Love your tutorials - really short and to the point - so useful!! I had a quick comment about the fish. One quick tip for animating animals is that nearly all animals keep their heads relatively still when they are moving. So the whole body moves around but the head - especially the eyes are as still as possible. Predators need to keep eyes on their prey, and prey need to see them coming. This is easier if your eyes are only moving in one direction - the one you are running/swimming/flying or otherwise moving in. So fish whose head flaps from side to side is not realistic. When you see a chicken running, her head seems to bob up and down, but that's because her body is moving up and down as each foot launches it off the ground - the head is counteracting this movement. If you watch the chicken in slow mo, and watch the eyes, they aren't going up and down at all. Hope that helps someone reading this!
I´ve been watching your series and trying to model along (I'm completely new to blender) and I must say, you've been an inspiration for me. Thank you so much for doing this
for fish animation hold the head almost still (you can do a tiny mount of head wiggle) - the rest of the body snakes away, and the sway becomes more exaggerated towards the tail fin. it's not totally correct, but it's what we expect to see as humans.
I can't think of myself how much I already learnt from watching your tutorials with your tips, tricks and bonus...I have already brought my 3d models, plane, Buildings, Chopper, Fish.... to life. Still more to watch your episodes...You have been my favourite and great teacher and an inspiration to us all...Not a day passed by without watching your tutorials...Thank you👌👌👌👌👌👌👍👌👍
My designer buddy made the most awesome sci fi fish. So with only two rigging tutorials done, I offered to rig and animate his fish. Put all sorts of bones in the fish, which has the most complicated mesh, and funny how it is so easy to forget little things in Blender. Like select fish or select bones. Eight months new to Blender and only two months in Unity. Learning to code is giving me some trouble. I have had to teach myself everything with mostly TH-cam tutorials. Thank you so much for being a TH-cam tutorial creator. If it wasn't for all of you, I would not be on my journey to create a game. This is some kind of amazing journey for me.
I just finished doing mine, it took over half an hour but was very fun to do, my animation is a bit different, though, only animated the tail, I like it better that way.
Really love your videos. Would really like to see the entire process/pipeline of modelling, texturing and animating i blender, and then as importing that into Unity with the correct settings!
Awesome video once again! Though at the mouth, when I try to insert like you do, it inserts in two pieces, left and right. Can anyone help here please?
This is so funny! I’m making a simple fish game and was furiously googling “imphenzia fish model” about two weeks ago. Do you get notifications for that?!
Ian Hubert have a really cool video for Fish Animation. He didnt made a rig for the fish he just used a displace modifier with a cloud texture. Its faster and looks pretty damn good tbh
Looked up a bunch of fish gifs Some can use just their back to push them forward (saw a gif of a shark and it kept its head mostly still). Saw some of a fish doing the serpentine pattern. I think the head motion is lesser than the tail motion though; it's hard to tell.
You are amazing how fast you can do this. Is there a lesson in Blender, that teaches someone to 3D print a moveable animal, and then once printed, it can move, like Flexi makes?
Can you teach us how to do something symmetrical? I'd love to know the workflow for 5, 6 even 28 way symmetry. So that the touching vertices clip together... Or am I being too specific?
I noticed your "Blender 10 Minute Modeling Challenge" playlist goes up to ep 68 only; it would be helpful if you could update the playlist to include videos 69 through 81. On a similar note, it would be helpful if you could put the "Low Poly Racing - Making Of" videos into a playlist so we don't have to rely on TH-cam's search/recommended videos list.
Ohhh love it! I follow your tutorial creating a guy to create my own fish for a game jam and rig it hahaha It’s called “Under the sea” on itch Io, I create a fish like Dory and Light fish 🙏 Now I know how to create something more good hahaahaha
Mostly ... normally, a fish swims with it's tail. The back bone is more flexible from the bottom of the rib cage to the tail (nature's exception to this rule are "Jack Fish" - a tuna is a species of Jack Fish. They all have very stiff tails.). Most fish will only noticeably flex from the dorsal or back(bone) fin forward to the head when they are turning rapidly to face another direction. A fish head, from the gill plate forward, like any other vertebrate on the planet is made from an inflexible skull. The "neck" joint joining the skull to the backbone is the least flexible of all the other spinal joints. The joints of the ribcage are flexible, but just barely. In your perch the ribcage would end somewhere near the pivot point between the third and forth bone from the nose, ... maybe just a touch forward of that. - The pectoral fins are basically a fish's arms. Your fish's arms are growing out of his jaw, and should be located one section back. The pectoral fins are usually the largest of any of the articulated fins on a fish. (with the exception of some interbred gold fish) - To animate a swimming motion, never use reverse kinematics from the end of the (last) tail bone - only move the tail from the second bone. If the joint is set right, the fin should lag behind the body movement just slightly to look more realistic (think of what a diver's swim fins do as the diver kicks their legs)
This might be a very noob question, but why does it seem impossible for me to export with colors? It's either non existent in Unity or it's white. (I use your method and pallete for coloring.
