HOW TO ANIMATE DINOSAURS - part 1 — Transcript
Full transcript
- 0:09Hello everyone.
- 0:11I am Ball Breaker and welcome to the
- 0:14first ever episode of me trying the best
- 0:16I can to explain how to animate any
- 0:18creature.
- 0:20For this particular episode, we're going
- 0:21to use uh a carnotaurus
- 0:25as requested by a lot of people. So, I
- 0:28figured why not?
- 0:30Now, for most of you who uh are new to
- 0:34Blender, which is a free 3D modeling and
- 0:39animation software,
- 0:41um this may be a little bit
- 0:43overwhelming. There's a lot of different
- 0:45tabs and buttons, and there's a lot
- 0:48going on here.
- 0:50Uh so let me just uh let me just explain
- 0:54uh what some of these mean and uh we'll
- 0:57just go from there.
- 0:59So this is obviously going to be our uh
- 1:01main port, the 3D port. And also we're
- 1:05going to use this uh this little part
- 1:08right here, which is going to be um
- 1:11where all our key frames
- 1:15are going to be uh in the near future.
- 1:19And so first of all,
- 1:22um when you download Blender and you got
- 1:25it working and uh and set up and
- 1:27everything,
- 1:29uh if you want to work inside the source
- 1:31engine, uh the first thing you should do
- 1:35is
- 1:37install this source engine extension,
- 1:40which allows you to export and import in
- 1:43SMD files, which is key.
- 1:46So, more information on this um will be
- 1:51found uh on Steam because there's a
- 1:55whole tab dedicated to developers and
- 1:57stuff. So, once you got that set up, um
- 2:01we obviously import our model and this
- 2:04is what it looks like.
- 2:06So
- 2:10yeah, it's just a model with a skeleton
- 2:12inside
- 2:14and the skeleton is going to look
- 2:18something like this.
- 2:20Like all these balls here.
- 2:24Uh they are they supposed to be uh
- 2:27representing the bones.
- 2:31Uh, normally when you do your um your
- 2:34modeling yourself
- 2:36and you're going to make your own rig,
- 2:39these bones are going to be looking a
- 2:40little bit different, like less like
- 2:42balls and more like
- 2:46this, only thicker,
- 2:48but it shouldn't really matter.
- 2:53So, first of all,
- 2:55um,
- 2:57for any good animation, you're going to
- 2:59need animation controllers. which
- 3:01basically mean that you have um you make
- 3:05one extra bone
- 3:09which in a certain way you uh connect to
- 3:12for instance this headbone right here.
- 3:20As you can see, I can't really rotate it
- 3:22by itself. But if I take this, I can
- 3:29and I can move it in in very uh
- 3:32particular ways.
- 3:35Um,
- 3:37and the neck will move like some sort of
- 3:40like some sort of chain.
- 3:43Now, I'm going to show you how to set
- 3:45this up. Like I already did most of them
- 3:47except for this one right here.
- 3:51Uh so first of all let's do that.
- 3:55So here we have uh all our axes
- 4:00uh z being upwards, y being horizontal
- 4:05and um well x2 actually but you know
- 4:10forward backwards left right
- 4:13and for our orientation the minus y
- 4:18which is this one is going to be the
- 4:20forward direction of our Oh,
- 4:24so this is very important to keep in
- 4:26mind because if you're going to export
- 4:27it like maybe rotate it 90 or 180°
- 4:34it will not uh function properly in
- 4:36Sword Engine. It will be backwards.
- 4:39So we're going to look from the side. So
- 4:42you can just press on
- 4:45the either the minus or the positive.
- 4:48Doesn't really matter. We're going to
- 4:49have a nice side view like this.
- 4:53And we want to go into this tab right
- 4:56here, which says pose mode.
- 4:59And we're going to want to change that
- 5:01to edit mode. So now everything changes.
- 5:06We can see that all these little bones
- 5:09now transformed into sticks
- 5:12with two tiny balls on each end which
- 5:16you can select as well as the whole
- 5:18thing.
