Master FNaF's Robotic Animation in Blender!

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hi robotic movement I briefly touched on this topic about oh God 2 years ago anyway I Ted on this topic about 2 years ago and I wanted to remake this tutorial because uh no wants to watch an unorganized 18-minute video of some dude yapping in this video we're going to dive deep into the topic of robotic animation and how to perfect this style in just a few minutes now before we dive in I heavily suggest watching my video on the basics of Animation because I won't be able to explain most stuff here and you might get confused all right before we start animating we got to grab a model hello to DB and AR look at some FNAF models for blender 3.0 or whichever blender version you're using when search you should see an entire gallery of model releases once you find one that you like scroll down to the bottom of the said page and select the Google Drive Link then when you find the model you like set the three dots next to the name and hit the download button then when prompted save it to your drive now to import our model go ahead and open up the old blender and select file a pen and find where you save your model once you find it double click it and select the collection folder select the collection with the character's name and import alternatively if you don't see this collection just go to the object folder instead and press a to select everything then import however if you do this there might be a bunch of extra parts like lights and stuff in your import if this happens just delete them all right now we're going to set up the camera press shift a and select the camera option then move your camera where you want it to be and press control alt and dpad Z to snap the camera in that position press shift and back tick to move the camera around using the wsad keys move you can use the scroll wheel if you want to adjust your speed you can also go into your camera settings if you want to edit things like the focal length to make the model look more flatter or three dimensional forgive me I literally don't know how to explain FOC length also go to your output properties and set the frame rate to 30 frames per second then press the playback menu on your timeline and change play every frame to sync to audio I'm not exactly using audio here but it'll be handy just in case you are now before we go any further I need to explain some stuff in the last animation tutorial our goal was to make sure everything moved at a different time and had as much random movement as possible to make sure our characters were more lively however now that we're doing robotic movement this world doesn't exactly apply anymore while things can still move at different times they'll mainly move on one axis and basically follow one movement completely going against what we tried doing before you can get a better feel for this after looking at some reference from various sources to see how robots of this type would really move with this knowledge your mind it will be much easier for us to make our first Poe with this kind of movement what I want to do is have Bonnie turn around and look down presumably towards someone in the audience and kind of move his ears a bit now knowing that we're going to set this first post look more neutral in case you don't know already press G to move R to rotate and S to scale you can double click R if you want more control over your rotation or you can press R and the AIS you want the bone to move at to move it on one axis only we're going to be using that a lot for this video set up a nice starter post you're comfortable with and press a to select every bone then I and hit the option named location rotation and scale then select this recording button so we don't have to do this every single time now it's just a repetitive cycle of spamming space and animating here I have the movement set to local and I'm rotating Bonnie's torso by the bones y AIS I'm making a few key frames here to have different variations in the speed I'm sure this can be done with a graph editor but I still have absolutely no idea how to use that at the end of Bonnie's rotation we're going to add a slight bounce at the end due to the amount of force it takes to move his torso make a key frame moving his torso a slight bit backward then duplicate the last key frame move it a few frames in front of the backward frame we have to play around with the pacing a b if it looks kind of off or just [Music] unnatural [Music] after that it's just rinse and repeat for the neck we're going to do the same thing one thing to note though is that when animating animatronic the neck tends to move left or right and the head tends to move up and down so when animating our neck we can do as we did with the Torso and animate it to turn towards the camera once done we can the Bounce by moving a few frames to the front moving the neck back then duplicating the last movement and drag it a few frames forward then edit the key Fram pacing if it looks off and we're done with the neck now for the head we're going to have it drop down as he turns animate his head to go down then move a few frames forward and have it slightly go back up then duplicate the last frame and move it forward and just like that we got a simple yet realistic bounce quickly going over to the jaw we're going to animate his mouth closing with the same process animate the main movement then add the bounce and just like that we're already getting good results I went back to the Torso and the neck to space out some key R CU I felt like it was kind of too fast you don't have to do this that this is my own personal preference but it's still something to look out for all right now the ano jaw is kind of a different case but we could just animate it to master the jaw's Movement we can make blender do it for us go to the Bone constraints Tab and add a copy rotation modifier make the target the Armature and the bone to be whichever bone you wanted to copy in this case the jaw make sure to set the movements to its own local space and the move on its own axis you can change the influence if you don't want the movements to be so strong I'll just set this to 0. five now when we go through the animation the other jaw is already animated to match the normal jaw easy right an extra thing we can do is make his ears move too like they do in the movie but first we're going to add a constraint to the other ear so we don't have to animate that one like we did with the jaw do as we did before by adding a copy rotation constraint and set the bone to the other ear but one thing you'll notice is that the bones are rotating on the same side and we don't want that first we'll set it back to its local space and we'll invert it on the y- AIS and the z-axis now when we move the bones to rotating on the opposite side while still moving downward on the same Angle now go to where you'll animate the ears and press I so the Bon's in the same place until that point then do your [Music] thing here I'm making the ears go down then up again at the last movement you can see that I'm trying to add a subtle bounce effect and playing with the spacing you once the bounce is done I add one more key frame and move the ears slightly so they don't just come to a full stop going back to the Head we're going to add a key frame where we wanted to move again then animated to slightly go up you don't have to add the bounce here cuz it'll look very weird make sure to play with the spacing in the key frames to prevent things from looking too fast now we're going to go back to the jaw and animated to look like he says something press I to lock in the movement then animate the jaw to swiftly go down then move a few frames forward and lock in the movement again then animate the jump to close with a bounce at the [Music] end next we're going to animate the eyelids to Blink add a constraint to the left eyelid and start animating do as we did before pressing I to make sure nothing moved before that point then move the eyelid on the x- axis to close press I after a few frames to hold hold it in place then animate them to open again and you got the simple blink finally a bonus detail you can add is the rotation of the bow tie animate the bow tie to kind of rock on the Y AIS to the torso's movement this isn't something you have to do but it adds more detail and Life to your animation [Music] and after that your animation should be complete fly speaking here there's actually one more thing we need to do I completely forgot to mention how to do the eyes for these animations those you MP or for na models in general have this eye tracker bone that moves both eyes at the same time cck this drop down menu and select texture then select your eyes and go to the Shader editor to find your eye texture select the image and your eyes should appear if you don't already see them then it's as simple as moving this on its axis quickly and adding a slight bounce at the end if your botel has normal eyes then just add a copy rotation constraint to the other eye and do the same process but rotate the eyes instead of moving them all right now we're done so after a little bit of rinse and repeat and throwing some constraints around you should get a result like this pretty cool right now after lighting and adding some more stuff to your SC you might be a little bit confused on all these r settings don't worry I got you you can learn about picking the right render settings for your scene with this video here thank you so much for watching and I'll see you all in the next [Music] one
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Channel: BTB Animations
Views: 44,881
Rating: undefined out of 5
Keywords: blender, b3d, 3d, Tutorials, FNaF, Five Nights at Freddy's, FNaF Movie, fnaf blender, fnaf blender tutorial, fnaf blender animation, fnaf blender 3.0, How to animate FNaF in Blender, how to, blender basics, blender 2.8, blender 3.0, blender 2.79, fnaf animation tutorial, fnaf movie trailer, fnaf movie, blender animation, blender animation tutorial, fnaf blender animation tutorial, blender animation tutorial for beginners, five nights at freddys, fnaf, fnaf b3d, blender fnaf
Id: FsGQocDWkLk
Channel Id: undefined
Length: 10min 47sec (647 seconds)
Published: Sat Jan 13 2024
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