Thanks Hozq. Rn i'm at a point where i'm struggling with things, and despite the time I'm putting in I'm not improving. I have been doing FPS animation for about 3 years now off and on. I have ADHD which makes learning things difficult sometimes, since I have trouble dedicating myself to something if it feels like I'm not going anywhere, leading me to get distracted by other things, and i end up self-sabotaging by not doing anything or not completing the animations I start because I don't like how they are while I'm making them. Videos like this help me, look at ways I can make myself feel like I'm accomplishing something, by trying a different process and seeing if it works for me. So thank you for making this, it helps a lot.
This 80 second video clicked with me more than tutorials and much more indepth explanations. No bullshit. The text on the top right also helps a lot, thanks.
Ah, I understand animation now 1: the basic plan for the movements 2: filling in the blanks 3: filling in the blanks 4: filling in the blanks 5: filling in the blanks 6: filling in the blanks 7: R E N D E R I N G
It looks cool! You can also add camera animation, it greatly improves the experience. But if you make the camera shake too much, it will resemble a roller coaster ride, you should be careful with this. I usually do not rotate the camera more than 5 degrees, excluding some animations, such as looking around.
That's super cool It made me happy that my sequence is almost exactly the same Will you be able to tell in the future how you set up the lighting for a scene? Do you change it for specific frames of the animation?
I'm no expert at doing lighting haha, I just have an eye for what looks good I guess. But it's hard for me to tell you exactly what I'm doing to make it look good. I usually just set up the lighting once and leave it like that for the rest of the animation.
This one took about 4 hours give or take half an hour. I had breaks inbetween. If I had worked on it from start to finish it probably would've taken 2-3 hours.
Hey Hozq, thanks for showing this as its super helpful for trying to find a workflow! I just wanted to ask as I've been trying to work it out myself, do you 'parent of' constraint both hands to the weapon parts like grip and mag and then change the influence when you need to remove them or do you use another method?
@@Hozq3D Howdy Hozq, I was wondering if I could ask you about doing ADS animations as its stumping me on how to go about doing them? As people seem to do ADS versions of their fire anim, reloads, etc I'm guessing they don't completely make them all again from scratch? I was just wondering in Blender how you'd go about repositioning the entire animation? Is it just by using delta transform and then combining it with a generic aim in/aim out idle animation? Or do you rebuild your's from scratch? Any help greatly appreciated!
I would kill for a like an unedited uncut video of you creating an animation. Maybe you put a text here and there like in this video. Any chance of that happening?
Usually they're there to show the movement of the camera, as most viewmodel animations are missing propere backgrounds. Here they're unused and just a backround prop.
what about blocking it out like a character animation (no interpolation)? its too hard for me as of now to actually understand the blender graph editor coming from sfm
You don't necessarily need to do stepped blocking for character animation. But ultimately it's up to you if you prefer it. The difference between stepped blocking and spline blocking is that stepped blocking literally ONLY focuses on the poses. There is not a single piece of tweening done by the computer inbetween your poses when doing stepped. If your project requires strong silhouettes and or poses then doing stepped blocking might give you an advantage as you don't have any other distractions, like movement. Spline blocking works fine for basically all projects if you prefer it over stepped, like me. Spline blocking is my goto for animals, characters and viewmodel animations as I often focus more on timing than on strong poses. I've found that stepped blocking strips my ability to read timings in an animation and the result often looks odd when converting it from stepped to spline.
@@Hozq3D i mean its just that i find stepped blocking easier in every case since i can quickly mess up the curves pretty bad. there are a bunch of unspoken rules about it and really its just up to whoever does it to figure it out when you arent just an animator and nothing else
I have a quick question that i usually struggle on but how long should I hold the keyframes for? I've seen one saying hold it for 2 so I would do the keyposes move three keyframes pose and repeat but I'm really not sure and I don't really know how to make a transition as good as you like that.
I usually space them out every 5 frames to begin with. And inbetween each major movement there's a pause of 5 frames. So it's like: Pose 1 Pose 2 Pose 2 Pose 3 0 5 10 15 I add this pause to give myself time to add the reaction to the major movements in there. That's just personal preference though. But after I've placed all my poses out with 5 frames inbetween I retime everything to how it would make sense and then I start adding transitions and whatnot.
@@Hozq3D so you basically make all your key poses and get the timing right then add the transitions in between? Btw are the transitions like shakes or do they kinda follow where the next key pose is? Also do you do the transitions on the key frame that feels right?
