3D Animation Basics in Blender: Use the Pose to Pose Workflow | Sir Wade Neistadt | Skillshare

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3D Animation Basics in Blender: Use the Pose to Pose Workflow

teacher avatar Sir Wade Neistadt, Animator, VFX Artist, Creator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:37

    • 2.

      Getting Started

      4:50

    • 3.

      Analyzing Your Reference Video

      8:54

    • 4.

      Translating Your Shots Onto the Worksheet

      7:50

    • 5.

      Setting Up Your Shot in Blender

      12:22

    • 6.

      Blocking Your Animation: Milestone Technique

      9:55

    • 7.

      Final Thoughts

      0:48

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About This Class

Set yourself up for success on your 3D animation journey by learning how to block an animation like a pro. 

When Sir Wade Neistadt first started animating in 3D, he wasn’t sure where to start. Now almost a decade into the industry, Sir Wade has built a career in 3D animation as a freelance animator, content creator, and educator. With over 230K YouTube subscribers and 3D animation collaborations with brands like Adobe and LG, he has helped thousands of aspiring and professional animators find their place in the world in 3D animation. Now, Sir Wade created this series of four classes as the resource he wished he had when he was learning 3D animation. 

In this class, Sir Wade will teach you how to organize and shape your animation process so that you can start any animation project on the right foot. You’ll dive into the five stages of animation, how to use a reference video to plan out your shot, and how to execute the final animation using a pose-to-pose workflow. By the end of this class, you’ll know how to properly plan a 3D animation, analyze your reference video, and block out the animation in Blender.  

With Sir Wade as your guide, you’ll:

  • Learn the five stages and twelve principles of animation 
  • Analyze reference footage with the eye of an animator
  • Create a loose guide of key poses and pose types to use during blocking
  • Set up your shot, bring your rig into your scene and block out your animation 

Plus, Sir Wade shares a downloadable Animation Planning Worksheet available in the class resources that will work as a checklist of important details and main poses to accomplish when working on your shot.  

Whether you’ve hit obstacles when blocking and animating in Blender in the past or you’ve never animated in 3D before, you’ll leave this class with a strong understanding of the five stages of animation as well as how to properly analyze any reference footage during the planning stage so that the final stages of animation will be easier and more fun.  

You do not need animation experience to take this class. You’ll just need a computer and Blender. To continue learning about 3D animation, explore Sir Wade’s full 3D animation learning path. 

Meet Your Teacher

Teacher Profile Image

Sir Wade Neistadt

Animator, VFX Artist, Creator

Teacher

Sir Wade is a freelance Character Animator, VFX Artist, & Full-Time Content Creator.

After a short film about a sick superhero brought him to the Cannes Film Festival in 2014, he completed an online Character Animation education program to immediately be hired at DreamWorks Animation as a Technical Trainer / Educator. His role at DWA as an Artist Trainer evolved to include becoming the Lead Videographer and the Education-Liason for Animation, Surfacing, and Modeling.

After leaving the studio in 2018, Sir Wade has gone on to create one of YouTube's most helpful and entertaining animation resources for aspiring and professional artists alike.

Sir Wade has taught over 50 classes ranging from proprietary software for animation,... See full profile

