A very common question I get asked is "How long does it take you to make animations like this?" Before I answer this, I HIGHLY recommend beginners not dwell on this question. If you are a beginner, do NOT rush your workflow. You need to experiment and practice things with a "clear" head in order to build speed with animation. I've been doing this for over 9 years. Sometimes I get lucky and I knock out a key-frame within in the first 5 minutes. Sometimes I get close, but I'm not happy, and I'll spend the next 30-60 minutes tweaking it until I'm satisfied. And when I'm really unlucky, I'll spend 1 or 2 hours fixing a frame that bothers me. BUT, when I was doing this the first time, it was not uncommon for me to spend 1 or two days on a 7 key-frame animation. . Don't forget that this is a professional skill that people get paid crazy good money to be able to do. It's not something you should expect to come easy or overnight, but it IS something you can expect to get better with practice. Take your time, don't get flustered, and don't give up. It's just a bunch of key-frames at the end of the day, You got this - . All the best, . - Royal Skies
@@kaiser9321 Personally, I work much faster when I focus on a single window, but I definitely recommend splitting your windows if it speeds up your workflow :)
For anyone wanting more details on the poses and their purposes lookup "Twelve basic principles of animation", this also applies to computer animation.
Thank you, this video saved me from quitting as animation was getting increasingly frustrating. The keyframe -> inertia -> keyframe -> inertia -> recover really makes everything have a lot more weight. Hope you have a fantastic day as well
awesome! after reading tons of famous books and watching a whole lot of very long videos about animation, still learned some stuff in this 5 minutes only! thank you so much for sharing your knowledge, it's very much appreciated!
amazing, with this tutorial I was able to create my first animation, the spacing between frames gives the effect of a faster or slower movement. I agree with the other users, it is not necessary to know how many frames we need to create an action, since the time limit will always be modified until we are satisfied with the animation and the desired movements are produced, I like the idea of trial and error, given that all animation starts with the key poses lock stage, then the breakdowns are added and the refinement stage begins, with the animation graph you can adjust the poses of the bones as well as other attributes and on the timeline spacing and timming. Blender has amazing tools! Thank you for this tutorial and for sharing your knowledge 😁👍.
You could say that... she kicks ass ;) Nice video as always. It is great to have someone apply the principles of animation in specific software, this case in Blender, to see how things should at least look like when animating.
This was much more simpler to understand than my instructor as despite learning the principles of animations a few times I’m still bad at doing them so this will definitely helped since I’m so used to worrying about being anatomically correct instead of looking cool despite knowing lots of games uses squash and stretch to ridiculous factors mainly fighting games though
Awesome video as always! For beginners I'd also recommend looking at animations on Mixamo for reference. You can bring those animations into Blender and more easily trace them with your rig. This is only for learning, of course. Otherwise it would be much faster to just retarget the animations in Unity. By the way, would it be possible to get a breakdown like this but for cutscene animation? Fast action-based animations like kicking work differently from let's say, a character fixing their clothes and hair before leaving their room. I try to apply various rules but in the end I always just end up find a video of someone doing the thing and tracing it to get a result I'm happy with. It's kinda time-consuming though so I'm curious about how you approach it.
hey man i am making a game with godot and was looking so fucking hard for a realistic character until i found blenda...youre a god and if this game ever makes the public and i make any money my first donation will be your channel! Simply awesome!
