[Blender tutorial] Mixamo Animation Secrets

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
welcome to mixamo animation secrets in this video you can expect to learn how to make animations Loop how to make animations play in place and why that is useful how to make a character walk in the exact direction that you want it to and how to combine animations without the annoying teleporting issues also how to tweak animations and even how to mix them I will assume that you know the basics of mix such as rigging your character and downlo loading basic animations but if you're completely new to mixamo you can check out my previous videos you can now get access to all CG dive tutorials including my extensive paid courses unreleased videos and supporter only content for just $5.99 a month check out academy. CG di.com slss subscription the first useful technique is looping animations first you have to ensure that your animation can Loop meaning that the first frame and the last frame of the animations are more or less the same if that's the case you can just set the end of the timeline to the end of the animation and then if you play you'll see that the animation is looping but if you want to make the animation Loop indefinitely let's expand the end of the timeline select the Armature expand this area switch to graph editor go to pose mode select all of your bones press a to select all key frames then go to channel extrapolation mode make cyclic and now you can already see it in the curves but this animation will keep looping for as long as you set the timeline okay next you may have an animation that moves in space like this if we make it cyclic with the exact same technique it will kind of work but you'll notice that the animation resets to the initial position at every cycle to fix this select your Armature go to pose mode enable X-ray and select the hips bone expand the transforms and hide all rotation transforms and scale as well now press a to select everything and delete on the numpad to zoom in and you'll notice a transformation curves that goes in a straight line and then abruptly goes down so select this curve go to modifiers and switch the repeat mode to repeat with offset before and after now if you play the animation it will Loop and the character will keep walking forward but what if you're using the miimo control rig which you can create with the miimo addon this is something that I covered in the previous videos so I have the same walking animation and it doesn't Loop yet I'll go to the mixamo addon and create my control rig and apply the animation so now I have the exact same animation but animated using the mix rig I can do something similar go to pose mode select everything go to the graph editor select all curves Channel extrapolation mode make cyclic now the character will teleport back at every cycle so to fix that select the hips control focus on the location transforms and again I want to select this curve and switch its modifier to repeat with offset now the character will kind of keep going forward but the legs and arms will start lagging behind so we have to do the same for the leg ik and arm ik and for these ik controllers you need to set repeat with offset for x y and Zed location so that was y let's go to x and set it to repeat with offset and finally Z now this leg should keep going forward but the other ones still lag behind so let's set up the offset same for the arms now the character should be able to move forward indefinitely okay so now we have a looping animation but it relies on this cyclic modifier to create the loop and that is fine but in some cases you may want to make real key frames notice how only the first 30 frames have real key frames and after that the curve just Cycles procedurally so you can select all of your controls in pose mode go to pose animation bake action set the end frame usually I would enable visual keying but in this case it doesn't work well so keep it off do not clear the constraints because that can break this particular rig if you want to override the current action you you can enable this option or you can disable it if you want to keep a copy of the original Loop then press okay and there is the whole animation baked as you can see we have real key frames up to frame 250 now let's talk about removing the forward motion of the character or it could be the sideways motion sometimes we just saw how we can make the character keep walking forward which is nice but having it walk along a curve for example would be quite difficult and removing the forward motion can make our lives much easier for many animations especially the walking and running animations mixamo has a special option called in place if you just tick it the character will start walking in place and that's all you have to do then you just download your animation and it will be imported that way in blender however some animation for example the hurricane kick does have Forward Motion but does not have the Inplay setting so let's try to fix that in blender and I'll also download this action which has a little bit of a sideways movement now in blender let's import these animations I'll focus on the hurricane kick first I'll go to edit mode enable x-ray select the hip spone shift d to duplicate it and then right click to cancel the movement then use individual Origins and scale up this bone a little bit just to distinguish it then go to pae mode and interestingly the animation of this original hips bone was not copied and that is exactly what we want so now I'll select this hips copy then shift select the original hips bone and press contrl shift C and choose copy location then go to the constraint stab now if I play the animation you'll see that it already plays in place but the constraint is influencing the height of this animation to avoid this I can disable the Z we're using World space so you can just look at this Gizmo here and it will tell you which axis you want to work with what we really want to disable here is the Y AIS so I can also uncheck X and now the animation will keep its height and it will also oscillate a little bit on the x-axis but it won't move forward on the y axis so now we have the animation playing in place you may want to bake this action so that it doesn't rely on the constraint go to pose mode select all bones with a pose animation bake action choose visual keying and clear constraints and I'm going to override the current action and also I want to limit the