Pose Breakdowner – Improvement

Remember one of my first posts abou the Pose Breakdowner, today I’m exited to announce that it has great new features!

Thanks to Joshua Leung, one of the core developers of blender mostly focused on everything related to development for the animation side it, in a couple of days improved the Pose Breakdowner, a whole lot!

So let’s talk about these features.

  1. You can now just breakdown one single transform / property set.2017-03-12 11_03_47-Blender_ [K__Dropbox_PSL_Entregas_Animacion_Tarea_032 - saludo_Saludo_007.blend]

So we have GRS (Grab, Rotate, Scale) independently now if you wish to break them down, let’s say you’re making a breakdown of a hand between two poses and you only want to breakdown the rotation, there ya go hit R and now you’re only touching rotations.

And also, you have B and C, B for interpolating the Bendy Bone’s properties, and C for whatever custom properties are in that Bone.

Pretty great Huh?.-

2.You can also constrain those transforms to one single axis.2017-03-12 11_09_17-Blender_ [K__Dropbox_PSL_Entregas_Animacion_Tarea_032 - saludo_Saludo_007.blend]

Not much more to say around this, but the great thing is you can go all the way from breaking down a full pose to just one axis of one transform of one joint, which in turn aids animators in faster posing

For now to get to use these features you have to download a Daily build from: builder.blender.org or wait for blender 2.79

You can follow the amazingly talented Joshua Leung on twitter and catch up with his latest developments.

Update:

This animation I made for PSL was made with the aid of the new and improved Pose Breakdowner, also many of my classmates are using it already!

Happy pose breakdowning!

Add-on: Bone Select Sets

This is something I’ve been wanting for a while, and didn’t realize it was in blender for some time now, though it has been recently rewrote, or fixed at least, and even if I’m bugging the developer to improve it, she won’t and that’s okay, she’s got a lot to do, and I’m just an other user bugging with a feature request, so I’ll have to learn some coding myself to make it a better UX, in any case, it still speeds up your workflow.

So here is what the add-on does, It aids you on creating buttons for quickly selecting one or many rig controls from a little panel.

Continue reading Add-on: Bone Select Sets

Add-on: Node Wrangler

This add-on, MUST use if you’re using Cycles, it makes it’s workflow soooo much faster, some of these options should be default blender behavior, at least these four that I’m going to mention, I know there are a ton more, but I use the add-on just for these four.

Check em out!

Continue reading Add-on: Node Wrangler

Pro Tip: multiple camera switching

Ever wondered how to switch from one camera to an other?, I know I know this is not something often done in hardcore production setups since you want to have each scene in a separate file in order to distribute work across people and many other reasons, but then again if you’re making an animatic, or working on a solo where you have different shots in the same scenario It’s more than useful to be able to just put a few cameras and have them switch between one an other.

Continue reading Pro Tip: multiple camera switching

Add-On: Shapekey Driver Constraint

This is one of the coolest add-ons… nah not really, It’s still a great add-on and it helps speeding up your rigging workflow quite a lot.

The way it works is simple.

First you have to select your geometry that has the shape keys and then you select the bone (in pose mode) that you want to connect to the shape key, go to the specials menu (W) and down at the bottom there is the “ShapeKey Driver Constraint” you will get a menu to adjust the values (the same way you’d do it in a driver, choose the axis and type of transform the controller will move in, space type, and the range of movement) and you’re set.

Now, to make it easier, Andreas Esau made it so that if you can move the bone first (in pose mode) to the position where the the shapekey should be at 1 (full influence), and then when you activate the “ShapeKey Driver Constraint” the addon will have already figured out what you want to do so you can just click OK.

Shapekey Driver.gif

Also if you just started rigging, and you’re planning to do your shapekeys later, you can also connect the control bones to an empty shapekey by selecting “create new shapekey”

2016-04-06 11_53_01-Blender_ [G__Dropbox_lollypopMan_V2_rig.blend].png

And really that’s all there is to it, super easy super simple, and we love that!

So don’t waste any more time connecting your drivers by hand, and go Download it from GitHub

If you wanna contact the author he’s here: https://twitter.com/ndee85

Happy Driving Shape Keys!

Quick Tip: Daily Builds

Daily Builds?, what’s that? you might ask… well blender as an Open Source software, is so open and so popular that it gets built every day, it means, that every day there is a new version of blender with every new fix, feature, and also sometimes bugs, with the aim to test  out every new version before it comes out as a “stable version” making sure it has been tested thoroughly and fixed at least several times.

In my case, I use these development versions on an every day basis, Usually I get a new one once a week, because not only has the latest features and improvements, also has some add-ons that the official version doesn’t have like “amaranth toolset”, to which I’ll talk about later, and if by bad luck a feature I need isn’t working because of a bug and I’m able to reproduce the error, I report it, and help blender get better, and Just revert to either the last one I was using before, or  I just download the latest from the day… the great thing about this, every bug I’ve reported has taken the guys not more than 10 hours to be reviewed by the devs, and the next day usually I get a new fresh build with the bug fixed!.

Awesome stuff!, so yeah, get the Daily Builds for your system here.

2016-02-29 11_27_18-Blender.png