Slow motion, animation editing, All you need about the NLA in Blender 3.0 — Transcript
Full transcript
- 0:00hi everyone this is perry from p2 design
- 0:02if you want to create killers from
- 0:04motion effect transition between two
- 0:07actions or even create a new animation
- 0:09from an existing one discover everything
- 0:12you need to know about the blender 3.0
- 0:15nra editor in this video
- 0:19[Music]
- 0:21if you want a deeper look to blender's
- 0:23animation tools or if you want to learn
- 0:26animation from beginner to pro level
- 0:28check out my live course on
- 0:30p2designacademy.com
- 0:32let's get started with the tutorial here
- 0:34is trident the character i will be using
- 0:37for this demonstration he is currently
- 0:39in his t-pose i will expand the timeline
- 0:42and open the action editor which is
- 0:45under dope sheet the action editor is a
- 0:48mode of the dope sheet from there
- 0:50clicking the action library icon i can
- 0:52access all the action stored in this
- 0:55blender file among all these actions i
- 0:58can find a walk and a run cycle both of
- 1:01these actions are on place meaning that
- 1:04there is no root motion of the character
- 1:07and it's like is walking or running on
- 1:09the treadmill each of these animations
- 1:12are cycling once i will open another
- 1:16panel and search for the nla editor and
- 1:19to keep it as clear as possible i will
- 1:21click on the icon show selected only nla
- 1:24editor shows me the action that is
- 1:27currently being edited in the action
- 1:29editor but i can't use it as an analyst
- 1:33strip if i close the action from the
- 1:35editor it will disappear there are
- 1:37different way you can create a new strip
- 1:40you can open an action in the action
- 1:42editor and click the push down button in
- 1:45the action editor or in the mla editor
- 1:48this will push down the action into a
- 1:51new strip a strip is bound to an nla
- 1:54track you can delete the strip by
- 1:57selecting it and pressing x or select
- 1:59the analog track and press x2 to load
- 2:02the new strip you first need to create a
- 2:05new nla track by pressing shift a with
- 2:08the mouse cursor in the nla column then
- 2:11you need to make sure that the analytic
- 2:13track is active by clicking on it and in
- 2:16the timeline you can press shift a and
- 2:19add any action it will create a new nla
- 2:22strip that binds the action if you
- 2:25unselect the nla track and try to add
- 2:28another action you will get an error
- 2:30message with blender asking you to
- 2:32select an active track to add the action
- 2:35to i can add the run cycle if i want and
- 2:38blender will play the current action as
- 2:41the play head hit the strip the action
- 2:44is bound to the same way you will delete
- 2:46video sequences i will get rid of this
- 2:49second strip so that we can focus on the
- 2:51walk cycle as i scrub through the
- 2:53timeline beyond the end of this whole
- 2:55cycle you can see the character holding
- 2:58the pose and if i go to the strip menu
- 3:01you can see that the extrapolation mode
- 3:03is set to hold and it shows on the track
- 3:06with this transparent orange background
- 3:10switching to nothing this background
- 3:12disappear and now my character get back
- 3:14into t pose as soon as we don't treat
- 3:17the strip anymore the hold extrapolation
- 3:20mode will either hold the pose to be red
- 3:23or the last pose red selecting hold
- 3:26forward will only hold the last pulse
- 3:29rate if your strip selected if you press
- 3:31tab you can see it gets loaded in the
- 3:34action editor you enter tweak mode
- 3:37basically it allows you to edit the
- 3:40current action from there you can edit
- 3:42the pose of your character whether in
- 3:45the action editor or in the graph editor
- 3:48and it will update on your strip this
- 3:50way no need to open and close the action
- 3:53each time you need to edit it plus it
- 3:55will keep the action synchronize both in
- 3:58the action editor and dnla editor if you
- 4:01offset the strip and enter tweak mode by
- 4:04pressing tab it will also be offset in
- 4:06the graph editor or the action editor
- 4:09it's way more comfortable than going
- 4:12back to the action editor opening the
- 4:14action then it's no longer synchronized
- 4:17with the nla strip since blender creates
