useful in some other app perhaps???
6:46 Go into Preferences > Navigation and in the Zoom section tick the Zoom to Mouse Position. I may be wrong, but that seems to be the cure.Otherwise - have the mouse right on the point in the graph. Not just below.....
Do show the video of yourself pulling out all your hair about this one... lol.
8:13 Try the Keying dropdown Menu in the timelines Header Bar. And check the Preferences > Animation > Keyframes Panel. TBH not something I use.
8:37 Yes.... Not going to disagree. You can split the properties window into several windows and pin the ones you want to. Wee pin icon at the top right of most of the sub windows (different icons). Remnant of the floating panels waaaay back in the pre 2.5 versions perhaps.
No idea why you are not getting only the selected items graph info...... Works for me.
The normalize button changes the vertical scale in the graph to a -1 to 1 range.
I am wondering how you are so patient for this, i would be exploded by anger and frustration.
Changing modes is just tab and control tab. It's pretty intuitive once you get the hang of it. I am going to maya from blender now, and I also had this similar problem in Maya. I think it's just how our brain gets wired for the first time, that becomes our second nature.
Intuitive means: i look at it and know what and how i can do something.
Selecting something and show properties of something else is bullocks. But i can change that in some preferences, that kind of intuitive ?
If i have to learn certain stuff, its not intuitive.
Like adverts for software where they praise their "intuitive" user-interface. But comes with a 500 page pdf to make sure.
@@guruware8612 I get it what you are saying. And maybe it's actually frustrating to people who come from maya. But people who start from blender, think it's like notebooks. I mean there is a notebook for animation another for modelling and so on. So in this way I think it's kind of organized for me personally. So when I started maya it all felt like all the features were just dumped at one place. It's not true but that's how it felt. And also the kind of deal breaker for me is you can't copy a pose and paste it flipped, another one is I can't copy multiple controls at once. Sorry it's not related but it just came to my mind. ; )
@@guruware8612 Any serious 3D software, can't be fully intuitive, there is just simply too many settings, and 3d modeling is too complex. Each software chooses to prioritize what they think needs to be the most intuitive. In blender that is context.
Btw the showing of the properties while something else is selected isn't default behaviour. He (probably accidentally) turned on "pin" for the rig animation data. The point of a pin feature in software is to make it always stay visible or on top.
In general, if you don't pin stuff, roperties in blender only show for things you selected. So it is meant to be intuitive by default.
Most of the issues you had were kind of due to not knowing the software
at 1:52 when you had to click everything, you can just tab out of the edit mode and select the rig and tab into the pose mode, it proves useful when you want to do mesh and object level editing
at 3:28 you coud use the gizmos or tap "g" and you can press x,y or z to move the object in that direction, blender really works well with the default shortcuts, so to cancel the operation you would have pressed right click instead of esc
also, pressing the directions x,y,z twice while moving can make the translation switch between global and local mode
at 4:19 Rather than zooming in like that, you could normalize the values by using the normalize button or press "." to frame in on selected curves
at 4:57 the keyframe of rig is persistent because you have pinned the (That pin icon beside the name in graph editor)
at 5:30 Blender also greys out the handels that are not selected, for more similarity, you can enable "Show selected handles only" in the view menu of graph editor, and it will hide all other handles except for the selected one
at 5:41 You can use Shift+H to isolate the curve and alt+H to exit isolation
again at 6:17 you could frame by using "." and the do as in maya
The video is too long for me to go further but most of the issues that you had were non-issues and could have been solved by giving a day or two to learning it, sure blender lacks in animation capability in some areas compared to a powerhouse like maya but it is not to the point where it lacks basic and obvious functionality, it has most of the tools that you'd need and even more
You could check out Pierrick Picaut's youtube channel if you want to learn about animation in blender www.youtube.com/@PierrickPicaut_P2DESIGN
Maybe I could make a video of solving/addressing all the issues that you had in this video so it would be easier for someone to at least get the basics alright
Or, middle mouse press and move in the desired axis direction to constrain to that axis. Easier in most situations imo.
Simple rules use blender for modelinh, Z brush for sculpting and maya for rigging...thats it
Hi Lucas thank you for sharing your vids, i know how frustrating it is for new Blender users coming from other 3D softwares. But i've been using blender way back before the overhaul update of 2.8 versions. In fact previous blender versions you can directly select the objects without the need to change modes. And that functionality is still available on the current version of blender. On your blender screen you can go to the EDIT option then you'll see the "Lock Object Modes" you'd be able to select objects outside of its current mode and whatever the selected object's current mode is it will retain it until such you change the mode of the certain objects. One draw back to this is that when you're weigh painting and you're trying to select a bone from the rig the controls may pose hindrances to the work you're currently at, so i suggest utilizing blender's multiple window workspace that you can customize to your needs.
