Anthony Gibbs

Anthony Gibbs

Blender tutorials and tips, from concept to modelling, rigging, animation and rendering as one aspiring artist attempts to create a 3D animated short film.

Cloth Animation Test

Cloth Animation Test

Nyssa Hair Animation Test

Nyssa Hair Animation Test

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  • @MrGravicaper
    @MrGravicaper2 күн бұрын

    Hello. In your tutorial you recommend increasing the scale of the model. But what about the location in which this model will have to be rendered? Or is there a way to reduce the finished fabric model back to its true size? I haven't found it yet. Sorry, one more question. Is it also convenient to work with an increased scale of the model for simulating hair physics, or is this only recommended for fabric?

  • @antgib
    @antgibКүн бұрын

    For an animation, this is ideally all controlled and animated by an armature. As such, you can bring the model into a new file, link in and apply the animation action from the animation file. You scale the whole model up by a factor of 10x (all the location/position should just flow through) and then do the simulation. Once the fabric is simulated, select and export it out as an alembic file. Then back in a normal animation file (where everything is still the same real-world scale), you important the simulation alembic mesh back in, HOWEVER the import panel has a scale setting that defaults to 1. Change that setting to 0.1 and then import. That will scale everything back down and the animation will match up. Of course that bakes in the overall animation in to any mesh you have ran the simulation on, hence simulation is only done after the animation is final and complete. I cover a little bit of this in my Character Animation Production video. As for hair, even if you are using the particle system for hair simulation, scaling everything up should help, since much the underlining physics system in Blender for Cloth, is in fact used for the hair as well. Just keep in mind, till GeoNodes is fully worked out for simulation of Cloth and Hair, nothing about the current physics system is really all that great and if you can avoid it, I would do so.

  • @MrGravicaper
    @MrGravicaperКүн бұрын

    @@antgib Thank you very much for your answer. I also thought about the alembic when I wrote you a question. It turns out that in relation to hair in Blender the technology is the same as when making videos using the Unreal Engine. Through the alembic export. I made cartoons in both Blender and UE5. I worked in Maya for many years, but now I am a fan of Blender and would like to interact less with UE5. I am very attracted to the concept of doing everything inside one program (well, maybe except for sound) and Blender gives this opportunity. But obviously the method you described with the scale game is the most optimal. All the best to you.

  • @ForgetfulHatter
    @ForgetfulHatter6 күн бұрын

    ah. it was sub division lol. thank you. :)

  • @antgib
    @antgib5 күн бұрын

    Usually all it takes is one thing to have a big impact, nice to hear the video was useful, thanks for watching.

  • @werm5
    @werm522 күн бұрын

    cool!!

  • @thecommentermaker
    @thecommentermaker22 күн бұрын

    Blender in American Sign Language?

  • @antgib
    @antgib21 күн бұрын

    Yeah, I had to pick something. I was hoping and went looking for a more single universal Sign Language but didn't have much luck. From what I could find (with clear reference images) was that many seem to be somewhat based on the American version and I was able to download a fairly good image that showed all the letters, so I just went with that.

  • @cosmicaudio4589
    @cosmicaudio4589Ай бұрын

    If I move and disconnect a bone, I will get an error at rig generation, but how do I rectify that error, because just replacing the bone to its original position does not seem to remove the error if I try to regenerate the rig again.

  • @antgib
    @antgibАй бұрын

    So a couple of things. If its a couple of bones that aren't normally connected but are sitting directly on top of each other (like the neck bone I show in the video), then you should be able to use Blenders snapping system to exactly snap the head of one bone back onto the tail of the other bone. At which point, it should now work the same as if they where never moved apart. If however, it was a bone chain and you really disconnected/broke apart a bone from that chain, then that is going to be more tricky to fix. Also, not all bones that are just sitting on top of each other, will generate an error if moved apart. Some will, some won't and work just fine (mostly) if pulled apart. So depending on what you have moved, it is possible that the error you are getting, isn't actually due to a bone moved out of place. One trick to see if the issue is what you think it is, is just start a new Blender instance/file, add the metarig and just change the one thing you think is broken to be the same and see if it generates. If it does, then chances are its something else that is wrong. If having more trouble, maybe post on the blenderartists.org forum site with some images or even the actual blend file, which will make it much easier to see what is actually going wrong.

  • @artecno882
    @artecno882Ай бұрын

    great tutorial my tent cant overlap now!

