I don't often see threads about animation posted here. So I'll make one. Post animations you've made here, and don't be shy. No matter how shitty or how good it is, share it in this thread!I'll post mine just to start it out.https://www.youtube.com/watch?v=ibSC39M7siQ
thats pretty good.good animation tutorials for blendlets like me are kinda spare so thats still the part I feel most uncertain about in 3d.For example there are tons of walk/run/climb-cycle animation tutorials, but is that really how you make a character walk in an 3d animation? That seems more like a thing for games. Or do I really have the walk-cycle repeat and let the character slide along the floor?
>>629215In most cases, at least from my experience, you do want to animate it as a cycle. It would take so so much longer to animate each individual step for the entire shot, which you should only do if a cycle won't work (like if the character is taking irregular steps or something like that).
>>629281I kinda tried doing that in the past and found it hard to not have the feet sliding along the floor slightly. I dont know if you're on blender, but adding together cycles seems like a pain, even when using that NLA editor thing. I heard maya has a pretty cool animation library thing and the ability to transfer animations to other characters with identical rigs. is that true? It it worth learning that at this point?
>>629284If you want to do character animation then Maya is the way to go, everything else isn't worth learning.
Come on, somebody else post their stuff. This happened last time I made this thread too.
>>629642Nobody on this shit board actually even makes anything.
>>629291I've heard that Houdini 16+ has pretty strong rigging and animation capabilities. Is there anyone with experience in both to give their opinion?
I did the modelling and animation in an hour for a /v/ meme thread
>>629705houdini is marginally better but less resources to learn from, while maya has hundred of vids and tutorials about basically everything
>>629884Pretty good considering it was done completely from scratch in only an hour.
>>629686lots of people here make stuff; it's just that when it comes to animation, which takes a lot of effort, no one makes stuff with /3/ in mind.any animations that people make won't be posted here because they could potentially be doxing themself by showing something they made for work or their personal account.
I just stumbled into this thread here is something I have madehttps://www.youtube.com/watch?v=yuDf4RU8zys
>>630255And at 2amKinda cheated using the toon outline thing in Maya but whatever
>>630264Here ya go, working on a series with these characters. Making a few out of context shorts to practice. https://www.youtube.com/watch?v=Jaze_brS27E
>>630418Meant to respond to OP but yeah, I think /3/ is mostly for funsies (and occasionally true unbiased feedback) but yeah, it's unfortunate to see less animation out there. I think a reason is youtube prioritizing a 10 minute length for monetization, which leaves animators whom would be LUCKY to release something monthly out in the cold. But where there's a will, there's a way.
>>630418>>630419I feel like this has potential. Any more information at all on this project? I'm interested.
>>629181You should've spend more time storyboarding. In the first scenes it isn't clear at all why one space ship picks up a fight with another. I don't see them racing towards a planet when it happens.Your textures are non-existent. You didn't even add any background.You know some basics, but lack of polishing makes it look amateurish.>>629884Changing position of the camera so much looks bad.As a rule of a thumb: if you couldn't move camera this way in the real world, then you're doing something wrong.>>6302714chan is for adults only. >>630418Your characters move very stiffly: the way they abruptly stop, how they wave arms and how their bodies are completely straight and unmoving when they stand is jarring. Read The Animator's Survival Kit.
I'm learning basics. Thoughts?
>>633013now put a dick on it. also feel free to increase the resolution just a touch.
>>633037Yeah, good point with the resolution. Thanks Anon.
>>632457It's an ongoing thing I'm building, a universe from which to make shorts and comics. Just finished a new on today actually, onto the next. https://www.youtube.com/watch?v=WmjRWUB0dqk
>>633013Cool. If you want another quick exercise, try learning blendshapes (if you don't already know) and make the same animation but with the ball squashing and stretching like it's made of rubber.
>>633008>As a rule of a thumb: if you couldn't move camera this way in the real world, then you're doing something wrong.Makes sense, thanks for feedback
>>633111>blendshapesDo you mean something like this: https://en.wikipedia.org/wiki/Morph_target_animation ?Thanks for the suggestion, Anon! I really appreciate it!
>>634088Yeah, that's it. I was just using the Maya name since I wasn't sure what it was commonly called.