I have the book "The Animator's Survival Kit" and it is very good to explain the fundamentals of 2d animation, there is a lot that can be applied in 3D animation, I wanted it so much that in the book he taught how to use the graph Editor hahaha I know how to use the graph editor but it is one of the most time consuming parts of my animations. :(
I'd LOVE a video on how to properly export animations to a game engine! At first I was doing animations just like you, with each animation in a new Action, managed to export to Unity, BUT problems arose when I wanted to add new animations to the character... I made them in Blender but when I exported them again and updated the file in Unity, the new ones just wouldn't show up. Tried everything I could think of... no luck. Had to get back to the good ol' method of just animating everything in the same timeline :(
Thank you so much! All of these videos help so much. I wish I could support you with some money, really. How long did it take for you to easily make poses and bind them together into animations. I love animating but it just feels like a massive headache every time I animate. As if my brain just couldn't think of more. Or like it being really slow. Like when you have a bad pc and it takes forever to do stuff.
love you're content. NLA editor video please (begging). Your channel makes other blender tutorial channels painful to watch (i mean that as a compliment) :v
I would ALWAYS recommend investing in mocap when possible, you're good man lol. By the way, just out of curiosity though, are you using the blender add-on with your Kinect, or some other software for your set-up??
@@TheRoyalSkies Sooooo, you want to know what to use for Kinect?Not a proooblem. For kinect you would need Kinect SDK, Delicode's NI Mate + it's blender addon and Remington's ni mate rig , you will have real time mocap directly in blender. HOWEVER a VR headset for full body mocap is better, something like HTC vive because you can have trackers on both wrist,feet and pelvis .Using the software glycon to record the mocap and importing it into blender. Kinect has a lot of issues, i have terrible foot and legs tracking, no pelvis. And for facial any webcam will be better (you have to draw makers on your face tho) at least,for the V2 of Kinect, i guess V1 Kinect is better from what i read. But hey ,for it's price, you can't beat that. You can mocap the general full body movement very well and in real time with your model (copying rotation and location of the Remington's ni mate rig's armature ) For finger tracking , Motion leap is one of the best sensor i have seen,but it seem they are not produced anymore and i can't find a seller that still has them. PS: Occulus quest headset have no full body tracking,but do have finger tracking ,and a damn good one, but glycon do not work with it,i asked the dev if they plan to work on this ,i had no reply
@@aowa9727 That was WAAAAAY more info than I could have even hoped you would provide, so thank you so much for the specifics :) I can't tell you how golden it is when comment replies are as clear and concise as yours. Thanks for the info man, much appreciated!
Do you have one on deleting the clutter of keyframes that comes with Mixamo animations? It probably is something simple, but I can't for the life of me figure it out or what to search for.
I think most people call it the "Main Frame". But, I wanted to call it something a little more distinct and memorable. You could also say the "Prime Frame", or "Primary Frame", but at the end of the day it's the most distinctive frame in the animation -
So been having issues where different parts on my character continuous clip into each other or separate. (My channel has the vid showing this). How can i fix this?
Probably when the Blender Tutorial series is completed. At the moment I barely have enough time to post tutorials and respond to comments. I feel guilty starting a discord if I know I wont have enough time to interact with it :(
Please address how to stop the foot slide in animations. This kick needs the ball of the left foot nailed to the floor, it can pivot there but it shouldn't move in x,y or z while the other foot is off the ground.
the source video I dropped into blender for reference plays back 60fps. I set my blender project to 60fps and imported the video. it played too fast so i set it to 50fps and now it seems to play normally. might have fixed the issue but why does it do this?
after nightmare of spiky problems with weight paint I have struggle with how exactly to control amature to post for animation. or I'm just doing it wrong
why is my animation tooo slow eventhou its 24 to 40 frames every animation i m making i m having 4gb ram 1tb storage and corei 4 is it okay to making animation or game in this laptop that i am having this is the character i an using : www.cgtrader.com/preview-3d-model/2675454 for my future game making
Love this series, but I have to say: never trace existing animations for profesional work. It's plagiarism and it's going to get you black listed in the industry. For educational purposes it's fair game of course.
A very common question I get asked is "How long does it take you to make animations like this?"
Before I answer this, I HIGHLY recommend beginners not dwell on this question. If you are a beginner, do NOT rush your workflow.
You need to experiment and practice things with a "clear" head in order to build speed with animation.