Level: Beginner

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Transcripts

1. Introduction: The beginning of your animation journey, there's so much opportunity. You have so many ideas, there's so much creativity, and you don't know where to point it, and so having a little bit of a guide of how to shape your process can go a long way to get you started on the right foot. Hi, I'm Sir Wade Neistadt. I'm a 3D character animator, a full time content creator, and an educator and technical trainer. I have YouTube channel where I cover a lot of educational content around animation and to help artists get into our industry and stay there. Today, we're going to be learning everything you need to know to get started with a new animation. We're going to be using blender, and we're going to be using the post deposed workflow, which is one of the most common workflows out there. But we're going to be covering the initial steps from planning your shot to blocking your shot so that you set yourself up for success and don't cry later in the process. Whoever we're going to learn in this class is I prepared some different exercises that will hopefully help you step through the process the way that I usually do when approaching about mechanic shot. We're going to start off by diving into the five stages of animation, and then we're going to plan our shot, analyze some video reference, and then we're going to block out our shot with a few different exercises that I have to actually give you a checklist of things to accomplish when working on your shot. To follow along with this class, you only need a few things. Your computer has to be able to run blender, which most computers can. Besides that, the only thing you need is a bit of patience because animation is time consuming. By the end of this class, you'll understand how to plan and execute a shot using the post deposed workflow, and if you're following along with your own shot, you might end up with your own blocked animation. I'm excited to get started, I hope you are, too. Let's jump into animation. 2. Getting Started: Before we jump into actually animating our characters, let's first talk about the process of animating a shot. To me, there are five really important steps to consider planning, blocking plus, splining or refining and polish. Now, this list is a little bit different than you might have heard before. This is my own personal way of looking at this because it's workflow agnostic. Typically, people will tell you block, spline and polish, but that only refers to a post to post workflow where you block and stepped, and then you spline your shot, and then eventually you go to polish. There are two problems with that. One, if you don't do that workflow, then this doesn't really apply. But more importantly, it leaves out a lot of important information. You don't just go straight to blocking, you first have to plan your shot. That's something that a lot of people skip over, but it is arguably the most important part of the entire animation process. We're going to spend some time talking about that today. We're going to start off by just introducing the shot that we're working on and jumping into the planning for that shot. Now, you don't have to animate the same thing that I'm creating in this class. In fact, I encourage you to find a new piece of reference and animate something different. You can apply all these lessons the same way. This is the shot that I have animated for today. It is a side flip, which is a fun little body mechanics exercise. Obviously, we've got some lighting, some effects. We will talk about that a little bit later on, but our focus is going to be on the character animation itself. Behind many good body mechanics shots is some great body mechanics reference. Comes to preparing video reference, my recommendation is always to try and shoot it yourself if you can. Now, in this case, not everyone can go outside and just do a side flip out a window, and I don't recommend it. But being able to do some of these actions yourself will inform a lot of how this action should work, how it should look, how it should feel and that's the most important thing. Not so much every single pose being exactly right. You're not trying to rotoscope the motion. You're not trying to trace it, you're trying to capture the essence of what's happening. You're trying to get the technical information of how the body is moving, things like that, physics, gravity, and so on. This is a great technical exercise for us to demonstrate some new things to learn. But this particular shot isn't something that I'd put on my reel because you can pretty much see the one for one copy I've made from the video reference here. There's a few things I've pushed, but it's not different enough that I've reimagined it for my. Once you have your video reference, one of the things that I recommend taking a look at is any application where you can draw on top of the footage or do draw overs. In my case, I'm going to be using synsketch.com. They have the ability to make a free account. You can do that if you'd like. A lot of us use that in the industry. There are plenty of other tools as well, so you could use Blender on its own and the Grease Pencil and annotation tools if you want to just stay entirely within that one software. But sync sketch is very popular and it allows you to collaborate with other people. That's what I'm going to be using here. As you can see, I can scrub through here. I can see individual frames. I can pick different colors, draw on my screen, definitely helps if you have some a display tablet. But if you're skilled with a mouse, this will work just fine. It comes to planning, it's not just video reference you want to pay attention to. There are a bunch of different things you can do. Thumbnailing is a really popular thing where you can just draw little pictures, little doodles of your character to get an idea of what you want. If you have drawing skills, that's amazing. If you don't, that's okay. Stick figures will do. The idea is more or less to document the intention behind your shot. In some cases, if you are a really good 2D artist, some people will actually block out their entire animation by animating it in 2D before they go into the computer. The animators who used to work in 2D animation still use this workflow today at studios like Pixar and Disney and so on, because it's typically faster to draw something if you're good at it than it is to pose a 3D model for various frames. But for those of us who are not so artistically inclined, video reference is a great tool. But the most important thing once you have the reference is to actually figure out how to analyze it. Developing your eye for animation is the first thing that you need to be working on if you want to get into animation to observe various things that exist in real life, but that you can use in various ways in your animation. Take the 12 principles of animation, for example, 12 principles of animation are not just things we do in cartoons. There are things that we have observed in real life that we exaggerate and we push and we draw attention to with animation to add appeal, to make it more interesting, more fun to watch. Once you've decided what you'd like to animate, and hopefully you found some planning materials, you've gotten some reference, things like that, the next step is to choose a workflow. I want to take a second to point out, you don't have to pick any specific workflow. There is no correct workflow. Now that we've covered all of that, I encourage you to go find some video reference to use for the rest of this class. Few quick ground rules. Try to record something yourself first. Feel free to browse the Internet, but make sure to keep it short. You want to keep this as manageable and easy to accomplish as possible, less than 100 frames for sure. Try it on your own, see if you can find something you like, and if you can't, then we've got some files for you to download, as well. In the next lesson, I'm going to show you the post opposed workflow with the milestone technique. 