>>634088That's what he's talking about. They're actually insanely easy to set up. You have your object as you modeled it, then you add a shapkey and make the changes you want (if it's a ball, size it down on the z-axis to make it squash). After this you get a slider to change your object from the default to the new shape. Good for everything for balls to facial animations. I use it a lot for sliding doors and what not.
What do you think about this jumping flour sack that I made with blend shapes?
>>633013Kinda looks unnatural at the end. As if it started as a rubber ball then turned into a metal ball.
>>634418Thanks for mentioning it anon! I didn't know about that cartoon and seeing an example of this simple exercise done by pros was helpful.
Any ideas where I could find a good blender model of a character to rig it and animate it?
>>636979http://www.manuelbastioni.com/manuellab.phpThey come pre-rigged, but if you are looking to practice, you could always delete the rig and weighting info.
>>629181As someone who's switching from 2d animation to Blender today, why the fuck is this fucking program so hard to animate in. Not only am I not used to using tweens to animate, but I have to keep making key frames when using separate limbs for a rig. I just don't see myself ever getting the hang of it. I know I will but I'm already having a ridiculous amount of problems just animating alone. This is making me want to kill myself.
>>637053>Not only am I not used to using tweens to animatetweens is not a new thing nigger, iv been using it in 2002 when flash mx was out.>but I have to keep making key frames when using separate limbs for a rig.yes you have to key your rig, whats the problem?
>>637096I never said it was a new thing, cunt. I don't use tweens and I hand draw each frame. Is that too hard for you to understand?
>>637097there you go friendhttps://blender.stackexchange.com/questions/49097/is-there-a-shortcut-to-keyframe-an-entire-skeletonhttps://blender.stackexchange.com/questions/73779/remove-the-smooth-animation-in-blenderif you need help just ask
>>637100Holy shit, thanks!
>>637097the entire animation toolset in 3D was completely changed. this is mostly true for people that do animation by hand.you might want to re-study animation just for getting to know the new features in 3D
>>637053>As someone who's switching from 2d animation Why are you switching from 2d? If you think 3d animation is going to be easier, or quicker, then that is not a good reason>This is making me want to kill myself.I thought learning new things, especially diving into completely new environment is supposed to be fun.
>>637102>you might want to re-study animation just for getting to know the new features in 3DYeah, it's something I'm reluctant to do, but hey we all need to go back to the basics frequently anyway, right?>>637117>Why are you switching from 2d?I've been animating in 2D for 6 years. If there is more to learn, I want to learn it. Also the fact that knowing both is a huge advantage.>If you think 3d animation is going to be easier, or quicker, then that is not a good reasonI don't remember implying this. Weird assumption to make.>I thought learning new things, especially diving into completely new environment is supposed to be fun.Well before that sentence I mentioned that I was having a ridiculous amount of problems animating. So it's less learning and more googling the answers pretty much every 20 or so minutes while simultaneously having to animate in a way that's completely foreign to me. Not sure why that sounds like fun to you haha. When it's not frustrating it IS fun.
>>637121It was not an assumption, hence the "if". I see many people failing at 2d and picking up 3d, I'm happy that is not the case for you.I recommend watching tutorials first instead of searching for answers and attempting to problem solve everything yourself.you genrally do >>637100 for your key frames, and then tweak curve interpolations to get nice inbetweens.
>>637127Yeah it's the tutorials I was having problems with. Sometimes I follow the instructions and get a completely different result. It's obviously due to my incompetence but it still is a bit frustrating. Especially the key frame problem, which was the main thing for me. Now that I know I can definitely pull this off by making sure I'm sure that I followed the tutorial correctly.The curves are gonna take some getting used to. It's weird but it feels like I'm not even animating when I use it. One thing that's been bugging me though is how exactly do I add points to the graphs? I want to ease areas but there are only fixed points in the key frames that I can.
>>637128https://www.youtube.com/watch?v=cp0jwXDuOowi should mention, the graph editor is supposed to be difficult. so don't get discouraged by it. you should focus on learning the controls and everything else will come naturally
>>637128>It's weird but it feels like I'm not even animating when I use ityes exactly. and most people on this forum feel like they need plugins to rig and animate which is ridicules.