  • @sodytvlive310
    @sodytvlive310Ай бұрын

    oops the wig

  • @JohnTitor-yh7gu
    @JohnTitor-yh7guАй бұрын

    That tip about frame dropping on the timeline was a game-changer for me. Iit keep displaying '11 fps,' but even so, now it's running smoothly at 1:1 second. I no longer have to wait 2 seconds in real-time to see just 1 second of animation in my viewport. Now, even at 11 fps, I can clearly observe the animation progress and the timing between objects and events. Thanks a bunch!

  • @antgib
    @antgibАй бұрын

    You're welcome, good to hear it was helpful and on a side note, it's been very nice seeing this video get a good amount of views lately. It was a fair bit of work and I was pretty happy with how it all turned out, but the first few months on release was rather disappointing. Now, it's one of my top videos.

  • @MagnanimousEntropy
    @MagnanimousEntropyАй бұрын

    I am new to blender and i am trying to model a space craft from a video game using 2d concept art reference images. I aligned the images but still can not seem get the right shape. It looks ok from one position but not the other two. Do you have any suggestions or advice to make the process easier?

  • @antgib
    @antgibАй бұрын

    Advice yes, can't promise it will make things easier tho. In many ways it's the classic issue of trying to make something 3D. The first problem is usually the 2D artwork, especially concept type art where unless its drawn pretty much as technical blueprints, then half the time things just don't line up. Or, what one thinks looks good/right in 2D, just doesn't translate as you would think when it's 3D. So even if it does match up with the 2D art and that art is actually correct, it just doesn't exactly look right. At the end of the day it's usually best to use the 2D art as a guide to overall size, location, proportions, etc and once you have all that in place, then its mostly a case of refinements in 3D till you have what looks right from various camera angles. At that stage the 2D reference images are even turned off and you are looking more at general concept art from all angles or in this case, maybe screen captures from the game.

  • @MagnanimousEntropy
    @MagnanimousEntropyАй бұрын

    @@antgib Thank you for the advice. I will take it to heart and keep trying.

  • @MuffinMachine
    @MuffinMachine2 ай бұрын

    First off, thank you for putting this together. I tried Substance about 2 years ago and just struggled massively to make it work. I'm hoping to try again and this workflow looks like it will be helpful. I do have a question. Around 4:21 you are manually placing islands around the UV layout. Normally I would use the UV > Pack Islands function. Is there a reason why this would not work, or cause problems, with this workflow? Thanks again.

  • @antgib
    @antgib2 ай бұрын

    Yes, I too had a few, WTF moments when starting out with Painter. At first it was like WOW when doing a couple of learning tutorials, which of course all worked as shown. While making me wonder why I kept trying to get Blenders texture painting tools to work. But then I tried to work on my own models and that's when all the head scratching started till I figured out exactly what Painter was doing vs what one does in Blender and sorted out a workflow that made sense (at least to me). As for the UV layout, yes you can use the Pack Island function from a general point of view and it will work. However, there are two reasons I usually do it manually (spending way more time then I showed in the video). First, I can usually fit things together better and give each area more overall texture space. Or I can on purpose make somethings smaller that I know don't really matter or are hardly seen so why waste the pixels that can be of much better use on other areas of the model. Second, I can fully control any rotation of the UV layout, which while it may seem better to rotate any island 90 in order to pack things in more tight, the error shows up in Painter when a single object with a texture applied, has some parts flowing in one direction, while other parts are at right angles. Simply because some of it's UV islands are rotated differently. It's a little hard to describe, but will instantly show up the moment you start to apply textures in Painter, especially something that has a clear directional pattern to it.

  • @MuffinMachine
    @MuffinMachine2 ай бұрын

    @@antgib Thanks for getting back. I thought it might be something along those lines, but it's good to know how other creators think so thanks for sharing it. I know exactly the problem you are talking about, and even on textures that don't have directional patterns it can really throw things off when they suddenly go in opposite directions.

  • @thoxik5077
    @thoxik50772 ай бұрын

    Great video! Exactly what I was looking for. I'm new to blender so I would start from the basics. What would you suggest? How do I transform the model I made with this video into a poseable character?

