How to Animate Your 3D Characters Fast
Вставка
- Опубліковано 20 чер 2024
- In this video, Jim Morren shows how to use free motion capture data to quickly create character animations in Blender. You'll learn how to export your character and rig, import the motion capture data, create a transfer rig, adjust the motion capture animation and finally, bring it all together into a single animation.
⇨ Cubic Worlds Course: cgboost.com/courses/cubic-worlds
⇨ Project Files + Blender Shortcut PDF (free): cgboost.com/resources
LINKS
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⇨ Blender Launch Pad Course: cgboost.com/courses/blender-l...
⇨ Blender Secrets E-book (affiliate): gumroad.com/a/436106355
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CHAPTERS
00:00 - Intro
01:33 - Exporting Character and Rig
04:34 - Using Mixamo
07:03 - Importing Animation and Creating Transfer Rig
15:13 - Baking Animation
16:42 - Making Transfer Rig Modifiable
20:00 - Interact With Hold-able Objects
25:59 - Creating Animation Variation
29:11 - Centering Mocap Animation
30:17 - Using the NLA Editor
35:18 - Modifying NLA Strips
36:55 - Last Comment on NLA Editor
37:36 - Outro
MY SYSTEM
CPU: Intel Core i9-12900K 5,2 Ghz
GPU: GeForce RTX 3080
RAM: 64 GB
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#b3d #animation #tutorial
This was an absolute game changer ! I was wondering how i would make a full scene without fully animating every single thing ! Finished the blender launchpad and its definitely an amazing course for the basics ive missed. Cgboost rules!
For such a versatile and great method, I’ve never seen this kinda thing be used anywhere else online, from an amateur animator, thank you for the help
The building and disappearing animation is so cute and artistic! Love this retro style a lot! Isometric Cube 💕💕
And you show exactly what I need for Blender regarding animating simple creatures efficient...
I HAVE BEEN SEARCH A LOT IN UA-cam FOR FREE COURSE, YOURE AWESOME thank you so much
you jst blew me up with that animation process/pipeline
This is so awesome and It came in handy just at the right time, thanks so much fior this.
Thanks - that was helpful! I use the free addon "Mixamo Rig" - it also allows you to copy the animation of Mixamo but much easier
If you want to keep your adjustments after baking and resetting the transfer rig: create a new action before baking. Keyframe the Location and Rotation of all the bones and name the action something memorable like "Base Adjustment Pose." After the bake and rig reset, select the "Base Adjustment Pose" action to restore your adjustments.
Thanks Jim, thanks CG Boost!
Awesome tutorials and courses.
Man this is great thank for posting you guys are the best!!!
Very nice description man... really helpful. If I could, I would have liked it thousend times!!
Bookmarked! Boom! Thanks for this vdo which is exactly what I needed. 🙂
Tnx alot .this video is game changer for me❤️❤️❤️
I'm so glad you guys made this! 250% gonna use this for my movie hehe! Thx :)
Nice, just came here from one of your videos so I didn't expect to see you again here. Good luck on the movie!
@@watcher271 That's so cool!!! And thanks! 😁
Good luck with your projects! 😎
Thank you
Is is wild. It's exactly what I needed ty very much
As a beginner to the world of Blender animation, this video is going to be revisited many times! It is brilliant and your instructions very clear, thanks for making this! :D
p.s. I really like the art style you have gone with and the course looks really interesting too, definitely will check it out :)
If you want to study animation specifically, then using mixamo is not your way. You have to be able to do everything from scratch. If animation is secondary to you, then yes, you can use it.
can you please make another video or point out to video on how we can use this for custom action animation by inputting joint locations and rotations?
Another way to duplicate the mixamo animation : select original mesh + shift select mixamo animation mesh -> ctrl + L and chose Link animation data. (Maybe the fastest way)
can you tell me please on wich part i could do that? (: thank you sir
Good call, this might work if you quickly want to retarget just the animation. But if you want to transfer the animation to IK bones this wouldn't work as cleanly, neither would it allow you to modify the animation as easily as shown in the video.
@@cgboost exactly! it works well for lazy people like me 😅
Thank you Mr.Jim! can we find you in social media to stay tuned about your artwork? (: how can we find you?
twitter.com/JimMorren
Hey, what if I wish to use a couple of different animations from mixamo? Do I need to re-transfer them manually for each import?