- 5:20Now what we want to do is
- 5:23take this most I guess you could say
- 5:26forward part uh the one that points into
- 5:29the direction uh of its uh children. So
- 5:34in um
- 5:36in these type of bone structures you
- 5:38have um what you call uh parent and
- 5:41children. So a parent bone is going to
- 5:44be like this bone right here and its
- 5:46children are going to be the one um
- 5:50attached to it like these ones right
- 5:52here. So you move this bone uh these
- 5:56bones will move as well uh but not the
- 5:59other way around.
- 6:02So
- 6:04that's what that means. So we want to
- 6:07get the the part that uh that's closest
- 6:11uh to its children. So, this part.
- 6:14Then we're going to go over here
- 6:16down here, extrude.
- 6:19And we want to extrude
- 6:22straight out.
- 6:26And so the trick here is uh to make sure
- 6:29that it extends
- 6:32uh perfectly straight
- 6:35out of its original bone.
- 6:41So
- 6:43once we did that, we uh we're going to
- 6:46want to select it,
- 6:48uh right mouse button, go into parent,
- 6:52and then clear, and then clear parent.
- 6:58Now we can go over to pose mode once
- 7:00more.
- 7:03We first select our created bone
- 7:07and then the bone we are going to want
- 7:09to manipulate in this case the footbone.
- 7:12Hold shift and select
- 7:15and then we want to hold shift and press
- 7:18I which is going to bring up this add IK
- 7:22inverse kinematics target selected bone.
- 7:25We will select that.
- 7:28And now if we go down here and press the
- 7:31blue bone
- 7:32at bone constraints,
- 7:35we can see all our options here for this
- 7:38constraint. And you can see this uh this
- 7:41yellow line,
- 7:44this yellow dot and green yellow dotted
- 7:46line uh goes straight to the root bone
- 7:50right here. This is the root bone.
- 7:55So we want to set this up properly.
- 7:58We want to make sure that this line
- 8:01uh extends no further
- 8:04than the thigh bone. So the bone that is
- 8:08going to be controlling here this upper
- 8:10part of the leg. Uh we don't really need
- 8:13much more than that as it will cause
- 8:15issues.
- 8:17So right here we have chain length. And
- 8:20this basically means that if you for
- 8:23example have uh three working joints,
- 8:28you're going to want a chain length of
- 8:30three or maybe four. In this case, four
- 8:35because it's one, two, three, four. And
- 8:38all these other bones, they don't really
- 8:39matter because they're just for the
- 8:42physics jiggle bones stuff.
- 8:46So now we have the right amount of
- 8:48change
- 8:50chains.
- 8:52Uh right now really important is um if
- 8:57we are going to move the the body and we
- 9:00want to keep the feet still for uh in a
- 9:04moment when we're going to try to make a
- 9:06little idle animation or maybe even a
- 9:08running animation [snorts] or anything
- 9:11for that matter. You want to make sure
- 9:13that if it's not using its feet and it's
- 9:16going to be stationary
- 9:18um you know you want to have like the
- 9:21the the movement in the body and stuff
- 9:23and you want to going to um animate the
- 9:26root bone
- 9:28but you want the feet to keep still. Now
- 9:31the way we have it set up like this
- 9:35uh if you move it
- 9:38like this
- 9:40now you can see that the foot
- 9:45does not stay still.
- 9:48I mean the bone stays in one place but
- 9:52it's allowed to rotate freely.
- 9:59So very easy to fix that. You go over
- 10:02here, rotation, and you check it.
- 10:06And because we had our bone aligned
- 10:08properly,
- 10:10it will stay exactly in the same place.
- 10:12If this bone was misaligned, like for
- 10:16example, uh I have it uh I had it
- 10:19sticking out that way, then it would
- 10:21snap to our controller bone.
- 10:27Yeah. which can cause uh all kinds of
- 10:30awkward stuff
- 10:33because there's a lot going on in
- 10:35between Blender and source
- 10:39like the way uh you you recompile these
- 10:42models with uh the animation data. If it
- 10:45has for example
- 10:48um now bear with me on this one a faulty
- 10:52rest pose then this can show up through
- 10:55all your animations. I had this before.
