Animations - /3/ (#1006243)

Anonymous
1/26/2025, 9:01:05 AM No.1006243
#b3d #ピギーワン (2)_thumb.jpg
#b3d #ピギーワン (2)_thumb.jpg
md5: 170746c53b42cccf9e04370a15bb5c7f🔍
I'm noob, can someone help and explain how to make animatons like that in blender? Just manually move every single bone frame by frame?
Replies: >>1006250 >>1006254 >>1006256 >>1006258 >>1006261 >>1006307 >>1007387 >>1008647 >>1011077 >>1012016 >>1012287 >>1012599 >>1014244 >>1014246
Anonymous
1/26/2025, 11:08:34 AM No.1006250
>>1006243 (OP)
>Just manually move every single bone frame by frame?
Yeah
Replies: >>1006251 >>1013946
Anonymous
1/26/2025, 11:18:50 AM No.1006251
>>1006250
Isn't it insanely time consuming? How to learn it?
Replies: >>1006529 >>1006673 >>1013946
Anonymous
1/26/2025, 11:22:27 AM No.1006254
>>1006243 (OP)
That looks like shit and you will never ever be a woman, not in a billion trillion years you fucking autistic animetranny, go back to discord.

But to answer your question, no. You do the base animation without the squash and stretch in the minimal number of keyframes and then either
>A: Use some plugin to do the heavy lifting for you
>B: Add more keyframes manually

If you opt for A, you're a retarded faggot ngmi. If you opt for B, you're gonna have to learn the fundamentals of animation. They're not hard but only because you'll have learn how to apply them along the way. You have to rewire your brain to think about objects of varying hardness following along other objects that you've animated in the base animation.
Replies: >>1008613
Anonymous
1/26/2025, 11:26:37 AM No.1006256
>>1006243 (OP)
>Just manually move every single bone frame by frame?
no, you want to use a rig, you don't want to manually move the deform bones one by one
Anonymous
1/26/2025, 11:35:46 AM No.1006258
>>1006243 (OP)
If you have an armature and IK set up then yeah pretty much. Theres more to it but moving bones is the legwork. Obviously not frame by frame though, you use keyframes and let the machine interpolate between them
Anonymous
1/26/2025, 12:29:25 PM No.1006261
>>1006243 (OP)
The gif is not a good example of animation, the speed is not timed well. Unnecessary morph in many places and hair is unacceptable way to move. You can clearly see it’s made from Vroid. Learning animation will take some time and effort, there’s no plugin to cheat it.
Replies: >>1006308
Anonymous
1/27/2025, 8:54:59 AM No.1006307
>>1006243 (OP)
Why are people so disabled?
a) tutorial about the blender animation tools
b) basic tutorial for first animation for some experience
c) tutorial about basics in animation in general, what is true in 2d is also true in 3d
d) walk cycle tutorial
e) one week to work through everything you have learned
f) sketch the animation you want or have it sketched
g) animate

if you are only half as handicapped as i suspect you can animate in two weeks just as well or better
whoever says animating is hard is a faggot
Anonymous
1/27/2025, 8:57:21 AM No.1006308
>>1006261
Faggot, don't pretend you have a clue
Anonymous
1/30/2025, 6:51:14 PM No.1006529
>>1006251
there is also motion capture but you'll need to dance it yourself.
also look into keyframes which will interpolate between frames so you don't have to do every frame
Anonymous
2/2/2025, 6:15:12 AM No.1006673
>>1006251
It's time consuming either way, but it's all about shortcuts and labor saving devices.
Like, you're doing computer animation, with a computer, the programmable thing that can do things on its own.
Anonymous
2/11/2025, 4:20:33 AM No.1007256
does anyone have a good workflow for using open source video mocap tools like openpose or whatever and then retargeting that to a rigify rig?

i googled some and it seems like everyone just uses rokoko or whatever, wondering if there's something that's specifically made for rigify rigs
Replies: >>1007279
Anonymous
2/11/2025, 11:48:48 AM No.1007279
>>1007256
No, Blender lacks Mocap tools and must be paid or custom built in python.
Anonymous
2/12/2025, 3:51:57 PM No.1007387
>>1006243 (OP)
There an entire world of animation, it can't be explained in a simple post. People go to college for 4 years to learn this.

To get you started, learn all you can about these keywords:
- The 12 Disney animation principles.
- Pose-to-pose vs Straight-ahead.
- Easing curves.
- Keyframes and interpolation.
- Onion skinning for animation.
- Recording and using video reference for animation.
- Bouncing ball animation exercise.
- Flour sack animation exercise.