3. Analyzing Your Reference Video: In this lesson, we're going to plan out our shot. Specifically, we're going to learn how to analyze reference because finding reference or shooting reference is easy enough. People talk about that all the time. What no one ever seems to really discuss is what to do with it once you have it. This will hopefully be a lesson that'll serve you well regardless of the workflow you choose to use. We're obviously using pose to pose, but whether you're using layered, straight ahead, whatever it might be, knowing how to actually pull useful information from your video reference or from any kind of planning is an essential skill, and that's what we're going to do right now. I also have a shot planning document for you to download, but you won't need that until the end, so hang on to that till later. Here we are inside of Sync sketch. This is again, a free website. You can make a free account and drop your reference in. We can draw on top of it. We can see individual frame numbers, which is very useful to be able to keep track of a Frame 17 where this happens. This is going to be the basis of how we analyze our shot. When it comes to working in pose to pose, the goal ultimately is to put the major tent poles of your shot in first. I call them storytelling poses because to me that's the most important thing that they do. They tell the story. If you saw only those poses, those are the first things to do, the first things to capture. Looking at our reference here, if we try to break down this action, there's a lot going on, but if we just start with one of the most important things that if we can only see those poses and we couldn't see anything else, we can tell what's happening. To me, something here in the beginning where the character is actually coming out of a window if we're keeping the window because again you can change stuff. But if we are just copying what we see, well, then there's a window, and we need to see that the character's coming out of it. Something in this area, I'll just put a little slash and come back to it later. But more importantly are things like this. The dude's upside down. That's important. That's a flip. He's doing some kind of a flip, so I'm going to just make a little mark. I could analyze deeper, but at the moment, I'm just interested in marking in my timeline where these things are. This to me is an interesting one. Here he's completely upside down facing the sky. Here he's pretty much sideways, but his head's looking at the floor. There's a lot of stuff we're going to pick out in a second. Then right there, he hits the ground. That seems pretty important, and eventually, he compresses. That's our bouncing ball, our squash and stretch. That down position is an important moment as well. Eventually, he jumps up and floats into the air. Now, we don't actually see him come back down and hit the ground again. We'll probably add that ourselves. But right off the bat, we have a few important moments that if we just stepped through those. I can just hit the up and down arrow keys. We can see the shot. Now, this is not everything we need, but this is a great starting point to figure out whether we have enough storytelling poses to tell the story. When it comes to starting our shot. In the reference, we have a character jumping through an already open window, but maybe we want this to be a glass window that we explode at some point later. We also don't have to keep every single thing exactly the same. Here, the character's arm is sticking straight out as if he's just speared through the window mostly because the guy is just trying to get momentum going. But if we imagine that there's actually a pane of glass there, he might actually cover his head or protect his neck, we might make adjustments to these poses. Don't feel like you can't change anything. That's the point. You're the artist. Being able to modify what you see is the whole point. I would say that Frame 3 here is fairly important. We have a nice straight angle of the arm here. The head's turned at this nice angle over here. I'll just try to draw a little plus of where the face would be, and then we can see the body at an angle coming out the window. That to me is an important moment, but we can always change it. Then I'm going to say that this is our next pose here with the character's body pretty much straight on where the head is. The arm is straight down. We've got some nice drag through the wrist, and then we have this straight across arm here. There's a few interesting angles going on, but now if I step through, we have a character jumping out the window, flipping, landing, and compressing. Beyond that, I don't think we have anything that's extremely important for telling our story because we might change things after that. But if we're just going with what we see is what we get, then I'm going to say some up position, maybe something like that is going to be our last storytelling pose. Now we have all of our storytelling poses right here, but now we get to sift through everything in between and find all the useful little tidbits that usually get missed in this process. This is where the analysis really comes into play. We have all these different body parts. Head, torso, the hips themselves, the legs, the knees, the feet, the arms, the elbows, all the stuff, the wrists, there's a lot of detail to find. If you take a look at the planning worksheet that I provided for you, on the right, there's a list of things to look for. I'm going to show you some examples of each of those right now. For shape or line of action, I would say anything that you find particularly interesting. That's what I looked for on these first couple of frames. This straight arm right here is a shape. It's just a straight line. Also to be Frame 13, this shape is really interesting because we have an entirely closed shape. There's no negative space in this character whatsoever. There's no gaps in between the armpits, or the arms, the legs. Everything is tucked really tightly into this little ball. If you look even the head is contained within the shoulders. This just little cannonball shape seems important, and we can recreate that on that frame. That, to me, is an interesting one to take note of. For angles and direction, I'm going to jump ahead over here to Frame 20. This looks interesting because we have this arm pointing straight down and then this bend in the elbow, then another bend in the wrist. We have this nice separation all the way up from the shoulder down through the wrist. We have this curve and this shape happening, but particularly having this straight down angle of the arm, it makes it really easy to keep track of. If you look for straight angles or really nice curves, that's a nice thing to find as well. Now, spacing and timing are difficult. I know those are not the easiest things. This took me a long time to really grasp when I was learning. This particular clip that I downloaded, if you were to find this on the Internet yourself, it actually had some slow motion in it. That is a very dangerous thing to have when it comes to video reference because if I were to copy the exact frames that we have here in our animation, I'm going to end up with some weird, slow, fast changes that I didn't do on purpose. Because the reference has that timing