Need help on making animations.

Jenson143

Member
Dec 8, 2017
217
57
Hi guys. I'm doing daz character posing for almost 3 years. I want to go to next phase so trying to do animations but animations in daz is not good so trying to learn blender. I can do 200 images per month on daz but if I can compare it on animations. Then I can do 200 x 24 fps then around 8 sec video on animations. So I don't know if 8 sec video is too short for a month of work. And I also this is just my assumption. I haven't tried to make any animations on blender yet. So will it be much different on blender or it will be easier because I have experience on daz?. And also if I make 8 sec video per month (or can I do more? Because I compared it to how I make it on daz) so if I make 8 s video per month then even after a year I could have done only 1 and half minute video. And I'm trying to make money here. So I can't get supporters until I make one video. So will it take years to make one video?
 

Doorknob22

Super Moderator
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Nov 3, 2017
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8 seconds per month? I'm pretty far from being the best animator here, and I do a 4 seconds animation per day. If you can only do about 200 still renders per month, start by writing an AVN with no animations and later, hopefully you'll get money to buy better gear. That is assuming you have a decent story in your head, possess decent coding skills and the most important quality of all: have the willpower and grit to endure years of failures and humiliations before thinking about success.

Good luck!
 
Last edited:

Egglock

Member
Oct 17, 2017
198
110
The hurdle you'll have to overcome is the workflow from Daz3D -> Blender. As in

1. Transferring characters from Daz3D to Blender (Diffeomorphic or the Daz3D Blender Plugin)
2. Understanding and navigating the UI in Blender. There are a lot of tools and features that it will most likely overwhelm you.
Things such as the NLA, Graph Editor, Timeline, Bones, Rig, Drivers, Constraints, Helper bones, ect.
3. Once you're comfortable with the UI and navigating it, animations is simple. Since animations is just transitioning from one pose to another. And making adjustments to your liking.
4. Rendering/Post work. Blender has built in tools for post work, though I haven't delve too deep into these tools, so can't provide too much information into this other than, it's located in the "Compositing" tab.

You don't need to make long animations, for example a simple sex scene, The more frames you have the slower the animation, the less the frames, the faster. So let's say you have 60 frames, divide it into 3 sections the reason for the 3 sections is because there's always an initial frame, passby and end frame (usually a copy of the initial frame. This is if you want a loop animation)

Frame 0 = Initial Pose (initial insertion, this one is tricky because there might be an pre stage frame, such as the guy walking up and starting the insertion so there might be maybe X frames dedicated to this, then your loop frame wouldn't be 0 but what X frame is)
Frame 0-30 = Inbetween (micro movements, breathing i.e chest rising, head tilting whatever you want)
Frame 30 = Passby Pose (fully insert)
Frame 30-60 = Inbetween
Frame 60 = End/Loop Pose (whatever the initial frame X was)

That's kind of the overview of how it would look like. You always want Initial, Passby, the inbetween and End, regardless of how many frames you are going for. Again less frames will make your animations faster, more frames slower. A note, the 60 frames is just for example, you can have how ever many frames you need to get your idea across.

Now let's say you want the guy to go faster, you will insert that in the inbetween, copy your passby frame and past it after frame 0, copy initial frame (or whatever frame the guy starts the insertion movement) and place it after the passby frame. Adjust those two copy frames to your liking.

These are just basic level stuff, animation can be a complex topic to cover, and nothing beats experience. My suggestion is to play around with the default cube in Blender. Make simple movement animations, with the cube, understand how each tools influences the outcome of the animations i.e NLC, Graph Editor, Timeline. Once you feel comfortable working with these tools/features, then move onto your characters.

NOTE: Drivers, Helper Bones, Constraints
Drivers = To my understanding, these are math equations that are link to an object that help you do some crazy stuff with the mesh. An example would be when the penis head is with in X of the Vagina, it will open automatically without you having to pose it.

Helper Bones = Rare case use, as you're better off using emptys to pose your bones, but these are just empty bones that are link to the main bones to help make adjustments.

Constraints = These are parameters that constrains objects to another objects. These can be whatever you want, a mesh, an empty, another bone, ect.

These are just a few to name of, there are lots of stuff in Blender that can help with the workflow of animations, but these advance topics are better explained by veteran Blender animators on youtube. My suggestion is to stay away from these until you are comfortable with the basics, as these will just overwhelm you during your animation journey.

Final Note:
It will not take you years to make animation. Once you understand the basics, I'd say it would probably take you 1-3 days of animating. How fast you can render those animations will be based on how many frames you have, how complex the scene is and what type of hardware you own. I can't give you any detail on how long it would take to render a video since there's too many variables. However, what will take you years, is learning how to animate. That in itself is what will be the most time consuming. I hope this helps and gives you some pointers in the correct direction during your journey.
 

