Your videos are simple and instructive. please continue , thanks .
@thegamedevcave Жыл бұрын
Thanks! I have a bunch of video's planned for the next few months already! I'm always glad to help out!
@effectcoverart68362 жыл бұрын
THANK YOU SO MUCH!!! KEEP AND KEEP GOING. tbh your video helped a lot
@thegamedevcave2 жыл бұрын
glad it helped! i'll keep up with more tutorials! :)
@dawn969111 ай бұрын
yu way too underrated :/ yur lessons ar sooo understandable!
@conicodeliacartoons2 жыл бұрын
THANK YOU! I already learning 2D (in my channel you’ll find a few animations) but I always wanna try with 3D program! You got a new subscriber🤗
@thegamedevcave2 жыл бұрын
Animation principals stay more or less the same but in 3D it’s easier to move about your model compared to 2D, but there is also less room for stretching and perspective trickery. Still I can’t draw to save my life so I prefer 3D animation. I hope you find some useful info here! I also have a video on jumping animations and recently recorded a video where I make some attack animations for my next game!
@davidj_bergman7 ай бұрын
I've seen people skin their model to their control rig in blender, but i'm not sure how that works if I want to export and import the animated character into unity. I'm used to having the character skinned to the bones. (Coming from maya here) Would you care to explain it?
@thegamedevcave7 ай бұрын
you skin the mesh to the bones and then you set up constraints that allow you to use control bones (or objects) to manipulate the bones. when you export your animations/mesh as an fbx, you can tell it to only export the deform bones (which is a setting you can toggle per bone in the object info tab while in edit mode). so any bones that you have set up for contraints should be set to not being deform bones, then when you export your animation, only bones that are marked as deform bones (the ones your mesh is skinned to) will be exported and all your animation data will be baked to those bones. so all your control rigs won't be included in that export.