Motion Design in Blender: Practice Your Pose to Pose Workflow | Study Hall | Sir Wade Neistadt | Skillshare
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Motion Design in Blender: Practice Your Pose to Pose Workflow | Study Hall

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

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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

      0:28

    • 2.

      Part One: Pose-to-Pose Workflow Recap

      7:06

    • 3.

      Part Two: Practice Pose-to-Pose

      40:23

    • 4.

      Part Three: Sir's Pose-to-Pose Final Tips

      4:09

    • 5.

      Session Completed

      0:20

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About This Class

Practice pose-to-pose workflow in real-time with Sir Wade!

Whether you're fresh out of Sir's pose-to-pose class or just looking for some animation posing practice, this session is the perfect choice for turning on some tunes and working on sharpening up your Blender animation skills.

In this session, you have the option to: 

  • Quickly review the structure of a pose-to-pose workflow
  • Independently work alongside Sir during a 40-minute practice session
  • Learn some of Sir's tips to help you refine your workflow

Whether you’ve hit obstacles when blocking and animating in Blender in the past or you’ve just started animating in 3D, you’ll leave this session feeling more confident and accomplished in the time you put in towards leveling up your 3D animation skills.

Sir used Blender 4.2.1 during the filming of this session.

You do not need animation experience to take this class. You’ll just need a computer and Blender.
To learn the pose-to-pose workflow, check out Sir's first class that this session is a companion to.
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: All Levels

