Animation Questions

Im going to start this thread to hopefully cover any questions that anybody has regarding the Awesome animation courses by @waylow , or any other animation related questions. 


Ok so I have hit an issue on the Body Mechanics Course. This is my first time using the grease pencil to draw over a video, and I have little grease pencil experience anyway. I tried to set up the GP as Wayne does, but anything I draw shows on every frame of the video . Also, there are that many GP settings tha I am confused. How do I draw a seperate image on a different frame? And also, how do you then play the GP animation without the video ref in the background. 



Lastly, the video ref of Wayne jumping plays almost in slo-mo in the movie clip editor , as if it is half speed. Is that normal? I highly doubt it is my PC lagging as Im running multiple GTX 1080's and an i7 CPU. 


Thanks in advance to anybody who can help. 

Also , does anybody know Wayne Dixon's handle in the forum. I tried to tag him with Waylow but it seems that the ONLY person in the forum beginning with "W" is Webdruid as there is nobody else on the list  lol : 


  • techworker1 replied

    I think the Grease Pencil "Additive Drawing" checkbox copies each frame to the next one (the first question). Normally this is a good thing, but maybe not in this case.

    I was also helped by a Grease Pencil tutorial on the web:
    Grease Pencil Animation

    (a little quick and sometimes hard to follow) which might answer some of the other questions.

  • kjcummings replied

    Hey Matthew, about the slow playback of the reference video I've found that simplifying the scene to a subdivision level of zero got rid of the lag. Also it might help to increase the memory cache limit in the blender preferences under the system tab. (provided you have a decent amount of RAM of course)

  • Wayne Dixon replied

    @waylow - the new site has changed all the names :(  Not to worry.

    Grease Pencil - To draw, you need to hold the "D" key down.  Which is really annoying.  But if you have "Continuous drawing" checked.  You only need to hold "D" for the first stroke and it will stay active until you hit escape I think.  All the other shortcuts work while it is active (e.g. - frame forward and back)

    The "Additive drawing" will copy the last keyframe strokes and add it to the current frame.

    As for muting the video playback and only showing the GP strokes. I think the only editor you can’t do that in is the Movie Clip Editor. 

    You can do it in the 3d view port or the sequence editor (I think).  

    I used to do the GP scribbles in the viewport but now I don’t worry about hiding it anymore.  It was really a suggestion that I made if you are unsure as to if your animation has all the key poses.  I think you know ;)

    Grease pencil is a little clunky to use at the moment but what Daniel Matrtinez Lara is working on will make it a lot better :)


    As for the slow playback - in the timeline > playback > check Frame Dropping (and AV-Sync if you using audio)

    Hope that helps man.

  • Matthew Fricker(frikkr) replied

    Ok thanks for the help guys :)

    Ill be back on this over the weekend so hopefully ill get on a little better.

    And @waylow , I knew you couldn't hide from me forever , the new site bought you some time but now ive found you. Be prepared for more PM's full of questions :P

  • Matthew Fricker(frikkr) replied

    Ok , so  I got chance to have a play around tonight . It seems that the slow video playback is only on the first watch , and then after that it plays back fine. Although the frame dropping and simplifying subdivisions of the character helped a lot too.

    As for the grease pencil, it is still behaving strangely. Ive managed to get it so that it draws a seperate image on each frame, and only shows the image drawn on that particular frame, but the issue now is that whatever the FIRST drawing I make is, stays on every frame. So if I draw a GP line on frame 1 , thaht one stays throughout the whole animation whilst others drawn after that only show on the frame they were drawn on. It means that the first pose I draw over Wayne in the ref, stays there right through, but the other poses disappear like they should when I scrub through. BUT this happens nomatter what frame I make my FIRST GP line on , so If I open up the file and jump straight to frame 30 , and make a GP line, and then scrub back to frame 1 , it is still there, and is there on EVERY frame.


    EDIT** I think ive figured out the GP, the first stroke was going on  layer 1, and the second on a new layer, so the first was hanging around even when you drew another stroke because the new strokes were going on layer 2.

  • Matthew Fricker(frikkr) replied

    Hi @waylow  , I have a generalised question about my animation workflow. The problem has become apparent in the stomp jump , so ill use it as an example to try to explain my question. 

