So I recently bought a blender animation course from bloop animation and it covered the very basics. I know the principles of animation and the basics of 3D bone animation, what I'm looking for is tips and tricks on how to improve my work/get character movements to look more realistic/rigging tricks to make animation easier, etc. Right now, my animations look very robotic, my keyframes get messy and weird things start to happen, and trying to get my character to move through an environment is very clunky, I was looking for recourses on learning after learning the basics other than trial and error. Because I am having quite the time (A bad time) learning through trial and error. Thanks in advanced for any help!
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110576
I make my animation and now I realized that its pointed in wrong direction I used -y (native blender) as direction but I need to be pointed at x axis so what would be the easiest way to rotate whole animation, to switch -y with x :)
46298
I have developed several puzzles in Blender, and to test them I wanted to animate them.   The first problem I encountered was the rotation of an object around a central hub.   Between keyframes the object would cut across rather than follow the circular path.   To solve this I moved the origins to the centre of rotation, and that worked fine.   The next problem was to move the rotation of one or more of the objects to another hub.   This is where it gets a bit tricky!   It's not practical to have to keep changing individual origins for every keyframe.   I've tried parenting to the hubs but this doesn't make it any easier.   Perhaps there is a way with armatures?   Maybe I've missed something very basic.  I made a small demo to illustrate the kind of rotation I mean:   Keyframe 1.   Keyframe 2.   Keyframe 3.  At this stage there are three answers to my question, and all of them require constraint influences to be turned on or off for each object that needs to change its centre of rotation. Multiply this several times and it becomes a bit of a nightmare!  I'm thinking that to position the 3d cursor at the centre of the wheel and then select all the objects required to turn for each rotation might be easier than the answers so far, but I was hoping for something more straight forward than that.  Don't get me wrong, I do appreciate the effort you guys have put in so far, thanks. :)
9355
When I make an animation, it always starts out slow, then speeds up, then slows down at the end.  I cannot figure out how to fix this.
123922
I can't figure out how to use Blender to make beam moves, like an energy beam. Any tutorials or advice?  From the Title:    Solar beam    Hyper beam
23151
I'm pretty new to this whole animating models thing. Just learning the ropes. I got a nice walking animation going, which I can loop while a character is walking, but what about when they stop walking?  I mean, they could be at any point in the animation at the time the player stops walking. How do I get them to smoothly return to a standing still position without having them snap into that position? The same goes for starting walking from a standing still position. Do you need a separate animation? How is this dealt with?
50888
It's my first time to use blender. I've been looking for youtube tutorials and other use modeling, others are sculpting. I don't know what to use. Modeling seems more precise and more accurate but sculpting seems easier than modeling. I've been modeling an original anime style character for a while now but I'm sure if I'll continue that or switch to sculpting. What should I use and when to use these two? Also, is this that right place to ask these kind of questions?
30894
I had a sword object rigged with a single bone, with a ChildOf constraint making it a child of a sheath (with an influence of 1). Throughout an animation i move the sheath, and the sword bone follows as expected.  However, i cant seem to lower the influence of the sheath to zero and still have the sword retain the position it was just at, and I am wondering how i should go about making this happen.  Thanks for your time.
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I'm new to Blender and this site, so I apologize in advance if I'm not following any of the proper etiquette.  I'm no artist, but I'm trying to learn Blender so that I have some programmer art for me to work around in Unity.    I followed a tutorial for making a basic human model, I rigged it with rigify, and now I'm starting to export it following yet another tutorial.  The thing is, when I was trying to rig the model, I couldn't get the model to go transparent so that I could see the bones inside the model.  Eventually, I managed to get it into wireframe mode, but I can't get it back into solid mode.    It's probably just a display thing and not a property of the model itself, but I want to be sure.  I'm looking at the display options under the "Figure" pane in Blender, and none of the Display check boxes are checked, including the one that says "Wire".  I don't want to import a plain wireframe model into Unity, and even if that doesn't happen, this is functionality of Blender that I should really know anyway, so I'd appreciate any help that anyone has to offer.  If necessary, I can upload the .blend file, but I'm not sure what site people would prefer that I upload it to.