- 4:20some kind of temporary nla track for it
- 4:22while with tweak mode the action gets
- 4:25offset in time to fit the position of
- 4:27the analytic track it's bound to strip
- 4:30manipulation is pretty straightforward
- 4:32you can press g to move them or hold
- 4:34left click and drag it works the same as
- 4:37editing a 3d object you can press shift
- 4:39d to duplicate them it will likely
- 4:42create a new nla track press x to delete
- 4:44them press s and drag to scale them the
- 4:47scaling is performed from the playhead
- 4:49if i move the playhead at the beginning
- 4:51the scaling goes to the right scaling
- 4:53the strip will change the time needed to
- 4:56play the action so if you scale it up
- 4:58your action will play in slow motion
- 5:00press alt s to cancel the scale
- 5:05if we check the reversed option our
- 5:07animation will be played backward we'll
- 5:10talk about blending in influence later
- 5:12on when we are combining different
- 5:14actions i don't understand what the
- 5:17cyclic strip time is made for so if you
- 5:19know it feel free to explain it in the
- 5:21comment section below while it can be
- 5:23confusing animated strip time is pretty
- 5:26easy the value input reference the frame
- 5:29of the action loaded in the strip my
- 5:32current walk cycle is 32 frames long on
- 5:36frame 0 i will key the value 0. now as i
- 5:40scrub through the timeline my character
- 5:42is no longer moving because the animated
- 5:44stream time value tells blender to only
- 5:47read frame 0 of the action bound to dna
- 5:50strip on frame 32 i will key the value
- 5:5432. if i now expand my graph editor you
- 5:57can see i have a new curve that is
- 6:00called nla strip control and its value
- 6:02goes from 0 to 32 on frame 0 to frame 32
- 6:08by default it doesn't have a linear
- 6:10interpolation so we can see the
- 6:12animation easing in and out slowing down
- 6:15and accelerating if you prefer while if
- 6:18i select all the handles and press v and
- 6:20switch them to vector
- 6:23i will have linear interpolation and so
- 6:26i will be playing the 32 frames of my
- 6:29action
- 6:30over 32 frame
- 6:33and the action we currently play at
- 6:35normal speed
- 6:36if i want i can add a new point on the
- 6:39curve pressing i
- 6:41and as i'm editing the curve you can see
- 6:43the character moving and i can create a
- 6:46slow motion in the middle of my
- 6:48animation if i have set the last point
- 6:51of my curve to frame 40 i can then
- 6:53select the strip and set its frame hand
- 6:56to 40. now my walk is played over 40
- 7:00frames and you can see it's slowing down
- 7:02and accelerating following the curve
- 7:04shape
- 7:05if i push the curve down it will even
- 7:08play the animation in reverse over those
- 7:11couple of frames let me show you another
- 7:13example that may better illustrate the
- 7:15power of these two in my empty nla i
- 7:18will load the action used in this
- 7:20animation as i did previously i will
- 7:22enable the animated strip time on frame
- 7:260 i will add the value of 0 and on frame
- 7:29110 a value of 110 and key then
- 7:35as i do so i can see the curve in the
- 7:37graph editor and i will switch both
- 7:39handles to vector my animation currently
- 7:43plays normally since i have a linear
- 7:45interpolation of a value of 1 per frame
- 7:49with the curve selected i will press i
- 7:51in the graph editor and add a couple of
- 7:54keys around the kicking motion
- 7:57i will offset the last keys switch both
- 7:59handle to vector this way i still have
- 8:02linear interpolation between the
- 8:04original keys and so my animation play
- 8:07at normal speed but between the two new
- 8:10keys there is a plateau and so the
- 8:12animation is playing slower and so i get
- 8:16a slow motion then you can edit a bit
- 8:18the curve to get a better blending
- 8:20between the normal speed and the slow
- 8:23speed and boom you have your super slow
- 8:26motion effect in a few seconds this is a
- 8:28fantastic tool to experiment with your
- 8:31animation and bring even more appeal
- 8:35let's now see how we can combine
- 8:37multiple actions if i go down in the
- 8:39strip menu i can see the action loaded
- 8:42the walk i can ask blender to repeat the
- 8:45action which is a good way to play a