  • @antgib
    @antgib2 ай бұрын

    Thanks for watching. The 'classic' way of first learning Blender is usually Blender Guru's Donut series of videos. While I did make a donut initially starting out myself, I've not looked at the most updated series of videos. The official Blender channel do have a Fundamentals series, which would give a good starting point from the ground up, however, it was made for version 2.8. So it is rather old now and while some things would still apply to the current version, there are no doubt a bunch of endless little changes and differences that could be confusing. You should join up to the blenderartists.org forum as well. Once the basics are sorted, to pose and animate a character you will need to dive in to the near bottomless pit that is rigging. There are a number of options for this, but the included Rigify addon can be a good way to start. With that in mind, CGDive recently did a series on Rigify for Blender 4.0 which should be starting point.

  • @thoxik5077
    @thoxik50772 ай бұрын

    @@antgib thank you so much for the answer! I'm currently watching the Donut series and I feel like I'm improving day by day!

  • @centrealm-manlyscribe4202
    @centrealm-manlyscribe42022 ай бұрын

    Love your smooth relaxing voice!!! Pupil dilation controls look truly awesome - I'm sooo gunna try and do eyeballs this way next time I have to model eyes :)

  • @SonoLucaMoretti
    @SonoLucaMoretti2 ай бұрын

    You help me so much, i was struggling to input well my object to this substance. All UVs were unwrapped very well, 0 overlapping etc... but the issue was they weren't in the same uv grid... Still dont get very well the workflow process on substance with this vertices painting or adding a material pre-importation, and i was on sub designer, maya, zbrush blender etc... but this painter is really strange 😂

  • @antgib
    @antgib2 ай бұрын

    Good to hear it helped. Yeah, coming from Blender it took me a little time to 'unwrap' how Painter does things and work that back to Blender to then work out what I needed to do in Blender to make things easier to work with in Painter. But once figured out, I just do the same steps each time now, pretty much as I show in the video.

  • @LondonTessaAngelit
    @LondonTessaAngelit2 ай бұрын

    Very nice video. I have been all over and your video had probably the most info by far on this topic.

  • @antgib
    @antgib2 ай бұрын

    youtube.com/@TheMovieUniverse Those male and female figure drawings are from a book by Andrew Loomis-Figure Drawing For all it's Worth. If you do a google image search for "Andrew Loomis ideal figure" or something like that, I am sure a bunch of results will show up. I then just did minor adjustments, etc to suit the character design I wanted.

  • @antgib
    @antgib2 ай бұрын

    youtube.com/@ukaszgrabski2811 I can think of a couple reason the ID map doesn't bake. First make sure each part of the model is its own separate object and not a linked duplicate. During the FBX export, if checking 'Selected Objects' as I show, make sure each object is selected in the outliner. It's possible that modifiers on the objects could have an impact, so before doing the FBX export, apply them all, export and then reload the Blender file without saving, so you keep everything in Blender as it was. In Painter, when baking maps, as I show make sure you select 'Mesh ID/polygroup' in the ID map. That isn't the default option, so without changing it, it won't work. If still having problems, can always post on the Blenderartists.org forum with some screen shots so I can more easily see what maybe wrong.

  • @maro6477
    @maro64772 ай бұрын

    Amazing video super helpful and the audio is great! I subbed and will watch rest of your vids this is quality content! Keep up the good work!

  • @antgib
    @antgib2 ай бұрын

    Thanks very much for watching and the sub. Every time I make a video (usually as a result of my personal project, as I work stuff out while going along), I always wonder if it's actually going to be of any interest or use, or am I just wasting my time. So it's always nice to hear that at least someone found it helpful.

  • @lordeddardstark4471
    @lordeddardstark44712 ай бұрын

    good video but how can we make it blink

  • @antgib
    @antgib2 ай бұрын

    The default Rigify setup includes controls for an 'eye blink', allowing one to just move the center control on the eye lid and it will smoothly move the outer controls to bring the whole eye lid down. Of course while that's easy to say and even do with the basic rig setup, getting it to work and look right is way more tricky. You need good geometry and edge loop setups around the eye's and eye lids, good weight painting with the actual bones in ideal positions and even some manual tweaking of the parameters inside of the generated rig could be needed depending on the overall size and shape of the eye. So yeah, basically, its doable but like most 3D things, getting it to actually look good can be a lot more stuffing around.

