@@PierrickPicaut_P2DESIGN Yes, I bought Alive.. But I only watched the first few hours, then I got away from it… Are you saying I should just watch the course? 😁
Not sure what you exactly want to achieve but. You should watch lesson 3.22 Have a quick look to chapter 4. I think you could pick some nice tips there ☺️
@@PierrickPicaut_P2DESIGN I use it all the time in max.. Let’s say I want to make 3 idle animations for a game.. Then I ususally make those 3 animations on 3 base layers (in the same scene). And then I make a breathing animation on an additive layer. That one breathing animation will work on top of all the 3 base animations. I also use it often to split up some animations. Let’s say you have a spider enemy with tentacles in it’s mouth 😁 Then I will make different mouth animation on additive layers, like opening and closing mouth, where tentacles comes out, you know, complex animations you will be using many times but don’t want to recreate each time.. Because the mouth/tentacle animation is on an additive layer, I can use that on top of the attack animations on the base layers… Does that make sense? Or if you have a robot, you can make twitchy robot noise movement, on an additive layer, and it will work on top of whatever animation you have on your base layer.. I do this in max all the time, to save time and frustrations.. Maybe you haven’t worked like that before, so I understand your confusion.. I am used to work with layers like that, so I want to know if I have the same options in Blender 🙂
@@REE-Animation So indeed, the NLA will indeed be your new best friend. Also, may I advise you to have a look to this addon blendermarket.com/products/animation-layers I couldn't test it myself yet, but I've heard a lot of good about it. It makes layered animation way more intuitive it seems and close to some Maya/3Ds Max tools
@@PierrickPicaut_P2DESIGN Hello Pierrick..i watched your videos and they are really amazing..Can i please ask you do you have a tutorial on how did you fully rigged your red character with all these extra bones..Thank you
you are my hero! you help me so much. you have no idea . not only because of this single video but with all your videos from the rigging tutorial... and i am definitely planning to buy animation tutorial too. i love your work.
Great setup tips, I was getting confused by all the channels I see in my simple animations and often was selecting wrong channels and graphs, now I can clean things up a lot.
It act as a filter, but can we key multiple bone transforms at the same time using the keying sets? For example, i have the forearm selected, i set key, and the hand transforms would also be keyed.
I was hoping there was some info about Keying Sets (located in Properties Panel / Keying Set). Blender documentation is very vague, there are no proper examples how to use it, I got impression it could do something like your empty clip with keyframes at frame zero setup... any ideas? I was thinking it can be used to setup a list of curves/channels from an armature, so that those only would be keyframed.
May I ask why you don't use Only Insert Needed? I used it and it was perfect for me. I was wondering if there was a reason I'm not aware of. I can think of a slight quirk when copypasting, and it may perhaps interfere with animation blends in games; but as long as I set the first frame correctly it seems to work just fine.
when i activate " available " i cant creat the firs key to do my animation, so how can i activated it? also it will necesary for all control of the rig?
7:10 i don't get this part; if key works for all transformations, even when locked, then how did you make the first keys for the selected transformations. Maybe if you showed it it would be easier.
I just key the channel I will use. For exemple the squirrel eyes, I will press i over the z location axis and don’t let the other channels. For the knee, I will kee all the locations. For the feet all the transform channel. I show how to force key and how to remove them…
I didn't quite understand this either, but after playing around I think you can 1) have "only key available" checked in preferences, 2) select all of your controllers, make a keyset action, and "i" to insert a keyframe on "translation, rotation, scale, and custom properties," 3)use alt + i to delete keys from specific channels and 4)either use i or auto-keyframe going forward and only the channels you didn't delete will be keyed.
Excellent tutorial. I missed one point: If you create the Empty Keying Set Action, You are forced to use that action then. If you create a new action you loose all the predetermined keying sets, correct?
Correct. So the workflow, is tyo duplicate this Keying-set action and start from it each time you want to create a new action. Think of it as your empty canvas, if you want to styart new, duplicate it and work on the copy.
i am facing a problem How can i key all the controllers At start if i key all the controllers and further when i select a particular controller and when i move it a key frame is added but when i select a different controller i can't see a keyframe added unlike the course files where each controller gets a keyframe even if i select one and move it and a keyframe is added other controllers also gets a keyframe.
Using "Only Insert Needed" it appears it still keys the entire transform channel? So if I'm only keying translate x and only moving translate x, it will still keyframe translate y and z eventhough there's no change to those 2? Is there a way to enable to only key a changed value instead of the entire transform set of xyz all the time? Thanks!