>>637128just think of the points as your key frames, your most extreme poses, and you can move them around to change timing. The curves are for your inbetweening, how the mesh moves by getting from keyframe A to keyframe Bif in 2d you first draw your poses, and then move them left or right on timeline to get the timing, and then draw, or give it to another artist to draw inbetweensin 3d you do that too, but instead of reposing inbetweens, you just play around with curves.
>>637128Just an idea, maybe you'd be more comfortable at first by mimicking stop-motion animation? Set the tweening to constant or null (however it's done in Blender), and just directly animate your key poses and make your own tweens.
>>637128Master the bouncing ball and then you will understand the graphs movement more clearly.
cool thread. this is kind of animation, more architectural possibly. first time deep in blender for me a while ago now - https://youtu.be/CRpz2J6luX0
>>637139Thinking about it this way helps. I like the way you think.>>637153It's definitely possible for me, but it seems like I'd have to be masochistic to do it hahah. >>637563Understanding the graph is pretty straight forward. I followed a walking tutorial with a leg ball guy and the keyframes looked fine. Then you play the animation and the legs fuck about for no reason. The motion paths are wiggly without me previously messing with them and limbs move jaggedly with no correlation to what the graph implies. I'm assuming it has to do with a part of the graph I couldn't find.I've only been at it a few days anyway.
>>637594Might be yeah. Not that familiar with blender (only maya). Just work in stepped>linear>spline. Jump inbetween them to see the time n spacing. Put breakdowns/standstills in stepped mode ^^
>>637602Holy shit, thanks for this gif. I actually switched to Maya halfway through when I heard Blender is only for hobbyists. (Which I am, but it wouldn't hurt to be able to get a job.)Maybe it's the settings that are ruining it. I'll give it a look.
>>637603if people already made interactive porn in blender, then your little puppet experiment should work fine. idk why you gave up after 4 days
>>637616I didn't give up? I moved to Maya because I want to animate as a hobby but also have the opportunity to get a job if possible. Is there anything wrong with that?
>>637618no there isn't. but i know a guy that came from sfm which is completely alien (software wise) and he does gun animations with ease in either maya or blender. so i don't think there is a monumental difference between any animation software nowdays, its mostly how the user interacts with them
>2d animator can't into 3dWhat the fuck dudes you just literally have to press a single button to set a key frame and the computer draws shit for you. All the other principles of animation stay the same.>people not able to read a fucking 2d graphAre you all in fucking kindergarten or something? Did ya'll spend your day watching shitty youtubers instead of doing your math homework?
>>637644Are you fucking retarded? I said I can read the graph properly. Simplifying the problem to make it as if it's extremely easy when getting into 3D is considered difficult is a childish and transparent attempt to troll. Whiny bitch.
>>637644The method of animating is completely different from 2D you dumb fuck. There's more to it than placing them on a key and animating it. It will look like shit otherwise. If you were actually good you'd realize there are intricacies of that are extremely difficult to replicate in 3D as a person whose only animated in 2D does in their typical animations.Guaranteed you post an animation and it's linear trash with basic bitch easing. If that's not the case you're purposefully lying to yourself with this comment. That would make this even more pathetic.Try switching to 2D as a person who has only had computers do the work for them. It's equally difficult and you can simplify it as 'drawing different pictures.'Grow up.
>>637644>you just literally have to press a single button to set a key frame and the computer draws shit for you.In that case for texturing and modeling all you have to do is carve meshes and paste textures on them. Sounds easy when you explain it like a dumb cunt but if you actually want to be good there's more than that.
>>637662>>637661>>637660>The method of animating is completely different from 2D you dumb fuck. There's more to it than placing them on a key and animating it.No it's not. There's more to it just like there's more to 2d animation than just drawing the same character slightly differently on the next page. But they're concepts that are indipendent of either 2d or 3d.>It will look like shit otherwiseIt will if you were already ignorant of proper animation practices in the first place. Which means you were shit before a computer and a piece of software were thrown into the the equation.3d animation is the discipline with both the lowest skill floor and highest skill ceiling, where assuming the same knowledge of animation principles, the only difference between someone who knows the software inside out and someone who doesn't is the time they take to create the same animation at the same quality.