  • @wesleyviscardisantos2922
    @wesleyviscardisantos29223 ай бұрын

    Thank you !! I really liked your voice, its very calm and serene~ it helped me to concentrate

  • @05BW
    @05BW3 ай бұрын

    Please speak up I can hardly hear you 😩

  • @antgib
    @antgib3 ай бұрын

    Sorry. The audio is largely normalised and should be fairly loud, at least it is even on my lowish speaker volume levels. That aside, I do always include full subtitles. Even so, I have been meaning to look into Resolves audio tools and see if I can more limit and even things out. Nevertheless, thanks for watching.

  • @onekn1ghtstands105
    @onekn1ghtstands1052 ай бұрын

    The audio is great. At even 40% was loud and clear, thank you for all the info

  • @wtfbaka
    @wtfbaka3 ай бұрын

    How much time you spent making this pls answer as fast as you can

  • @antgib
    @antgib3 ай бұрын

    Hi, I assume you mean the 3D character and not the video. If it was just the base reference mesh that I mostly cover in the video, that was a couple of weeks part-time I guess. Keeping in mind I'm far from the fastest in all this and was planning/learning as I went along. In fact every step is learning something new and usually finding out later the things you got wrong and needing to step back with new knowledge and make corrections. If the question is actually about the 'final' 3D model in the opening shot, well that is now a somewhat old version and really from initial idea to 2D concept to current 3D model, it's pretty much been years in my case and I'm still not happy with it. So much so, that there's a high chance I'm about to go back and pretty much rebuild her from the ground up based on everything I've learned so far. But none of this has been full-time and a lot of it has been my choice. There are plenty of ways in which short-cuts can be taken, it really just depends on what it is that you really want to achieve in the end.

  • @vladislavbondarenko7067
    @vladislavbondarenko70673 ай бұрын

    Damn, i can't even imagine how much just switching to newer version could boost up fps. Thank you for the advices

  • @antgib
    @antgib3 ай бұрын

    Yup, a new release can have a big impact. To be fair this usually doesn't happen with every new release, but sometimes the Devs do pull a significant performance improvement out of the hat. So if possible, it doesn't hurt to check out the latest stable release.

  • @vladislavbondarenko7067
    @vladislavbondarenko70673 ай бұрын

    i was on 3.0 until yesterday and after switching to 4.0 it was a huge difference to me@@antgib

  • @hosseinjafarpoor2288
    @hosseinjafarpoor22883 ай бұрын

    Heyyy thanks for this amazing tutorial , my problem is that my texture wont move while sliding an edgeloop , the eye is uv mapped and hand painted , texture changes while moving edges or scaling them , but nothing happens while sliding the edge ,it wont change

  • @antgib
    @antgib3 ай бұрын

    Hi, I don't think this has always been the case and that at one point a change was made to Blender so you could slide edgeloops and not have it impact the texture placement. Basically add more supporting geometry to a more or less complete model without it messing up the UV map. On the other hand, as you've found out, full on moving and scaling will distort the UV map and hence textures, which may or may not be what is wanted. If this is mostly about the pupil scaling, then keep in mind I'm doing that using shapekeys on the final model, which I think you'll find that any mesh changes are applied to the basis key, which is more or less treated as if any texture is just glued to that initial geometry. So move an edgeloop by any means and the texture will move with it. The deeper one dives into all of this, the more you tend to find that sometimes you just have to 'hack' around a problem till you find what works and half the time the solution is never quick or easy but just how it is. At least until the Devs change/improve it, which of course may never happen.

  • @peterxbuilt
    @peterxbuilt4 ай бұрын

    Thank you for making this !

  • @etienneadam6181
    @etienneadam61814 ай бұрын

    The Simplify option made it out for me, thanks ! :)

  • @JuanFernandez-ti5bv
    @JuanFernandez-ti5bv4 ай бұрын

    Thank you very much for this great video and the updated info in the comments!!

  • @yrzif1148
    @yrzif11484 ай бұрын

    Hi! I wanted to say that I spotted your channel and I really liked your way, to introduce us with 3d features and tricks, by using calm and patient tone. The videos itself contain important information without too much 'water' and this is really great! I really liked your patient and calm vibe in your videos, in the same way as you describe process. You even add seperations for video timelines! You put a lot of effort and time for those videos! I wish you all the best in your way and Im gonna follow your further content, thank you for high quality content! 😁👍

  • @antgib
    @antgib4 ай бұрын

    Thanks very much for the kind comments. I've never been a 'flashy' over the top type person and try not to waste peoples time if they choose to watch my videos. As such, yes it does take a fair amount of time and planning in finding the right balance of too much vs too little information. As such I usually assume that anyone watching knows the basic's, etc, after all, there is no shortage of Blender introduction videos and hence why reinvent the wheel. I hope you find any future videos just as useful. Cheers.