Thanks for this! Question: if "Insert Available" is enabled in Preferences and then I use "Whole Character" in keying set and press "i" it still keyframes all channels and not only the available ones (unless I lock the channels I don't need) is it normal that it overrides the setting in Preferences? and is this why you had to lock the unneeded channels?
When you lock the transform channels, "Whole character" will not key these locked channels (pretty new behavior) Only insert available works with auto keying. When you press "i" you can choose what you want to force keyframing in, overriding the preferences
Why don't you use "only insert needed"? Does it have some downsides or is it just a preference? Thanks for the tutorial! It's really helpful to keep the graph-editor clean
Because when switching from stepped to bezier. If all your keys are not blocked, you will get undesired interpolations. I don’t like that so I prefer to use available instead.
hi perrick im doing your course . I am abit confused. shouldnt "only insert needed" be good enough for keying because then we will not need keying sets. ?Please elaborate
Whole Character keying set isn't working like that in Blender 4.2 It only key's the available keys on the selected bone, not all bones, RIP 😢 If I press I with the "Whole Character" keying set enabled then it does key all other bones in the armature, but the auto-key doesn't
can i ask why i see you move back and forth between orthographic and perspective view? i never really switch to the orthographic view, and I'm wondering what is it changing in your workflow. and thank you for the amazing content! I'm learning from you a lot
Well, I dod this a lot when animating to check my character from side to side and see if the silhouette reads well. It's also better to check your arcs.
Hello Pierre thanks for your hard work and availability to your fans. This question is not related to this video. I’m an animator interested into doing character rigging and selling them. Did you explore the legal question of creating existing famous characters and selling them. Do you think it’s legal or not ? Thanks.
Hi, a lot of people does it, but it's clearly illegal. Do you think you could build a Mickey Mouse character rig and sell it as your own creation? Now, a lot of people do it as it barely scale. But if you want to build a sezrious business around this I advise you to ask artists on artstation if they would be willing to share some of there character model so that you can rig and sell them and find a deal with them.
when i have my model on the page, i hit i, blender isnt letting me insert keyframe, is there an option i need to do first? i am confused and nothing is working. sorry, been at this for hours, and hitting i is not working. your like the 89473589789 youtube guide i came to, and nothing is telling me what i need to do so that i can get blender to understand i like to insert a keyframe :(
@@julijamangolija4234 does not work. i made a video which has helped a lot of people, and at the same time content creators REFUSE to give a secret tip. it took me less then a min. but a 2 min vid to say what one does. the above is not necessary and is not needed.
shortly after i figuered it out and made a video, and it has popped off. no youtuber ever says step one, DO THIS first. they always assume we know. yes i was angry, and the reason i just explained. you didnt give out the entire steps@@harpoonlobotomy
Pierrick I absolutely loved your animation course and now I’m going to buy the rigging one as well. Amazing quality.
Best channel for blender animation i have found yet
The empty keying set action is genius! Thanks for another helpful video Pierrick.
Standard since decades in Maya.
Gosh thank you so much for this video. It’s part of these obscure Blender workflows that nobody ever talks about but nevertheless are essential!
best explanation of keyframing I have found after extensive looking and confusion
Thank you for the wonderful instruction, Pierruck! I appreciate the quality content.
So , awesome thumbnails
Hey buddy! Can you make a video on how to work with animation layers in blender 3.0? Are there such a thing as additive animation layer?
Hey mate, have you got a look at Alive!
Have you seen the nla editor video?
@@PierrickPicaut_P2DESIGN Yes, I bought Alive.. But I only watched the first few hours, then I got away from it…
Are you saying I should just watch the course? 😁
Not sure what you exactly want to achieve but. You should watch lesson 3.22
Have a quick look to chapter 4. I think you could pick some nice tips there ☺️
@@PierrickPicaut_P2DESIGN I use it all the time in max.. Let’s say I want to make 3 idle animations for a game..
Then I ususally make those 3 animations on 3 base layers (in the same scene). And then I make a breathing animation on an additive layer. That one breathing animation will work on top of all the 3 base animations.
I also use it often to split up some animations.
Let’s say you have a spider enemy with tentacles in it’s mouth 😁
Then I will make different mouth animation on additive layers, like opening and closing mouth, where tentacles comes out, you know, complex animations you will be using many times but don’t want to recreate each time.. Because the mouth/tentacle animation is on an additive layer, I can use that on top of the attack animations on the base layers… Does that make sense?
Or if you have a robot, you can make twitchy robot noise movement, on an additive layer, and it will work on top of whatever animation you have on your base layer..
I do this in max all the time, to save time and frustrations..