adjusted, it's going to mess with our perception of time. That can also go for frame rate. If you record something at 30 FPS and you're animating at 24, something like that, you'll have duplicate frames. Just take a look if you have any duplicate frames as you're scrubbing through. Arc paths is probably something you'll already understand, but looking to see what the general path of action is and specifically looking at individual body parts, the hips, the head, the hands, the feet, what are the arcs of each of those different parts of the body? Because they may not be what you'd expect. Now the last couple, we can go pretty quickly contact and release. This is really important, and people miss this all the time. The feet are a really great place to find this. Anytime a particular foot contacts with the ground, releases from the ground or the frame right before it actually hits the ground, those are all very important to take note of. You don't have to copy the exact frame, the exact timing but it's important to notice that here, for example, the left foot actually connects right there while the right foot is still in the air, a frame later then the right foot hits down. You have a little bit of asymmetry in how those feet actually touch down. When the character goes to pop off the floor here, that left foot, once again, screen right, but his left comes off the ground earlier than the right foot. That is going to come into play a lot when it comes to balancing your character and where their center of mass is centered over those feet. Because the character cannot lift this foot if their hips are over that leg, all their weights on it. Which means that all these things tie in together, the characters arc through space, the hips and how they move through space, allow that foot to lift early. All these things are going to connect. Taking note of as many of them as possible will help you discover these things along the way. Last two, I don't need to show you, but I just need to point them out poses to push. Just take note of anything that you think could be a little bit stronger. As you're drawing, see if you can straighten any straight angles, see if you can curve anything that's a little bit wiggly. Just make more contrast. Make anything that's big, bigger, anything small, smaller. Just try to make it a little bit more interesting as you go. That way, when you start posing things, you don't have to copy your reference and then later try to push stuff, push it as you're analyzing. Finally, take note of the essentials, what's really important to the shot versus what's just noise. You don't need to copy every little thing that you see in here, different finger motions. It'll start to feel like motion capture if you get everything. Which might be what you want, but in a lot of cases, it's too much. Now I've taken a second. I've drawn all of my little notes on top, and you can see there's a lot. In the next lesson, I'm going to show you exactly what I was looking for when I made all these notes and how to translate all this information onto our worksheet. 4. Translating Your Shots Onto the Worksheet: I've done my drawings on the reference, and I'm going to point out to you exactly what I found useful and identified in all of my drawings, and then I'm going to put it on the worksheet. I have put some different markers in the corners just to keep track of what I consider to be storytelling poses. If I found it to be a story telling pose, I just marked it with the frame number one and three, for example, have those, or if it's something really important, I just put a little star. Every frame that has a little marking here has something that I've found useful and so that's what we're gonna walk through. On Frame 1, to me, it was just having the arm come out, that line of action, and just having that angle that felt important. This is exactly what you saw before. The arms just straight out. I thought that was useful. But then here, I thought that this curve through the body and the way that the head is tilted even more than the body was going to be really helpful, as well as the arm clearly moving in this direction because the wrist is dragging behind. We're starting to get that breaking or what we call successive breaking of joints, where the arm is not super straight, it's got different angles all the way down it. As we keep going, we can see that drag continue through the wrist, as well as this nice shape of the arm. The body's almost entirely straight sideways. The heads still got a little bit of an angle, but the rest of the body still curves down away from wherever the knees we assume to be. Here I can see that the hand is about to make contact with the leg, and on the next frame, there it goes. Remember how one of the things we said to look for is contacts and releases. That doesn't just mean the feet. If a character grabs something, releases something, even just grabs their hip or something, that is a great example of a contact frame. This frame right before we could use this in anticipation. We could push this and have the hand maybe spread out a little bit more with the fingers actually visible as a way to anticipate Wham, that connection point, things that we can adjust later on. But the other hand hasn't yet connected until this frame. This frame that before we identified an interesting shape of the full body being this one contiguous blob. It has a full shape, the head's inside, and then I made little indications of which way the knees pointing because the knee and the rest of the body is still aiming in that direction. It has rotational momentum, so we want to keep track of that. We don't want it to be too flat. The head continues to turn on this frame. I found this really useful because that's the head getting ready to look at where he's landing. Here you can see he's made contact with the ground. His eyeline is direct. While the body is still spinning around, the head is leading the action. Things like this, this is a pose where I just thought the breakdown is really interesting. This is just a cool pose. I don't want to lose it. And there's interesting shapes until here. Here, we get ready to hit the ground with that foot. Boom, the next frame, we're actually on the ground. This little note here is just to point out that 20 and 21 are the same key. I need to make sure to get rid of something there. Since I'm going to end up deleting, let's say, Frame 20, I'm going to have to move everything after Frame 20 back a frame, so the numbers are going to be different later on, which is what all this is to point out that basically all these little key frames down at the bottom are going to end up getting shifted at some point. It's not important right now. Here I'm pointing out an interesting part of spacing. Spacing can mean how something moves through space, but it can also mean the distance between different objects in screen space as well. But in this case, I'm looking at how far away the knees, the hips and the shoulders are from each other and how they will accordion, right here, they're really close together all of a sudden. If I continue forward, there's another thing where here, the knees and the hips are a little bit closer together, and the distance from the head is even further away, so they start to become not consistent. That feels important to me. But I'm just looking to see, right, this foot's down. Now this foot's down. That's a little pink thing to point out that on this important frame, it's about the foot. Here I just thought this was a nice extreme pose. This is the furthest out from the body that this arm gets. That is what we call an extreme pose. If it's getting really far away from the body, for