  • @Bingus_916
    @Bingus_9165 ай бұрын

    2:26 does this affect the render results?

  • @antgib
    @antgib4 ай бұрын

    No, it will still render just the same, as the Simplify panel has two independent options for both the Viewport and Render. As long as you only reduce the Max Subdivisions to 0 for Viewport and leave the setting for the Render section at the default 6, then unless you have a Subdivision Modifier at a setting higher then 6 for Rendering (which is unlikely, as that would be a very high setting), then any render result will be the same.

  • @binyaminbass
    @binyaminbass5 ай бұрын

    Thanks for taking us a little beyong 3 point lighting. I'll check out some other tuts you made now.

  • @antgib
    @antgib5 ай бұрын

    Thanks for watching, I hope you find some of the other videos useful as well.

  • @observatoiredudecolonialisme
    @observatoiredudecolonialisme5 ай бұрын

    Great demo !

  • @fabainhioc
    @fabainhioc5 ай бұрын

    Amazing!!

  • @SpencerMagnusson
    @SpencerMagnusson5 ай бұрын

    Thanks for the tutorial! Glad that you went over light blockers and fog. You have a very relaxing voice, great for tutorials :)

  • @antgib
    @antgib5 ай бұрын

    It can be surprising the difference a couple of extra steps can make to the final result, even with a very simple scene and the most basic of material shaders. Thanks for watching.

  • @antgib
    @antgib6 ай бұрын

    NOTE: As of Blender 4, there are no longer a fixed number of bone layers, instead it is all organised using bone collections. So at the 1:10 mark, if you are using Blender 4 or above, just scroll through all the bone collections till you find the one called 'DEF' (it will likely be at the very bottom of the list) and click on the eye icon to display the bones. After that the rest of the video should still be pretty much correct.

  • @yuhinacreations
    @yuhinacreations7 ай бұрын

    I used the human metarig in blender 3.6 for my character. but after rigging the armature the DEF-eye bones and DEF-eye_iris bones are missing. what should I do. could you please suggest something?

  • @antgib
    @antgib7 ай бұрын

    Here's my first guess, as its a common mistake. The Human (Meta-Rig) which is part of the Rigify addon, is used to initially place the bones to match the character you are trying to rig. It is NOT the actual rig that you parent to the character or use to pose/animate it. In order to create that rig, with the 'metarig' selected, click on the little icon that looks like a running man and press the 'Generate Rig' button. That will then create the actual rig to parent/weight paint and use to animate the character. You can then hide the metarig. It is only the Generated Rig which has the DEF, etc bones. Second option, you do have a Generated Rig, but those bones are hidden by default. If that is the case, then with the Generated Rig selected, double check my video at around the 1:10 mark, where I show that you need to click on a rig layer in order to display all the DEF bones that are part of the rig.

  • @antgib
    @antgib7 ай бұрын

    I have a third option, since someone on the Blenderartists forum had much the same problem. When you Generate a Rig, do you get any error pop up or appear in the Blender Console? If so, then that means something is wrong with the metarig, as it shouldn't show any errors. This can result in a half created animation rig, and hence some of the DEF bones are missing. The common mistake is when moving the bones of the metarig in edit mode, a number of them must remain exactly aligned on top of each other. A classic spot for this is the mouth corner, where the ends of the top and bottom lip bones sit on top of each other. However, they aren't actually connected, so it is possible to move one without the other, leaving a gap between the bones at the mouth corner. If this is done, then the Generated Rig will have errors and no DEF-eye bones. It's just the way that Rigify works and one has to be careful when moving around some of the metarig bones.

  • @eddieandersson5570
    @eddieandersson55707 ай бұрын

    I'm having massive issues with animating and getting a decent FPS on most Blender rigs. Rain, Vincent and many others are really sluggish. And I don't know how to setup proxies. I have never had issues with any Maya rig, there has always been ways to make them work. I find most Blender rigs don't come with options to make them as light as possible. Also I've learned that disabling object from the viewport is not enough, you have to not separate object into collections and then turn off the whole collection, but how do I do that when all the characters meshes are in one collection. I should add I know very little what happens or might happen to a rig if I just start moving parts around in the outline? So any info on this topic would be great.