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I wonder what would be the best way of animating multiple 2 dimensional lines in blender.  Lets say I have lots of line, that are parallel and have some sort of rule, kind of like a PCB board with hundreds of circuits.  The starting frame would be when nothing is visible and during the animation the lines would slowly build up from nothing all the way to the end forming the finished lines.  I have a couple of ideas that might work, but all include heavy hand animation, like:   grease pencil animation, drawing them one by one, converting to curve, then build up modifier some dynamic paint hack   There maybe other more efficient methods that I don't know of and if so, please let me know.
87167
I've been working on some animations recently, and I've noticed that I'm having poor luck with certain things, namely the fact that I don't really use Blender's graph editor very well.  One of the major issues that I have is pretty widespread among 3D graphics programs; when I create an animated object, it defaults to using a curved graph instead of a linear graph, which means that the most movement is at the middle of the animation, and stuff just practically stops near the beginning or the end. While this helps with organic camera movements or such, it's also not what I usually want. Can I set animation curves to default to linear?
41789
When i open the blender file the object seems to move back to origin and scales back down.... I tried to apply location but it gives me an error. Any idea whats happening or what can i do to fix it ?
30291
I'm trying to work out this shoulder deformation. I can't figure it out.  Is there anything wrong in my armature? Should i add bones and keep more control of my mesh or use shape keys? Here is my file blend.
46223
Actually, it's not so simple as the title suggests... :)  I might be asked to animate something like this -   Here's a still from that video:    It's the process of doing helical wrapping of carbon fiber a ribbon around a pressure vessel. And  you'll see a simpler activity of hoop wrapping, which I'd also need to animate.  I've got some basic experience with Blender (e.g. ), but I have no idea where to start with this kind of animation! At this point I haven't spoken to my client, so I don't know whether this will be requested; but I'd value input from Blenderheads here so that if I'm asked for it, I'll be able to respond with "sure!", or "can't be done", or "sure, but it'll cost ya!". :)  Pointers, anyone? Thanks!
44375
Hello. I am a beginner in Blender. I started modeling this phone and when I got to the curly cable part it was a real challenge. Could someone guide me on this.
94150
I want to create a 2D game but I'd like to have the character to wear tons of different equipments on different combinations, like a RPG or something.  So let's say the user changes his/her shoulders and pants, this must be shown to the player and all these different equipments must follow the different characters action (hitting, being hit, spelling magic, etc.).  I see a few problems that I'd like to know the best approach/algorithm/architecture to solve.  1 - Sprites or Animations  Should I create different sprites for each equipment in each action animation?  Is it better to just have the equipment sprite and animate it directly on code like rotating and translating (using something like tween on Flash)?  Is there any other better option? (I really don't like the ideas above)  2 - Positions  Let's say during one of the character's move he starts looking directly in front to the player's view but ends his movement showing his right side to the player (like if he swings his sword from one side to the other).  If we consider one part of the user, like his head for example, it starts in front and then turns left.  It means at least 3 different positions for each head equipment (helmet, cap, whatever).  This surely influence the answer of #1 question. How is the best way to achieve that?  3 - Layers  Let's consider a character move where he spins 360 degrees with his arms open. At the beginning of the animation, his right hand is close to the user's view and then, at the middle of the movement, this is probably behind the character's body on the animation.  Whatever is the option on #1 question, you surely needs to use some kind of layer model to make this sprite or animation to starts closer to the player's view and later change to far away from player's view.  Is there any good way to do that?  I know the question is quite long and difficult to understand. Let me know if you think it's better to have some drawings to try to explain which one and I'll try to do that.
96690
I'm trying to wrap my head around this for a while now. It's a simple question for what I think will be a not so simple answer. How would you go about modeling one leg of this stool? I would like to do it without using sculpt mode because I can't get things quite clean enough.