Preview generation as it's supposed to work: - add a camera to your scene, and point it at the animated mesh. - on the Action: Mark as Asset. - whatever the camera sees will become the preview image. This is actually how the pose library is designed to work, as different poses might need different perspectives (full body, face, hand, foot, etc.), so you can use the camera position for that.
Oh, thanks for the input, Sybren! Sure enough, your method works. This is probably not the best place for feature requests, but currently it seems to take a screen at frame 1, and not at the current frame.
@@CGDive It would render at "the" frame of the pose, so if you have a key on frame 30, it would render frame 30. This is useful to set up a scene specifically for creating the pose library, and then having different frames for different camera positions, background colours, etc. It's not aimed at having animation snippets yet, that's for a future project, which is why it simply looks for a single frame (and thus picks the first).
how possible would it be to upload a 256x256 (max size) for 20 frames (max frames) as .gif? (animated gif) for the preview of the thumbnail? What about APNG format, for the asset library "actions"?
For a week I've been working on a system with customizable characters for Archviz - Your system is the most practical I've seen to quickly drop various animation to a library of T-Posed assets. Thanks!
I’ve been using all these techniques and it’s worked out pretty well. You brought up parts of this workflow in a comment sometime back when I brought up the xxerbexx addon. It was good advice. Thank you. I also found a file somewhere with all the miximo animations and ended up with this gigantic miximo library that’s honestly just too big - ha. But I do have sets of animations from MoCap online and when using the ranger action manager to quickly browse and locate an action to use, then blend the actions with Animation Layers, I’m quickly able to build a part of a scene. Its a lot of prep but im used to making new sets and navigating everything. I’ve also been using this workflow to prep things I want to refine in Cascadeur, exporting an fbx, and that’s been super cool. At the end of the day, using all these tools and techniques I’m saving countless hours. I feel like a rock star being able to get things done so fast
Is anyone able to tell me how to make an animation an asset, while still being able to change the animation of my character without destroying the asset? Do I need to make a new rig and model for every asset animation in a separate blender file or a new rig/model for every animation separate from my main model?
CGDive Hi.... thanks so much for your tutorials man..really golden stuff :) I have a question regarding ARP I hope you dont mind.. how do I mirror an action? i have one character walking then turning left... I want the same motion but walk and then turn right..basically flipping the animation i tried ctrl+c and then ctrl+shift+v doesnt work..
I think ctrl+c, then ctrl+shift+v should work if you do it in the Curve Editor. Make sure all curves are selected, copy them, then ctrl+shift+v inside the Curve Editor.
They are still in the scene but they may get deleted when you save and re-open your scene. This may help you start to understand how things work ua-cam.com/play/PLdcL5aF8ZcJvaLgirnTuH8-4Ro5Ou-YsZ.html
friend? I'm a cinema4d user and I'm migrating to Blender.. the same mesh in cinema is fluid in the viewport, in Blender it gets stuck as if working with many polygons, while in cinema it's very fluid and it bothers me a lot at the time and I end up going back to cinema4D. help me?
Preview generation as it's supposed to work:
- add a camera to your scene, and point it at the animated mesh.
- on the Action: Mark as Asset.
- whatever the camera sees will become the preview image.
This is actually how the pose library is designed to work, as different poses might need different perspectives (full body, face, hand, foot, etc.), so you can use the camera position for that.
Oh, thanks for the input, Sybren!
Sure enough, your method works.
This is probably not the best place for feature requests, but currently it seems to take a screen at frame 1, and not at the current frame.
@@CGDive It would render at "the" frame of the pose, so if you have a key on frame 30, it would render frame 30. This is useful to set up a scene specifically for creating the pose library, and then having different frames for different camera positions, background colours, etc.
It's not aimed at having animation snippets yet, that's for a future project, which is why it simply looks for a single frame (and thus picks the first).
@@sybren.blender I see. Yeah, I think I get how the Pose library works. Looking forward to the Action asset implementation!
how possible would it be to upload a 256x256 (max size) for 20 frames (max frames) as .gif? (animated gif) for the preview of the thumbnail? What about APNG format, for the asset library "actions"?
This does not work for me. The preview is taken from some angle on the Y-axis regardless of what the camera does.