  • @antgib
    @antgib7 ай бұрын

    It's always tricky trying to mess around with other peoples stuff, working out exactly how it is all put together. I just downloaded the Rain v2.4 rig to have a quick look and see how it performs. Most of the things that could slow it down, like subdivision modifier appear to be disabled in viewport by default. In general I found pose interaction to be fast and responsive and on doing a very quick/simple animation, I could get viewport playback speed at 50fps. On looking at the overall mesh for Rain, it's not really all that dense, any proxy version wouldn't be much different. I also wouldn't advise pulling things apart, while collections really only just group stuff together to make it easier for humans, you still never know what exactly maybe going on in the background. So something else must be going on. First make sure that for anything in the viewport, you are in fact disabling it (using the little monitor icon), be it a specific modifier or the whole object. Clicking the little eye icon in the outliner just hides objects, they are still being fully processed in the background and hence impact FPS. Only disable fully turns things off. My next question would be which Blender version, the last couple have improved performance in some areas by a large degree. My test was with using 3.6.5 and of course the latest version of Rain. Third is the matter of hardware. While I'm using a 3080Ti that isn't the limiting factor. The reason playback tops out at around 50fps is totally due to my CPU (5900X) where Blender hits the limit of it's single core performance. A slower CPU would of course drop FPS even more and without totally dismantling the character and trying to find ways to reduce processing requirements, which in the end may make little difference if one still wants basically the same character.

  • @eddieandersson5570
    @eddieandersson55707 ай бұрын

    @@antgib Thanks for your answers. Well my setup is Blender 3.6, CPU i7 4790K, 32 Gb DDR running at roughly 799 Mhz, and a super old GPU Gfx 660Ti 2Gb and a PSU 750W to power it all. Does Blender use a lot of virtual space on the HDD? Asking b/c my drives are becoming rather full. Reading your answer I think the problem is my hardware and if so that's something I just don't have the cash to do anything about atm.

  • @antgib
    @antgib7 ай бұрын

    No OS likes running out of disk space, but other then say caching fluid simulations and the like, Blender is really no more a heavy usage then anything else. For the most part, RAM matters more and you have plenty of that. By HDD do you mean an actual normal spinning disk or is it in fact a SSD. While likely not to make much difference to animation playback, just a basic SSD makes a PC overall that much faster and smoother. Having said that, yes, the overall hardware is very much the issue. I mean the CPU is almost a decade old now and since AMD launched Ryzen, the performance overall took a bit of a sudden jump (once Intel caught up). So while the first 5 years of that's CPU's life left it in OK shape, the past few years have resulted in current CPU's that just blow it away. And frankly even that GPU is somewhat borderline, not just in performance but in being able to run Blender at all. So yeah, one could mess around with the file and try to make it faster, but as you say, the main problem is the hardware.

  • @eddieandersson5570
    @eddieandersson55707 ай бұрын

    @@antgib Another thing I'm not comfortable yet in Blender is linking rigs I find most of the time the rigs don't even work as they do as I just load the rig file. Scripts might not load and even if they do the options in the N panel don't work with overridden files? Or whatever they are called. I want to be able to reference/link rig files to keep my saves smaller. surely we're not suppose to re-save the rig ever singel time we've made a new animation action. I figure there's got to be a way to just save the animation AKA action and not the whole rig all the time. During a days job I might have saved the rig file 10 times or more and that slowly eats up HDD/SSD space?

  • @antgib
    @antgib7 ай бұрын

    Where possible I try to link data in through the whole process. My recent 3D Character Animation Production shows a few cases where I'll link the data. Not just the character, but layout, animation, etc. There are of course times when I just have to append the file as I need to mess around with it more then what library overrides will allow. Having said that, yes, it is possible for scripts not to work or options when linked. This can be due to two things. First, it just wasn't built and tested with linking and library overrides in mind and hence doesn't actually work. Or second, depending on what the script options are trying to change, you may in fact need to apply a library override again, at a lower level. For example, just apply select and content to the whole collection is likely enough for animation in pose mode. But if you have a script option to say adjust the subdivision level of a modifier on the boots of a character, another library override may need to be applied directly on the actual mesh object within the collection.

