Using Mixamo Animations in Blender - Easy TELEKINESIS ANIMATION!

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what's up guys justin here with the cgessentials.com back with another blender animation tutorial for you so in today's video i thought it would be kind of fun to download a miximo character and add an animation that basically simulates them using some kind of like magical power to throw an object against a wall and then breaking it so let's go ahead and just jump into it alright so first off let's go ahead and let's download a free character from mixamo so mixamo's a website where you can basically download all of these animated characters and bring them into your scenes for free and so i made a video about the add-on for this before but in this case what i'm going to do because i've used the ninja model before i know that it's going to work so we're going to go ahead and start with that so we're just going to click on the ninja right here and then what i want to do is i want to find an animation that's basically him like using some kind of magical power or something in order to pick something up so what we want to do is we've got the ninja right here we're just going to click on find animations and i'm just going to search for spell s-p-e-l-l and so what i actually want to do is i want to select this option for the magic spell pack that's in here because basically the magic spell pack contains a number of different spell movements in here and i want to download all of those so we're just going to click in here and that's going to load these onto our character so now you can see those actually like showing up inside of the scenes you can kind of preview that movement you can see how those first two are the animations that we really want where he like picks something up right here and then he pushes his arm forward like he's throwing something so we could also download those individually but we're going to use this just as is so we're going to do so we're going to click on the button for download and we're going to select the fbx binary we're going to go 30 frames per second is fine pose we can just leave on t pose for right now and we're not going to do anything with keyframe reduction so what we're going to do is we're going to click on the button for download what that's going to do is that's going to download this file so that we can bring it into blender all right so now what we want to do is we want to import that model file into blender so i'm just going to do a file import we're going to find it fbx and we're going to select the large model that's in here which is our ninja file so we're just going to select this we're going to leave all of this as is for right now we're just going to click on import fbx and so what that's going to do is that's going to import that model file right here so we're going to move bonnie out of the way so we'll just move her over here she can just observe what we're doing over here and so notice how if i click play in here nothing is happening right now so there's no animations applied to this model it's basically just a model here and then there's also an armature that's inside of the model so the first thing we need to do is we need to use the mixamo add-on for blender i will link to a video about setting that up we're not going to get too far into that right now but i will link to the video both about setting that up and also to the newest version on the mixmo website this is a free add-on but what we want to do is want to click in here and we want to click on the button for create control rig so we want to select the armature and then click on create control rig don't select your model because it's going to be grayed out you want to select the armature right here so we're just going to click on the button for create control rig and we're going to go ahead and click on ok so what that's going to do is that's going to create a rig that you can now move around in pose mode so for example you can move the arm around if you decide you want to do that so you can move the upper torso around all those different things so now we have a control rig in here well now what we need to do because we don't want to animate that out the movement ourselves right we want to use those professionally done ones in mixamo so we're just going to import so we're going to do a file import fbx this time we want to select the option for we might do the standing 1 h cast spell so basically these are the fbx files that contain the movements that go with the rigs so i'm just going to select this click on import fbx and so notice how if i click play in here what this is going to do is this is going to bring in the rig that's associated with that movement so right now i've got a character file in here then i've got a rig in here as well so we want to do is we want to select this rig that was created and we want to set the option for source skeleton and in this case what we want is we want the source skeleton to be this armature 0 one so we're just going to click on the little button right here and we're just going to look for armature zero zero one and so what we wanna do is we're gonna click on the button for apply animation to control rig so when we do that notice what that does is that takes that animation right here and it actually applies it to the rig associated with our model so now if i click on play notice how he's making this movement right here so from keyframe 0 to about keyframe 70 he's doing the movement associated with him doing that spell so we've got that in here now what we want to do is we want to add another animation what we're going to do in order to do that is we're just going to file import again we're going to find our second animation which in this case is just going to be the standing magic attack so i'm just going to double click on that to bring that in notice how now there's another rig in here that does the magic attack alright so now notice how we have two animations in