Jenson143

Member
Dec 8, 2017
217
57
8 seconds per month? I'm pretty far from being the best animator here, and I do a 4 seconds animation per day. If you can only do about 200 still renders per month, start by writing an AVN with no animations and later, hopefully you'll get money to buy better gear. That is assuming you have a decent story in your head, possess decent coding skills and the most important quality of all: have the willpower and grit to endure years of failures and humiliations before thinking about success.

Good luck!
Hey I haven't tried animating yet but I just do 200 images usually so I thought 8 seconds . And also It takes 30 mins for me to do 1 scene 2 or 3 characters. So can do 15 scenes maximum per day. 250 or 300 Max.
 

Doorknob22

Super Moderator
Moderator
Game Developer
Nov 3, 2017
2,412
5,846
Hey I haven't tried animating yet but I just do 200 images usually so I thought 8 seconds . And also It takes 30 mins for me to do 1 scene 2 or 3 characters. So can do 15 scenes maximum per day. 250 or 300 Max.
It doesn't work like this. An animated frame should take only a few minutes to render, you can't give each frame an hour like a still render. You do this by cleverly hiding as much items as possible from the camera, "shooting" in daylight were possible, denoising images etc.
 

Jenson143

Member
Dec 8, 2017
217
57
The hurdle you'll have to overcome is the workflow from Daz3D -> Blender. As in

1. Transferring characters from Daz3D to Blender (Diffeomorphic or the Daz3D Blender Plugin)
2. Understanding and navigating the UI in Blender. There are a lot of tools and features that it will most likely overwhelm you.
Things such as the NLA, Graph Editor, Timeline, Bones, Rig, Drivers, Constraints, Helper bones, ect.
3. Once you're comfortable with the UI and navigating it, animations is simple. Since animations is just transitioning from one pose to another. And making adjustments to your liking.
4. Rendering/Post work. Blender has built in tools for post work, though I haven't delve too deep into these tools, so can't provide too much information into this other than, it's located in the "Compositing" tab.

You don't need to make long animations, for example a simple sex scene, The more frames you have the slower the animation, the less the frames, the faster. So let's say you have 60 frames, divide it into 3 sections the reason for the 3 sections is because there's always an initial frame, passby and end frame (usually a copy of the initial frame. This is if you want a loop animation)

Frame 0 = Initial Pose (initial insertion, this one is tricky because there might be an pre stage frame, such as the guy walking up and starting the insertion so there might be maybe X frames dedicated to this, then your loop frame wouldn't be 0 but what X frame is)
Frame 0-30 = Inbetween (micro movements, breathing i.e chest rising, head tilting whatever you want)
Frame 30 = Passby Pose (fully insert)
Frame 30-60 = Inbetween
Frame 60 = End/Loop Pose (whatever the initial frame X was)

That's kind of the overview of how it would look like. You always want Initial, Passby, the inbetween and End, regardless of how many frames you are going for. Again less frames will make your animations faster, more frames slower. A note, the 60 frames is just for example, you can have how ever many frames you need to get your idea across.

Now let's say you want the guy to go faster, you will insert that in the inbetween, copy your passby frame and past it after frame 0, copy initial frame (or whatever frame the guy starts the insertion movement) and place it after the passby frame. Adjust those two copy frames to your liking.

These are just basic level stuff, animation can be a complex topic to cover, and nothing beats experience. My suggestion is to play around with the default cube in Blender. Make simple movement animations, with the cube, understand how each tools influences the outcome of the animations i.e NLC, Graph Editor, Timeline. Once you feel comfortable working with these tools/features, then move onto your characters.

NOTE: Drivers, Helper Bones, Constraints
Drivers = To my understanding, these are math equations that are link to an object that help you do some crazy stuff with the mesh. An example would be when the penis head is with in X of the Vagina, it will open automatically without you having to pose it.

Helper Bones = Rare case use, as you're better off using emptys to pose your bones, but these are just empty bones that are link to the main bones to help make adjustments.

Constraints = These are parameters that constrains objects to another objects. These can be whatever you want, a mesh, an empty, another bone, ect.

These are just a few to name of, there are lots of stuff in Blender that can help with the workflow of animations, but these advance topics are better explained by veteran Blender animators on youtube. My suggestion is to stay away from these until you are comfortable with the basics, as these will just overwhelm you during your animation journey.

Final Note:
It will not take you years to make animation. Once you understand the basics, I'd say it would probably take you 1-3 days of animating. How fast you can render those animations will be based on how many frames you have, how complex the scene is and what type of hardware you own. I can't give you any detail on how long it would take to render a video since there's too many variables. However, what will take you years, is learning how to animate. That in itself is what will be the most time consuming. I hope this helps and gives you some pointers in the correct direction during your journey.
Damn that's a lot of stuff and very good explanation. I think I need to read it repeatedly to understand everything. And can you suggest any video tutorial for those basic and ui navigating stuffs.
 