- 8:47cycle without adding a cyclic modifier
- 8:49here we can find our playback scale it's
- 8:52the same as when we are scaling the
- 8:54strip using s turning it up will slow
- 8:57the motion scaling it down will
- 9:00accelerate the motion i can split the
- 9:02strip with the y key the strip gets
- 9:05splitted where the playhead is if the
- 9:08strip was repeated blender will now
- 9:10repeat the splitted strip which can look
- 9:13buggy so if you want to split a strip
- 9:16and then continue on your cycle let's
- 9:19say you want to begin your walk cycle
- 9:20from another pose than the initial one i
- 9:23will press shift a to add my walk cycle
- 9:27i will split where i want it to start
- 9:30and then i will simply add another walk
- 9:33cycle and repeat this one i select the
- 9:36first strip press y to split it select
- 9:39its first part get rid of it and now i
- 9:41can repeat the second strip and my
- 9:43character will start his walk cycle from
- 9:47the contact pose and then it will
- 9:49continue on cycling let's make a raw
- 9:52function blending i will add a new nla
- 9:54track by pressing shift a and with this
- 9:57track selected i will press shift a and
- 10:00add my run cycle by default to track on
- 10:04top will override the track beneath as i
- 10:07scrub throughout the timeline as soon as
- 10:10i hit the run cycle clip my character
- 10:13will run and since by default the
- 10:16extrapolation mode is set to hold
- 10:18forward
- 10:19my character will hold the last pause of
- 10:22the run cycle
- 10:23if i set it to nothing he will switch
- 10:25back to work create a nice blending
- 10:28between the two animation i will cut the
- 10:31run cycle strip when the character is
- 10:33reaching the passing pose basically when
- 10:35one of his foot is planted in the ground
- 10:38and with this selected i will press y to
- 10:41split the strip then i will scrub
- 10:43through my wall cycle and try to find
- 10:45the moment where the right foot is also
- 10:48in the passing pool and i will adjust
- 10:50the run strip accordingly from there i
- 10:53will blend those two together i will
- 10:55select my run strip and i will increase
- 10:58the blend in the blending value is the
- 11:01number of frame needed to transition
- 11:03into the run cycle strip it's
- 11:06represented by a curve on top of the
- 11:08strip this way you can quickly get a
- 11:10decent transition now it's up to you to
- 11:13play with the speed of the walk cycle
- 11:15the speed of the run cycle create
- 11:18multiple clips
- 11:20blend between them to create something
- 11:22more realistic note that by default the
- 11:24blending mode is set to replace so my
- 11:27run action on my run strip replace the
- 11:30work action if you want to learn
- 11:33character creation rigging and animation
- 11:36and take your skill to a professional
- 11:38level you will find extensive and top
- 11:40rated blender courses on
- 11:43p2design.com hundreds of professionally
- 11:46edited video shipped with all the models
- 11:49rig and blender files use the code p2
- 11:52design to get 10
- 11:54off on any of the crosses i will start
- 11:57with a fresh analog track where i just
- 11:59have one wall cycle i will add a new
- 12:02track i will select my rig in pose mode
- 12:06and on the scale of the root bone i will
- 12:10insert a keyframe i can see blender has
- 12:12created a new action i will push it down
- 12:15and it will be assigned to the selected
- 12:17nla track if i press tab with the strip
- 12:20selected i will enter trick mode this
- 12:23allows me to edit the current action in
- 12:26the graph editor or the action editor
- 12:29i will push up the scale to 3. since by
- 12:32default the blending mode is set to
- 12:34replace this scale of 3 on the root bone
- 12:38from this new strip
- 12:40override the one from the walk cycle you
- 12:43can solo an nla track by simply clicking
- 12:46the little star icon if i do so on the
- 12:49walk nla track blender now ignores the
- 12:53other track and my root scale is back to
- 12:561. if i set the blending mode to add
- 13:00the current scale of 3 will be added on
- 13:02top of the scaling of 1 and the scale
- 13:05result is 4. if i enter tweak mode by
- 13:08pressing tab and set the new scaling of
- 13:10the root bone to 0.5 since the blending