here right we have the one that's currently applied to our overall rig and then we have the second one going at the same time well what i want is i want the second one to start at like keyframe 64. right so what i'm going to do is i'm going to make sure i have my second armature selected i'm going to select this i'm just going to drag these across so they start at keyframe 64. so now you can see how this first animation is moving and then the second animation happens right here now this is one thing i'm not 100 sure there's probably a smarter way to do this but what i don't want to do right now is i don't want to go back into my object and then adjust the source skeleton to zero zero two and just do the same thing because if we do that right if i click in here and i click on apply animation to control rig what that's going to do is that's going to wipe out the original animation that was in here now i'm sure there's a way to store these animations in here i don't know what it is so if you guys do know what it is let me know but what i want to do is i want to select the keyframes associated with this first movement and i'm just going to select them i'm going to right click and i'm going to copy them then i'm going to jump over to this rig and i want to set my source skeleton to armature02 and i'm going to click on apply animation to control rig what that does is that applies this animation to this control rig right here but notice how it wiped out my original animation well all i'm going to do is just set my keyframe back to zero right click and click on paste so now i've got all of these animation movements in here associated with this so if i was to turn these armatures off in here and i was to turn off the uh the control rig stuff and click the play button what i've got is i've got this ninja that's now animated to do this spell where he's like picking something up making it fly and then pushing it forward like this so i think we're in pretty good shape now let's add the object that we want him to throw and something for it to break against so i'm going to start i'm just going to add a plane and scale it way up we'll apply our rotation and scale i'm also going to create a cube we'll just scale it out we'll scale it on the y-axis a little bit so that it doesn't look quite so funky and then we'll just do and apply rotation and scale again then the last thing i'm going to do is i'm going to create a simple plate shape so what we're going to do to do that is i'm just going to do a shift right click shift a and i'm just going to add a cylinder like this and i'm just going to go into side mode right here i'm just going to scale it down we'll do an s shift z so we can scale it on every access axis axis except the z-axis then i'm just going to tab in here go to wireframe mode i'm just going to use this in order to create a very very simple plate so i'm just going to extrude this up scale it out extrude it up scale it out so something very simple like this then we'll go back into solid mode and i'll make sure that i put this above the ground and then we're also going to make sure that the scale looks correct one other thing i might do is apply a different material to the ground maybe like a gray material just so that we can kind of see what we've got going on here and we'll apply maybe more of a black material to our wall so now we've got this ninja in here and we've got this plate that we've created and so what i want is i want him to kind of levitate the play up and then i want him to throw it at the wall so we're going to use a combination of animations and physics in order to simulate this so first thing we want to do again make sure that we've applied our rotation and scale but then we want to start keyframing its movements so at keyframe 0 i want this to be sitting on the ground right so i'm just going to move this so that it's on the ground and i'm going to tap the i key to insert a keyframe i want to make sure that keyframe is at zero right here well then what i want is i want the plate to move up when he moves his hand up right so let's say at keyframe maybe like 35 i want this to be up in the air like this so i'm just going to use the move tool then tap the i key in order to set that up now we've got this plate in here that kind of levitates when he lifts this up all right so now it's kind of floating in the air here one thing we may talk about and this is probably going to be a future video because this thing's getting a little bit long we may talk about doing a little bit of like noise to this movement so this floats around a little bit more for now i'm just going to leave this plate as is right here so i've got a plate like this that's now levitating and then what we're going to do is we're going to set another keyframe at 60 right here and then when he moves his hand back i want this play to move back a little bit so i'm going to set it so it moves back on the y-axis right here and i'm going to tap the i key to insert another keyframe so now we've got this plate that kind of moves back and then we want this object to move forward but i don't want to animate it just like manually moving forward what i want to do instead is i want to use physics in order to push it forward so that this looks like it's actually a flown object right so what we're going to do is we're going to jump into the physics settings right here and we're going to do a couple different things so first off we're going to set this object so that it's a rigid body so we're going to click on rigid body right here all right so now we've got a little bit of a problem if we reset our system right because if we click back here and then click on play remember how we had keyframe the movement before well now since we added rigid body physics to this it's not going to follow the keyframes anymore so what we need to do is we need to let this know when we want the actual object to be controlled by the physics system so there's a check box over here that allows this