I am an animator also and the switch between modes is frustrating like you say.
The easiest way to confine movement to an axis I think is go "G" then "X" or "Y" or "Z", rather than middle mouse, it is pretty much the design philosophy behind Blender.
The pose mode though I can't help with!
Ha, maybe I should get on this middle mouse train?
@@myztazynizta
Hey Lucas, the transition to blender was very frustrating for me too. There are two videos from Mark Masters that helped me a lot, one about fixing Blender's graph editor to look like maya's and the other about keyframes. there's one about hotkeys too that may be helpful. also, they're short videos
2:50 You can pin the object properties list (on the top right side ) for one object and then creat another one (the normal one will update automatically when you click on an object ) and then the pined window will stay the same even if the object is not selected. I know it can be really frustrating to switch between modes! Hope they figure out a smother work experience with this topic
Am still figuring out Blender.., but I am a C4D guy.., I would love to get into Maya..,
I've never visited your channel before and noticed it in my video recommendations... I'm sure someone have probably already mentioned this, but I think coming into Blender as an animator from any other 3D animation software is always going to be very hard and frustrating. I personally would recommend that you first learn to model basic objects in Blender, to the point where you can model basic objects in a short amount of time using the short-cut keys and other Blender systems.This may take weeks or months depending on the amount of time you have. This will set you up for a smoother transition into animation, posing, etc. That being said, if you don't have the time or really don't want to get into modelling then rather stick with Maya, there is nothing wrong with that. Some tools are just better than other in certain workflows anyway. Good luck man!
Personally, I like Blender's mode changing more than in Maya, in Maya I would constantly accidentally click something I wasn't wanting. Generally I would turn off all selection options except nurbs, then I didn't have as much an issue unless I accidentally selected another rig. In Blender, I use the tab-drag method for changing modes, it makes it way faster.
I do wish Blender's curves was as intuitive as Maya's graph editor. The normalize mode may help with keeping the curve fully in view. If normalize gets in the way, then the "." button near the number pad of the keyboard will put your selection in view too (works in the 3D viewport too).
I also wish the insert key wasn't so involved. I think there's a way to change the hotkey so it will do it with a single button, instead of pressing a hundred things just to get the keyframe set.
To be honest though, Maya isn't worth me paying for unless I'm working for a studio that is already paying for it, especially with so many studios switching to Blender (mostly in Europe & Asia right now). If a client pays enough then sure, but I'm really bad at client acquisition, so I don't have a good reason to grab it myself yet. Right now my preference is employment over freelance anyways. Thankfully if that day comes that I have enough clients that want it and can pay towards that overhead, Maya is pretty easy to pick up again, not quite like riding a bike, but not bad.
The blender curve editing revamp is in the making! So good news, it'll probably be ready in a year or two max
I've been working with Blender for 2 years. I have a student license for Maya that expires in about 7 months...is it worth cramming as much Maya in as I can in that time? I'm aspiring to a job with a small VFX studio, or maybe some freelance work. Any advice is appreciated!
Hi to isolate curves in the graph editor you can select the one you want and click on Shift+H, when you finished you can click on Alt+H to unhide all the curves
Thanks!
Still too many steps in the way, compared to "just select".
@@MauroSanna Yea in terms of number of steps, you can't get any quicker than just a single click in Maya for this example.
@@MauroSanna you can just turn on "Only Selected Curve Keyframes" on the Graph Editor's View menu.
@@roxonogueirathis 👍
My suggestions:
buy the Autorig pro addon -$40
buy the *Faceit addon -$78
buy the Animation layers addon -$26.
*note the faceit addon is optional for when you need to setup any character for external facial mocap similar to Maya advanced skeleton.
But the other two are vital because without them you are better off animating in something like Iclone instead of Blender.
The anim layer addon is nice but it will be implemented soon in Blender apparently. The rig addons are cool too but maybe not as useful if he plans to animate existing rigs?
Rigify and NLA are not bad at all
@@LHK-art Rigify has no native armature picker panel
so selecting the rig controls is not fun
so again you have too buy the Xpose picker addon
Rigify has no native mocap retarget system so again you need the rokoko or expy kit addon or just buy & use ARP
And sorry but the NLA is old and Horrible
Daz & Iclone have a better nonlinear motion clip system than the blender NLA at this point
@@Animotions01 yeah NLA are not very intuitive
Shift + H to isolate selected. works on object mode edit mode etc.