- 10:57It's kind of a lot to explain, but um
- 11:01those are things you should look out for
- 11:03and should be avoided, but now uh the
- 11:06way we just uh we did it just now, it
- 11:08will be fine and will cause no issues
- 11:10whatsoever.
- 11:13So, if you can see right now,
- 11:16if I move this, the feet stay perfectly
- 11:20still.
- 11:23Right. So now we've set up our first
- 11:27uh inverse kinematic constraint
- 11:30controller.
- 11:31So good for you.
- 11:33So right now we're going to do the rest
- 11:35of the stuff. So we obviously have uh
- 11:38one more right here for the body, which
- 11:42actually works pretty awkward,
- 11:47but it's not meant to be moving a lot
- 11:50over the Y-axis. Anyway,
- 11:53I will show you how you're going to be
- 11:55using that in just a sec. We got the
- 11:58head here.
- 12:00It's a little bit of awkward movement.
- 12:03Obviously, now there are ways to uh work
- 12:06around this. Like for example,
- 12:08uh we can change
- 12:11the orientation of some of our bones to
- 12:13fix this.
- 12:16Like something like that, or maybe this.
- 12:20uh just what works in that moment.
- 12:25But yeah, sometimes it's just like this
- 12:29and there's not much you can do about
- 12:31it,
- 12:39but it will do. So, right now, I'm just
- 12:43going to make uh a little bit of a
- 12:44hierarchy among these bones. So, I'm
- 12:47going to go back to edit mode.
- 12:51And as you can see, I've had set up
- 12:53these three bones which are going to be
- 12:56controlling uh different parts.
- 12:59Now I want to uh parent the root bone
- 13:04to this one
- 13:06which may seem pointless.
- 13:10Keep offset. Very important,
- 13:13which may seem pointless,
- 13:16but as you'll find out, can actually be
- 13:19really useful.
- 13:24I'm going to be doing the same for this.
- 13:26Um, [clears throat]
- 13:28so I want to take this and this bone
- 13:32while keeping shift pressed and
- 13:35selecting it. Now I want to pair in both
- 13:38of them to this bone. So I have one
- 13:41controller that can control the entire
- 13:45uh forward half of the body so to speak.
- 13:50So I have these ones selected. Then I'm
- 13:52going to press shift again and select
- 13:54this one. And as you can see the ones
- 13:56the one that is selected last will be
- 13:59highlighted uh
- 14:02in green
- 14:05like a lot more brighter than these two
- 14:07which are also green I suppose.
- 14:10So now we're going to right click parent
- 14:13make and keep offset.
- 14:17Very important. If you don't this is
- 14:19what happens.
- 14:22the bones snap immediately
- 14:26to their respective parent pawn,
- 14:31which is uh not great.
- 14:35So, we're just going to go ahead and
- 14:37undo that.
- 14:40Instead, we want to parent make and keep
- 14:44offset.
- 14:50Look, this is the result we are after.
- 14:59So now I've done that for this one.
- 15:01[clears throat]
- 15:03And now
- 15:06we have a controller that controls this
- 15:09part of the body and one that only
- 15:11controls the root bone.
- 15:14Uh, but we also want to have a
- 15:16controller that controls also the feet.
- 15:19So, we can move the entire thing, which
- 15:22is really useful in um especially
- 15:25running animations, but also in uh
- 15:28interactive combat with uh like two
- 15:32different dinosaurs.
- 15:35um because you have to animate
- 15:39both of them at the same time but you
- 15:41want to export them separately. So for
- 15:44instance um you want to first export
- 15:47this one
- 15:49so this one is placed nicely in the
- 15:51center
- 15:52um right way facing forward.
- 15:56then export the model um and turn it
- 15:59around exactly 180° so the other one
- 16:02stands here on this exact same spot and
- 16:05then export it again.
- 16:08So for now I'm just going to parent this
- 16:11one this one
- 16:15well actually all of them.
- 16:24So
- 16:26the last one uh that should be selected
- 16:28is this one
- 16:31make parent and keep offset.
- 16:35So if we go back into pose mode
- 16:38this should move everything [snorts]
- 16:42which it does.