bake to frame 56 so let's do this again B action frame 56 visual keying clear constraints and override current press okay and now we'll have the action in place and I can go to edit mode select this additional Bond I created delete it go to POS mode and I'll have the exact same animation in place then I can go to graph editor select everything thing make cyclic and I'll have this animation cycle forever let's try this again with the capera animation so I'll hide these meses and unhide the capera Armature and let's do the same thing edit mode select this bone Shifty duplicate make it a little bit larger go to pose mode select this bone shift select the original hips SP control shift C copy location and now we mainly want to constrain the movement in the x-axis so I can uncheck Y and Z and play it so here is the action and you can see how it stays at the world origin again I can go to the last key frame then pose animation bake action with all bones selected and then I'll set set end frame to 104 and with these settings press okay delete the additional bone make my animation cycle if I wanted to if you're using the mixamo control rck my advice would be to First remove the root motion make the animation play in place and then assign it to the control rig so for this one I can just go to mixamo create control rig and choose apply animation and here I have the exact same animation on the control rig now let's say that we also want to apply the hurricane kick to this control rig I'll unhide my hurricane kick Armature and just assign it as a source skeleton select my control rig and apply animation to control rig and here it is so again if you're working with control rig first remove the forward motion from the simple mixim Armature because it's much easier and then apply The Tweak motion to the control rig the next technique is making the character walk in any direction that you want so for that you're going to need a character that walks in place I already have that and I also want to make the animation Loop again easy go to graph editor select all curves and instead of going to channel extrapolation you can actually use a shortcut shift e and choose make cyclic and now to make the character walk in space you have a couple of options if you go to pose mode this is currently the root of the amateur but it is already animated so animating this bone will not work well so what we can do is go to edit mode added a new bone then choose individual Origins go to side view press R and then 90 on the numad and that will place this bone flat on the ground you can scale it down a little bit press f2 name it root select the hips bone shift select the root bone crl P keep offset now if you go to pose mode you have a new root bone that you can move freely so now I can go to frame one press I to record location and rotation key frame then from the top view I'll move forward in time move and rotate this bone and record a key frame and then move some more and move the character and rotate it some more right now if we play the animation the character will be walking along this path that we animated you'll probably notice that the character starts the animation a little bit slow and then it slows down again at the end this can be improved by tweaking these curves but this goes a little bit too deep into animation so I'm not going to handle it in this video but later I'm going to show you another technique which will allow you to move the character along a curve which is much easier to control so instead of this additional root bone you can use another technique so I'll go to edit mode say select the root bone and delete it now the animation won't be here anymore so instead of using the root bone you can just grab the armateur in object mode and animate it so I'll do the same thing with the armateur in object mode press I location and rotation move forward in let's see um let's start this over at frame zero press I to record location and rotation key frame move forward in time move my character record a key frame and so on and so forth so what's the difference between using the additional bone and the armatur in object mode um not much it's a matter of taste use whichever you prefer if you don't want to add this new bone then just use the iron materi in object mode but yeah either way is fine I'm going to delete the object transforms and let's just cover what to do if you're using the control rig I'll create a control rig select all controls make them cycle and now for the control rig I'll simply recommend you using this master control which is basically a root right so same thing add a key frame and it seems like the control rig changes something in the key options it enables the keying set so if you want to disable it you can disable location and rotation here this is in the timeline keying right but other than that is the same workflow go forward in time move the character record a key frame you can even enable auto keying so next I'll move some more moove the character and that will record a key frame automatically so now I have the animation next we're going to make the character walk along a curve and this can make it very easy to control the movement of your character even if you're not a professional animator so again I have a character walking in place I'm going to make it cyc click as well then in the 3 view shift a curve basier and that will give me a basier curve then I'll go to edit mode and right away go into the overlay options and enable this checkbox and that will display these arrows which show the direction of the curve now from the top view select the whole curve in edit mode right and move the starting point of the Curve around the 3D cursor okay it doesn't have to be perfect just around here then you can switch to 3D cursor and rotate this curve then you can go back to bounding box center and now I can move rotate and scale these points I can press e to extrude another segment and shape my curve so this will become the path along which my character will be walking so now I'm going to create my root bone just the same as before paing the hips to the root bone then go to pose mode and now we'll set up the constraint that makes this bone move along the curve go to the Bone constraint stop not to the object constraints but bone constraints add a follow path constraint for the Target choose the Basia curve now if we play with the offset you'll see the character kind of moves along this curve if we also enable follow curve