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Course

Animation Fundamentals

insert_drive_file Course Overview
1 Bouncing Basics keyboard_arrow_down
  1. 01

    101 Simple Bouncing Ball (Part 01)

  2. 02

    101 Simple Bouncing Ball (Part02)

  3. insert_drive_file

    101 Simple Bouncing Ball (File)

  4. 04

    102 Sideways Bouncing Ball

  5. insert_drive_file

    102 Sideways Bouncing Ball (File)

  6. 06

    103 Falling Into Obstacles

  7. insert_drive_file

    103 Falling Into Obstacles (File)

2 Drag And Follow Through keyboard_arrow_down
  1. 01

    201 Single Swing

  2. insert_drive_file

    201 Single Swing (File)

3 Creating Personality keyboard_arrow_down
  1. 01

    301 Single Jump

  2. insert_drive_file

    301 Single Jump (File)

4 Walking Biped keyboard_arrow_down
  1. 01

    401 Walking Vanilla (Part 01)

  2. 02

    401 Walking Vanilla (Part 02)

  3. 03

    401 Walking Vanilla (Part 03)

  4. 04

    401 Walking Vanilla (Part 04)

  5. insert_drive_file

    401 Walking Vanilla (File)

5 Basic Body Mechanics keyboard_arrow_down
  1. 01

    501 Sky Armless Jump

  2. insert_drive_file

    501 Sky Armless Jump (File)

6 Advanced Body Mechanics keyboard_arrow_down
  1. 01

    602 Weight Shift

  2. insert_drive_file

    602 Weight Shift (File)

7 Character Pantomime keyboard_arrow_down
  1. 01

    701 Walking

  2. insert_drive_file

    701 Walking (File)

Assets keyboard_arrow_down
  1. insert_drive_file

    Animation Fundamentals Rigs v1.0

    lock_open

Course

Animation Fundamentals

insert_drive_file Course Overview
1 Bouncing Basics keyboard_arrow_down
  1. 01

    101 Simple Bouncing Ball (Part 01)

  2. 02

    101 Simple Bouncing Ball (Part02)

  3. insert_drive_file

    101 Simple Bouncing Ball (File)

  4. 04

    102 Sideways Bouncing Ball

  5. insert_drive_file

    102 Sideways Bouncing Ball (File)

  6. 06

    103 Falling Into Obstacles

  7. insert_drive_file

    103 Falling Into Obstacles (File)

2 Drag And Follow Through keyboard_arrow_down
  1. 01

    201 Single Swing

  2. insert_drive_file

    201 Single Swing (File)

3 Creating Personality keyboard_arrow_down
  1. 01

    301 Single Jump

  2. insert_drive_file

    301 Single Jump (File)

4 Walking Biped keyboard_arrow_down
  1. 01

    401 Walking Vanilla (Part 01)

  2. 02

    401 Walking Vanilla (Part 02)

  3. 03

    401 Walking Vanilla (Part 03)

  4. 04

    401 Walking Vanilla (Part 04)

  5. insert_drive_file

    401 Walking Vanilla (File)

5 Basic Body Mechanics keyboard_arrow_down
  1. 01

    501 Sky Armless Jump

  2. insert_drive_file

    501 Sky Armless Jump (File)

6 Advanced Body Mechanics keyboard_arrow_down
  1. 01

    602 Weight Shift

  2. insert_drive_file

    602 Weight Shift (File)

7 Character Pantomime keyboard_arrow_down
  1. 01

    701 Walking

  2. insert_drive_file

    701 Walking (File)

Assets keyboard_arrow_down
  1. insert_drive_file

    Animation Fundamentals Rigs v1.0

    lock_open

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5 Basic Body Mechanics

501 Sky Armless Jump

31st August 2019

info License: CC-BY
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Author

Pablo Fournier

In this video Pablo goes over the animation principles seeing in the past videos and applying them on a jump animation made with the armless rig Sky.

Please download the blender file here

7 Comments

Join to comment publicly.

Silas O.

6th October 2019 - 01:22

I am really thankful for this course. Thanks to everyone who worked on it!

Talhat J

22nd October 2019 - 08:17

Hi! Can you do Tutorials instead of breakdowns?

Pablo Fournier

28th October 2019 - 12:18

*@Talhat J* probably we will continue doing them like breakdowns because they are easier to make and we don't have a lot of time, but we will see...

arunoda

31st December 2020 - 12:45

Thanks for this. Here's my version of this: https://www.instagram.com/p/CJdffNQntNw/

Theeverflare

13th January 2021 - 00:30

What is the difference between doing the constant type keyframe and the linear keyframe? Also which do i do more or even which do i do on what situation?

Pablo Fournier

13th January 2021 - 17:57

@Theeverflare constant will hold the pose until you create another one, with linear blender will interpolate for you between the poses. Personally I use constant when I have few poses and I want to show my work to get feedback. During the blocking phase I will be working switching between both but I will show my work on constant. Later in the splining pass I will switch to bezier and i will adjust the key that needs to be linear by hand

Theeverflare

15th January 2021 - 05:32

@Pablo Fournier i didn't expect that reply to be answered to be this quick thanks

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