    So , in the image below, the end of the jump is coming down way too vertical and looks off, the motion paths dont look terrible, but for some reason, the vertical-ness is exaggerated in the played animation, basically it looks like he is jumpuing across and then suddenly drops straight down at the end. Anyways, my questio is this : I have put all the later keyframes in , but I need to move stomp across the screen to follow the path I have drawn. But if I move him on that frame, he will then slide back to where he is in the following frames. I cant copy and paste the key to the other existing keys as he will just stick in that position. What I want to do is move him across on that frame, and have his position on X and Y propogate to the later keyframes relative to the move (yes sorry im explaining it terribly) . The only way I can see , is to take the X and Y values on the first key I move him on, and calculate the difference after I move him, and then add that difference to all the following frames. But that seems very tedious to me, and surely there is an easier way. Maybe im overcomplicating  it in my head. 

    I suppose the simple way to ask it, is : is there a way to offset later poses to compensate for changing the position of an earlier pose, especially when those changes only affect one or two axis and the others need to stay as they were? 

    ** BTW , I realise its easy enough to move the heads position to get a nicer curve, but im talking about if you move the whole character so he lands much further across, so then all of his later positions will be messed up because he is in a different place. So how do you change those poses to suit without messing up everything?

    Thanks in advance guys :) 

  • kjcummings replied

    Hey Mathew, the way I would approach that is to go straight the Graph Editor and tackle those changes on the f-curves. I think that might be much easier than manually adjusting the later poses through the armature.

  • Wayne Dixon replied

    I'm not 100% sure if I understand you correctly but here are some tips.

    The propagate tool can be used only on highlighted keys and channels (it doesn’t have to paste over every channel).  This makes it perfect if you need to change the x loc of a foot w/o changing anything else, for example

    There is no way to offset later values by a certain amount, but you can select keys in the graph editor and translate them in the viewport.  Combine this with the hotkeys to constrain it to the y axis and to a certain value to achieve the effect you are after.  (eg - select the x loc keys > g > y > .85 > enter;   this will move the selected values up .85 on the y axis of the graph editor)

    Or you can do the same thing without knowing the exact value by constraining with the middle mouse and dragging them all up (or down)

    But I have a feeling that you will just get used to doing it the fastest way you can find. Most of the time that it just with the auto-key and dragging it around and flipping  in the viewport.

    You can use the root control to fix stuff like that but I would highly advise against it at this stage.  It becomes difficult and messy to keep track of where you made an 'animation hack' so it should be the last resort.

    Hope that helps.

  • Matthew Fricker(frikkr) replied

    Ok thanks guys , Ill have a play about, I did not realise the propogate tool could work on certain channels., I juts thought it copied the selected pose to the chosen frames. 

    Cool :) 

  • Matthew Fricker(frikkr) replied

    Ok so I had a play about, and Im getting my head around things better. However, I love, and get the idea of the propogate tool, but I cant find much info or videos on how it works. 

    So far, ive managed to propogate a pose to a few later keyframes by doing the following : 

    Going to the frame with the correct pose on it and selecting the bones I want to Propogate, then selecting the keys that I want to propogate to inside the dope sheet, and then choosing "propogate to selected frames" 

    Am I doing this right , and if so, then lets say I only wanted to propogate the X and Y rotation channels on a bones pose, and not anything else, how do I do that? 

    Thanks :) 

  • Matthew Fricker(frikkr) replied

    Hi @waylow  , I have another animation question :P 

    Lets say you have a character that is walking through a scene and he needs to travel a distance that is further than he will get with the standard 24 frame cycle that we did in the bootcamp (say he needs to go the distance that would be covered in 3 cycles) . How would you approach making him walk this distance?

    Would you animate the whole thing, so you are animating the all three cycles , or would you animate one cycle and duplicate the keys and make all the necesarry changes in the graphs and values. Or is there some way of adding cycle modifiers and applying them to a certain frame to give you the duplicated walk?

    I really hope its the last way , but I cant seem to figure out how you apply modifiers , and as for the second way , I tried that and it just confused me, because from what I understand , you would have to manually figure out and input the values to give you the result that a cycle mod with offset would give you on the feet and torso, and then just duplicate and paste the rest - which seems like a long way around just applying the cycle modifiers you already have on to a set frame. As for the first method, that again seems like un-necesarry work unless you really want a unique cycle that has more character to it because it is not a perfect copy each cycle. 

    Anyways, I did a lot of playing around and that is my thinking, but Ive hit the stage where It would be good to know the correct way to do it rather than just guessing and experimenting.

    Thanks for any input you can offer. 

  • Wayne Dixon replied

    Here are a couple solutions.

    A- Animate the 3 cycles.

    B-If you have an "in place" walk animation. Cycle 3 times and animate the Root bone forward.

    C-If you have a translating cycle. Cycle with offset on the feet and torso (the bones that need to translate forward).