Pose mode is for moving the Rigs if you camera has a rig should work fine.
Blender is unique with pose mode...all other apps: Maya, Max, Lightwave, XSI...grab and go.
Been going through the same issues, glad to have a resource with all the hints in the comments. Thanks so much!
numpad period to focus on selected keyframe if you get lost.
Pose/Object Mode: Maya has this same thing as Edit/Object mode, F8 or object/component mode. You can just start animating but for a character rig in the armature yes you need to be in pose mode...It is and can be confusing.
You don't have to go through each mode you can jump between Object and Pose mode with Tab but Yes if you are working back and forth between something that is an OBJECT that isn't rigged and an Armature rig then it is going to be difficult. Just like in Maya if you Filtered your selection to "curve's only" to pick an object etc.. So if you are working in Maya it is just as easy to end up in a "can't select the thing you want" mode when you are trying to select something that is only the "RIG"
"So if you are working in Maya it is just as easy to end up in a "can't select the thing you want" mode when you are trying to select something that is only the "RIG"
Except you cannot.
In any Maya rig you can pick whatever you want any time, unless it is locked (which can be done in the display layers or on a per object attributes level).
In Maya you will never find yourself in a situation where you can't select things that are supposed to be selectable.
Thanks for the comment. I'm not sure I understand the comparison of filtering by curves only in Maya, you do not have to filter by curves to begin animating in Maya like you have to be in Pose Mode to animate in Blender so I'm not sure what we're comparing with those two examples. Agree to disagree it's just as easy to end up in 'can't select the thing you want' because I can't just open Blender select a control on a rig and key it (I must switch into the specific mode required to do so), I can do that in Maya or most other softwares just by opening the software, no special mode management required to just start animating. Cheers
@@AnimatorsJourney You don't "have to be in pose mode" to animate in Blender either, you do to animate an armature/character rig. My comparison is that for users that start in Maya, selecting things they don't want to select is just as big an issue until they learn to filter or manage selection...or you can end up in component mode by mistake etc..
But yes, 100% pose mode concept is not obvious or intuitive starting out and is overly complicated as you showed when trying to quickly jump between objects and rigs etc.. it is a road block but the comment was a little out of context.
Selection management either filtering out excluding things or including things has a learning curve. Max Biped is a special mode to animate, MotionBuilder Control Rig has it's own "mode" and Most of the Maya rig stuff the TD has to setup a lot of protections for the Animator so they don't destroy the rig when they open it....where pose mode does a good deal of that work for you so there is still a cost in Maya for the ease of being able to open a thing and just go set keys.
20 years of Maya use and watching new users to Maya trying to learn it says otherwise that you will never end up in a sate you can't select things @MauroSanna but you already mentioned things, that a new animator to Maya would have to learn, display layers, etc.. nothing is a free ride and has a learning curve. There are some things that are more intuitive and or refined and don't require jumping between modes but just saying "never" is not true from my experience.
@@RiggingDojo
I haver been using Maya professionally since 1998, and teaching too.
Unless something has been setup for it not to be selectable on purpose (e.g. like any professional rigger does by publishing only the attributes needed for an animator, while not publishing the others...), then there is no way that that situation, animation and rigging wise, can be found in Maya.
at 4:23 it listed the rig because you must of accidentaly clicked the pin icon (between the little eye and skeleton). Also you can quicly navigate between modes with ALT TAB, if you selected the rig it will automatically go to Pose or Object Mode, if selected an object you can choose wich mode to go in to, TAB will get in and out of Edit Mode.
I fell like most people are frustrated when going in to a new program, because there is a learning curve. You cant expect it to be like the other programs you used, with a bit of time i believe you will find many awsome things that can be done with the help of blender
Thanks Alt+Tab is very helpful. I think my issue is with the entire concept of a 'pose mode.' It's entirely unnecessary for animators, no other programs have this mode or need it, so I'm wondering why Blender has it. Yea I definitely did not expect it to be like other programs I have used completely, but from a user-design perspective Blender might want to take more cues from other softwares as well, which I believe they are doing... like they just got light linking! Which has been around in other softwares for over a decade. Look forward to seeing continued improvements, they're doing great stuff with it.