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Transcripts

1. Introduction: Hey, everyone. I'm Sir Wade. All you'll need for this study hall session is an animation that you would like to work on. If you would like any help as far as how to set up your shot, how to prepare your shot, that was what my class was for, which is what this animation is from where I have a handout that will allow you to put all the things that you want to actually block out. As I'm working on it, that's what I'm looking at. I'm looking at my handout, and that's all you'll need. 2. Part One: Pose-to-Pose Workflow Recap: Here we are in blender. I've got my perspective view where I'm going to do all my posing up in the top left corner. I've got my camera view just so I can see exactly what the camera sees and on the left, my reference. I also off-screen have my handout that we mentioned, and that's pretty much what I'm referring back to make sure I don't miss any important details. But here I am just making adjustments and tweaking the pose. I just want to make sure that as I'm posing this character, I'm capturing the essence of what is in the reference. Now this post in particular, I called out because I found it really important. I really like the way that the body's really tucked tight. There's not a lot of negative space, and we have this very specific shape. I'm going to start off with the general body shape. I'm going to use the shoulders as I am here to tuck the arms as well. Don't forget to use the shoulders. This is one thing that people always tend to overlook. They jump right to the arms, and then depending on your settings for your rig, as soon as you mess with the shoulders, the arms change. But I'm just going to get the arms tucked and I don't really care where the hands go. I need them to be behind the thighs here, but I'm not going to be really precious about making sure that they're actually contacting the leg and holding on to the shin or whatever is happening in real life, because the camera can't see the hands. I'm just going to try some different things, try to figure out what angle of the arm looks the best and works most conveniently for me. In this case, I'm not being very scientific with it. Sometimes I'll just wiggle the arms in screen space. Sometimes I'll spin it fully in 3D space. I'm just using that hot-key where I click a Control, I hit "R", and it'll rotate in the screen space. That's why I'm rotating around a lot is I'm just picking an axis based on the camera's perspective, just to say a little bit organized. But occasionally I will just double-tap R, which unlocks all three axes of rotation. This rig, in particular, doesn't have that as an option with the forearm. It's locked to only the one-axis rotation. That's a little bit less work I have to do. But I'm pretty much just going to take my time and just put the character in the closest pose that I feel is necessary. Not every pose is going to get this much time and attention, especially at this stage, I can always make these poses a little bit more attractive later. But because this was something I really liked the shape of the reference pose, it's one that I wanted to spend a little bit more time on just to establish a nice overall flow of the body, especially because this pose is pretty much going to be where the character stays through the entirety of this side flip. Since the character is doing a flip and he's not going to really move aside from just rotation, I figured that I should start us off at a good place, and we can keep this pose for the majority of the rest of the shot until he opens up and lands on the floor. The other thing I want to make sure I do is I want to mess with the hip control. You can see that I'm really bending the hips to curve from the legs all the way up through the head. I'm trying to keep that line of action unbroken. I don't want it to kink up and have a hard edge. You can see how it's nice and rounded along the spine at the back, all the way from his tailbone, through the back of his head. That just keeps it nice and graphic, keeps it from having any weird angles, and I'm also going to just play with the feet to have them follow that same flow. If I point them too vertically or too horizontally, they might just feel disconnected from the body. I want them to feel in line with the overall shape of that spine. Now, since I'm looking at a direction, I'm moving my camera around. I'm looking at the side, the front, I don't have to make it absolutely perfect because it's really all about what the camera can see. But it does help if you have the character in all angles making sense. If it looks good from the camera, but he looks just super broken and anatomically messed up from other angles, it can lead to other issues down the road. If he's physically broken, it's going to be hard to move him realistically and get him in and out of these poses. The other thing I want to do at this point with this pose is at some point, I need to look at the knees. The knees are one of the things that I wrote down on my list here on my worksheet. To actually angle both of the knees in the direction that he's rotating. I want this, what I'm going to call the top half of him, which is really his lower body, but what's above his head at the moment, I want it pointing to screen left to indicate the directionality of his rotation. I don't have to do that, but I like that about the reference, and I like that feeling of momentum through the pose. Even this single pose feels like it has a directionality to it, feels like it has some velocity, and that's something that I want to maintain. Because this character is very spindly, he has very thin arms and segmented body parts, unlike the person in the reference who has big shoulders and large biceps and he has, a thighs and a normal human just existence. He's not just a character made of sticks. I can't match the exact look of the character, but I'm just looking for the idea of the character. I want the spirit of the pose, the energy of the pose. I want it to feel right. It doesn't have to look identical. Again, this pose, in particular, I'm just spending this much time because I like it. I feel like it's just going to save me some time later to deal with it now while I'm focused. Here, I'm just going to keep working on things like this. I'm going to keep working on this pose, and when I'm happy with it, I'll move on to the next one. I'll go down my list. I'll go to the next pose that I have made notes about. I'll copy the gist of what's in the reference. I'll make sure that everything on my worksheet is covered in what I pose and what I key. While I'm doing this process, my other little tidbit is, don't forget that every time I go to a new pose, I'm going to select every control that I can see, and I'm going to set a full key on everything. That way, every single control is keyed on these different pose frames, and there's no chance that if I skip messing with the foot for a frame or two on various poses, that it interpolates between if I mess with Frame 10 and Frame 30, and I have keyframes on the feet. But say I put other keyframes in between, I don't want it to be interpolated in the feet just because I didn't key them, and I forgot to lock them off and add hold frames. I'm going to make sure that every time I go to a new frame, I key everything, and then I start my posing. It's also not hard if you realize, oh, no, I haven't set a key, set a key. If it seems wrong to you, change it. It's not the end of the world. This is a very fun, just, like, loose process. Put on some music, put on an audiobook, and let's just work together for a while. 3. Part Two: Practice Pose-to-Pose: He as Where is Renel Where is an ladies. Where is To ladies. Where is an ladies. Do He. Nine So So So So Mom Mom Mm. Mm. Mmm. Mm. Well, well, well. Mm. 4. Part Three: Sir's Pose-to-Pose Final Tips: I've got some other tips for you now that we've been going for a while. I've put in a lot of my poses. I've still got a few more to go, but this is a really important one that I wanted to call out. I've completed the majority of the flip. We now have the character landing on the ground. And at this point, I just finished kind of my down position, and I'm going to start putting in when the character leaps back up into the air. This is really important. I'm going to grab all my controls. I'm going to do the thing I told you before where I'm going to set a full key on everything, and I'm going to jump over to frame 32 to do this up pose. The most important thing that I want to make sure that I block in right off the bat is I'm trying not to hyper-extend the legs too much as I move it around, but I can always adjust the feet. It's more the position of the hips and of the center of gravity of the character over the legs. As I've been blocking in this landing and this kind of downward arc of the character and now this upward arc as he takes that down position and moves back up into a little hop, I want to make sure that I'm keeping the character's weight centered somewhere between the two feet. When he first landed, he landed on his screen right leg or the character's left leg, and his hips were right over that. Now, as you can see, I'm posing this to be over his right leg or the screen left leg because he came down on one ft. His momentum carried him across to the other leg, and it's that far leg that is really going to be doing the work here of popping him into the air. So I need to make sure that he doesn't overshoot that too much. You can go a little bit over, but if he really wildly went sideways, he would just fall. He would outpace the feet that support his weight, and he would just fall on his side. You don't want that. More often than not, what happens is usually people don't overshoot. A lot of times people just forget to shift the weight entirely. They don't use the side to side axis when blocking out this kind of stuff. They see the character moving up and down. They focus on that. Then you lack all the weight shifting mechanics that really make the shot feel really solid. So I'm going to step through every so often, and I'm just using the up and down arrow keys to pop from keyframe to keyframe. I'm just comparing. I'm looking at the reference. I'm looking at the feet. I'm looking at the knees. I'm looking at the hips. I might be looking at the arms at given moment. I'm really just trying to compare from pose to pose, what is different? What is changing. It's a big difference for the foot. It's a small difference for the hips. Just looking at that ratio from control to control and from body part to body part to see the organic breakdown of how these different actions are working together to make this work. If I moved everything a consistent amount every single time, the whole body would feel very stiff. So I'm trying to add that breakdown of whatever's moving quickly, let it move quickly, whatever's moving slowly, allow that to happen. I'm trying to pay attention to all these different body parts at once. That's, again, where that workflow of analyzing the poses and the reference and more importantly, noting that kind of stuff down with our worksheet, and that's going to keep me really focused on what I do need to move and what I don't need to worry about at this point. But for this bit, the main thing I'm worried about is just keeping the weight and the balance of the character in mind. If I do that, then everything else can be made to look better. I can fix the heel. I can fix the knees. I can fix the shoulders, and so on. But I don't want to have to come back and deal with the hips and the cog, because it's the first step to being able to pose everything else. As long as that's in a good place, then everything else is going to be a lot easier to continue to adjust and refine as we go through this process. So hopefully those are some helpful tips. Hopefully your blocking is going well. From here, it's just more of the same, but I hope you've enjoyed the study all session. 5. Session Completed: Thanks for joining me for this study hall session. I hope it was helpful. Please drop your favorite pose that you created in the Project Gallery down below. I'd love to see it. If you struggle with anything with posing, with anything in this process, drop it in the discussion board so that we can all help each other. See you next time.