I've been doing this for over 9 years. Sometimes I get lucky and I knock out a key-frame within in the first 5 minutes. Sometimes I get close, but I'm not happy, and I'll spend the next 30-60 minutes tweaking it until I'm satisfied. And when I'm really unlucky, I'll spend 1 or 2 hours fixing a frame that bothers me. BUT, when I was doing this the first time, it was not uncommon for me to spend 1 or two days on a 7 key-frame animation.
.
Don't forget that this is a professional skill that people get paid crazy good money to be able to do. It's not something you should expect to come easy or overnight, but it IS something you can expect to get better with practice. Take your time, don't get flustered, and don't give up. It's just a bunch of key-frames at the end of the day, You got this -
.
All the best,
.
- Royal Skies
Wow, I'll keep practicing at a slow and steady pace :)
Wouldn’t it be better to toggle quad view instead of constantly rotating your camera to see if your animation has good silhouette?
👍
you are motivating better than any motivation guru
@@kaiser9321 Personally, I work much faster when I focus on a single window, but I definitely recommend splitting your windows if it speeds up your workflow :)
She's still called blenda in my brain
These animation tutorials are much better than the expensive ones out there!
For anyone wanting more details on the poses and their purposes lookup "Twelve basic principles of animation", this also applies to computer animation.
thanks mate
Every one of your tutorials blow my mind
Thank you, this video saved me from quitting as animation was getting increasingly frustrating. The keyframe -> inertia -> keyframe -> inertia -> recover really makes everything have a lot more weight.
Hope you have a fantastic day as well
Important Frames
1) Start Frame
2) Wind-up Frame
3) King Frame
4) King Frame extension/follow through
5) Recoil Frame
6) Start Frame
the real mvp, thank you
awesome! after reading tons of famous books and watching a whole lot of very long videos about animation, still learned some stuff in this 5 minutes only! thank you so much for sharing your knowledge, it's very much appreciated!
I will have to reconsider all my past short animations with this new info in mind. Nice and useful points, just as always. Thank you.
What did your old method of animation looked like?
Not a problem
GODLIKE ABSOLUTE KING OF FRAMES
amazing, with this tutorial I was able to create my first animation, the spacing between frames gives the effect of a faster or slower movement.
I agree with the other users, it is not necessary to know how many frames we need to create an action, since the time limit will always be modified until we are satisfied with the animation and the desired movements are produced, I like the idea of trial and error, given that all animation starts with the key poses lock stage, then the breakdowns are added and the refinement stage begins, with the animation graph you can adjust the poses of the bones as well as other attributes and on the timeline spacing and timming.
Blender has amazing tools!
Thank you for this tutorial and for sharing your knowledge 😁👍.
I wish I had these video so many years ago, then again Blender wasn't where it is now, and there's no time like the present to give it another go
Not a problem!
I just used one of your tutorials, and I just now get a notification too! Awesome videos man!
You could say that... she kicks ass ;)
Nice video as always. It is great to have someone apply the principles of animation in specific software, this case in Blender, to see how things should at least look like when animating.
This was much more simpler to understand than my instructor as despite learning the principles of animations a few times I’m still bad at doing them so this will definitely helped since I’m so used to worrying about being anatomically correct instead of looking cool despite knowing lots of games uses squash and stretch to ridiculous factors mainly fighting games though
Thanks
Thank you for the tutorial !
Look at me...I am the king frame now!
Super, one of my top 10 RoyalSkiesVids! The other 9 are your rigging ones!
holy god i needed this in my life
You certainly made that King Frame stand out.
Wow didn’t know about all that. I’ll have to try that out.
Omg.... i was looking for such videos for a long time!!!!! Thanks a ton!!
Yes
Anyone else animating with Blender at 4:30 in the morning?
fml...
just another thursday...