>>629181Hey! Nice to see someone else who animates on here. I don't stop by this board too often since it's so slow but you might find more luck over in the animation general thread in /ic/My youtube channel is here: https://www.youtube.com/channel/4o4talesBut I'm kind of hiatus while I try to figure out how to model and rig stuff by myself.>>637661>The method of animating is completely different from 2D you dumb fuck. There's more to it than placing them on a key and animating it. It will look like shit otherwise.Ehhhhhhhhhhhhhh...depends on where you're coming into the project from.If you're working with professional rigs and then passing it off to a technical artist for rendering- 2D animation skills will transfer over practically 1 to 1. Most of Disney's animators with any computer literacy were able to learn 3D animation in under a year. If you're handling everything yourself though? Yeah that shit takes years of patience, practice and expertise and even then you're shit could still look pretty amateurish. If you're working with a badly designed character, a poorly constructed model, or an inefficient rig, it doesn't matter how good of an animator you are it's going to come out looking bad. Hell even then it can still turn out like shit if you don't spend enough time on the lighting or rendering.
>>637735I try to work fast with my animation. I'm putting a lot of effort to get to the point where I can create a new character and an animation for them in a single day.
>>637736I've been experimenting with working in stepped animation to save time, but it's really hard to get develop the animation to a point where it feels finished or even intentional.
>>637691>No it's not. There's more to it just like there's more to 2d animation than just drawing the same character slightly differently on the next page. But they're concepts that are indipendent of either 2d or 3d.I didn't say the principles or general idea is different. I said the method. You're arguing that 2d and 3d are similar in the methods that you use to animate them? What is your point? I didn't say that the principles of animation change, but that the method of animating is completely different. As someone said, it takes a year for 2D animators to learn 3D solidly. If it were as easy as the retard beforehand was implying you should hop in already good at it.I've only been animating in 3D for a few days.>It will if you were already ignorant of proper animation practices in the first place. Which means you were shit before a computer and a piece of software were thrown into the the equation.You keep misinterpreting my points. I said if you used the method of animating that he said was so easy. It's easy if you're shit because you have no idea how to properly animate. The retard thinks it's as simple as moving a pose to another part of the animation and keying it. That's how a beginner thinks of animation because they aren't good enough to see how difficult it is to get the rid to move as smooth and realistic as an experienced animator wants.You're replying to what I said and skewing my points to mean something they're not and attacking them. You're not doing it on purpose but you're gathering your own assumptions without any context. I was telling him that animation isn't as simple as posing a rig and tweening it to another point, unless you're a beginner. You don't agree?>>637735The awkward rig I'm using to animate is not helping my case. I'm sure I can get it in a year or so. I just wish there were more decent tutorials on animation that give you the rig file so that I can replicate it and get a grasp on it without having too many errors.
>>637740I'd love to one day get my hands on a Pixar rig someday. They're just so damn clean.https://youtu.be/Nn0S2vmSCU0?t=2m10s
>>637735>This channel does not exist:(
>>637805Disregard that link. I am an idiot. https://www.youtube.com/user/4o4Tales
>>633081Pretty gud, made me chuckle
First animation I made with C4D
>>638584cute, but on the second jump I expected the cube to twist in the opposite direction. You also tilt it back before the jump, instead tilt it forward, and back while it is in the air.
>>637735>>637818oh fuck ive seen one of your videos before
post more stuff PLEASE
i did a mushroom thing.
>>637735How did you achieve that data letter transition? was that made in After Effects or somthing?
Any interesting rigs to work with?
>>639321Here's a horse rig.http://www.mothman-td.com/portfolio_items/horse_rig/Dealing with four legs is really something though.
>>637603>I heard Blender is only for hobbyistsWhere did you hear that? Are you sure that whoever you were talking with knew what he was talking about?
>>639400Heard it from this place. Then again, that answers your question.
>>638865https://www.youtube.com/watch?v=nd-3dcAqIlIThis one was a monster to get out render wise and it still has some glitches, but I'm happy with it. Really can't wait for Eevee, I've done some experiments but it's not quite there yet (very close). For the next short I rendered out a space background in Eevee and comped that behind Cycles footage, so at least it's giving me some benefit now.
>>639554yeah you already posted, im perfectly capable of going to your channel and watching your other videos.got any friends with channels or something??? people around here are dying for new fri/3/nds to post their film work. this is a free audience of all your peers
>>640156Well, it's a different video. Didn't mean to take away from all the other wonderful content clogging the thread. I'll post anything cool if I come across it.
