Creating Source animations in Blender

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so you want to do animations in blender well it's it's not easy but this will make it a lot easier first you get your models and this should work with csgo as well and gary's mod but i use tf2 for this exam so you get your model and i will use i will use it as a soldier because it doesn't have any weird things on it well there are some of the models are measuring their head and legs and stuff but this doesn't miss anything and we want to make a duplicate of our and this will be our rig we will use this to pop at this one and that's what we're gonna do so first uh let's fix the rig so the current rig that comes with the model is if you try to do mirrored positions like this like that both arms go like this you can't copy this position to this it's impossible the same with the legs we can't copy this position to the other leg we get this instead so we're gonna fix this by going into our outer rig and make sure we're facing c and click alter it and this will fix the thing so now if we do the same thing we did a moment ago uh we see that it's it's a lot easier and we have these iks now it's gonna move their whole elbow and stuff uh you can modify this rig it's it's this is just the default one it generates but you can make it better like this is just um really rough one and as we can see we have a really nice control on the legs as well and we can even we can even do this where we um let's see copy and alt i forgot but you can mirror yeah it's a you can mirror yeah you can mirror the whole pose and this is something that's really useful for like walking animations for example and uh you you can't do them without this kind of tool set so now that your rig is almost done let's get this bone it's a special bone called core and let's make sure that it's in the center and let's give it a priority because currently if we try to rotate our pelvis we notice that oh the model doesn't rotate anymore and that's due to the eye case so we have to have a new core where like everything where everything rotates from let's select our iks like this and um someone is sending me these for penis oh no but we select everything all the iks and the pelvis remember the pelvis and then select the core lastly and go to parent and active to selector and now if we try to move this we can see that we can make it stand out this is perfect and we're almost done last step is to get our original model and select the rig and click the pocket tool and this will make sure that our original unmodified model will actually uh mimic this and we have to do it like this we can't just export the animations from here because the bone rotations are fixed now and the fixed bone rotations they don't work with pre-existing animations which is really bad you will get like a nightmare view if you try to compile this in chrome so now we can do we can do animations so firstly uh you want to have a dope sheet this is the first thing dope sheet in action editor mode and then you want to have um i use actually you don't need that never mind let's let's just remove that so uh i'll keep it simple that's why i didn't do the other step but you go here and you make an animation call it whatever i'm gonna call it the rig actually yeah you have you should have uh because that we have two sets of animations we have the the original animations and the rig animations the rig animations are the ones that we want to not export so let's call this like salute we'll do the same on our original model we'll make an animation and this will be our uh original tablet now we have two uh different animations we have the rig solute and the original solute and the now we just do the animation so i'll just move this to here actually we want to make sure soldier is standing up first so let's rotate it 90 degrees and let's move the arm to the head so and we can see that it's not quite working and there's a reason for this we have a elbow ik that tells us what position our elbow should be like so and this will help us do this salute animation perfectly if you want to move the wrist you can't rotate the ik just rotate the actual bone same with the feet and that's that now we just copy this pose and we go to frame 60 and we insert the location and rotation and we go here we select most of the bones don't select the first one and the alt g of r and this will oh we forgot to insert a keyframe always remember that and that's our basic animation and then we could do this we could flip the animation so go to frame 80 and do control and shift control shift b and that's the rotate that's the like mirror behavior that's it pretty cool huh yeah i don't think there's anything else to show so now we just uh click our original model and we this is a bit annoying but remember that the last frame is eight that's important we go here and we just insert a keyframe of 80 and that's it we don't have to do anything else now we just export make sure you export the original salute don't worry there are no keyframes because it takes the animation from this model so don't worry about that and you exported your animations i have it in soldier soldier enemies and here and export original solid that's it and we go to our qc and rename this to original a loot i think that's what's it called on the compiler and we get an error it could not file oh that's because we saved it if we saved it here where did i save it let's see let's see where where did i put this oh it's in ha yes solderanim is animus okay that's fine we'll just have to add another folder and now we should have it should find the animation and there we go now you can go to hammer or model viewer and check your animation and we should have we should don't worry about the test too that's an old one i don't even have to wait never mind it's called test two this is the this is the salute and we can see that it's the same thing we had in um in blender and notice it's 80 frames if we try try to move this keyframe to 50 and export it we notice that it will stop at 50 frames even though this um rig even though the rig has 80 frames that's why you have to set the the last keyframe on the original rig it's a bit confusing but as you can see we need to do that yeah it's 50 frames now so that you could use that for a thing you want to do but but that's that's basically it that's how you do animations in blender
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Channel: R60D
Views: 7,786
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Length: 8min 59sec (539 seconds)
Published: Mon Jan 17 2022
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