@@AnimatorsJourney
Light linking was in Maya 1 for SGI, back in 1998. A bit more than a decade. 🙂
@@AnimatorsJourney I read that light linking was in blender before. I guess it got nuked with cycles or something. But yeah, most 3D software has had light linking for 20+ years
8:14 they just added the ability to highlight the property from the numerical input, only in most recent Blender 4.1 I think. Thankfully lots of animation UI changes happening for a project they dub ‘Animation 2025’
Glad to hear it! Thanks :)
4:27 seems like you are seeing the rig in the graph because you have it pinned. There is a pin icon active you probably can unpin the rig with
the best way to animate in blender is opening maya
I love comments on this video it's an information pack
although blender is lacking some features in animation
but its really robust in dealing with user for sure it's complicated but
it comes with lots of options useful ones
just try to learn doing things in blender in it's own way then you want maya to behaved the same
When you have a tight budget, it's not a big hassle to switch between different modes because an empty pocket can teach you the shortcuts :)
I was a Maya user for 15 years, trust me , once you successfully transit into Blender, you will fall in love with it. Maya is just too outdated and too fustrated to use, blender is simple & efficient once you learn how to navigate it.
Your Blender Animation Would Have Gone Better If You Would Have Used A Leprechaun As Your Character To Talk To.
U must use keyboard shortcuts, itopensbig dealfor blender.
Bro just hit g, then the object is ready for moving. You don't have to press anything till you get to the right place. Then just hit the lmb and the action will be done. Or if want to cancel the action just hit rmb not the lmb.
Hahaha. As a long time Maya user who has made the jump to Blender. You just need to realize that it is NOT Maya. Using Maya hotkeys is a trap. Using it the way you use Maya is never going to feel "good" or natural. But once you get into the flow, I'm actually faster in Blender than I would be in Maya. It's a hard transition. But it's worthwhile. (Oh. And use the Tab key to bounce between modes. :) Good luck and stick with it!
I always find it funny, that if i use completely different software, like excel, I'm not suddenly wanting to press blender hotkeys.
I think if you can mentally seperate that blender is not maya, even though they do the same thing, you can bypass the "unlearning" step
I think a lot of professionals have forgotten how much they struggled with their first software as well when they started out. And now they are suprised they have to relearn something.
@DrTheRich I started in Max, then the company was forced to Maya by EA overlords. The best 3d software: the one I get paid to use. Blender, Maya, Z. I don't care. They're just different shaped hammers
@@MikeHayesDesign What i meant to say was, what if your trying to learn using an axe, while you only ever learned to use hammers. and you keep messing up because the axe feels similar in the hand to the axe than the hammer but works differently.
Mentally separating the to in your head might help to see the axe as a different tool than the hammer even though the handles feel similar.
Hope that analogy works out.
Look at the pin on the graoph edeitor. You have the rig pinned so it is always in the graph editor! Unpin it, and away it goes.
You also have the option to 'show all curves' in the graph editor!!! Change that and you'll only have the selected graph.
You need to watch some tutorials. Everything you think doesn;t work in the graph editor does. Very simply. You just need to know how it is instigated. All the scaling/keyng stuff is perfectly simple, but you'll need to understand the difference between Maya and Blender. It does the same thng, but you are expecting it to work like Maya, where the shortcuts or optons are different, but the same behaviour and quick access is there, just wth a different shortcut or name.
Well this video came in a great time for me. I'm a Maya user and lately all I hear is the hype about Blender to the point I'm also starting to learn it. But my point is that this video gave me a little piece of mind since I was starting to feel like Maya is somehow obsolote or in its way to be. It does seems that for rendering is a lot faster than Arnold, and I know of an studio that is doing everything in Maya BUT the render, that is done in Blender.
It's not obsolete, it's just criminally expensive...
I totally get you! I remember first time trying ice skates and feeling frustrated they don't work as regular shoes - you gotta push your feet sideways - no one does that in REAL shoes - and they actually make you move slower while on dirt..
No, but seriously, why would you post a video roasting a software that you don't understand? You'd be better spending that night watching some good tutorials - we don't need another war
Did the ice skates put the laces on the bottom of the shoes? How dare you critize bottom-laced skates, they're not like shoes with their top laces! Seriously though, UX is worthy of getting first impressions on, that's what this video is, if you're not interested in a video titled "Maya Animator TRIES Blender" then I recommend not to watch and enjoy your day!
@@AnimatorsJourney blender sucks, period.
This video is awesome! I'm actually making the switch from Blender to Maya, and it hasn't been easy but so far there have been quite a few differences that are actually really nice and I wish we had in Blender.
Blender Shortcut key is most important for all works 😅 otherwise it's complicated for beginners.
@@myztazynizta it's OK, now you have blender 😃
4 minutes per frame ? Did you used an absurd amount of samples and kept the CPU rendering ? Plus, I notice that weird white outline when you composited it but I dunno if that's on purpose.