Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The diligence and determination required is immeasurable, and it often takes years of continuous work before an animator becomes barely recognised. The amount of work that needs to be done for film and animation would often mean sacrificing the time of another hobby. I've personally given up 90% of my time on video games for animating, and it's likely still not enough. If animating for you simply isn't fun, this journey could kill your sanity.
Don't be too stressed about it though. If it helps, animating is an amazing skill to hold, and its theory can overlap into IT and many forms of art. You could add me if you want to improve on film and animation.
Yeah, if you only wish to become famous... Eeeeerff... That won't work, being animator is a ton of work, and you'll have, sometimes to directly put your hands in 3D modeling too, and you'll never be sure about the result..
Try to make walk animations. It's the best way to learn character animation, because you'll find out how to distribute mass on your character.
Find a walk animation reference on Google, and then copy the poses into your animation.
Don't forget to use IK rig, which can be used by right clicking your animset > rig > rig_biped_simple.
Lock either the pelvis, the chest, or the collars to the hands.