Remember, when you sculpt a fish you have to press S for the scales.
and the best dad joke award goes to...
@@satoru556 it took me 2 seconds to realize it was a joke
wondering how many people thought this was a real shortcut ?
Love your tutorials - really short and to the point - so useful!! I had a quick comment about the fish. One quick tip for animating animals is that nearly all animals keep their heads relatively still when they are moving. So the whole body moves around but the head - especially the eyes are as still as possible. Predators need to keep eyes on their prey, and prey need to see them coming. This is easier if your eyes are only moving in one direction - the one you are running/swimming/flying or otherwise moving in. So fish whose head flaps from side to side is not realistic. When you see a chicken running, her head seems to bob up and down, but that's because her body is moving up and down as each foot launches it off the ground - the head is counteracting this movement. If you watch the chicken in slow mo, and watch the eyes, they aren't going up and down at all. Hope that helps someone reading this!
I´ve been watching your series and trying to model along (I'm completely new to blender) and I must say, you've been an inspiration for me. Thank you so much for doing this
I just can't follow along i get lost
same
for fish animation hold the head almost still (you can do a tiny mount of head wiggle) - the rest of the body snakes away, and the sway becomes more exaggerated towards the tail fin. it's not totally correct, but it's what we expect to see as humans.
I can't think of myself how much I already learnt from watching your tutorials with your tips, tricks and bonus...I have already brought my 3d models, plane, Buildings, Chopper, Fish.... to life. Still more to watch your episodes...You have been my favourite and great teacher and an inspiration to us all...Not a day passed by without watching your tutorials...Thank you👌👌👌👌👌👌👍👌👍
My designer buddy made the most awesome sci fi fish. So with only two rigging tutorials done, I offered to rig and animate his fish. Put all sorts of bones in the fish, which has the most complicated mesh, and funny how it is so easy to forget little things in Blender. Like select fish or select bones. Eight months new to Blender and only two months in Unity. Learning to code is giving me some trouble. I have had to teach myself everything with mostly TH-cam tutorials. Thank you so much for being a TH-cam tutorial creator. If it wasn't for all of you, I would not be on my journey to create a game. This is some kind of amazing journey for me.
Lets rig a snake next time :)
that modeling part would be easy, but the texturing would be a pain XD
Thanks for getting me back into blender. I’ve been itching
This was sick!
Liked already know it's going to be Outstanding
I just finished doing mine, it took over half an hour but was very fun to do, my animation is a bit different, though, only animated the tail, I like it better that way.
كنت ابا بس اشوف كيف احرك السمكة حسبي الله عاللي مسوي المنهج
And thank you Imphenzia for helping me.😊❤
okay, you got me with the last minute seconds on the clock there lol
I cant with the way the fish shake its head 😂 its too funny
damn you stefan for almost giving me an heart attack for no reason at the end with the timer :D
This playlist is gold
Awesome--love the humor mixed in. He's saying hook me up :)
Good work! As always!
you are my inspiration!!
LOL! I heard a fly, started this video and heard a fly again🤣
I am grateful for your support.
Thank you!
thanks, i'll commit fish! 🐟🐠🐡🎣
Really love your videos. Would really like to see the entire process/pipeline of modelling, texturing and animating i blender, and then as importing that into Unity with the correct settings!
Fish don't shake their heads when they swim. 😁
Can you link to 'Fishing net' tutorial? Thanks
I wish you a lot of success with your game
For those who don't have 'auto-mirror' on side bar. First, make sure you in object mode and add 'Auto-mirror' add-on in the setting
lol jag dör! 🤣😂 måste kolla lite fisk movement fish videos! Awsome video thanks!
I just made one for the GMTK Game Jam!
I love your videos
hope in a next fish animation you explain about overlapping or moving a wave through bones
Awesome video once again! Though at the mouth, when I try to insert like you do, it inserts in two pieces, left and right. Can anyone help here please?
Sorry if I'm wrong but maybe try pressing I for individual.
@@ticoelephant664 good idea but i tried that and it didn't help
Jef Gulickx maybe mess with the settings which are at the bottom left after you've done the action. Also pressing B might work
Ok, u press b while it's on insert.
