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Blender Animation

Adam Earle edited this page Aug 12, 2023 · 5 revisions

Where is the foundation headed?

  • As an outsider it's hard to tell what their direction is
  • Do they want to lead the industry forward or do they want to follow? can they do both and where does this put them?
  • What are they chasing? money? People? What's the purpose here? Google, "What is the purpose of blender 3D animation software"

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What's the Blender foundations Flavour and how does this affect the community?

With so many areas of interest and crossover, it would have to be said despite what they may say it's almost the complete pipeline.

  • Storyboarding
  • Video editing
  • Motion Graphics
  • Composting
  • 3D?
  • 2D
  • Games

Slap Rigs

A temp rig acting as a tool to affect an initial base rig? Nice idea, but what's beyond this? It is really necessary.

Bones are the problem

  • Weight painting, do we need it?
  • Bones can't be swapped out frame by frame? A great example that can do this is OpenToonz. However bringing this ability over to 3D, 2D, and everything else in Blender and keeping it fluid using bones is hard to see.
  • Ephermerial rigging is a nice term and alluring for technical artists.

So what is the way forward that keeps the system easy to use and fluid? I believe the game to play is to remove the role of the technical rigging artist completely. That rigging and animation have almost zero technical overhead. If you speak to most people who want to do animation they don't say they want to be a rigger, they say they want to be an animator.

What is the task really?

  • Bring in the storyboard
  • Understanding hookups
  • Capture reference
  • Make it move
  • Pose to pose animation
  • Straight-ahead animation
  • A mix of both Pose to Pose and Straight-Ahead animation
  • Self Direction. Taking notes for the animation your working on.
  • Review not preview. Sanity checks peer reviews and significant others for taking notes written drawn and recorded.