to be controlled by the animation system so what we need to do is we need to set this so that up to this point right here the plate is actually being animated by the system and then beyond this point we want it to be controlled by the physics system well we can keyframe this so at keyframe 79 what i want is i want this to be animated right notice how as soon as i check that this goes back to where the keyframe was well what i want to do is i want to click on this button right here to animate the property that's going to set a keyframe where at keyframe 79 this is being animated so you can see how that box is now checked from keyframe 0 to keyframe 79. well keyframe 80 what we want is we want this to start being controlled by the physics system so we're going to uncheck the box right here and we're going to keyframe this so now keyframe 79 it's animated keyframe 80 it's no longer animated so then if i reset this whole thing and play it notice how this is going to get picked up up to keyframe 79 then it's going to drop out of my scene which is perfect that's exactly what we want because we know that it means that the physics system is working well now what i want to do is i want to use a force in order to push this object forward and so now what i want to do is i want to add it i want to add an object that's going to apply wind to this so it's going to blow it in this direction there's other ways you can do this too i'm going to use the wind just because it's fairly straightforward so i'm going to do a shift a i'm just going to add an empty i'm just going to make it my plane axes right here and i'm just going to move it so that it's behind my plate and what i want to do at my empty is i want to add a force field right here and in this case i'm just going to go with the wind function right here i'm just going to rotate my object along the x-axis so it's blowing this direction right here and so probably what i want to do is i don't want it messing with things in my scene up until this point so at keyframe 79 i want the strength of the wind to be zero right here i'm just going to keyframe that so basically what that means is that means that um at keyframe 79 there's no force coming off of this and then at keyframe 80 i'm going to add a strength of like 100. and i'm going to go ahead and i'm going to keyframe this right here well notice what that's going to do inside of your simulation is that's going to apply a force to your plate so i'm just going to click on the play button right here notice how right now it's just kind of floating there but at this point notice how you're getting a little bit of forward movement from our plate right not a ton so we're just going to take this value we're going to bump it up to something like 10 000 and i'm going to reset my keyframe we're going to re re-run this and so we should get now is we should get some forward movement from our plate like this right so notice how as soon as we did that the plate gets moved forward but we have another problem which is the plate is like falling through everything right which we don't necessarily want so what we can do to fix that is we can just come in here and we can just set our wall and our floor to be rigid bodies as well so we're just going to click on our floor set this to be a rigid body passive and we're going to set this to be a rigid body passive so now if we run this simulation what's going to happen is this plate plate's going to move up at this keyframe the force is going to apply to it and the plate's actually going to like blow inside of our scene so it's going to go forward into our wall so you can kind of see where it does that right here all right so we're just going to play around with this a little bit one thing that i'm noticing is this blows the object into the wall but then the force is so strong that it kind of like stands it back up so what we might do is we might just go until maybe like this frame right here and then set our strength maybe we'll keyframe the 10 000 here and then frame 91 we'll set our strength back to zero right here so what i've got is i've got strength going from zero to really strong and then back to zero so it's not going to stand our plate up against the wall so see how it kind of bounces off the wall right there that's what we want so if you guys are interested i can do another video where i kind of break the plate up into different pieces and it actually shatters when it hits the wall this video is getting a little bit long so i'll probably break that into the second piece but we would probably use something like the add-on rbd lab in order to do that but you can use this in order to simulate a character using like magic powers or something like that inside a blender alright so leave a comment below let me know if you'd like to see more tutorials like this i just love having that conversation with you guys if you like this video please remember to click that like button down below if you're new around here remember to click that subscribe button for new blender content every week if you like what i'm doing in this channel please consider supporting me on patreon every little bit helps so make sure you check out that link in the notes down below but in any case thank you so much for taking the time to watch this i really appreciate it i will catch you in the next video thanks guys
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Channel: The CG Essentials
Views: 17,927
Rating: undefined out of 5
Keywords: blender, blender 2.82, blender 2.8, blender modifier tutorials, blender tool tutorial, the blender essentials, the cg essentials, thecgessentials.com, justin geis, justin geis blender, blender 2.9, blender 2.91, blender character, blender mixamo, blender mixamo character, blender mixamo animation, blender mixamo simulation
Id: woMor3ipq-0
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Length: 17min 52sec (1072 seconds)
Published: Tue Oct 26 2021
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