Maybe you haven’t worked like that before, so I understand your confusion..
I am used to work with layers like that, so I want to know if I have the same options in Blender 🙂
@@REE-Animation So indeed, the NLA will indeed be your new best friend.
Also, may I advise you to have a look to this addon blendermarket.com/products/animation-layers
I couldn't test it myself yet, but I've heard a lot of good about it. It makes layered animation way more intuitive it seems and close to some Maya/3Ds Max tools
Extreemly informational. I've never seen most of this.
Fantastic! I love your videos Pierrick. I'm looking forward to checking this one out.
I hope you have a great week and a fantastic 2022! 😃
thanks :)
@@PierrickPicaut_P2DESIGN Hello Pierrick..i watched your videos and they are really amazing..Can i please ask you do you have a tutorial on how did you fully rigged your red character with all these extra bones..Thank you
@@re-soundman1920 Not yet, but it's the same method as on the Art of effective rigging
@@PierrickPicaut_P2DESIGN ok thank you
@@PierrickPicaut_P2DESIGN can i ask on which social emdia can i write you
Want to learn animation in Blender? 👉 www.p2design-academy.com/
The link is not working Pierrick :)
@@kordaling Thanks for the head up
another great video as always. keep up the amazing work!
Fantastic, I am a stopmotion animator learning 3d. This is de channel I was looking for
you are my hero! you help me so much. you have no idea . not only because of this single video but with all your videos from the rigging tutorial... and i am definitely planning to buy animation tutorial too. i love your work.
Great setup tips, I was getting confused by all the channels I see in my simple animations and often was selecting wrong channels and graphs, now I can clean things up a lot.
It act as a filter, but can we key multiple bone transforms at the same time using the keying sets?
For example, i have the forearm selected, i set key, and the hand transforms would also be keyed.
Btw, you very good at animating🔥🔥
what is keyframe interval blender? and what is the difference between that and frame step?
I was hoping there was some info about Keying Sets (located in Properties Panel / Keying Set). Blender documentation is very vague, there are no proper examples how to use it, I got impression it could do something like your empty clip with keyframes at frame zero setup... any ideas? I was thinking it can be used to setup a list of curves/channels from an armature, so that those only would be keyframed.
really helpful as always
May I ask why you don't use Only Insert Needed? I used it and it was perfect for me. I was wondering if there was a reason I'm not aware of.
I can think of a slight quirk when copypasting, and it may perhaps interfere with animation blends in games; but as long as I set the first frame correctly it seems to work just fine.
Thank you Sir❤
Amazing videos.. thank you sir ,you are great ,,please make a tutorial on how to make short film in blender.
Amazing 😍😍
when i activate " available " i cant creat the firs key to do my animation, so how can i activated it? also it will necesary for all control of the rig?
7:10 i don't get this part; if key works for all transformations, even when locked, then how did you make the first keys for the selected transformations. Maybe if you showed it it would be easier.
Pretty sure he's making his first keys to make them 'available', then he's locking them after.
I just key the channel I will use. For exemple the squirrel eyes, I will press i over the z location axis and don’t let the other channels.
For the knee, I will kee all the locations. For the feet all the transform channel.
I show how to force key and how to remove them…
I didn't quite understand this either, but after playing around I think you can 1) have "only key available" checked in preferences, 2) select all of your controllers, make a keyset action, and "i" to insert a keyframe on "translation, rotation, scale, and custom properties," 3)use alt + i to delete keys from specific channels and 4)either use i or auto-keyframe going forward and only the channels you didn't delete will be keyed.
Excellent tutorial.
I missed one point: If you create the Empty Keying Set Action, You are forced to use that action then. If you create a new action you loose all the predetermined keying sets, correct?
Correct. So the workflow, is tyo duplicate this Keying-set action and start from it each time you want to create a new action.
Think of it as your empty canvas, if you want to styart new, duplicate it and work on the copy.
@@PierrickPicaut_P2DESIGN Great, thanks
i am facing a problem
How can i key all the controllers
At start if i key all the controllers and further when i select a particular controller and when i move it a key frame is added but when i select a different controller i can't see a keyframe added
unlike the course files where each controller gets a keyframe even if i select one and move it and a keyframe is added other controllers also gets a keyframe.
This is so helpful!
will there be any discount of the animation tutorials recently
riging face please!! thank for your video
How make key frame for entire collection ??
Using "Only Insert Needed" it appears it still keys the entire transform channel? So if I'm only keying translate x and only moving translate x, it will still keyframe translate y and z eventhough there's no change to those 2? Is there a way to enable to only key a changed value instead of the entire transform set of xyz all the time? Thanks!