Wow i do animations myself manually and I didnt think to do this this is very smart, What do you do when you do the spline pass? i know it has to do with curves and thats all I know atm
Quick question. How early do you use the graph editor for your animation or you dont use it at all. I am way too dependent on graph editor for many of my animations which has led me to believe that my workflow may be a little flawed. My stuff does not look good until the final 1 or 2 passes
@@Hozq3D Sheesh I have been using graph since 2 years of my animation journey X_X but yeah Im opening up to raw keyframing more and more yet still I have to depend on the graph for smaller details or fixing keyframes close to each other
How do you apply same changes on a graph editor(Like when you move mag with the left arm but also being attached to a gun)? Im pretty sure mag and deagle are not attached to each-other.
It's tricky, it largely depends on what you're doing in your animation as there's a lot of ways to do it. It's hard to explain in text, I should probably do a tutorial.
@@shishamotosan2698 Whichever one you prefer really. Although Blender is completely free and has a lot of rigs and content for you to work with so it's what I would recommend.
Blockout(basic idea/"sketch"), Spline(which is just getting the main motion in), Polish(which is where you add all the cool bits and details). How many of these you have each is dependent on the project.
I actually rarely use the graph editor. I only use it to create sudden stops or to edit how harsh the movement towards a specific frame is. Its not really incorporated into my workflow
so basically just pose out the concept and just ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD and ADD
animations are too jerky and jiggly. I really hate this overly cinematic trend of weapon animations, the CODification of weapon animations if you will.
bro your blocking is way better than my final shots.
fr
@@foxfoil9469 ye
@@foxfoil9469 I had some challenges with parenting bones with contraints in Blender. But It has been resolved now.
thats how u get the best look. really focus n detail ur blockin n it'll be good animation
@@meehh2439 Thank you.
Thanks for using my deagle lol
is very nice
Hey can i have it
@@UlyssesDevno
@@twistedbetrayal7234 🥲
Hey, can i use it too? Not very good in modeling but i want to try animating. Only if it is free tho. Don't have money to spend right now.
Thanks Hozq. Rn i'm at a point where i'm struggling with things, and despite the time I'm putting in I'm not improving. I have been doing FPS animation for about 3 years now off and on. I have ADHD which makes learning things difficult sometimes, since I have trouble dedicating myself to something if it feels like I'm not going anywhere, leading me to get distracted by other things, and i end up self-sabotaging by not doing anything or not completing the animations I start because I don't like how they are while I'm making them.
Videos like this help me, look at ways I can make myself feel like I'm accomplishing something, by trying a different process and seeing if it works for me.
So thank you for making this, it helps a lot.
Thanks for the wonderful words, I'm glad I could help ♥. I hope you can find a workflow that works for you!
I feel this so hard man
Seeing the little movements and adjustments of each individual finger really leaves me in awe, you got this down to a science
Thank you!
dude I love that the hand is a bit shakey because of how top heavy the deagle is such a cool detail.
The spline pass 1 was already great, the finished result is just amazing
This 80 second video clicked with me more than tutorials and much more indepth explanations. No bullshit. The text on the top right also helps a lot, thanks.
That's awesome!!!! This means a lot, I'm happy it helped you.
these type of videos are worth their length in gold, thanks for this
Yoo thanks! This is just what I needed; definitely saving this for reference 🔥
this is sick i love watching stuff like this come together
Its quite helpful to study other's workflow, for myself I learned a lot from your AKS 74U video a long time ago and Ill also save this vid
I definitively gotta give this process a try.
You've just accomplished something I could never do with in 3x the normal human lifetime.
There’s a Viewmodel Animator at Infinity Ward positions available you should apply!
👀
the chef has revealed the secret recipe
The Goat came in clutch.
This actually helpful Thanks!
Ah, I understand animation now
1: the basic plan for the movements
2: filling in the blanks
3: filling in the blanks
4: filling in the blanks
5: filling in the blanks
6: filling in the blanks
7: R E N D E R I N G
TY
Glad to see the gloves in use! Great animation :)
Finally an animation that isn't too bouncy...
good attention to detail, especially the trigger finger :)
Very cool to see other's workflow
Fantastic work! What's the purpose of the cubes in the background?
Always trust the process
great animation tutorial i every seen
It looks cool!
You can also add camera animation, it greatly improves the experience. But if you make the camera shake too much, it will resemble a roller coaster ride, you should be careful with this. I usually do not rotate the camera more than 5 degrees, excluding some animations, such as looking around.