    D-The same as C but duplicate the keys and make the GE adjustments. (This is the way I do it most of the time)

    If you need have the character stop, just take the cycle up the most relevant spot and then add on the extra animation at the end (ie coming to a stop).

    Don’t ever stop experimenting because you will find what works and what doesn’t for certain situations.


    Hope that helps.





  • Matthew Fricker(frikkr) replied

    Ok thanks @Waylow , that helps, however, regarding solution C , I often use the cycle with offset to make my character walk indefinitely , but with cycle modifiers , the actual keyframes only exist up until Frame 25 and then are just repeated. What I was meaning was if I was to then want to add animation after these cycles, can I just go to the relevant frame and start animating? Because surely that would mess up the cycle modifiers?

    And in regards to solution  D , with the GE adjustments , I take it that is just using maths to calculate the positions of the feet and torso bones to give the same output as a cycle modifier with offset would give? 

    Finally, one last question - I tried animating my first translational run cycle last night and I kind of winged it. But I ran into trouble when I had to duplicate the first contact pose to the last one to make a perfect cycle. Because the contact pose was a lot more dynamic, I couldnt work out how to make them both identical.... is there a trick to this because the back leg was in the air and it was no longer possible to just copy the foot roll bone and paste it to the last frame because the foot was now positioned on multiple axis : 


    Thanks again :) 

  • Matthew Fricker(frikkr) replied

    More questions again :) 

    @waylow , if you get a chance, could you take a look at my last post please, and also one more question I have regarding the body meachanics course: 

    I noticed this issue when I didn the stomp jump, and it has become more troublesome in the rivet jump that I am currently doing - regarding the feet at take off and landing, which do you use to get the feet to smoothly peel off the ground and then flatten out as they hit the ground on landing again without penetrating the floor and aslo to look natural? The toe pivot, the foot roll or the actual foots rotation? 

    Nomatter how many times I watch the timelapses of you doing it, I cant figure out whats going on exactly. My instinct is to use the toe pivot, as that naturally pivots from the front of the foot, which is how you land when you jump and your toes touch first. The actual foor rotation seems to cause big issues with penetration , and im not sure about the foot roll , because it only pivots from the ball of the foot. 

    Im kinda feeling that the foot roll may be good for take off , and the toe pivot for landing, or maybe even a combination of the two for both, but frustration has got the better of me so I am coming on here to ask the correct way to do it :) 

    Thanks if you or anybody else can spare the time to answer this. I am going to practice some walk cycles in the mean time. 

  • Wayne Dixon replied

    What I was meaning was if I was to then want to add animation after these cycles, can I just go to the relevant frame and start animating? Because surely that would mess up the cycle modifiers?

    It isn’t possible just to start animating at the spot that you want, you need to "make the cycle curves real", for lack of a better term.  There isn’t a quick and easy way to do this but it does involve screwing up the cycle along the way to get there.  

    I don’t seem to do it exactly the same way every time but you might find it easiest if you duplicate the cycle and then offset the relevant curves manually in the GE.  Make sure you select all the keys at the once (only the ones that you need to offset) and then type the value in to move them all together (eg- g > y > 1.2  or whatever the value).  This means you need to know what the value is.

    You are probably going to screw it up the first couple of times but then you will start to master it.  Don’t be afraid to think of other solutions too.  Animation is problem solving.

    Because the contact pose was a lot more dynamic, I couldnt work out how to make them both identical.... is there a trick to this because the back leg was in the air and it was no longer possible to just copy the foot roll bone and paste it to the last frame because the foot was now positioned on multiple axis

    Are you sure you mean the "Foot_roll" bone.  Is this Rivet or you character that you’re talking about?

    Most of the time with tricky foot positions it is better to use less controls.  So try zeroing out the Toe_pivot and Foot_roll and just use the Foot_IK.  Maybe you have some counter animation going on with one of the other controls (not sure).

    Im kinda feeling that the foot roll may be good for take off , and the toe pivot for landing, or maybe even a combination of the two for both, but frustration has got the better of me so I am coming on here to ask the correct way to do it :) 

    There is no "correct" way to do it, rather "many correct ways that different animators prefer over other many correct ways". ...yeah that’s a mouth full haha.

    I think most of the time when I take off, I use both the toe pivot and foot roll, but then snap them back to zero as soon as the foot is airbourne.  And then the reverse on the landing (most of the time). Depending on the camera position, and at what stage the animation is at.  By that I mean, if I'm polishing, I will use whatever control I need and I don’t worry about where I put my key frames.  But if it’s earlier in the animation I use as little controls as possible and I keep all the keys together.


    Anyway, I hope I answered some of your questions. 

    Keep animating