it will also Orient itself along the curve which is nice uh now it's facing the other direction just switch the forward axis to minus y and now if you give it negative offset you'll see the character sliding along the curve in the forward Direction so I'm not sure why uh offset has to be negative here um but it's not a big deal so now we have things almost set up I'll go to frame zero and press I over the offset value and now I can just go forward in time set some offset and press I and you'll see the character walking along the Curve now that is nice but I'm going to undo and go to frame 30 um which is 1 second for my animation my frame rate is 30 FPS if yours was 24 for example then you should go to frame 24 now for the constraint at frame 30 I'm going to set a value of 13 or um minus 13 because 13 actually means 1.3 M and and the average walking speed of a human is around 1.3 m/ second so that is exactly what I want I'm going to add a key frame here then in the graph editor find the offset curve select it and press shift H to hide everything else select all key frames press T and choose linear so now my character is walking at a constant speed of 1.3 m/ second now all I need to do is press shift e and this time instead of cyclic choose linear extrapolation and that will just extend this line forward into Infinity which means that my character will just keep walking at this constant speed and because of the constraint it is walking along the curve now if you find that this speed is a little bit too slow or a little bit too fast you can grab this second key frame press G and Y and in this case if I move it up the movement will become slower and down it will become faster so you have to play with it and find a value which makes the walk look natural here is something cool that you can do I'll create a plane make it bigger and subdivide it by a lot then sculpt it a little bit give it some bumps and grooves then select the curve go to edit mode select everything and subdivide it to give it more points then go to modifiers give it a shrink crap modifier and for the Target choose the plane and now the Curve will conform to this terrain now the character will not respect this shape yet we have to apply it first once it is applied I can play the animation and you'll see that the character walks basically along the terrain now if you find that the um character is um tilting down a little bit you can go to edit mode select this point here go to the end panel item and tweak the Tilt value okay and I just want to show you that this process will work almost the same way if you want to use the armateur in object mode I'll just go to edit mode delete the root then select the armateur in object mode go to the object constraints object constraints this time and use follow path choose the Basia curve check follow curve forward axis minus y so I can set a key frame at frame zero then at 30 I'll set offset to minus33 record a key frame then find the offset I still have the offset for the root bone which I deleted so I can delete this entire curve by pressing delete and then this one I'm going to press T linear and then shift e linear extrapolation now the character will be walking along the curve EX exactly the same way and finally let's convert this to mixim control rig select everything and make Cy click and now for the control rig I'm going to constrain the master control so bone constraints this time follow path Bia curve follow curve minus y is forward and then I can just animate right exactly the same process make it linear give it linear extrapolation and we have the same result next we'll start getting into combining animations when it comes to combining animations I highly recommend that you use the na in blender but I understand that some people may be intimidated by the nla so here is a slightly simpler approach but let me just say that while the nla looks a little bit difficult once you learn it and you can learn it it is like having a super power in animation so I definitely recommend it and I'll show you some nla techniques later in the video so keep watching anyway we have this animation that we created a second ago the character walking along the path and now let's say that that around here I want the character to switch to another animation and I already downloaded something that we can use I'll import an fbx and here I have this um telling a secret animation so the character will walk then stop and then perform the tell a secret animation I'll import it it's just a skeleton exactly what I need so now before we can combine them I need to bake this animation so I'll go to pose mode select all of the bones go to pose animation bake animation and I'll choose visual keying clear constraints because I want to clear the constraint from the root bone and I'll keep override current action unchecked that way blender will create a new action and that will remove these cycling modifiers if I over the current action the Cycles will be kept which I don't want so I'll uncheck it clear parents and clean curves can stay unchecked now just in case you're moving the armateur in object mode instead of using this road bone you have to shift click on object so that the object transforms are also baked but here I don't need this I'll uncheck it and just leave pae and press okay now I have this animation fully baked and let's say that around this point I want it to stop and then transfer into this animation so I'll grab all of these key frames and delete them so the animation will stop here now and I still have the character going forward that is because oh that is because I didn't delete some of the key frames okay now it should stop here now let me select the other Armature go to pose mode select all bones then then select all curves press shift C then go to the active character pose mode again I have all bone selected and here in the graph editor I'm going to press contrl V but make sure that you deselect the root bone and then press contrl + V that way the character will stay exactly where it is and so we have the walking then it stops and then it starts telling the secret and it's looking okay but again this is a slightly hacky technique using the nla is a lot more powerful and you have so much more control over your animation let's give the nla editor a try now and I hope you'll see how powerful it is nonlinear animation can be complex so it deserves special attention I have a little series about the animation editors in blender