You won't have to make a new transfer rig every time. Once you have set up the transfer rig you are good to go. You can simply import any new animation into the scene and set the imported action to the mixamo rig that we linked our transfer rig to, then make any adjustments needed with the transfer rig and then just bake the animation.
Is it at all possible in Blender to make the Character stand idle after a few steps, look around and then continue on the path?
Yes, you have to keyframe the curve’s evaluation time (Curve Object > Object Data > Path Animation > Evaluation Time). Basically you can set where on the curve the character is at any time, you can even go in reverse. Hope this helps ~Jim
Okay so the rig you are STARTING with with the Joel character, where is it explained how you created that? In the Cubic Worlds course?
Yes, the cubic worlds course covers how to make and rig a cubic worlds character and much more.
I have a question.
Every time that importing an action from the Maximo have to do whole process that you have done for first action ?
Hey, if it is a new rig then yes, but if it is the same rig you can just import the model, save the action and give the action to the previous mixamo rig and bake it from there. Hope this helps. ~Jim
Hello, Thanks for the tuts, I'm having issus with the part of the lesson during the walk with rifle animation where you have to copy the transform of the hand bone to the IK of the left hand, It giving me a kind of woobly animation, any idea on how I can understand better, THANK YOU, REALLY APPRECIATE.
Does the gun wobble as well? If not check that you removed the "child of" constraint from the hand bone. If the who gun wobbles too than it is probably due to the right hand wobbling too much. An easy fix would be to bake the animation, going to the graph editor, selecting only the rotation graphs of the right hand bone and to smooth the animation "Alt + O".
@@cgboost Thanks for this, Problem solved, You're the best👍👍👍
@@keypadstudio Happy to help, glad it got solved 👏
Is there's a course about interior design?
Hi, thanks for your question. Unfortunately, we don't have an interior design course, since we don't focus so much on this topic. As far as I know, Blender Guru Focuses much more on this topic, so try to check out his channel here: www.youtube.com/@blenderguru
if you have any questions related to our courses or videos, just let us know!
~ Masha
Could someone tell me what is the difference between *Child Of or Copy transformation?*
And what is the difference between CTRL+P > with *empty groups* or CTRL+P > *object.*
Also, what is the best method?
The Child Of constraint is just setting up a parent>child relationship that can be switched on and off (plus you can select which transforms of the parent should be transferred to the child). Copy Transforms allows for a bit similar things but it works a bit different. First thing you'll notices it disregards the offset between the owner and the target by default. In fact it just copies the transfoms of one object to another and either replaces or mixes those with the already existing transforms of the object. As for different parenting modes (Ctrl+P) they have different purpose. The with empty groups is a part of Armature Deform set of parenting ways it creates an empty vertex group for each bone on a mesh that you want to bind with an armature (so you can later assign parts of the mesh to the respective bones or use the verex groups for weight painting. The parenting to object is creating just normap Child>Parent relationship between the objects. If you use that to bind a mesh with an armature it will not create an Armature Modifier on the mesh but just make the mesh Child of the selected Armature Object.
@@cgboost thank you for explaining that. That made a lot of sense. It is much appreciated 👍🏿
You should make a UA-cam tutorial explaining that.
Ok but how can edit the rig like big fat character rigg. I am tried but ik and pole target many bones crashing
Why when I imported the fbx file from Mixamo it didn't have any animations?
your maximo bone linked explanation is very hard .plz make it easy.
after i took it from mixamo (my own character rigged in mixamo) , and sent it to blender it came in the T pose with a bone at the base of the characters feet, where do i go from there? 7:36
Hey, let's see how I can help. Just so I understand your problem. Did you export it with an animation or just as a Tpose from Mixamo? Did it export with just a single bone or does it have a rig as intended?
I am not able to find the model, what should I do?
Go to the resources page ( www.cgboost.com/resources/ ) and click on "UA-cam Tutorials & Project Files". Now here you will find a dropbox page, look for the folder with this videos name. Now inside this folder you will find the blend file. Hope this helps. ~Jim
@@cgboost wow, thanks ^^ I actually found it, now I can proceed with the tutorial, thanks a lot :)
we have to parent the gun to anything before the animation bake with gun? because when i bake it, it results with the gun in a weird position after reseting transforms and cant find a solution:(
If this happens the easiest fix is to create a keyframe for the gun bones on the same action you baked before resetting the transforms. Select the gun rig, then in the action editor select the animation, select the gun and hand bones and make a keyframe for the location and rotation. Now you can reset the transforms and the bones and all should be fixed.