  • @isaacfields7923
    @isaacfields79237 ай бұрын

    I would like some help. Whenever I begin baking my character's diffuse texture it gives up 25% of the through tile 1001 and produces a completely transparent Alpha texture. Ive tried messing around with various settings to no avail. The same thing happens when I try baking using Emit. I'm using Blender 3.6.4 by the way. Also my character model has a ton of modifiers (multiple subdivisions and shrinkwraps). Don't know if that has anything to do with it.

  • @antgib
    @antgib7 ай бұрын

    Hi Isaac, I just tried out the blend file I used for this video in Blender 3.6.4 and it worked just fine, so I at least know the basic procedure and outcome hasn't changed with latest Blender version. As such, a few things you can try. First save the file under a new name just for baking and delete/purge any and all objects/meshes that you have no need to bake. This includes any cameras and lights, since they aren't needed. Any modifiers that don't change the geometry can be deleted, and ideally those that do should all be applied. If for some reason you have a really high subdivision level, then maybe limit that to 2 or only 1 at most. It helps to have the mesh fairly smooth, but it doesn't need to be super dense for baking general maps (possible exception being a normal map, when one is trying to bake down a lot of fine detail). Check the overall render settings, it needs to be Cycles (Eevee doesn't support baking), the samples for Render (not viewport) can be very low, 16 should be more then enough. Also make sure Denoising is turned OFF, select the bake type, so Diffuse and Influence can just be Color. For render device, GPU will be faster, however and this could also be part of the issue, it's possible a large/complex bake will exceed the VRAM on your GPU. A possible test around that would be to bake using the CPU. It will be slower, but without knowing your system specs, the CPU should have much more system RAM to play around with. If you are still having problems, maybe hit me up on the blenderartists.org forum. It would be easier to discuss, post screenshots/blend files and even others will likely help work through the issue.

  • @isaacfields7923
    @isaacfields79237 ай бұрын

    @@antgib Thank you. One of those things (or a combination of them) solved the problem!

  • @antgib
    @antgib7 ай бұрын

    That's great news. Happy Blending.

  • @ivanovalvarado76
    @ivanovalvarado767 ай бұрын

    Thank you very much for sharing the information, I was dealing with this for days.

  • @antgib
    @antgib7 ай бұрын

    You're welcome, good to hear it helped to sort things out.

  • @catapretafilmes
    @catapretafilmes7 ай бұрын

    Hello. Congratulations on the technical quality of the video!!! In your opinion, would I lose a lot in Viewport fluidity in Blender 3D if I choose an RTX 3060 graphics card (instead of the RTX 3080ti) working with an Intel 13600k processor? I don't care much about render time since I work with animation and rigging; my main requirement is viewport fluidity and speed. I currently have a PC based on an old i7 1370k processor, 32GB of RAM, and a GTX1070 graphics card, and I want to upgrade to work with Blender and After Effects.

  • @antgib
    @antgib7 ай бұрын

    Hi, thanks for watching. When it comes to general viewport performance the RTX 3060 will be just fine. If one isn't doing Cycles rendering, then chances are you would notice little to no difference compared to a 3080Ti or in fact even the old GTX 1070. Jumping to a 13600K CPU is going to have the biggest impact on general animation and rigging speed. Outside of Cycles rendering, their is a chance a fast GPU may help with sculpting, but there's a lot of other factors involved there as well. It is also possible that a faster GPU will help with After Effects, but that could be very specific to some functions/filters and again for most stuff make almost no difference. If you haven't already, it could be wroth watching my 'How to Optimise Viewport Playback in Blender' video, which is pretty much all about animation and rigging viewport speed and shows what is more likely to impact performance.

  • @loudertv8676
    @loudertv86767 ай бұрын

    Thank you

  • @Nitinsingh_sith
    @Nitinsingh_sith8 ай бұрын

    Awsum stuff thanks ! ❤

  • @antgib
    @antgib8 ай бұрын

    You're welcome, thanks for watching.

  • @malenbasumatary9349
    @malenbasumatary93498 ай бұрын

    Great video, informative .

  • @rj_enoz
    @rj_enoz8 ай бұрын

    Thanks for the video, help me to be able to solve the problem~

  • @antgib
    @antgib8 ай бұрын

    That's great news, always nice to know the videos are useful.