which goes into a lot of detail about the nla so yes you have to watch another video but I think you'll be glad you did for now I'll keep things simple and I'll try to make sure that everything makes sense even without a deep knowledge of nonlinear animation so here I'll be using control rig you can use a similar technique with the simple mixim Armature it should be even easier because you don't have the complexity of this control rig so now I'm going to import some fbx actions same I'll have the walking in place and telling a secret I'll set the walk is the source skeleton and apply the animation to the control rig and then the secret animation and again apply it to control rig so before we even go into the nla we have to be aware of blender's so-called actions so switch this area to dope sheet and then action editor and you'll see that the current animation on the control rig is called action 005 let's click here and rename it to secret and also click on this Shield icon here this is very important if you don't enable this you may lose your animation when you save your file and then open it again later so don't forget to enable this and then let's go through the other animations I have a bunch here and here's the walk so name this walk and that's all I need for this scene so let's delete the armatures oh and enable The Shield from for your walk action if you want to get rid of all of these additional actions you can go to your outliner and switch it to blender file expand the actions select everything that is not secret or walk and right click and delete and that way I cleaned up the file I only have the animations that I want so now I can go back to view layer now I can split this window here and change it to linear animation and I'll split one more all the way down and change it to timeline I just want to be able to tweak my start and end frames so until now we were making the animation cyclic by going into the graph editor so I'll split another window here go to pose mode select everything and here I'll press shift e and make Cy click and we can use this approach for the nla but we don't have to so to start using the nla I have to use the push down button so the walk animation is no longer the active animation instead it is a strip in the nla so it will kind of behave the same except that when I go past this strip the animation will stop even though we had it looping if you want the animation to keep looping you can expand this end frame and that way the animation will keep looping within this strip again once I go past the strip it will stop playing but the nla has something even cooler let's set this to 30 again click on the strip and press tab so this will temporarily make this animation active again and I can see the curves so I'll select everything here press shift e and clear the cyclic so the animation is no longer cyclic and then click tab again here now even if I expand the end here you will see that I only have one cycle of walk animation so let's set this to 30 and scroll down expand action clip and find the repeat value and set it to something high like five for example and play your animation and you'll see that it's looping even though if we press up here uh we can see that it's not cycling within the curves so this is a special way within the nla to make connection repeat over and over and it is so much simpler to do here and you have a lot of control you can for example go for 5.5 Cycles so the animation will cycle five times and a half next I'm going to enable the secret animation and right away push it down and it will become a strip itself so now I can move the strip so that it overlaps with the end of the Walk animation now if you scrub through the animation you'll see that nothing happens and then you just have the secret animation starting this is because of these extrapolation settings here currently it is set to hold which means that the beginning and the end of this action extends in both directions this is also represented by the brownish color here if I switch the extrapolation to nothing you'll see that the walking animation now shows through and then the secret animation begins you can also change extrapolation to hold forward which will only extend the end of the animation but not the beginning now if we look at the transition between walking and secret you'll see that it's very sudden so what you could do is add some blend in and now you'll have a gradual transition between walking and the secret animation you can also use Auto blending which means that blender will automatically add blending where the strips overlap so I can just move the strip and the blending will adjust itself automatically let me expand the end of the animation now the character is just staying in place let's say that we want actual movement during the walk animation create a new action call it movement select the rout and give it a key frame again you can remove this keying set from here if you like that will give you the default blender Behavior so let's record location and rotation and go forward in time to around here where the animation switches and I can move the character in space I can select these key frames press T and choose linear and now we have the character walking then it stops here and starts the secret animation and I still have the follow puff constraint here I can use that as well if I key frame this offset animation it will just become a value inside this movement animation and I can tweak it just like we did before so now I can push down this movement animation it will become part of the nla stock and before we finish this let me show you another very powerful technique in the nla and that is add layers or combine layers so let's create a new action and call it animation tweak now something I haven't mentioned yet is that when you add an active animation it is also added to the nla here if you click on it you'll get special settings for for the active animation and so here I can switch blending from replace which means to completely replace the layers below to add or combine add and combine are quite similar combine is actually more powerful but it used to have a bug but now it is fixed so in modern blender you should use combine uh I'm still not used to it and I often use add but let's choose combine here and so a classical example of um how to use these combined layers is let's select the hips control give it a key frame then go forward and then lower the body and give it another