example, and then it comes back, I want to find that maximum extreme point away from the body and that's what this frame is. I also like to point out that this nice curve through the arm has a nice little roundness. Then here, if we look at the spacing of that knee, it swings out all of a sudden. On this frame, his knee on the right on his right, screen, left shoots out a little bit more than expected. With this yellow line, I'm tracking his cog or his center of gravity, basically where his hips are over the ground because you can see when he's landing, boom, his hips are over that foot. His weight is centered on something that can support him. As he moves over, he shifts his weight. This little yellow line, he shifts his weight towards his right foot because that's where he's shifting his weight. That has to be balanced or he'll fall over. I'm trying to pay attention to all these different things. This is the frame where he's at his lowest, and so this is our down pose. From there, I'm just trying to point out that his left foot seems to be kind of peeling off the floor, and his arm, in this case, feels like it's at its low point or its extreme as it gets pulled up this way, you can see that his arm starts to rise up. I'm looking from this pose to that pose in terms of his right arm. Then from there, I'm basically just making a little note to point out the shape of his legs, how he's pushing with that right foot, that right toe is pushing a lot of the weight down as this left foot is pulling smoothly off the ground. Eventually, here he is floating in the air, and I have him just a ball to represent his hips to show that that is his up position. Then he starts to move down a little bit here, and then this last little thing is just to show the path of what his left arm did, because if you watch his arm, it swings back behind him, right there. There's that green drawing of the arm behind him, and eventually it swings out in front with that path. Once you have it all, great. What do you do with it? That's where we pull out our handy worksheet. This worksheet is a loose guide of what to do from this point. There's a lot of blank space because who knows how many frames you have in your shot? My recommendation is always to keep it small, keep it simple, and so I've left the left column pretty blank. On the right, we have our answer key of what we're looking for, but what we want to do is in my case, I've got 37 frames, and you can see here that if I were to just write out every single frame, I could go and try to fill them all out. But that's also a waste of space. If you have a 200 frame shot, that's a lot of numbers. You could just write it manually of what you really need. But just go through and say, on Frame 1, what do we have? Just try to give words to whatever it is that you've written down. These things to look for if you here on the right are just some helpful ways to identify, in this case, that's a shape or a line of action, something like that. I'll just write down, line of action. For Frame 13, here's what I've decided to go with. It is a storytelling pose, so I've given it a K for key pose, which is just a little bit easier to write. Since S has already taken by settle, I didn't want to use it for story as well, but we've got a key pose on Frame 13. Both hands are in contact with the body, the body's overall shape I found to be important, and ultimately, this one's really useful that the knees are pointing to the left. I've just done a little arrow here to keep track of it for myself. But just make sure that if you were to just look at this worksheet by itself, everything that you've just found in this reference is now going to become a checklist for you to be able to go through line by line and make sure that whatever you put in the computer has all this information. The last thing to point out is that I do recommend using these different pose types over here and put them over here on the left, just so at a glance, which ones are your storytelling poses, your anticipations, and so on. You don't have to use all of them. These are some of the ones that I use, and I don't even use every single one every time. Now, you've got your reference analyzed. You've got your worksheet, take them in it, fill that out, move all your information from your reference to your worksheet, and I'll see you in the next lesson to set up our shot. 5. Setting Up Your Shot in Blender: It's time to open Blender. Before we jump into using our worksheet and starting our posing, let's first just get the hang of a few things. If you are already experienced with Blender and you know your stuff, maybe there's a few little tips in here that you don't know, and if you're newer to it, this will be a good place to get started. Right off the bat, when you open Blender, as you can see, we have just our regular 3D viewport. We've got our outliner over here and our details panel. A few things we want to customize. Down here at the bottom, we have by default, a timeline. Timelines are great, but they're not all that useful by themselves, unless we have the dope sheet stuff worked out. Let's go ahead and switch top left corner and make sure that this is set not to timeline, but to dope sheet. Then also in this little bottom left corner of this window, you want to get this little cross hair. If you don't see it, you need to go further to the corner, drag a new window, and then in this one, we're going to add our timeline. Timeline, you can just collapse. That way we can get the little play pause buttons, some auto keying. Turn that on. You definitely want that. But if you're doing like an audio dialogue shot, you need this window as well. But right off the bat, we have our timeline. We now have our dope sheet, and a cool little hot key is if you hit Control tab, it'll switch between the dope sheet and the graph editor. That is a really useful thing. Keep that in mind. Then if you go up to your edit preferences, of course, this is where you can turn on various settings. If you need to grab some extensions or add-ons, if you're using anything for animation, there are some really great animation add-ons that you may want to use. You turn those on here as well. Now, life is going to be a little bit easier for me because of the laptop I'm using. I actually have a 10 key number pad on the side. If you are using a laptop or a keyboard that does not have a 10 key numeric keypad on the side, you probably want to go to your edit preferences, and then inside of here, go to your key map and you might want to adjust a few things. Specifically, what I just showed you was frame selected. If you type in frame selected, you'll see that your frame selected right here in the 3D view. This is the command, and you can change that to something you actually have on your keyboard. You're going to want that, as well as this one, view camera. This is the one that I hit by default zero. If you don't have the zero over here on the right of your keyboard, you're going to want to set this is something. This is how you will snap your viewport directly to your camera, and then you can go into this bottom left corner and make sure that you save or auto save your preferences. That way you don't have to do this every time you come into Blender. Now we're ready to rock. Now, the rig I'm gonna be using for this shot is just the animation fundamentals rig that the Blender Studio has provided for us. This is a free download. You can grab it from their website, and there's actually a whole bunch of little characters to help you establish your fundamentals in animation. I'll be using the character, which is named Sky, and that's our bipedal character here. But you can use whatever character