- 16:46Let's see if everything works. Yes,
- 16:49everything is set up.
- 16:55So, now we're going to Oh, by the way,
- 16:57one more thing before I forget
- 17:01the tail.
- 17:04I guess I should start from the start.
- 17:07The carnotaurus was a pretty strange
- 17:12creature.
- 17:14like it was believed to be I think
- 17:17related to the abosaurids
- 17:19on account of them having like these
- 17:22four little fingers instead of three or
- 17:25two that most typical therapods have.
- 17:30Now, these horns, I don't really sure if
- 17:34the evidence suggests or even uh
- 17:38remotely
- 17:41supports the idea that these guys you
- 17:44use their horns for head bunning like
- 17:46like a goat.
- 17:49I think they would be
- 17:52more like uh like the Spinosaurus
- 17:56for display,
- 17:58but I don't know. I'm not exactly an
- 18:01archaeologist,
- 18:04but the tail,
- 18:06this tail should actually be much
- 18:09thicker
- 18:11because one things that um that was uh
- 18:14kind of special about this dinosaur in
- 18:16particular is the fact that the tail had
- 18:20um these like Yshaped tail vertebrae
- 18:25which would anchor massive muscles that
- 18:28would sit right here which would act I
- 18:33guess kind of like its glutes
- 18:37uh in the sense that they um pulled the
- 18:40leg backwards and propelled the animal
- 18:43forward
- 18:45and because um because of that shape the
- 18:48muscles on top which would keep the tail
- 18:51uh up and stable would have uh much less
- 18:55space and would as a result be much
- 18:57weaker.
- 18:59And so uh a solution for that problem
- 19:02would be to
- 19:04kind of interlock these vertebrae
- 19:07which would uh solve that problem
- 19:11but would also um but would also make
- 19:15the the tail kind of stiff if you know
- 19:18what I mean. So that of course is
- 19:20something important to keep in mind for
- 19:23if we're going to be animating this
- 19:25tail. It would not make sense to have it
- 19:28be like wiggly like like a tentacle like
- 19:32the tail of a lizard or something like
- 19:35that. It would not be the same.
- 19:38But
- 19:40because we are animating for a video
- 19:42game, I guess some of these scientific
- 19:46[snorts] accuracies
- 19:49uh can be taken with a grain of salt
- 19:51because after all we are going for uh
- 19:55for like a cinematic effect. So no one
- 19:58really cares about if it's you know
- 20:00accurate for that matter. Dinosaurs are
- 20:03extinct anyway. So the fact that you're
- 20:06even seeing them in the first place is
- 20:07in itself also fake. So doesn't really
- 20:10matter. But but with that said to be
- 20:15convincing in uh portraying a creature
- 20:19these are of course things to keep in
- 20:21mind.
- 20:24So normally what I would do is select
- 20:28the last one
- 20:30and then hold shift press the next then
- 20:34press control shift C and we want to
- 20:39select dampened track.
- 20:44So now we keep uh for the first one we
- 20:47keep the influence at 100%. But for the
- 20:50next one, we want to do this again. We
- 20:53want to pull the influence down a little
- 20:55bit. And which each one
- 20:58the influence will be reduced.
- 21:04Yeah, this is fine.
- 21:07So now we have the tail done.
- 21:11Let's see about an animation. So to
- 21:14start, we want to press this key right
- 21:16here, auto keying.
- 21:20So from this point forward, we uh are
- 21:23going to have to manually
- 21:26put the first key frame in here. So what
- 21:30I like to do is just select everything
- 21:32and then you can press I
- 21:35which adds a key frame.
- 21:39Very important because this is going to
- 21:41be your starting point.
- 21:44So let's see if it took
- 21:47looking good.
- 21:50Yeah. Right. So first of all, we want to
- 21:54take the root.
- 21:56Going to reduce this because we're only
- 21:59going to need like 84 frames.
- 22:05So we're [clears throat] going to start
- 22:08very simply by going 12 frames apart.
- 22:13pressing this down slightly,
- 22:17then going here, then going up slightly,
- 22:21and then repeat that.