key frame okay and then I can grab this key frame and shift d and copy it forward in time so now we'll have a character kind of lowering the body and then going back to the original pose right you can do something similar with the arms at a key frame give them a separate pose okay and now we have a very different walk and this is a powerful way to edit your animations I'll be mindful of this first key frame that you add where there is no difference between the underlying animation and the one that you key frame that becomes a very special key frame and actually if you look at the graph editor you'll see it you'll see how on this Frame everything is at zero and then what you can do is grab this key frame shift d press X and copy it and now what you have is the original underlying nla animation then some change to the the animation which you can see here the the arm is extended and then as we go back to the zero key frame the character goes back to its original underlying nla animation so let's do something practical with this I'll just select everything and delete all key frames and let's create a new action call it secret fix click on the active action in the nla and make sure that blending is set to combine and then I can go forward and here where the character is telling the secret you'll see how the arm is not exactly where it should be so what I can do is Select this ik widget and that is why I'm using the control rig here the same thing can be done with the simple rig but it is so much simpler with the ik so let's go around here up to here the animation is fine and I'll record location and rotation key frame and then go forward and align the arm in a way that uh looks more natural and more correct and then create another key frame so now we have the animation is a little bit too sudden so I guess so I could move this first key frame back a little bit yeah and now it will become more natural so give it more time to blend now go forward and here is where the animation should end so so here I could just adjust the hand a little bit and give it another key frame and then grab this first key frame shift d and duplicate it so that we can blend out of this animation edit so this looks good uh I want to push this action down so that it becomes part of the nla uh now if I do it now it will enter this empty space on the third layer or tracks as they are called in the nla so let's undo select this movement track and then press shift a and that will create another track and now if I press push down it will become part of this top track I can rename it if I want to so in a nutshell this is how I use the nla to combine and edit animations once you start having animations in different blending modes so for example this one is in combin mode but all of the ones are replaced you have to be very mindful of the blending mode for example if I switch the secret animation to um combine you'll see that we get a very different and weird effect so I have to switch it back to replace since we used combined blending for this last strip it will now become the default and so the next animation you add may be again in combin mode and it could look weird so keep that in mind and switch to the correct blending mode uh as soon as possible I hope this was clear and again please watch my nla videos for more info about the animation editors another cool nla technique is mixing or remixing animations for example here we have a walk animation and another one of the character playing a guitar so with the nla we can have a walking character that plays the guitar okay let's organize the interface this will be dope sheet action editor in this one nla when I have multiple rigs in the scene I like to enable this button here which will only show me the nla stack for the active object so I have to enable this armateur let's set the action to the walk action and push it down and right away I can make it repeat a couple times and then enable the guitar action and push it down as well so now I'll select the walk again and go again to the repeat value and hold shift and tweak this value until the length of this animation is exactly the same length as the guitar action currently the guitar action completely overpowers the walk action so select the guitar action press tab to enter edit mode for the action and expand the action editor expand this summary go to pose mode enable X-ray and then we can select the bones that we want to remove the influence of so one approach is to Simply select these key frames and delete them and now the walking action will start showing through because there are no key frames on the legs but I'm going to undo there is a better way to do this instead of deleting them simply disable this checkbox so this way you keep your original animation if you want to reuse it later on and so the process is much less destructive now we can see the walking animation kind of but it is a little bit weird and that is because this hips animation is using the guitar action but it should be using the walking animation so just select the hips and uncheck it so that disables the hips animation from the guitar action and we only see the walk animation of the hips right so now we have something that works but there is something else that we could do let's go to edit mode again and select the spine bones and disable them so now the spine movement from the guitar action was completely disabled but what if I wanted a little bit of that movement but not 100% I'm going to press tab here to go out of edit mode and then with the mouse over here at the tracks press shift a and that will give me another track then I can go to the beginning of the animation and I'll press shift d and press Y and then click to confirm now we have another copy of the guitar action I can press tab here to start tweaking it select all bones and just disable the checkbox from all of them and then select only the spine bones without the hips and enable them so now we isolated the spine movement into a separate strip now I can go here and enable animated influence expand the settings and you'll see the influence slider now this setting is a little bit weird you can just adjust it you have to enter a key frame and so the key frame is on frame one so if you are on another frame just go to frame one and you'll see the slider become yellow and the white key frame next to it change this influence to something else like 0.5 and press I while hovering over it so that will change the value and