you want. I do recommend keeping it simple, though, grab something without a lot of facial controls because you don't want a whole lot of extra work right off the bat. When it comes to bringing a rigged character into our scene, we technically have three ways we can go about it. The easiest way but typically not the best way is to just open the rig file and start animating it right there. You can do it, but if you save over it, you overwrite the character and you'd have to redownload them. Then obviously, if you have built a world or an environment, you close that file because you just opened a new file with just the character. You could do that if you wanted to, but it's probably not recommended. The next and most common way that people bring characters into Blender is with file append. Appending the file will basically take the character file and put it inside of our current Blender file. It makes it really easy because it's just in there. When you open it up, everything's inside, files a little bit bigger, a little bit heavier. But it's typically pretty straightforward, and it's most commonly recommended because of how Blender treats linking and appending overrides and libraries and all this stuff that we don't need to get into. If you are trying to work in a studio mentality or with a large team and you have a more professional production, this is not the recommended way to work. But if you are just learning animation and you download a character, you just want to animate, this is the quickest way to get started. Stick with this if you want, but I will just briefly show you how linking works because it's not covered in very many places. Going up to file and link, what this is going to do is it's actually going to tell your Blender file where to find that character, and it'll bring it in kind of. It doesn't actually load that file inside the file. It just gives you access to the information contained in that other file. If you want to link the file, here's what you would do. You would go to Link. You would select wherever your rigs are downloaded to, and then we would grab our character, which is right here, Sky.Blend. Now, I might have a few more in this folder than you do, but Sky.Blend, you'll have when you download it. If you go to open that file, it actually opens the blend file. I'll go into collection, and you'll have to figure out which one of these is the full character with the rig. In this case, it should be this one, but I'm going to give you a quick caveat that in the case of these particular assets from Blender, there's actually a mistake. They work great for appending. They work great when you open them. But to link them, there's actually a fix you have to do to make that work. When we bring the character in, it's actually hidden under our cube, so I'll hide that, and there's our character. Now, this almost works except that we can't see any of the rig controls. That is a little bit of an issue. Now, what we've done is we brought the character in from that other file. We have access to see it, but we can't really modify it. The actual rig data or the model data itself, we can animate on top of it as long as we can access the rig, and that's the main thing that an animator would want to do with linking a character. If I right click on this character, I actually have to create what's called a library override. Don't worry too much about this. We're not going to go in detail on this. I just know that we're basically bringing in something from another file, and we need to override where the animation data comes from. If I go to make, and I'll say selected in content is the biggest option we have here, this allows us to now animate the character except that we can't see the rig. You can see that there's something called mesh here, which is the geometry, and there's something in here called hidden. That's actually where our rig lives, and it's not visible. You can see it's actually turned off right there, disabled in viewport. That's our problem. In another Blender file, we actually need to open that up, turn that on, save the file, and then when we link it in, it should work fine. In a new copy of Blender, I'm going to go ahead and just open the Sky.Blend file. You'll see that everything goes away. We now have this character as the creator made it. If I come back up, we can see that same group of things mesh and hidden. Inside of hidden is a rig. If I go ahead and show that, I can click on this and you can see that is what I've actually selected. It wasn't visible before. It should be now. If I just control S, save over it, I can close this, and now I'm actually just going to redo this original file just to do it from scratch. I go File, Link. I'm back in that Sky.Blend collection, and I'll go Group Sky, Link. Now you can see when I bring the character in, it suddenly has all these controls. I can't do anything with them until I right click Library Override, Make, Select and Content. This icon has now changed. I can click on one of these controls, and I can now go up to object mode. I can change to pose mode, and I'm basically good to go. With one last little caveat. You always want to make sure that this actually saves. If I grab all my controls and I set a key, I'll hit I to set a key, move over here in the timeline, move my character. I have auto key now turned on. I'll just go ahead and hit I again. Now I set a keyframe. If I save this file, close Blender, reopen it, I won't see that keyframe. It won't actually have it. But if you switch this from the timeline to the dope sheet, and then specifically change where it says here, dope sheet. I switch to the dope sheet using this left menu. Then where it says dope sheet, I'm going to switch to the action editor. Here you can see that I'm actually in something called relax. That's an action. It's basically a little container of data. It was stored in the original rig file, which means that now that I've set keyframe data on it, I can see it where I'm at now, but if I save it because it's from the original file, it won't actually save. I just need to either unlink with this X or duplicate the action. If I say unlink, it gets rid of the action. We no longer are in the little relax thing. I can make a new action. Now, I can animate to my heart's content. I can save, and it will all stay there. If instead, you're like, but I did all this work. I don't want to delete it all, then you can just hit this little duplicate button, and now it creates a new action that I can now rename to whatever we want it to be with our keyframe data in there. If you're linking a file, those are the steps to make sure everything works fine. With these Blender characters in particular, I had to go to the original file, make a tweak. Most characters, you won't have that problem, but you always want to check the action editor, just to make sure there's nothing leftover from the original scene that you're keyframing temporarily. Because none of that stuff is going to get saved. The recap of all that was that you link your character, you bring in the right collection, and then once you have it, all you need to remember is to right click the character, go to Library Override, and you make a selecting content override so that you can then grab the rig, go into pose mode, and start working as long as you don't have any action. Again, that was in the dope sheet, switching down the dope sheet thing here to action editor, and then making sure that there's nothing here grade out. I'll go ahead and just say, X, new, good to go. From here, you can name this whatever you want. I can just leave it as action. But immediately we should save our file, and we'll just call this animation time. We're