- 22:24And then of course at the end we have to
- 22:27copy this key frame and paste it right
- 22:30here. So it ends exactly the way it
- 22:34started, which is key for a looping
- 22:37animation, of course.
- 22:40And this is the result.
- 22:42So, as you can see, because of our
- 22:44dampened track effect, this tail is
- 22:49already doing
- 22:51its own animating, so to speak, which is
- 22:55going to save us a lot of time and will
- 22:57give us
- 22:59actually a very decent effect.
- 23:02Now, let's go over to the head
- 23:05or actually first the torso. Yes. So, as
- 23:10this moves down and it's starting to go
- 23:13back up,
- 23:15the torso would in reality still be
- 23:19moving down like in a delayed sort of
- 23:24pattern
- 23:26as we are going to discover.
- 23:31So, this is a little bit too much
- 23:33movement.
- 23:35So it goes a little bit down before it
- 23:40goes up and then before it goes down
- 23:42again it will go a little bit up even
- 23:45more.
- 23:49So I can copy this one go here
- 23:54like
- 23:55one to three frames apart I think would
- 23:58be the sweet spot in this case. It's not
- 24:01that massive.
- 24:04So,
- 24:07we are going to have to improvise here.
- 24:13Yeah. So, I guess that is too much.
- 24:17So, I kind of liked this position.
- 24:21Yeah. This is going to do well. And so
- 24:24right here, [clears throat and cough]
- 24:27you see now I've um decided that I liked
- 24:31this as a starting position better.
- 24:35Um
- 24:37you know, we want to keep this this
- 24:39shifted
- 24:41placement
- 24:43uh all the way through here. It's going
- 24:46to be a little hard because yeah,
- 24:48there's not really any reference. So
- 24:51we're going to create that now.
- 24:54So here at the 48 uh frame mark or at
- 24:59the end of your animation which uh in
- 25:02this case is right here. Um as you can
- 25:05see I went a little bit beyond uh that
- 25:08uh
- 25:10you know the end.
- 25:12I'm going to put the slider here and
- 25:16we're going to simply press I and then
- 25:20all channels which creates a key frame
- 25:23which we can copy and place at the
- 25:26start.
- 25:29And then we can take this one,
- 25:32put it right here.
- 25:34And so now
- 25:37look at that. We we got this little
- 25:40delayed wave motion going on.
- 25:44Awesome.
- 25:45So now for the head. First of all, let's
- 25:47close its jaw because
- 25:53this is very cringe.
- 25:56Look at that. Little bit of freaking
- 25:58artifacts going on there. Shouldn't
- 26:01matter.
- 26:03Something like this for now is good.
- 26:06Let's take the head.
- 26:09So, first we're going to look for
- 26:13a pose that
- 26:17best suits this monster.
- 26:21I guess something like that, right?
- 26:24Yeah.
- 26:28I don't know.
- 26:31Like
- 26:33maybe maybe keeping its head down more
- 26:35would be kind of like more menacing
- 26:37instead of like
- 26:40like some sort of excited bird.
- 26:44Uh why not? Let's go with this.
- 26:48We can make this work.
- 26:51So the rest of the body is I think kind
- 26:54of positioned rather awkwardly.
- 26:57But we can fix that very easily by just
- 27:01moving the feet into a more active
- 27:04position like it is about to do
- 27:07something. It is stabilized.
- 27:10So we can put them very narrow
- 27:14which is going to make him look kind of
- 27:16weak.
- 27:18So for these particular creatures, um I
- 27:22like to give them a more wider, more
- 27:24stable stance.
- 27:27And realistically, we would have uh the
- 27:30leg that's forward, a little bit more to
- 27:32the side,
- 27:34I think. And you can do it like this,
- 27:37but that's a little bit too, you know, I
- 27:40don't know. That's too much.
- 27:44Something like this feels more natural.
- 27:47And then maybe even bring it down all
- 27:52the way. Well, I guess.
- 27:56Can I? Yeah, I just animated this. So
- 27:59now I cannot use this one because if I'm
- 28:03going to move this down in this frame,
- 28:05it's only going to be down on this
- 28:07frame. But we want to move that down
- 28:10throughout the whole animation.