@@NumianVonKami well said brother
Amazing tutorial
Awesome video as always! For beginners I'd also recommend looking at animations on Mixamo for reference. You can bring those animations into Blender and more easily trace them with your rig. This is only for learning, of course. Otherwise it would be much faster to just retarget the animations in Unity. By the way, would it be possible to get a breakdown like this but for cutscene animation? Fast action-based animations like kicking work differently from let's say, a character fixing their clothes and hair before leaving their room. I try to apply various rules but in the end I always just end up find a video of someone doing the thing and tracing it to get a result I'm happy with. It's kinda time-consuming though so I'm curious about how you approach it.
You beautiful human, thank you.
Thanks for your animation tutorial and I almost improve my animation :D
hey man i am making a game with godot and was looking so fucking hard
for a realistic character until i found blenda...youre a god and if this
game ever makes the public and i make any money my first donation will
be your channel! Simply awesome!
I have the book "The Animator's Survival Kit" and it is very good to explain the fundamentals of 2d animation, there is a lot that can be applied in 3D animation, I wanted it so much that in the book he taught how to use the graph Editor hahaha I know how to use the graph editor but it is one of the most time consuming parts of my animations. :(
This.
I'd LOVE a video on how to properly export animations to a game engine! At first I was doing animations just like you, with each animation in a new Action, managed to export to Unity, BUT problems arose when I wanted to add new animations to the character... I made them in Blender but when I exported them again and updated the file in Unity, the new ones just wouldn't show up. Tried everything I could think of... no luck. Had to get back to the good ol' method of just animating everything in the same timeline :(
I have plans for an export video when we get to the end of the Animation Series. We'll cover all of that soon :)
Royal Skies LLC yes
I'm loving this videos my dude
NOT A PROBLEM!!!!!
Can you do a video where you show us how you modelled/sculpt your character blenda? including hair mouth etc? thank you so much ~
hey man... I love you
Very helpful thank you 😘
Thank you so much!
All of these videos help so much. I wish I could support you with some money, really.
How long did it take for you to easily make poses and bind them together into animations.
I love animating but it just feels like a massive headache every time I animate.
As if my brain just couldn't think of more. Or like it being really slow.
Like when you have a bad pc and it takes forever to do stuff.
love you're content. NLA editor video please (begging). Your channel makes other blender tutorial channels painful to watch (i mean that as a compliment) :v
well i'm doing an art trade and your work on my SFM animation on my 2en animation has help me greatly
i hope you get to the part where characters move around in the scene soon. since getting the animation to line up with movement is pretty hard for me.
aww an, these videos are so good
After a year of animating manually ,i just received my Kinnects and my vr headset , man it feels like cheating i tell you.
how do you use those tool? Sound like black magic for me ... !
I would ALWAYS recommend investing in mocap when possible, you're good man lol.
By the way, just out of curiosity though, are you using the blender add-on with your Kinect, or some other software for your set-up??
@@TheRoyalSkies Sooooo, you want to know what to use for Kinect?Not a proooblem.
For kinect you would need Kinect SDK, Delicode's NI Mate + it's blender addon and Remington's ni mate rig , you will have real time mocap directly in blender.
HOWEVER a VR headset for full body mocap is better, something like HTC vive because you can have trackers on both wrist,feet and pelvis .Using the software glycon to record the mocap and importing it into blender.
Kinect has a lot of issues, i have terrible foot and legs tracking, no pelvis. And for facial any webcam will be better (you have to draw makers on your face tho) at least,for the V2 of Kinect, i guess V1 Kinect is better from what i read.
But hey ,for it's price, you can't beat that. You can mocap the general full body movement very well and in real time with your model (copying rotation and location of the Remington's ni mate rig's armature )
For finger tracking , Motion leap is one of the best sensor i have seen,but it seem they are not produced anymore and i can't find a seller that still has them.