good to go. We can now animate our character and return to this file without any issues. You can also make a copy of this, so you don't have to do this every single time, as well. No, I know that was all very dense. I hope we haven't lost you. But the last thing we need to do, and this part's really easy, luckily, if we need to make a camera. I'm going to also give us a quick little environment. If I hit Shift A and I go into mesh, I can create a plane. I can hit S and drag the mouse to create a little ground, and then I could hit Shift A again and go to the search thing, type in camera, hit Enter. Now we have a little camera. If I hit G, I can move this around, click to position it. If I just hit my zero key or whatever hot key you have to jump into the camera, you will take over that camera view. Now, by default, as soon as you move your viewport, you leave the camera and you can't move it around. If you want to be able to control it for a little bit, what you can do is hit the N key, and as in nice. You can come over here to the View tab and click Lock Camera to View. Now I can reposition my camera wherever makes the most sense to me, put it right over here. I can deselect that again to now not screw up my camera when I move around at any point, I hit that little hot key and I'm in there. I can scroll, zoom in and out, and I can pan within it by holding Shift and middle mouse dragging. But as soon as I just regular middle mouse drag, I pop out of the camera. But that is a really quick way to make sure that we have our character, our scene, and whatever environment assets you want to create ready to go. At this point, you can now take whatever you made from your reference and block out a general environment. Don't spend too much time modeling everything because, again, focused on animation. You can always add more modeling details later. Here's what I've decided to go with. Since my character is supposed to flip out of the window, I made a ground plane, and I made a window, which is basically just one cube that has another hole in it by another cube. The last thing is, if you would like to, you can just drag in your reference, pop it into your scene, and now you can go ahead and see what you were looking at. Anytime you're posing, you can just kind of reference your original file. The only thing I'd recommend doing at this point is for your reference and maybe your environment assets, put them in different collections and make sure you turn the selectibility off so you're not always grabbing them and moving them around. By default, you probably won't see this. In this top right corner under the filter menu, turn on this little arrow icon. When you turn that on, you get this new little icon that if you disable, for example, my reference right here is an empty. If I disable that, I can no longer select the reference plane, which means it won't get in the way of clicking and dragging. I would do the same thing for all these environment assets, just throw it in a collection called environment, deselect it, and now I can't grab it anymore. Now the moment you've been waiting for. In the next lesson, we finally start blocking out our animation. 6. Blocking Your Animation: Milestone Technique : It is a long process to get to this part of animation of actually animating if you're doing it right. Most people want to jump straight to just blocking out a shot and animating a character. But the problem is, if you don't set up all that other stuff first, you end up just trying to figure it out as you go, and animation is a lot harder if you do it that way. But now that we're here, we can start our blocking. Because of our handy worksheet, we know exactly which poses we've identified as the most important ones to just begin. For now, I'd recommend just starting with anything you marked with a K, your storytelling poses. Let's just block in our main core poses. By the way, a hot key I'm going to use a lot is if I select a Rig in object mode and hit "Control" tab, that automatically sets me to Pose mode, which I can do with this menu as well. I'm going to grab my whole character. I'm going to hit "I" with my mouse over the 3D view port. If I'm down here and I hit "I," it'll pull up the Insert keyframe menu. That's fine, too. I can hit "All Channels." But either way, I want to set a key on everything right off the bat. I also want to make sure, once again, that I have autokey turned on so if I go to another frame and I move something, it saves that keyframe. Because the character's coming in immediately flipping, and then he lands, and then he's going to go do something else, I would recommend in this particular case, moving my full keyframe on everything, I'll just grab my key, move it over here, and find wherever the characters on the ground. Frame 27, for example, that's going to be one of my down poses. I'm going to go ahead and just say, that's a frame where we've got everything keyed. I'm going to now go all the way back to the beginning, and I'm going to take my character, and I'm going to move him up over here and I'm going to de-rotate him. Which might seem a little bit weird. I'm going to take any IK handles as well, which I haven't really talked about yet, but IK meaning inverse kinematics, meaning I can take these feet and move them wherever I want, as opposed to the arms that are currently set to forward kinematics or FK, that I have to move each joint piece-by-piece. Both are very useful systems. In this particular case, the legs being set to IK means they'll stick where I want them. I'm going to take them up here, but because they also spun around when they do the flip, I have to imagine that they have to spin around as well. If I select my feet and my hips, since I now have two keyframes, you'll see that what happens is the character just breaks and spins. Looks a little weird. And if I go to the Graph Editor, you can see that I have a bunch of data in here. This one, in particular, this rotate Z goes all the way down to almost negative 400. That's that negative 360 degree rotation. I'm basically starting off at a value of negative 400 ish, and I'm unrotating [NOISE] all the way down back to zero. When you have a character that needs to flip, it is typically safer to have them spend the most amount of time as possible at anywhere under or above the negative or positive 360. Once you have them rotate all the way around, sometimes rigs can get a little bit weird. This might not matter at all for your shot, but because mine has a flip, I thought I'd just give you that tip. But now once we have that, we can go right into our posing. I can go back to Frame 1, and I can make sure that this is actually in a good spot. I'll bring my character back through the wall. And if I need to see the character a little bit better, I can just hit this "X-Ray" button up in the top right corner of my viewport, and you can see that I can X-ray through the wall. I can see my controls a little bit better. I can also go into wireframe mode if I want to just isolate the mesh in this way. All that we can see of the character is their arm. If I just say, great, rotate the character and spin the arm, don't forget to use that shoulder. You can't move your arm up without involving the shoulder one way or another. I know that the head's going to be spun a little bit because from my camera's view, I can see the character. You always want to check every pose specifically from your camera. If the camera sees it's wrong, then it's wrong. If I've got the legs all broken and weird over here, the camera can't see it, it's fine. Now, if I can see the hips or the torso, they might be influenced by that stuff. I don't want to not pose stuff out of laziness, just