BLENDER to GODOT 4: Rigging & Animation Tutorial in 5-min #godot #blender

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when you think about what is involved in game development a few things probably pop in your head maybe the coding side or the graphic side or the sound design some people probably wouldn't think about animations animations may be a small part in your game but they are fundamental building blocks that help to bring your game to life in this video I will be talking about how animations work in 3D and how you can create your own animations and use them and go doink first we're going to start in Blender make sure you have a simple character model ready to be used if not don't worry you can easily find a free character model on sketch [Music] bab and import it to blender once you have that done you need to rig the model rigging is when you create armatures for a mesh and create the weights armatures or bones basically funny pyramid looking things these pyramid looking things move and rotate you associate vertexes to each Armature and when the Armature transforms then the associated vertex is transform with the Armature the vertexes Associated to the Armature are called weights now let's talk about how to rig your model click the add button then click Armature move the Armature to the base of the model now go to edit mode and extrude the armatur in the shape of your character do the same thing for the legs once that is done clickr a to select all the bones right click and press symmetrize now that the rig is created let's talk about how to create weights for the armatures luckily blender comes with a super easy way to automatically create weights first click the Armature then shift click the character mesh next click contrl p and select with automatic weights automatic weights automatically creates the weights for each Armature in your rig for each Armature the vertexes closest to it will have weights on them now you can go to pose mode and move your armatures and you will see your character move with them some of your Armature weights may be screwed up so you have to manually fix it find the name of the bone whose weight is screwed up in edit mode then go to the green triangle tab in your properties and select the bone that was screwed up in vertex groups now change from object mode to weight paint the vertexes in the red areas are more affected by the bones movement the blue areas are not affected At All by the bone you can paint weight to make certain areas you need to be affected to be affected or you can delete some weight if too much is [Music] affected now once you do that you should see the weights working much better now let's create some animations make the bottom viewport bigger click on your rig and go to pose mode in the property section click on the yellow Square to view the bones transform at the bottom viewport is your timeline and it contains all your key frame information you can change the time by moving the blue line and you can play the timeline by clicking the play button you should start by giving all your bones a key frame of their default position go to point zero clickr a to select each bone click I then click rotation now you added rotation key frames for each of your armateurs now I'm going to randomly animate my character to do some goofy dance at frame five I rotate the Armature and add a key frame at frame 10 I'll rotate the Armature a different way and add a key frame now when I play it from zero you can see my character is animated this is the basis of how most animations you see in video games or 3D renders work you have a bunch of armatures with a bunch of key frames and you end up with an animation now I want to create another animation for the character waving to create a new animation change one of your viewports to nonlinear animation under your Armature you can see the animation you created click the push down button and you will see something called new action uncheck your other animation you made and start animating again all the the key frames you add will be added to the new [Music] animation now we can export as a glb into our gooing project once you open it you will see it has an animation player containing all your animations you can even edit the animation and go doing click on the animation player then click on your skeleton click this bone button at the top select an Armature move it however you want and then click the key plus button and the key frame will be added you don't even need to animate and blender you can just completely animate something and go dink but it's generally better to make your animations in blender instead of God doing once you learn how to make your own animations you can turn your game into a work of art animation is not just about movement it's about storytelling expression and bringing your games to life so experiment iterate and let your creativity flow until next time happy coding and happy animating
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Channel: Ryan Games
Views: 9,424
Rating: undefined out of 5
Keywords: Blender to Godot 4, Blender rigging tutorial, 5-minute animation guide, Godot import animation, Blender character rigging, Blender animation export, Godot 4 tutorial, Blender to Godot workflow, fast rigging and animation, Godot 4.0 rigging, 3D animation quick guide, Blender to Godot pipeline, Godot 4.0 quick tips, godot, godot 4, godot 4 tutorial, godot 4 3d, godot 3d, godot 3d performance, godot shaders, godot import, godot blender, godot animation, godot animationplayer
Id: 9ANa_V1mc9E
Channel Id: undefined
Length: 5min 1sec (301 seconds)
Published: Tue Dec 05 2023
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