Animation method using animator movements
I think of an animation method using animator motion recording with a VR control or similar, or a stylus, or even a mouse. With this you could determine things like position and rotation of a part of the body of a character and the time of the animation of this part at the same time and in a more dynamic and intuitive way than in classical animation. Which does not mean that you could not re-edit and adjust everything, both in classical animation mode and in motion mode. You could move the whole character, her hand, where the head and eyes point, movements with the legs ... Re-editing and adjusting the speed of the animation of a certain part of the body by recording mouse movements, pen or control, whether through the timeline or anywhere else, would also be an interesting option.
I believe this method is as much a part of the future of 2D and 3D animation as it is about physics-based character animation and animation using artificial intelligence for neural networks and machine learning. And that without discarding motion capture, including video, including internet video, not just body movement, but also facial movement. And by the way without discarding also all the traditional methods of animation.
11 Comments
try having the record button enabled in blender while the animation is playing and then move your object. Your motion will be recorded
* @ferran m.clar * But will this be recorded as if I were moving a puppet or taking a motion capture? Or is it just an automatic way to add keyframes when I drop the object and change the timeline manually?
* @thiagocavalcantecarvalho * If you set an empty to drive bones in your puppet, then record movements of the empty, voila! Just what you want.
As noted, this already exists in Blender... and has for years.
Yeah, I just saw a video of that. I just do not understand how I've never seen this in all courses and video lessons. This is a very important method of animation. Only my question remains if I could specifically control the speed of the animation. In an animation already made, for example, you use the timeline to modify the speed of its execution
* @thiagocavalcantecarvalho * When you animate in real time, you're animating in real time. If you want to adjust the timing afterwards, you need to use the Dope Sheet and Graph Editor like you would with any other animation.
* @Jason van Gumster * So that would be something interesting to add. You do the animation, in real time or not, and then readjust the speed, either in the dopesheet or in the graph editor, but using this capture method. That is, you do not change the position and rotation of the model, but rather the speed of the animation. Not slowly in the dopesheet,
* @thiagocavalcantecarvalho * What you're describing doesn't make sense. You can't real movement at anything other than realtime. If you're retiming it, then you're not capturing it.
* @Jason van Gumster * Yes, that makes sense. Think of an animation you just did. Now imagine setting the playback speed of this animation by moving in the graph editor or dopesheet. I'm not talking about cheering anymore. I'm talking about setting the acceleration of each frame through motion. In this way the spacing of the frames would change without the need to reposition them.
* @thiagocavalcantecarvalho * At that point, you're not capturing anything. You're just animating. We already do this.
* @Jason van Gumster * Ability to animate Time (Time Value) On here. From what I understood from that person's proposal, that's exactly what I was talking about animating the timeline. Only in the middle case would be done using mouse movements as well.