Jenson143

Member
Dec 8, 2017
217
57
It doesn't work like this. An animated frame should take only a few minutes to render, you can't give each frame an hour like a still render. You do this by cleverly hiding as much items as possible from the camera, "shooting" in daylight were possible, denoising images etc.
No no I was talking about making a scene like character posing, not rendering .
 

Jenson143

Member
Dec 8, 2017
217
57
8 seconds per month? I'm pretty far from being the best animator here, and I do a 4 seconds animation per day. If you can only do about 200 still renders per month, start by writing an AVN with no animations and later, hopefully you'll get money to buy better gear. That is assuming you have a decent story in your head, possess decent coding skills and the most important quality of all: have the willpower and grit to endure years of failures and humiliations before thinking about success.

Good luck!
And also what is your pc specifications?
 

Egglock

Member
Oct 17, 2017
198
110
Start here


Part 1 & 2 should cover the basics of UI navigation, some useful tips to help speed up workflow once you get use to using Blender.

After that I suggest searching for, starting with the prefix Blender
Rigs, Bones, Armature,

Once you're comfortable with the above, move onto the ones below, the order in which you search for them doesn't matter since they all go hand in hand when animating.
NLA, Graph Editor, Drivers, Constraints,

Other tutorials to look for are Animating in Blender, Animation Tutorial (this is just animation in general) these will help you understand how to be better at animating. The How's, Why and What when it comes to animating.
 

generation_y

Newbie
Aug 13, 2017
73
157
Well, there are plenty of Blender tutorial out there that show you where to find the best Blender tutorials - like this one:


To overwhelm you even more, here are some I've found useful:

Intro Tutorials:

BlenderGuru

Donut tutorial. It gives a total newbie a good overview on a lot of capabilities of Blender - and also it is tradition.
Also his basic lighting tutorials are good!


RyanKing (already mentioned above)
Material creation, basic animation


DECODED
A mixed bag of topics but newbie-friendly


Blender Secrets
Small, short vids on the small things in Blender (keybinds, typology, workflow).
You can be certain you will learn a new shortcut everytime.


Kaizen
Intro tuts in all kinds of things


InspirationTuts
Mostly about what great addons you can get for Blender - at some point you will need addons!



More Advanced:

Curtis Holt

All kinds of good tuts on many Blender capabilites


Markom3D
Materials and UV Editing


TomCAT
Basic Character creation and rigging (a bit outdated -before Blender 4.x - but you learn from the ground up)




Even more advanced:

Christopher3D

Topology/Hardsurface Modeling/Technical Explaination - older dude that knows a ton about 3D applications.


Josh Gambrell
Hardsurface Modeling, good Typology, etc. - dude knows his verticies


CGDive
On rigging (mostly with Rigify)

Has also paid content on his own page - very good with Q&A to all his videos, normally answers within days.
If you want to get into rigging, start here!

Pierrick Picaut
Rigging and animation beyond the standards - hope you don't mind his thick French accent. I believe he is also working in DAZ.



Special Interest:

J Hill

Mostly sculpting in ZBrush / Substance tuts but also Blender stuff. He is a great character artist.


DefaultCube
general Blender insanity and freaky cool shit


Dean Zarkov
Stylized Hair, Eyes, etc - made his own addon on this, it's pretty unique if you plan on making any kind of kinky stylized stuff



LightningBoyStudio
Stylized animations (Arcane, Studio Ghibli, anime in general)



To my knowledge there is no dedicated 'lewd' blender channel out there which also would be a big nono for youtube so you will have to transfer techniques yourself.


General Advice:

Blender is a universe, manage your expectations on 'just quickly learning it'. If you just want to use it for animating existing, fully rigged characters you might just be able to create some basic anims. But eventually you will run into some strange Blender behaviour and then you will need basic knowledge in the different field of the workflow.
All parts are interlinked. A model with bad topology will not deform well, can't be rigged properly and hence can't be animated well. Also it still needs proper lighting and materials. So to get good at animations you either use fully made, rigged assets and just focus on animation and lighting or you start with the basics to get a good grip on it - it depends what you want.

My suggestion: start with still images, learn basic modeling, materials, rigging and setting up a scene, lighting and then make the step towards animation. Only if the previous steps have been executed well enough, the animation will look somewhat good.

I've been working with Blender for 2.5 years in my free time now and there are whole sections of the software I've never used.
If you are serious allow your self the necessary time to learn - it takes a lot of trial and error but the rewards can be incredible...!

Chris Jones (Rigging God)