Great advice!
@@Hozq3D After watching other videos on the channel, I suddenly realized that you don’t need my advice😅
That's super cool
It made me happy that my sequence is almost exactly the same
Will you be able to tell in the future how you set up the lighting for a scene? Do you change it for specific frames of the animation?
I'm no expert at doing lighting haha, I just have an eye for what looks good I guess. But it's hard for me to tell you exactly what I'm doing to make it look good.
I usually just set up the lighting once and leave it like that for the rest of the animation.
Neat stuff Milton, thanks for sharing this sort of thing!
i like the spline pass 2 bcs its more realistic in my opinion cuz irl there no much shake when you reload a gun
this is sick
i know this is a bit odd of a question, but how long did it take?
This one took about 4 hours give or take half an hour. I had breaks inbetween. If I had worked on it from start to finish it probably would've taken 2-3 hours.
@@Hozq3D thanks! im glad you replied. im really a beginner and i wanted to see if im too slow.
Hey Hozq, thanks for showing this as its super helpful for trying to find a workflow!
I just wanted to ask as I've been trying to work it out myself, do you 'parent of' constraint both hands to the weapon parts like grip and mag and then change the influence when you need to remove them or do you use another method?
I'm glad to hear that. And yeah, thats precisely how its done.
@@Hozq3D Howdy Hozq, I was wondering if I could ask you about doing ADS animations as its stumping me on how to go about doing them? As people seem to do ADS versions of their fire anim, reloads, etc I'm guessing they don't completely make them all again from scratch?
I was just wondering in Blender how you'd go about repositioning the entire animation? Is it just by using delta transform and then combining it with a generic aim in/aim out idle animation? Or do you rebuild your's from scratch?
Any help greatly appreciated!
I would kill for a like an unedited uncut video of you creating an animation. Maybe you put a text here and there like in this video. Any chance of that happening?
If I were to make a video like that I'd probably just talk over it as I make it. But yeah that's definitely possible.
@@Hozq3D Thanks for the reply, yeah that would work even better. 😏Would be awesome to watch the whole process.
very awesome
Ideal animation for robocop
Hey can you give me tips on Animation like how XYZ Rotation work? and also do you Move around things or use an Graph Editor? or both?
Thanks i learned alot from this
great explanation!!!
Can you make a tutorial
maaaaaybe👀
Why do the HLA HEV gloves look so cool and tactical???
i don know!!!!!
hey random question but do you have any tips for camera settings and positioning? trying to transition from third person cameras to viewmodels
What is the use of the white blocks? I have seen other animators use it, but I cannot find anything online about it
Usually they're there to show the movement of the camera, as most viewmodel animations are missing propere backgrounds. Here they're unused and just a backround prop.
Very nice
HOLY SH**, THIS IS TOP NOTCH
yo was gud cuh
so thats who the Modern warfare 2019n animaitions were made
Bro how to made the deagle or something sharky a litte bit? I ask because i think that will work on 2d animation lol
what about blocking it out like a character animation (no interpolation)? its too hard for me as of now to actually understand the blender graph editor coming from sfm
You don't necessarily need to do stepped blocking for character animation. But ultimately it's up to you if you prefer it.
The difference between stepped blocking and spline blocking is that stepped blocking literally ONLY focuses on the poses. There is not a single piece of tweening done by the computer inbetween your poses when doing stepped. If your project requires strong silhouettes and or poses then doing stepped blocking might give you an advantage as you don't have any other distractions, like movement.
Spline blocking works fine for basically all projects if you prefer it over stepped, like me. Spline blocking is my goto for animals, characters and viewmodel animations as I often focus more on timing than on strong poses. I've found that stepped blocking strips my ability to read timings in an animation and the result often looks odd when converting it from stepped to spline.
@@Hozq3D i mean its just that i find stepped blocking easier in every case since i can quickly mess up the curves pretty bad. there are a bunch of unspoken rules about it and really its just up to whoever does it to figure it out when you arent just an animator and nothing else
This is really helpful
I have a quick question that i usually struggle on but how long should I hold the keyframes for? I've seen one saying hold it for 2 so I would do the keyposes move three keyframes pose and repeat but I'm really not sure and I don't really know how to make a transition as good as you like that.
I usually space them out every 5 frames to begin with. And inbetween each major movement there's a pause of 5 frames. So it's like:
Pose 1 Pose 2 Pose 2 Pose 3
0 5 10 15
I add this pause to give myself time to add the reaction to the major movements in there. That's just personal preference though. But after I've placed all my poses out with 5 frames inbetween I retime everything to how it would make sense and then I start adding transitions and whatnot.