@@cgboost dsnt work for me for sure im doing it wrong... this step is before the Animation bake?
@@vmek3d You can do it after or before, since the gun rig is separate from the character rig it should not be effected by the bake of the character rig. But do try doing it before just in case. Something that I think I should mention is to not keyframe the "visual" location and rotation of the gun and hand, just the location and rotation as this will also key in the constraint transforms.
@@cgboost It's very weird, if you say that it shouldn't be affected by the animation bake I don't understand why for me the position of the weapon is affected after the bake
@@cgboost actually i've tryed everything, im done it dosnt work for me :') after the bake Animation the gun transform start being weird
What software is this
Hi Jim is using Blender inside this video.
~ Masha
I thought motion capture meant you capture real life motion from a camera and then applied it to a rig.
That can be done too, as well as capturing the motion data from a video...
Motion Capture actors perform live on camera (or recording themselves on video), then after the animation is extracted from their performance, they can apply it to a rig, or upload their mocap animations to libraries like Mixamo so people can use them in their own rigs.
Which application
Blender. It's an open source program, and you can get it here: www.blender.org/
I was excited to hear something alike OpenPose and ControlNet for Blender, but no. Just the same old 3rd-party data import.
man 100% that is coming very soon I'm sure
We don't get a lot of 3d tutorials this might come in handy for someone else
I would rather be happy thos is being posted than the expectations we give people
When we can learn them ourselves
@@polrusstomakriss9001 When this comment was posted, the video had a different title - "How to Animate Characters with Free Motion Capture". Which naturally sounded a lot more ambitious than just animating characters fast.
I'm sorry but i have been trying for hours, every time I try to constrain the old rigging to the new ins, it always just freaks out and sends the limbs in different wild ways and i don't know why, I've set the right settings and set everything up meticulously more than three times over the last four hours
Hi it's hard to say what's wrong without seeing the file. Could you please post it inside our community? community.cgboost.com/home
~ Masha
@@cgboost I actually ended up getting it fixed and finished the tutorial, I'm just not very good at blender and can't really use this method any other way than what you showed. Good video though
@@drsquid7986Great that you fixed it. Thanks for letting us know!
Please I'm having issue exporting my character fbx, the main issue is, the materials are not showing when I uploaded to mixamo, Kindlh assist. Thanks.
Mixamo can be quite buggy when it comes to materials, if you are trying to upload a model with textures you can try imbedding the textures into the FBX file. In the export window on the right set the "Path Mode" to "Copy" and press the icon next to it (the icon looks like an empty box), this will imbed the textures. Try this and hopefully it will import the textures into Mixamo.
@@jimmorren Thanks so much
i also call 38:32 minutes fast
it is very advance for me
Can you find new way ?
Its not thousands of animation on Mixamo. More like 100-250
Import animation ≠ creating animation.
This is a simple, but not entirely honest way.
Edit : The following case is no longer valid.
title : How to Animate Characters with Free Motion Capture
Description : In this video, Jim Morren shows how to use FREE MOCAP DATA to create animation in Blender.
Nice clickbait, change it @CG Boost or i will have to conclude you did it on purpose , the video title is misleading and nonsensical, add the word "DATA" to the end of the video title.
Reason : There is no such thing as : "Free Motion capture".
Even if you buy a collection of colored stickers and put them on your body, film it with your phone, trace those stickers with blender and apply them to empties connected to bones, it still won't be "Free motion capture"
Thanks for bringing this up, it was not our intent to trick anyone. Now, when you say it, it indeed makes no sense. We didn't think this out too much, as it seems. Fixed. 😅
@@cgboost No harm was done, Thank you for listening.
@@Illasera Why you talk like a robot?
Roblox? unlike!
💀
Yeah thanks and all, but who will do all this stuff? lol
yeah just imagine if he would in the end sell a script that solves this mess in a click, I think animation layers can solve part of this, apart from the retargeting, but all in all we appreciate his effort in informing us.