This isn't mine but a student that graduated a few months ago, a masterpiece if you ask me guys.https://www.youtube.com/watch?v=L_Rvdd_rDzA&feature=youtu.be
a lil ditty i madehttps://www.youtube.com/watch?v=Lvvcmp2tUw8
>>640177That is cute Anon. Well done.
Keeping thread alive so that I can shill my animation in it when I finally finish.
>>643495I like your style a lot.
>>640177>>643495How do you set the ilumination on your scenes? I wanted to make an animation with a similar style but I don't really know how to put the lights on the right place.Good job btw.
>>643620ty!>>643621Im using cycles and j using a sun lamp with a hemi lamp behind him + a circular gradient skybox
https://www.youtube.com/watch?v=9iUVjwd-gYwhttps://www.youtube.com/watch?v=aVc769TdlyEMade this early in september. Based in improv, made to see if I could do it. Probably not funny or interesting but hey I gave it a go.
>>643495is that a normal map?
>>644282Thanks for watching, at least!If you've got some suggestions I'll take them into consideration.
>>644280Ask yourself if you could do those motions everytime you animate someone, I find it keeps from doing weird poses and impossible bending (even try doing what your animating and record it so you can see how it almost should look).Same goes for camera movement. Could an actual camera move like that?
>>644280I'm learning animatimation and a trick that my teacher gave me is that you should always work with references, if you don't have any reference of what you are trying to achieve, you can always, as >>644321 said, record yourself acting (nobody has to see those videos anyway)Look at this for exampleThis is how "Horton hears a who" was animated"https://m.youtube.com/watch?v=VJmOmx4vkf0and this is how a scene from Frozen was animatedhttps://m.youtube.com/watch?v=2z_k2z5m6H0As you can see, both have very simple video reference and obviously you don't need to move the camera at all, because all you want is the character movement.I don't know how your animation process is, but you should always animate in stepped mode first to have a better reference of how the characters will move in the scene, that way you get a more realistic movement.If you want to use video reference, your scene and the video you have should be at the same framerate, because it will be easier for you to match the keyframes and the video because both will move at the same speed, the result will be more realistic and your characters won't look as if every single bone inside them is broken
>>643495How do you rig legs to bend in a curve like that? I know IK splines are involved but how are the controls set up?
>>644281is what>>644518I'm pretty bad at rigging still, hope this picture helps. The leg has 7 bones and effected by IK
First attempt at compositing.https://youtu.be/wCF438Mn59E
thread is super dead buthttps://www.youtube.com/watch?v=BgyeLvhGcc83:34 to 4:39
>>629181Nature Feels by Frank Ocean at the end?
>>651335Actually Electric Feel by MGMT
>>651530oh yep, he sampled that song.
dont die thread
>>629884Made some Pepe loops one day not too long ago, after discovering the model.
>>654364>>654363>>654362I love it!/pol pepe/biz pepe/int pepe
Nice work. Shame they're ancient tech known as gifs though.
>>654362Super awesome anon!
>>654362>>654363>>654364Absolutely BALLER status. Why'd you make him so shiny though?>>649583>>643495>>640177Super cute and well executed, nice work.
>>654362>after discovering the modelthis is a free rig somewhere?
>>654423>>654379Thanks!>>654443The model was available on Xnalara, it seems to be gone now. The rig is my own that I use on most of my humanoid models.
>>654442No idea, I just decide to make him glossy so that it was clearly 3d. Didn't know about denoising at the time also.
>>639069Yup, I used a plugin that creates glyphs based on the value of a given area and then I used a black and white z-pass to create a sense of depth.
fucking hell i just spent hours trying to figure out why my exports weren't looping correctly and it was the ffmpeg encodingswitched to AVI JPEG and the file's 20 times as big but loops fine
What is the point of dope & trax in latest maya? I found myself using time and graph editors only and never found use for these two. Are they just obsolete at this point or is there something that I miss?
>>657701The dopesheet not obsolete. It's not like the time editor, it's like a "high level" graph editor where you simply look at timing of keyframes, not their curves. It's easier to select and move large groups of keys around that way.The trax editor is obsolete, being replaced by the time editor.
>>657702I think maybe I didn't find use for it because my stuff isn't that complicated yet.
Where do I start with demo reel that will get me a jerb? What is the level required for junior animators?