- 28:14And so in cases like this, it's pretty
- 28:17useful to have
- 28:20another bone which is kind of empty.
- 28:24So now I can take this
- 28:28and this
- 28:32and just put it down
- 28:35to somewhere I feel like
- 28:39it's believable.
- 28:45something like this, I guess.
- 28:48Right. So, we have our basic motion. Um,
- 28:52and now to complete this, uh, of course,
- 28:55the head needs a little bit of motion,
- 28:57too. So,
- 29:00let's see.
- 29:03So this comes down
- 29:07and then right after it's starting to
- 29:09move up right here, we move the head
- 29:12down a little bit.
- 29:16Yes. And now the same here. Move its a
- 29:19little bit. Let's see how that looks.
- 29:22That's maybe a little bit too much.
- 29:27Yeah, I guess something like that will
- 29:31do nicely.
- 29:37So, do pretty much the same thing.
- 29:46And there we go.
- 29:55So that's kind of like
- 29:58actually the wave pattern I was talking
- 30:01about in my uh introduction video
- 30:04in which uh when the center of mass
- 30:07moves here. Well,
- 30:11yeah, I guess that should be the center
- 30:12of mass because that's where the legs
- 30:14are attached and the creature should be
- 30:16perfectly balanced. with the tail and
- 30:18whatnot.
- 30:21But um in any case,
- 30:25the the root of this creature where the
- 30:27legs are attached,
- 30:29which obviously gets the most direct
- 30:32power, is going to move first.
- 30:35And then because you know this has uh a
- 30:39lot of weight
- 30:41as this moves up
- 30:44uh this will move up in a delayed
- 30:47fashion because you know it takes more
- 30:49energy to get it upwards.
- 30:52So anything with uh a lot of mass is
- 30:54going to be harder to accelerate than
- 30:56something that has uh very little of it.
- 31:00And so you go further down the line. the
- 31:02further it is from the center
- 31:05um or the root motion uh the more of a
- 31:08delay obviously uh is going to
- 31:10experience also that depends on uh how
- 31:15rigid or how uh flexible
- 31:19the appendage is. For example, a tail uh
- 31:23which has um a lot less mass and a lot
- 31:27more joints obviously is going to
- 31:30experience much more of a wave pattern
- 31:32like this than the heavily musculared uh
- 31:36head and torso.
- 31:38But there we go. We have a very basic
- 31:41idle animation now. And it wasn't even
- 31:43that hard. So right now, of course, this
- 31:46is a base. And from here you're going to
- 31:49add a lot of details. Uh and of course
- 31:52you have to keep in mind that this is
- 31:54three dimensions not two or four
- 31:58actually because not only do we have the
- 32:00three spatial dimensions we actually
- 32:03also have a traversible dimension of
- 32:07time.
- 32:08We go forwards
- 32:12and also backwards.
- 32:16Funny thing.
- 32:18So, I guess I'm going to leave this
- 32:20here.
- 32:23I mean, it is already a pretty long
- 32:25video as it is right now.
- 32:30Blocking in at about 40 minutes.
- 32:33Damn. Well, I guess time flies when
- 32:35you're having fun. That's it for now.
- 32:38Thanks for watching and until the next
- 32:40time.
- 32:45>> [music]
- 32:56[music]
- 32:58>> Heat.
About this transcript
This page contains the full transcript of HOW TO ANIMATE DINOSAURS - part 1 by Balbreker, generated from the public captions YouTube serves with the video. The transcript has 3,820 words across 628 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.
What you can do with it
Use the transcript to take notes, quote the speaker, build a study guide, generate a summary with ChatGPT or Claude via the YouTube Summary tool, or export it as a timed subtitle file with YouTube to SRT. You can also re-open it in the transcriber to choose a caption track available on the video.
Free YouTube transcript tool
YouTube2Text is a free YouTube transcript generator — no signup, no daily limit. Paste any YouTube link and get the full transcript instantly, with timestamps, click-to-jump, caption language selection, AI prompts for ChatGPT, Claude, and Gemini, and exports to TXT, SRT, VTT, or Markdown.