PS: Occulus quest headset have no full body tracking,but do have finger tracking ,and a damn good one, but glycon do not work with it,i asked the dev if they plan to work on this ,i had no reply
@@aowa9727 That was WAAAAAY more info than I could have even hoped you would provide, so thank you so much for the specifics :) I can't tell you how golden it is when comment replies are as clear and concise as yours. Thanks for the info man, much appreciated!
You don't key in the original starting pose at the end on the animation?
You do! I probably should have said that - lol
Um... can u make how to rig for ragdoll in unity tutorial for noob?
Do you have one on deleting the clutter of keyframes that comes with Mixamo animations? It probably is something simple, but I can't for the life of me figure it out or what to search for.
hey Royal question, did you by any chance follow the work of Monty Oum?
Yes I did. To this day, I'm still one of his biggest fans :)
@@TheRoyalSkies to this day he's still one of my main initial driving forces for becoming an animator 🔆🕊
I get it, i used wrong technic when animate the character
Is "King Frame" really the right terminology? I looked it up on google and have zero results relating it to animation
I think most people call it the "Main Frame". But, I wanted to call it something a little more distinct and memorable. You could also say the "Prime Frame", or "Primary Frame", but at the end of the day it's the most distinctive frame in the animation -
extremely original comment about the video from a person that hasn't started using all that he is being taught.
AKA youtube algo sacrifice :P
So been having issues where different parts on my character continuous clip into each other or separate. (My channel has the vid showing this). How can i fix this?
When are you going to be making a Discord?
Probably when the Blender Tutorial series is completed. At the moment I barely have enough time to post tutorials and respond to comments. I feel guilty starting a discord if I know I wont have enough time to interact with it :(
@@TheRoyalSkies I completely understand and this is a fair and understandable and respectable reason :) Keep up the good work I appreciate you!
@@TheRoyalSkies I think having a discord would be a way to let your followers interact and help each other out without needing your help directly
Please address how to stop the foot slide in animations. This kick needs the ball of the left foot nailed to the floor, it can pivot there but it shouldn't move in x,y or z while the other foot is off the ground.
🐐🐐
How do video games play over 100fps, but all the animations in the game were made at like 30fps? Another thing ive wondered.
Hello. Nice channel. Do you have a video where you make this woman character model?
u use the master control for all the animations u make?!
the source video I dropped into blender for reference plays back 60fps. I set my blender project to 60fps and imported the video. it played too fast so i set it to 50fps and now it seems to play normally. might have fixed the issue but why does it do this?
hi there. how did u made the eyes. painting or mesh?
after nightmare of spiky problems with weight paint I have struggle with how exactly to control amature to post for animation. or I'm just doing it wrong
“The to be before the not to be” 🤣🤣
can a animation have more than one king frame?
the voice you put on is a little obnoxious...but you can get away with it cause these are the best lessons anywhere
1:43 they forgot the f-air
him swearing is actually funny
sh remind me to samus, she haawwwttttt pp burning
pls, use auto keyframing lol ur killing me with clicking locRotScail every time!
my nigga really likes falco
why is my animation tooo slow eventhou its 24 to 40 frames every animation i m making i m having 4gb ram 1tb storage and corei 4 is it okay to making animation or game in this laptop that i am having this is the character i an using :
www.cgtrader.com/preview-3d-model/2675454
for my future game making
Love this series, but I have to say: never trace existing animations for profesional work. It's plagiarism and it's going to get you black listed in the industry. For educational purposes it's fair game of course.
Subscribe..
Not a prooooblem.
Blenda's the best Blender mascot. The others, if there can be considered any, are hyper-exaggerated, dispropportionate and ugly
Sadly this isn't very useful for quadrupeds. Or any animals really.
The fundamentals of the video still apply to them as well
@@sonario6489 yeah, have the least possible keyframes. That's a philosophy for anything. Least effort for maximum effect.
Короче! Я нифига не понял! Просто посмотрел как мужик визжит keyframe 5 минут и тычет виртуальной задницей мне в монитор)
speek slowly bro hahahhah