If you have a low IQ (or your natural IQ is lowered on account of being tired from work/school), then it'll be tough.
Zomboid-Rebecca
3/4/2025, 1:46:44 PM No.1008613
>>1006254
>Go full spastic over some shit that you don't know is true

>Actually give the advice wanted in the first place

>"Why is everybody always picking on me?"
Anonymous
3/5/2025, 1:59:32 AM No.1008647
>>1006243 (OP)
animation isn't a real job. just stick some retard in a mocap.
Anonymous
4/25/2025, 11:05:47 PM No.1011077
Sybil
Sybil
md5: 774a25c0566f9393e8bfe09da537ce6e🔍
>>1006243 (OP)
just imagine something in your head then make the model do it bro
Anonymous
5/14/2025, 12:43:08 PM No.1012016
>>1006243 (OP)
first, learn about how animations work in the first place, if you're asking this is because you don't, you should learn about how traditional 2D animations are made,
and no you dont move bone frame by frame, first you block in the key poses, the ones that tell the "story" of the animation, where that animation is leading, then you add breakdowns to detail how those poses are gonna transition into one another, then if you feel its necessary, you add more inbetween poses to help you get the right inbetweens during the splining stage, that's right, first you make the animation in a choppy constant interpolation, aka, no interpolation at all, then you convert the keyframes to spline and edit their shapes to match the timing and spacing that you want, you'll not manually pose the character each frame, you'll get a lot of the frames/poses you want by manipulating the splines in the graph editor.
Anonymous
5/18/2025, 9:13:09 PM No.1012287
>>1006243 (OP)
That's a pretty mediocre animation
Replies: >>1012296 >>1012578 >>1012583
Anonymous
5/18/2025, 10:11:33 PM No.1012296
>>1012287
Let's see yours
Anonymous
5/24/2025, 3:19:01 AM No.1012578
>>1012287
This
Replies: >>1012583
Anonymous
5/24/2025, 11:57:58 AM No.1012583
>>1012287
>>1012578
I like it. Face expressions are nice, maybe movement being too jerky puts some people off.
Replies: >>1012584
Anonymous
5/24/2025, 12:02:30 PM No.1012584
>>1012583
It's not "jerky", the spinning animation is just undercooked
Replies: >>1012585 >>1012601
Anonymous
5/24/2025, 2:21:38 PM No.1012585
stretchy
stretchy
md5: 6fb31496dd5337a99540cbfe65f34113🔍
>>1012584
In which way, exactly? You wish she spinned two rounds more? Well, me too, doesn't really mean anything. Looking at it frame=by=frame, cool deformations.
Replies: >>1012586
Anonymous
5/24/2025, 2:30:50 PM No.1012586
>>1012585
"Undercooked" in animation means it's too close to the initial blocking stage, aka it hasn't been refined enough.
Quick tip: if you want to get good at anything, look into what Dunning-Kruger is and don't do it again
Replies: >>1012588
Anonymous
5/24/2025, 3:40:00 PM No.1012588
>>1012586
Bruh, if you can't tell what exactly isn't refined enough, you're the one doing Dunning-Kruger here.
Replies: >>1012601
Anonymous
5/24/2025, 7:33:51 PM No.1012599
>>1006243 (OP)
you arent going to learn how to animate like that without study and practice. the techniques used here require that
Anonymous
5/24/2025, 8:01:30 PM No.1012601
>>1012588
...I literally did point it out, here >>1012584
You might be retarded
Anonymous
6/20/2025, 1:19:15 PM No.1013946
>>1006250
>>1006251
you don't manually move every bone with IK, nor do you make adjustments every single frame, you insert key frames and use tweening.
an example, if you have a T pose and want an arm to be psoitioned down by the side, you move the arm to a downards position on, say, frame 10. that's it, that's all you need to do. the tween can be adjusted using the graph editor to change its behaviour (non-linear tweening).
you never work frame by frame like with traditional 2d animation.
Replies: >>1013949
Anonymous
6/20/2025, 2:29:30 PM No.1013949
>>1013946
>Doest know about clothing and special effects
The main body isn’t the issue noob, it’s everything else that makes the character feel part of the world.
Anonymous
6/26/2025, 4:18:30 AM No.1014244
>>1006243 (OP)
blockout key frames --> anticipation and follow through poses ---> graph editor pass ---> in-betweening/drag ---> graph editor pass
Replies: >>1014245 >>1014246
Anonymous
6/26/2025, 4:19:30 AM No.1014245
>>1014244
for in-betweening, start from the core of the character and work your way outwards
Anonymous
6/26/2025, 4:22:03 AM No.1014246
>>1006243 (OP)
>>1014244
I also recommend picking up “The Animators Survival Kit”
by Richard Williams