Not sure, but I don't think so.
@@PierrickPicaut_P2DESIGN Thanks, that'd be one of my top features I'd love to see them work on so there's not redundant keys.
Do you reccomend to read a book "ANIMATOR: SURVIVAL KIT" SECRETS AND METHODS OF CREATING ANIMATION, 3D GRAPHICS AND COMPUTER GAMES?
Sure, it's a classic. You should get information/inspiration from as much souyrces as you can
Thanks for this! Question: if "Insert Available" is enabled in Preferences and then I use "Whole Character" in keying set and press "i" it still keyframes all channels and not only the available ones (unless I lock the channels I don't need) is it normal that it overrides the setting in Preferences? and is this why you had to lock the unneeded channels?
When you lock the transform channels, "Whole character" will not key these locked channels (pretty new behavior)
Only insert available works with auto keying.
When you press "i" you can choose what you want to force keyframing in, overriding the preferences
@@PierrickPicaut_P2DESIGN Thanks for the quick answer! So I guess locking the unneeded channels is a must to avoid all kinds of accidents
@@MumuMundo yes
What are the specifications of your PC?
Why don't you use "only insert needed"? Does it have some downsides or is it just a preference?
Thanks for the tutorial! It's really helpful to keep the graph-editor clean
Because when switching from stepped to bezier. If all your keys are not blocked, you will get undesired interpolations.
I don’t like that so I prefer to use available instead.
hi perrick im doing your course . I am abit confused. shouldnt "only insert needed" be good enough for keying because then we will not need keying sets. ?Please elaborate
Yes, using only insert needed prevent your from using these keying sets
@@PierrickPicaut_P2DESIGN thankyouuuuu
this is really hard especially the key set part
Whole Character keying set isn't working like that in Blender 4.2
It only key's the available keys on the selected bone, not all bones, RIP 😢
If I press I with the "Whole Character" keying set enabled then it does key all other bones in the armature, but the auto-key doesn't
can i ask why i see you move back and forth between orthographic and perspective view? i never really switch to the orthographic view, and I'm wondering what is it changing in your workflow.
and thank you for the amazing content!
I'm learning from you a lot
Well, I dod this a lot when animating to check my character from side to side and see if the silhouette reads well.
It's also better to check your arcs.
@@PierrickPicaut_P2DESIGN thank you so much!!!
cool
Helpful a dozen times 😂
nice
Hello Pierre thanks for your hard work and availability to your fans. This question is not related to this video. I’m an animator interested into doing character rigging and selling them. Did you explore the legal question of creating existing famous characters and selling them. Do you think it’s legal or not ? Thanks.
Hi, a lot of people does it, but it's clearly illegal. Do you think you could build a Mickey Mouse character rig and sell it as your own creation?
Now, a lot of people do it as it barely scale. But if you want to build a sezrious business around this I advise you to ask artists on artstation if they would be willing to share some of there character model so that you can rig and sell them and find a deal with them.
This should be mandatory course material in schools. Goodbye Maya.
Please make rigging tutorial in blender 2.78🔥
I've done plenty of rigging tutorials in Blender 2.7.
It's outdated, so I don't see any benefit of doing this
@@PierrickPicaut_P2DESIGN ok.. thankyou!🔥
To be hornest you are good teacher, packs of informations. Although your accent make me pretty hard to follow. 😄
So bored with this kind of comments....
Hello Bro,
I think you need to create tik tok account and make short animations in trend
You will be more popular ☺️
t'est pas fr ?
I`m falling asleep
Hi to bed
@@PierrickPicaut_P2DESIGN no disrespect meant. it`s just this stuff is hard.
when i have my model on the page, i hit i, blender isnt letting me insert keyframe, is there an option i need to do first? i am confused and nothing is working. sorry, been at this for hours, and hitting i is not working. your like the 89473589789 youtube guide i came to, and nothing is telling me what i need to do so that i can get blender to understand i like to insert a keyframe :(
just reset blender to factory settings or get a new blender version and do not use older version settings
@@julijamangolija4234 does not work. i made a video which has helped a lot of people, and at the same time content creators REFUSE to give a secret tip. it took me less then a min. but a 2 min vid to say what one does. the above is not necessary and is not needed.
It's not a 'secret tip' though? You sound very angry and I don't really understand why.
shortly after i figuered it out and made a video, and it has popped off. no youtuber ever says step one, DO THIS first. they always assume we know. yes i was angry, and the reason i just explained. you didnt give out the entire steps@@harpoonlobotomy
nice