  • @iluvyunie
    @iluvyunie8 ай бұрын

    cool vid, love blender :)

  • @antgib
    @antgib8 ай бұрын

    Thanks for watching.

  • @clitennestraairaudi7271
    @clitennestraairaudi72718 ай бұрын

    Thanks bro we met in blender artists. I am andromaxpro. I just failed a project but with this advice I think I can do it. Yes, to all the rest of you who wish to make minimovies I would recommend doing tonnes of animation tests.

  • @antgib
    @antgib8 ай бұрын

    Ahh, hey Andro, good to hear this video was useful. Even as a 'studio of one', when it comes to 3D and especially animation it really does help to be organized and follow a consistent structure. Whatever that happens to be and makes sense for each individual.

  • @YogiStarStarStar
    @YogiStarStarStar9 ай бұрын

    Great video ! You explained it very clearly. Your script and steps are detailed, yet just straight to the point. Thumbs up and subscribed for the pain. Thank you so much <3

  • @antgib
    @antgib9 ай бұрын

    Thanks for the sub. It takes time to script and keep things as clear and concise as possible. But I don't like wasting viewers time, either mine or someone else's.

  • @Satori-Automotive
    @Satori-Automotive10 ай бұрын

    nice exactly this is what i searched for! Im having the GTX 980ti which is still a decent card. But i wanna play in wqhd and maybe 75+ fps and need something that helps me to render faster. im considering the 1080ti, rtx 3060ti or the rtx 4060

  • @antgib
    @antgib10 ай бұрын

    From a Blender Cycles point of view, the 3060ti or 4060 would be way faster using OptiX for rendering. Between the two it would really depend on cost, tho the 4060 is really overpriced and should be called a 4050, if you can get it for around the same or less then a 3060ti (ideally the 4060 should be less) then may as well go for it. From a gaming point of view the 1080ti would help, but since it lacks RT cores, it wouldn't improve Blender rendering all that much. so really only an option if you can get one way cheaper then the 3060ti or 4060.

  • @Goofyalt
    @Goofyalt10 ай бұрын

    Dosent work for me

  • @antgib
    @antgib10 ай бұрын

    Hi. Which part isn't working, as the video covers a number of techniques to help speed up viewport animation playback and they all build on each other for a total improvement. Also, keep in mind that it can only take one object with some heavy processing requirement to slow everything down. That object may not even be visible in the viewport, but if its modifiers are still active for the viewport, then the processing is still happening in the background and hence slow playback, even tho you can't actually see it.

  • @GameDwarf
    @GameDwarf11 ай бұрын

    You are awesome, keep them coming.

  • @antgib
    @antgib11 ай бұрын

    Thanks, I'll try my best to do so.

  • @edgycoconut4643
    @edgycoconut464311 ай бұрын

    I personally think it looks phenomenal for the first proper test. Her expressions look lively, there are subtle details, wrinkles, and she clearly has a distinctive character to her. Love your videos and your progress, your journey is incredibly inspiring!

  • @antgib
    @antgib11 ай бұрын

    Thanks very much for the kind words. While it was a bit of a full trial by fire, it also turned out to be really invaluable in testing the whole process for a 'real' shot. Needless to say, full animation is hard and sometimes you just don't know what you don't know till you try to do it. So yup, learned a lot, identified a lot of areas I'm not happy with and now starting to draw up a plan to address it all. Thanks for watching.

  • @ga6riel3d
    @ga6riel3d11 ай бұрын

    Where do I place .blend files

  • @antgib
    @antgib11 ай бұрын

    HI, thanks for the question. Blender files would largely be within the main 02_Production folder. Under that one would expect just about all Blender files within Assets, Layout and Shots. Within those folders it will really depend on how large the project is as to if more sub folders are needed or the files can just go directly within Assets, Layout and Shots. A good example is the one I show in the video for the Assets folder, where I then have 01_Characters | 01_Fred and a few folders under that. One of those folders 03_Working is where I then store all versions of the Blender files. While the 'final' version of the Blender file goes in the 01_Final folder. The 02_Layout and 04_Sots folders would then have much the same format, but using Sequence and Shot folders before then having a 03_Working folder with the Blender files in them.

  • @ga6riel3d
    @ga6riel3d11 ай бұрын

    @@antgib Thank you for the reply and forgive me for the very brief initial question, I appreciate your response to said question! Your folder structure is a hard foundation from which I find comfortable to expand, thank you again!