How to become 3d assets animator in 3 hours

  Рет қаралды 2,810

Fair Fight

Fair Fight

Күн бұрын

At first it seems that this video deviates from the channel previous theme - code centered indie game dev. But my channel theme is actually indie gamedev as a whole, and despite being code centric, sooner or later we'll need to face the dire need of custom assets. No bank can satisfy 100% of your animation needs, you will need to create or to buy them. In the past I thought education and creation of 3d animations takes weeks if not years, but one good soul opened my eyes on this subject and I want to spread the word now). Specifically, this video is an instruction of how to become able to produce somewhat plausible animations after several hours of training. My software is mainly Blender, Mixamo rigging tool and addon and I also will say a couple of words about Godot editor and skeletons.
The whole work is kinda a compilation of wisdom of other people, so here's a bunch of useful links:
REMEMBER YOU ARE PROHIBITED FROM CLICKING ON THEM BEFORE YOUR POSING ROUTINE!
Royal skies pose to pose approach (sort of essential):
• Blender 2.83 : Animati...
Additional helpful content from them:
• Blender 2.8 Attack Ani...
• Blender 2.83 : Animati...
Crashsunes blender course, not so popular, but very down to earth:
• Blender 3D Animation T...
Its about 80-100 minutes of blender interface guides, skip rendering in the end if not interested.
Wade Neistadts video about workflows, because workflows and pipelines are the most important things in the world:
• The 7 Workflows of Pro...
The channel is my favourite in general, but mainly Maya content and my poor ass uses blender, so only theory from them.

Пікірлер: 35
@user-kt4kh8he7e
@user-kt4kh8he7e 8 күн бұрын
Thankyou so much I thought I will never do animation my self and was dependent on maximo and other tools. Your teaching style is very attractive, I am following your advise.
@wanessapociano8083
@wanessapociano8083 28 күн бұрын
Awesome content bro, i am a java web developer trying to learn the godot goodstuff, it would be incredible if you drop a godot fundamentals video, talking about oop, nodes, scenes and patterns, the basic stuff but with some salt on it, appreciations from Brazil
@PointDown
@PointDown 27 күн бұрын
Thanks for your support). I am feeling conflicted about fundamentals videos. This content is done and overdone, youtube has several big and successfull for segment videos like "every node in Godot" etc. I don't want to blatantly copy the work and duplicate the content so viewers can find exactly the same information, just from my hands. So unless I can find my own spin, my own way of creating this "every node in Godot" video, it won't work. But the only thing I can imagine rn is some sort of a project that actually uses every node in Godot. It can be done, but the result will be the biggest mish-mash demo project on Earth and mish-mash demos is the thing my channel stands against. In about 6 months by my video ideas schedule, I want to show mmo rpg town demo (not mish-mash, actual server in netherlands and 100 bot-players, or even real players) to measure how'd Godot manages with it. Maaaaybe, just maybe, this could be turned in future into a demo town, a big location with npcs that actually uses every node AND is clean coded. But that kinda sounds like a project for months, ngl, and I have other proirities.
@Grom84
@Grom84 24 күн бұрын
go on very interesting
@gonderage
@gonderage 27 күн бұрын
Oh man, you hardly touched the export and import process. The useless bones exist in Godot because when you export, you did not check "deform bones only". Rigs have hundreds of them for mechanisms. There's also In Godot, you can import .blends after setting the blender.exe path in editor settings, and you can make custom import scripts. I use one to set animations to constant interpolation, because godot thinks everything in the world is linearly interpolated, and there's no button to press to make ALL keys constant. Royal Skies my beloved his no bullshit blender tutorials are what jumpstarted my blending 3 years ago anyway, more fantastic Godot 3D content!!!
@PointDown
@PointDown 27 күн бұрын
Well, as I said, "I no nothing"). I think my export segment is balanced. It is fast, it shows the hackish solution on the side of Godot just for mixamo-mindless-import people not to worry. But mentiones the existance of good solution on the side of Blender and what words to google. I don't think I am competent in blender enough to create a video about. I tried to save the motif of "3d asset actually doesn't require you to be an industry god", while having software experiences somewhat transposable. On the Godot's side, the custom imports video is probably a decent idea, I'll probably touch it in the future.
@SharkPivo
@SharkPivo 28 күн бұрын
Здарова, Давно о миксамо знаю, но впервые слышу про аддон для авторига. Где же ты был все время...
@dude2542
@dude2542 27 күн бұрын
In your character controller for Human Resources why didn't you use a Resource? Do you dislike it, or you find them just unnecessary?
@PointDown
@PointDown 27 күн бұрын
Veeery good question, I am currently internally debating myself about them. There are several answers that can be combined into something like "the system is not only a tutorial, but an evolving project that has planned future as well and is refactored once in a while". Sometime in the future I plan a series on multiplayer and Godot networking solutions. I am actively playing with these packages code content and what do I wan't to contain in them in methods form, how and when would I serialize and deserialize them to pass in the net and what these packages role in deciding enemy AIs algorithms. For example, I also thought about not creating and freeing package per update, but having actual one DTO node that is being rewritten every frame. I tested the performance, if you keep your node-type-packages in check to not orphan them, the is no difference on such a low level of system complexity. If you are decided on your architecture, if you think Resource will do, you absolutely can and should use them! ^__^
@dude2542
@dude2542 27 күн бұрын
@@PointDown and what's your take on signals? Your state change logic could use a signal based method instead of returning okay if it's not changing. If relevance is not okay emit a signal of change_move(new_state). Do you think that it's useless if so when would you use signals instead of calling methods?
@dude2542
@dude2542 27 күн бұрын
@@PointDown also I'm not gonna lie the networking part went whooosh
@PointDown
@PointDown 27 күн бұрын
@@dude2542 Ngl, the whole returning of "okay" string is bothering me as well. But calling methods on container is even worse. It's hard to explain, but it is the idea of clean code and incapsulation. The entity is the current state and its method is called check_relevance. The state entities business is the "where" it wants to transition. It has a method to ask for its opinion from outside. The method works internally and communicates its opinion to outside world in some form when it returns a result. At that point, what happens with the result is not the states business anymore, it did its job. The transition Logic in the sense of game creation is up to states, because they are fat. But the Process of transition is contained in the states container and is written in the switch_to method. The state doesn't need to know too much about how the container is organised. The container doesn't need to know how the states internal thought process work in detail. They are sort of "independent but collaborating" workers doing their jobs. If container starts to call states methods too much, or change their parameters, OR if states start to mess with the container, the system won't break immediately, but will become harder to support. So we aren't calling anything from state to the container, we only return here. Considering signal usage, we aren't broadcasting anything, we are using them as a call alternative, so they are filtered as well instantly.
@PointDown
@PointDown 27 күн бұрын
@@dude2542 About networking, I meant that the question of networking makes sense only if observed from the nuclear solution perspectives, like competitive shooters/ mmorpgs protocols with cashing, rollbacks, client prediction and server reconciliation. And if we are doing that, we are passing around scene snapshots and input packages between our peers. I also want to tickle the theme of assymmetrical dedicated server with "only presenting clients". At that point its completely obvious, that if our system operates internally on local input packages, the only thing that separates us from ascending to multiplayer godhood is a good serialization protocol for these input packages, because, why are they local only at the first place, amirite?
@indiangamingadda_CS_official
@indiangamingadda_CS_official 28 күн бұрын
bro are you russian dont know why ,i like to hear you speek english (this is only a comment dont take it seriously ),it is intreasting to learn some think while having fun keep it up🙂
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