HE JUST BODY SHAMED THE FISH LOL!!!
This is so funny! I’m making a simple fish game and was furiously googling “imphenzia fish model” about two weeks ago. Do you get notifications for that?!
Early into the vid and I have a question 🙂 3:20 why Alt-S for scale? And not just S
I might be wrong, but as far as I remember Alt-S is to scale along the normals :)
Ian Hubert have a really cool video for Fish Animation. He didnt made a rig for the fish he just used a displace modifier with a cloud texture. Its faster and looks pretty damn good tbh
Faster but useless for games
@@Eu_Claire That is true
Imphenzia I challenge you to build a basic runner game in 10 min
Looked up a bunch of fish gifs Some can use just their back to push them forward (saw a gif of a shark and it kept its head mostly still). Saw some of a fish doing the serpentine pattern. I think the head motion is lesser than the tail motion though; it's hard to tell.
ya your right
You are amazing how fast you can do this. Is there a lesson in Blender, that teaches someone to 3D print a moveable animal, and then once printed, it can move, like Flexi makes?
Can you teach us how to do something symmetrical? I'd love to know the workflow for 5, 6 even 28 way symmetry. So that the touching vertices clip together... Or am I being too specific?
you're a funny guy...oh and good at blender as well.
I noticed your "Blender 10 Minute Modeling Challenge" playlist goes up to ep 68 only; it would be helpful if you could update the playlist to include videos 69 through 81. On a similar note, it would be helpful if you could put the "Low Poly Racing - Making Of" videos into a playlist so we don't have to rely on TH-cam's search/recommended videos list.
use back space to reset the rotation (scale/location) in the item setting
in blender
how do you turn that simple animation into a file to import in unity or unreal? so you can just juxtapose it onto the mesh
The truth is.... that´s not a fish but it looks somewhat similar hahaha
Anyway, thank you very much for sharing it my dear friend
Blessings
What is that add on he uses to vertex color anyone knows???
I wish my kids were old enough to look after themselves :D
"Energizer Funny" Imphenzia still going strong !
my uv editing does'nt work like his can somebody help me
Always pleasure to watch you model in blender and thous 10min chamlenge. Can we get that color palet you use thnx in advance.
Description
Ohhh love it! I follow your tutorial creating a guy to create my own fish for a game jam and rig it hahaha
It’s called “Under the sea” on itch Io, I create a fish like Dory and Light fish 🙏
Now I know how to create something more good hahaahaha
only animate the back half of the fish. Head only moves left / right when it is about to turn
Can you make a video about making a city
Mostly ... normally, a fish swims with it's tail. The back bone is more flexible from the bottom of the rib cage to the tail (nature's exception to this rule are "Jack Fish" - a tuna is a species of Jack Fish. They all have very stiff tails.). Most fish will only noticeably flex from the dorsal or back(bone) fin forward to the head when they are turning rapidly to face another direction. A fish head, from the gill plate forward, like any other vertebrate on the planet is made from an inflexible skull. The "neck" joint joining the skull to the backbone is the least flexible of all the other spinal joints. The joints of the ribcage are flexible, but just barely. In your perch the ribcage would end somewhere near the pivot point between the third and forth bone from the nose, ... maybe just a touch forward of that.
- The pectoral fins are basically a fish's arms. Your fish's arms are growing out of his jaw, and should be located one section back. The pectoral fins are usually the largest of any of the articulated fins on a fish. (with the exception of some interbred gold fish)
- To animate a swimming motion, never use reverse kinematics from the end of the (last) tail bone - only move the tail from the second bone. If the joint is set right, the fin should lag behind the body movement just slightly to look more realistic (think of what a diver's swim fins do as the diver kicks their legs)
@@sofiaonaga5352 ... funny thing about retirement ...
Make a High Polly some time
Thank you for the video, was great. It's not necessary to try sounding like a teenager.
This might be a very noob question, but why does it seem impossible for me to export with colors?
It's either non existent in Unity or it's white.
(I use your method and pallete for coloring.
GeForce enforced bloatware should be an embarrassment to that company. But it probably is not unfortunately.
GeForce shortcuts are such a pointless pain in the ass. I disabled them after trying to ctrl+alt+z in FL Studio and getting that stupid overlay.
I wish i was as smart as u
Your fish is nice, but it's C-shaped instead of S-shaped, looks more funny though😆
Nvidia should just sick to drivers…totally agree
Incrível
nice ..+1
:)
I want to subscribe but I'm 11 so I can't yet...
you should model your car