Dreams PS4/PS5 - Animation Process (Part 3)

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  • Опубліковано 24 гру 2024

КОМЕНТАРІ • 3

  • @eddieandersson5570
    @eddieandersson5570 28 днів тому

    Hey man cool to find/hear someone that actually seem to know animation lingo and the 12 principles 9f animation that uses Dreams.
    As I heard you talking about Arcs, Dopeesheet etc I assumed you're familiar with animation outside of Dreams. Then I heard you ask if it's possible to animate 2 characters at the same time in other programs and the answer to that is absolutely it is. In Blender you do it with kb shortcut not many are aware of. That way it's as seamless as in Dreams.
    I take it you only use the old timeline and not the new kf action recorder?
    I also heard you say convert from IK to FK? How do you do that on whole animation at once, with good result I think I've tried it but it didn't yield the result I wanted.
    Another thing I find cumbersome is mirroring say one side of a walk cycle to the other I sort of now how to do it, but it would be interesting to see how you do it.
    What bugs me the most about animation in Dreams is little no motion paths to use especially on the hips. I know I get sort of motion path with IK and the his are IK, but the line it makes when you're working in place like for a walk/runcycle is so tiny and the huge white balls on the line doesn't help much either. I know one way is to scale up the puppet.
    But with FK there's just nothing. So what I have done is created my own motion paths by emitting paint from the limbs.
    Anyway I think it would be great if we could to do a shareplay session and exchange notes on animation in Dreams.😊

    • @Apeinator3D
      @Apeinator3D  27 днів тому +1

      I mainly come from a 2D animation background so I’m familiar with traditional hand drawn animation, flash, after effects and toonboom and I experimented with some stop motion animation. But yeah, haven’t dabbled too much with 3D animation. Last time I done 3D animation was when computers were laggy and just basing my experience from that.
      The animation in Dreams is pretty interesting cause it incorporates the weight of the objects and has some kind of procedural physics that blend with the keyframes.
      The action recorder is optimised but seems to have more problems with arcs in the limbs. You’ll get way more popping and there’s little control over it.
      But animating with the older timeline it’s more thermo heavy, but you have more control. My method is animate everything with IK and then at the end use the ik to fk button to smooth out the popping and do a clean up pass once it’s converted.
      The action recorder on the other hand if you do an ik to fk conversion, seems to have a lot of issues because it seems to reduce the amount of position information. Not too sure but it feels more flexible and more accurate using the older timeline opposed from using the keyframe mode in the action recorder.
      The physics recorder in the action recorder on the other hand is very useful. Because then you can record the motion from the keyframes on the old timeline and optimise the animation that way. But downside is you lose keyframes and can’t make edits afterwards.

    • @eddieandersson5570
      @eddieandersson5570 27 днів тому

      @Apeinator3D You wrote that the weight is incorporated in Dreams I feel weight is one of the hardest of the 12 principles to implement in Dreams as soon as you disable procedural animations. B/c when you key the hip that also keys the feet automatically and then I have to "unanimate" them all the time and it's tiresome and should be optional. As you clearly know how to animate you do know how important weight is, w/o it everything just feels very floaty and not grounded at all.
      About the IK/FK swith I think I misunderstood as I though you were able to switch a whole timeline from IK to FK. But I see now you make a final pass where you go in and make specific kf's FK.