For a week I've been working on a system with customizable characters for Archviz - Your system is the most practical I've seen to quickly drop various animation to a library of T-Posed assets. Thanks!
Awesome!
Aprooved. Essentially a run down of what my add on will do.😘
You just made me realize i really need to update my channel banner and profil pic. Btw thanks for crediting me.
Thanks!
Update, why? The pirate cat is awesome! :)
Thank you. This series on the asset browser was very insightful. Love it.
Glad you enjoyed it!
Shoutout to xxerbexx
ua-cam.com/users/xxerbexx
His video about the Asset Library
ua-cam.com/video/oXGKDG1BeW4/v-deo.html
I’ve been using all these techniques and it’s worked out pretty well. You brought up parts of this workflow in a comment sometime back when I brought up the xxerbexx addon. It was good advice. Thank you. I also found a file somewhere with all the miximo animations and ended up with this gigantic miximo library that’s honestly just too big - ha. But I do have sets of animations from MoCap online and when using the ranger action manager to quickly browse and locate an action to use, then blend the actions with Animation Layers, I’m quickly able to build a part of a scene. Its a lot of prep but im used to making new sets and navigating everything. I’ve also been using this workflow to prep things I want to refine in Cascadeur, exporting an fbx, and that’s been super cool. At the end of the day, using all these tools and techniques I’m saving countless hours. I feel like a rock star being able to get things done so fast
Sounds like a good workflow!
It seems that now, in 4.1 version, we are not able to choose if we want import collections as an instance or not. There is no checkbox "instance"
Incredible! This is so helpful! Thank you so much for this awesome video! 👍😃
Thank u very much! This will be super useful 😄
Great as always! 😆👍
Glad you think so!
I think it's easier to use standard append functionality. At least for now, until developers make it more usable
Thanks for the information
My pleasure
Todor
Please full tutorial on Rigify animbox
And blocking technique too
This channel is dope!!!!
ha! thanks!
Genius.
Is anyone able to tell me how to make an animation an asset, while still being able to change the animation of my character without destroying the asset? Do I need to make a new rig and model for every asset animation in a separate blender file or a new rig/model for every animation separate from my main model?
Thanks, another great AB tut! Q: Is it possible to make an asset with multiple part and still apply Modifiers?
I am not sure what you mean, sorry.
@@CGDive OK, well YT is the wrong platform to explain, thanks anyway
@@othoapproto9603 yeah, you can try on Discord discord.gg/j8SQCjFsXP
CGDive Hi.... thanks so much for your tutorials man..really golden stuff :) I have a question regarding ARP I hope you dont mind.. how do I mirror an action? i have one character walking then turning left... I want the same motion but walk and then turn right..basically flipping the animation i tried ctrl+c and then ctrl+shift+v doesnt work..
I think ctrl+c, then ctrl+shift+v should work if you do it in the Curve Editor. Make sure all curves are selected, copy them, then ctrl+shift+v inside the Curve Editor.
@@CGDive ouf.. thanks soo much.. it works! :)
@@FX_AnimationStudios awesome! :)
thanks again
Can I have a way to contact you? There is a problem.
Please share some general info about the problem and how you think I can help.
So it is like a BVH or mixamo action that you can cover with a ' skin ' of you choice. :O)
If it works that way for you, that's great :)
If you use different animation on a rig in a scene.. what happens to previous animation in scenes
They are still in the scene but they may get deleted when you save and re-open your scene.
This may help you start to understand how things work
ua-cam.com/play/PLdcL5aF8ZcJvaLgirnTuH8-4Ro5Ou-YsZ.html
@@CGDive okay thanks!!
friend? I'm a cinema4d user and I'm migrating to Blender.. the same mesh in cinema is fluid in the viewport, in Blender it gets stuck as if working with many polygons, while in cinema it's very fluid and it bothers me a lot at the time and I end up going back to cinema4D. help me?
So the Performance in Blender is not as good as C4D. I can't help, that just depends on too many factors.
You forgot that guy's youtube channel in the description.
Ah, crap! Will add it in a second. Thanks for the reminder!
This should be reworked in future blender update, too much hussle for simple things. It is very inconvenient.