you'll see here in the strip itself uh there is this line which shows that we are now playing this action at 50% so now we have the walking spine movement mixed with a little bit of the guitar spine movement if you don't like the value of 0.5 you can go back to frame one change it and again press I to record the key frame and that will change the way it looks uh you can even animate this over time so for example here I am at frame 81 I'll go all the way to influence of one and key frame it and you'll see the curve here showing how the influence changes then maybe go a little bit further and reduce the influence again and we'll have little influence then going to full influence and back to little influence if you want to tweak this you should go to the um craft editor and find the influence curve and here I'm just going to delete these additional key frames so that leaves me with a value of3 I can select this value and press gy and move it and change the influence this way so here we use the simple mixim Armature and actually until you get very comfortable with the nla I would advise you to use the simple Armature because with the complex control rig there is a lot that can go wrong um so if you want to finalize this you can select all bones go to pose animation bake action and bake it with just um visual keying set the end frame press okay okay now I have a new action and I can completely disable these nla tracks and I'll have the exact same action that I created with in the nla of course I can go to miimo create my control rig and it will play the same animation most of the techniques in this video rely on the character being animated in place and if you want to keep things simple that is what I recommend but let's say that you need to deal with animations that move in space like this walk for example here is the basic technique of making this work in the nla I'll organize my interface name my animations this is the walk and this is Idle enable show only selected select my main armateur choose the walk and push it down and then the idle and push it down for the walk I'm going to have it repeat three times so I want the character to walk for three cycles and then play the idle animation and it should all be seamless so let's move this idle strip at the end of the Walk Make It Auto blend by the way this is another way to fix the upper animation overpowering the lower animation without blend in the idle overpowers the walk but when we enable blend in the idle strip basically starts at a disabled State and then it is gradually enabled so the walk is visible so I don't have to change the extrapolation settings now let's see what we are dealing with we have the character walking forward and then at the end of each cycle it goes back to its origin so create a new action call it teleport fix or something like that blending mode replace is exactly what we need let me delete these armatures and now I'll grab this amateur and animate it in object mode I'll go to the frame just before the teleporting happens and insert a location key frame or even location and rotation if you need to in this case my character always looks forward so I don't need any rotation key frames then change to the side view and place the 3D cursor at the heel of the character go to the next frame move the amateure object on the Y AIS and align it with the cursor and record another key frame so now we'll have the character walking and it will just keep walking there will be no teleporting issue you can check your transition carefully here maybe I need to push this a little bit further and it will look better so now we have to take care of the next cycle so go to the key frame before the teleporting happens record a key frame set your 3D cursor go to the next frame move the character record a key frame and that is the basic technique now let's see what happens at the transition between walking and idle because of the blend in we have this sliding effect so here you should be fairly certain that this is exactly how much blend in you want when you are go to the frame where the transition begins insert a key frame set your three cursor go to the end of the transition move the character and record another key frame if there is a little bit of wobbliness in the transition you can try selecting these key frames pressing T and choosing linear this works but the transition is a little bit too fast and there is a little bit of sliding in it so I think we can do better so I'm going to increase the repeat value to 3.5 here this line indicates where the next cycle begins so I would suggest avoiding overlapping this upper action between the cycles of the lower action so I'll move it to around here where the next cycle begins I can delete these key frames I'll have to reset them so one frame back and here I have to record a key frame and move one frame forward move the character on the y- AIS record the key frame and let me decrease this um repeat value just slightly so that it matches the uh frame okay and now now let's see what happens we want this heel to move just a little bit forward record a key frame make it linear now it almost works but then in the last couple of frames there is a little bit of sliding so let's go to the frame before the sliding start to happen around here move the character back a little bit so let's record a key frame here then move forward then go to this key frame and move the character forward a bit and record a key frame yeah now there's no sliding or almost no yeah this looks reasonable so fixing these transitions is certainly possible but it can be tricky so you may want to save yourself the trouble and use animations that stay in place this has been an epic video to produce if you liked it please don't forget to click like subscribe share and so on and let me know if there is something else you would like me to cover if there are animation challenges that you still cannot solve I will consider them and I might demonstrate them in a future video oh and if you're serious about rigging and animation check out academy. CG di.com there you'll find exclusive courses I'm building the academy to be the number one place where people can learn rigging and animation in blender
Info
Channel: CGDive (Blender Rigging Tuts)
Views: 33,914
Rating: undefined out of 5
Keywords: blender3d, b3d, rigging
Id: YK7sc7tovc0
Channel Id: undefined
Length: 53min 30sec (3210 seconds)
Published: Thu Oct 19 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.