@@Hozq3D so you basically make all your key poses and get the timing right then add the transitions in between? Btw are the transitions like shakes or do they kinda follow where the next key pose is? Also do you do the transitions on the key frame that feels right?
@@Hozq3D I’m a little beginner and still trying to figure out key framing and timing
Wow i do animations myself manually and I didnt think to do this this is very smart, What do you do when you do the spline pass? i know it has to do with curves and thats all I know atm
The spline passes are just adding detail with more keys inbetween the poses I've created in the blocking stage.
You rock!
Quick question. How early do you use the graph editor for your animation or you dont use it at all. I am way too dependent on graph editor for many of my animations which has led me to believe that my workflow may be a little flawed. My stuff does not look good until the final 1 or 2 passes
for me whenever im animating graph editor is evrything, its how you would usualy convay weight
I start using it the earliest in the first spline pass. I don't really touch it very often though. I only use it for very specific things
@@Hozq3D Sheesh I have been using graph since 2 years of my animation journey X_X but yeah Im opening up to raw keyframing more and more yet still I have to depend on the graph for smaller details or fixing keyframes close to each other
@@qasai3840 i was in the the same boat u were in lol
How do you apply same changes on a graph editor(Like when you move mag with the left arm but also being attached to a gun)? Im pretty sure mag and deagle are not attached to each-other.
The magazine is parented to the gun and the left hand is parented to the magazine
Que Incrivel !!!
Um dia eu fico bom tambem kkkk
When you mention spline pass, is that simply setting up keyframes or do you have the controllers follow spline paths specifically?
Simply setting up keyframes
Gotcha,@@Hozq3D . Just set up another rig to give it all a try so this came out at the perfect time :D
Why it looks like the guy is sniffing the deagle tho?
smeel good
Great! How do you do tactical reloads with double mags tho?
It's tricky, it largely depends on what you're doing in your animation as there's a lot of ways to do it. It's hard to explain in text, I should probably do a tutorial.
Things i know how to animate viewmodel: make poses
Timing
Add detail
Add even more detail
Smooth it
how do you know when its done
When I'm happy enough with it, you just have to call it sometimes
What program better for animation?
@@shishamotosan2698 Whichever one you prefer really. Although Blender is completely free and has a lot of rigs and content for you to work with so it's what I would recommend.
wait when do think unrecord its gonna come out?
6000 years
@@Hozq3D fr
soo animating is just blockout, polish, polish, polish, polish, 🇵🇱, polish and then final render?
Blockout(basic idea/"sketch"), Spline(which is just getting the main motion in), Polish(which is where you add all the cool bits and details). How many of these you have each is dependent on the project.
Do you mostly just use the graph editor for spline/polish stages?
I actually rarely use the graph editor. I only use it to create sudden stops or to edit how harsh the movement towards a specific frame is. Its not really incorporated into my workflow
@@Hozq3D I'm the same way! I was curious because I thought I was doing something wrong not using it much.
@@Hozq3Dso are you mostly just adding in key frames?
@@hitmanx400 Yup! That's it.
...and he has me at spline 1
how long does this animation process take you?
@@gamer_man_4350 For this animation I think it was around 3 hours.
interesting
what does poland have to do with animating
uh
I can almost hear the video.
How long did this take in total?
5 or 6 hours with stuff I was doing in between. Would have taken significantly less time had I worked constantly from start to finish.
You animating in 60 or 24 fps?
30
where spin
so basically just pose out the concept and just
ADD and
ADD and
ADD and
ADD and
ADD and
ADD and
ADD and
ADD and
ADD and
ADD and
ADD and
ADD and
ADD and
ADD and
ADD
this shi go hard
HLA Gordon.blend... Half life Alyx?
@@roquet11 The arms are gordon's
hozq goat
YOOO ITS THE HALF LIFE ALYX HEV GLOVES
animations are too jerky and jiggly. I really hate this overly cinematic trend of weapon animations, the CODification of weapon animations if you will.
@@evanlee93 What do you prefer?
@@Hozq3D animations that are realistic and basic
@@evanlee93 Everyone has their preferences!
so just start off weird and then tweak it until it gets good
thank you very much, fine person
How long did it take?
5 or 6 hours with stuff I was doing in between. Would have taken significantly less time had I worked constantly from start to finish.