- 13:14is set to add now the result of both
- 13:17strip is going to be 1.5 multiply will
- 13:21output a result of 0.5 or 1 multiply by
- 13:250.5 and subtract a result of 0.5 1 minus
- 13:310.5
- 13:33so it's pretty logical and might be
- 13:35useful for motion design but for
- 13:37character animation it's tricky because
- 13:40if you apply the same thing to rotation
- 13:43location etc
- 13:45with all the relationship in your rig
- 13:47everything is going to be funky
- 13:49but there is another mode called the
- 13:51combine mode that mixes this different
- 13:54operation
- 13:55and can lead to nice result let's see
- 13:57how to use it with my nla track cleared
- 14:00i will add a new empty and a track on
- 14:02top of my walk cycle and i will display
- 14:05the double-handed sword of my character
- 14:08by now playing the animation doesn't
- 14:10look super realistic as the sword look
- 14:13weightless i'd like him to put the sword
- 14:16on his shoulder in a relaxed way since
- 14:18the hand will be contacting the sword
- 14:20that will be contacting the shoulder
- 14:22it's easier for me to switch to inverse
- 14:25kinematic if you want more information
- 14:28on how and when to use inverse and
- 14:30forward kinematics check out my related
- 14:32video a new nla track is selected i will
- 14:36key the custom property that allows me
- 14:38to switch between fk and ik
- 14:41the hand of my character is now stuck in
- 14:43the air i will make sure that the ik
- 14:46controller follows the torso root by
- 14:49enabling and king the proper custom
- 14:52property
- 14:53i can now push down the action
- 14:55and see the result as i play the
- 14:57animation the blending mode is set to
- 14:59replace so the new value of the custom
- 15:02properties that allow me to switch get
- 15:04replaced by the top strip if i change
- 15:08the blending to combine you can see that
- 15:10it doesn't work the combine option
- 15:13proceed with different type of blending
- 15:15at the same time
- 15:17and for the custom properties it's
- 15:19better to use replace i will call this
- 15:22track ik switch and i will create a new
- 15:24track where i will start animating my
- 15:26character
- 15:27this time using the combined blending
- 15:30mode so you may create a dedicated nla
- 15:33track or your custom properties and then
- 15:36another track for your current animation
- 15:39with this new track selected i will key
- 15:42my hand controller i will also key the
- 15:44shoulder a bit of the torso root a bit
- 15:47of the chest etc
- 15:49to offset the weight of the character on
- 15:52his right where the sword is slightly
- 15:55bent in
- 15:56basically revise his pose to make it
- 15:59look better by default the blending mode
- 16:01is set to replay so it looks a bit weird
- 16:03but if i switch to combine now the new
- 16:06pose i created is combined with my walk
- 16:09cycle so from there i can enter twink
- 16:12mode on my revision track key the
- 16:14controller i need to get a better result
- 16:16on my animation
- 16:18you can quickly reposition the fingers
- 16:20for example you can reposition the
- 16:22shoulder reposition the elbow you can
- 16:25also use a space switching if you're not
- 16:28familiar with space switching check out
- 16:30my introduction to space switching video
- 16:33or check out my animation course live
- 16:35where i will show you how to use these
- 16:37techniques step by step the animation
- 16:40needs to be polished but after a few
- 16:42minutes i get to this result pretty
- 16:44easily and without modifying my initial
- 16:47work cycle now let's say the current
- 16:50action pleased you you can select all
- 16:52your controllers go to pose animation
- 16:55bake action
- 16:57you will enable only selected bones and
- 16:59visual cane
- 17:01you will set the frame range to your
- 17:03animation loop and click ok
- 17:06this will bake the current visual action
- 17:09of the different controllers
- 17:11and now if i push the newly created
- 17:13action in the nla and solo it
- 17:16you can see my new walk cycle action
- 17:19called
- 17:20action.003 has been created this is the
- 17:23end of this video i hope you have a
- 17:24better insight on the nla editor and i
- 17:27will see you very very soon
- 17:30[Music]
- 17:39you
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