out of efficiency. If it doesn't affect anything we see on camera, it's probably okay. But from here, we can just start bringing in all of our key poses. Now, as far as which pose I should start with, you could go in order and go straight ahead. You could jump around to whichever ones you think are most important. In my case, because I'm doing a flip, I'm going to start with, I think the three most important parts. My character's beginning pose, somewhere in the middle where he should be upside down, and then the landing. Those should define the action that I can start adding in more and more of my storytelling poses. What exactly I'm posing on those frames, that's what our worksheets for. If you go to Frame 26, this is my down pose. This is what I wrote down at the down pose. I'm going to go ahead and immediately get out of my camera and just go to work, my character down, maybe bend the forward. I want to get these hips to curve a little bit more, and then I'm going to take, you can have different choices as well of which controls you want to use for what. In this case, I'm just going to go for it. As we're blocking, we don't want to be precious about it. We don't want to be too worried about exactly which control and exactly what rotations. We just want to get the gist. I want the character to be mostly over this foot on the left, which I should probably put somewhere useful. Go like that. I rotate it out a little bit, take this other foot, make sure that everything's not pointing super straight in all directions. Once again, I don't want to forget those shoulders. The shoulders are super important. I want to make sure I'm involving the whichever way the arm goes, That's which way the shoulders are going to be going because they're really the ones that start the action. Make sure you're using that perspective as well. Don't just pose from one angle. You need to move around the character. I don't want to bend the elbow in a way that wouldn't be natural. This rig actually limits us. I can only rotate it the way it's meant to go, which is helpful. But in the case of his neck, I can twist it in horrible ways, and we typically don't want to do that. Try to keep it comfortable, see if you can recreate it, and then pose whatever you can follow. We have a lot more poses to go. This is not all the key poses, but these three define the main action of our shot, which allows us to just keep moving forward. We're going to speed time up, and I'm going to keep working on this and get all those main key poses in here. Some time has passed, and I have now blocked out all of the poses that were on the worksheet. With all that information in there, you should be able to watch your animation. Just step through with the up and down arrow keys and pop through the different key frames so you can see what your shot would look like and find out if there's enough information with just that information to understand exactly what should be happening in the shot. Not just for the whole character, but per body part. Everything we've animated, we can see it. I can select it. I'm going to come down here. I'm going to hit the "T" key, T for time. I'm going to switch this from Bezier curves to constant keys. What this does is it changes it to stepped mode. This is typically how people work in pose-to-pose. The lack of interpolation means that we do not see anything we did not key ourselves. But at this point, you can watch, you can see, and this should tell you whether or not your shot is working. Now at this stage, I have three final tips for you. The first is to actually go through your entire worksheet if you haven't already done so and make sure everything you put is in here, is keyed, in stepped, you've got it represented somehow in your file. It is at this stage that you want to start adjusting anything that feels slow or feels really fast, you want to make those changes earlier while all these things are on the same consistent keyframes or while you have a few keys as possible. The second tip is if you're trying to position something in between two points, for example, you just need to adjust the arm position. If I want to just change exactly where this arm is, and I like where it was before, and I like where it was after because I did two key frames, and I'm doing something in the middle, if you just pose it yourself, you might end up in a different spot where the arm starts doing weird motions once you hit "Play," and it just feels very jittery because the arms just popping all around. If you want to just find a nice happy medium, you can use the tweener tool built into blender. If you hold Shift E, you can see at the very top of my Window here, there's a little slider that's been created where I can blend from the previous key for this particular control or the following key. The halfway point it's right there in the middle, but I can favor one way or the other, and that will give me just an easy way to favor and create an ease between two keyframes. This will only work in pose mode with a rig. If you're using a cube or something, you won't be able to see that. It only works with a control inside of pose mode, so heads up. Finally, the Euler filter. It's just something you should know about. We're going to need it for the splining process in the next class, but I want to make sure you know where to find it. What you want to do if you have any weird rotation stuff is just run the Euler filter. You'll just select any curves that you think might be weird. You go to the channel menu, and under here you'll find the discontinuity Euler filter. If I run this, it's not going to hurt anything. It's not going to change anything. It typically won't mess you up to use it. But if you have any weird rotations or you were spinning something and it caused a problem, that's how you can quickly fix it. One final tip for this stage of animation is it is very helpful to have two Windows open at the same time. If you have two viewports, and in one of them, you have your camera and the other one you're able to move around, this is probably one of the most common ways to make adjustments. That way, you can change stuff and move stuff, but you can always see what your camera sees, which is the most important way to pose your character. By this point in the process, if you've followed your worksheet and you've brought all your poses from that into blender, you should have a fully blocked out animation where you could show it to somebody and now get feedback on your work. But it is at this point, you want to make those changes before you move any further along, because in the next class, we're going to dive into splining, refining, and polishing our animation. See you there. 7. Final Thoughts: [MUSIC] Congratulations on making it to the end of this class. You probably put a lot of work in to get to this point. Now, in this class, we covered a lot. We covered the stages of animation, we covered planning and animation, analyzing our reference, putting all of that into a worksheet, and really trying to pick out all the little details to create not just the poses for blocking, but really what we need for blocking plus, which has a lot more information and takes us much closer to the next stage in our process planning, refining, ultimately polishing. Whatever it is that you've animated, make sure to share it in the Project Gallery below. Whether you are all the way done or just a few poses in, it's great to get in the habit of just putting your work out there and sharing it, whether it's for feedback or just to show what you've accomplished, because this is a time consuming process, and you're doing great so far. Thanks for watching. We'll see you in the next one.