Make Animations For Youtube For Free

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Percival Blanco

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Jul 17, 2024, 6:32:48 PM (2 days ago) Jul 17
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At GSK, we wanted to use animated videos for a plethora of different use cases. From marketing to L&D, animated videos helped us communicate easily and effectively. We have created over 2000+ videos using Animaker & saved $1.4 Million dollars.

Yes, there is a free-forever plan for Animaker available. You can signup for this plan via animaker.com. To enjoy other premium features, you can upgrade your subscription. Check out the pricing page to learn more about the different pricing plans available.

make animations for youtube for free


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You will not find a way to automate good animation. Period. It is a hands on, eyes on, mind at full-attention process, that no algorithm or plug-in can match. If what ohsnapitsjoel said sounds like too much work, find another hobby.

4->5: legs draw up under body to gain peak height, feet set up for landing by ankle flexing back to horizontal or past, arms push down and extend, maybe with hands also pushing, head thrust forward some, hips swing legs/feet farther forward

7->8: Knees flex deep as weight of body pushes down, center of gravity moves forward a little past balance and arms swing back some to compensate, shoulders drop down due to inertia of upper body mass, legs start to push back up, center of gravity slides back over the feet, spine starts to straighten

8->9: Legs push back to standing position, spine straightens out, arms relax at sides, head levels out, center of gravity slides back past feet a bit as balance is restored, shoulders back up to normal resting position.

Most of those things I already do, but at basic level. I always add basic limb swinging, flexing, preparations for a move (like getting into position before you start walking) and intermediary motions the way they feel right. But maybe it takes more skill and time to add them to such a good level of detail, even if I thought this is more simple.

People tend to animate just the legs and arms, but the hips and shoulders are rotating throughout the walk cycle. Back in 1997, this article by George Maestri in Digital Video magazine was a big help to me. Be sure to check out the two links near the top of the page.
_animation/walking/learning_to_walk.htm

Always use some sort of reference to begin with and be perceptive as possible. Remember that movement is expressive. When you construct the poses in your base keys consider the tude and mood of the character. Even a little over the top can have a good result. It adds a +1 to the fun and makes all the adjustments seem less tedious. My first were stiff, lifeless and not very fun to produce, but treating your base keys with the same attention you would give a still makes a world of difference.

I would suggest that you study the 12 principles of animation closely. Looking at your animations, it's obvious you're not following these; for instance, the ease in, ease out rule. Your camera motions seem to abrupt, too stable. Too unnatural.

You may also want to take some classes in animation, such as Animation Mentor. Keep in mind that any class about animation, even if about traditional drawn animation, will help you master 3D animation.

Stand up, arms loose and to the sides, and swivel your upper body clockwise, then counterclockwise, then clockwise, etc. You might notice that whenever you change directions, your arms take some time to catch up.

Now, go to the Dope Sheet. Click a keyframe in one of the bone channels and press L to select the entire row. Offset each row a couple frames backwards as we progress along a chain of bones (if it doesn't look natural after we do this going in one direction along a chain, try going in the opposite direction and offsetting accordingly).

But won't doing this interrupt loops? In order to do this with looping animation, simply select all the bones in the 3D View, go to the Graph Editor, and CTRL+SHIFT+M to add Cycles Modifiers to all the channels. Then leave the Graph Editor (because OH BOY does it slow things down when you keep it up with that many modifiers).

Training videos are just the first step to transforming the way your company grows. Creating visual experiences makes for integrated, bottom-up learning that bridges the skill gap in your organization.

Fight information silos, email overload, and inconsistent communications to bridge the communication gap in your organization. Delivering your internal comms via video, animation, and visual content supports an engaged and connected company culture.

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Building a company intranet, using an LMS or LXP, populating your blog or website, and spreading delightful animated videos and visual messages to your audience via email or social media has never been easier. Get the most out of these platforms by sharing visual experiences that boost your results.

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Great tutorial. I was a Plots.jl purist but that was mostly because I was so comfortable with it. This video made me decide to try out Makie.jl because I make so many animations and interactive plots in my work.

I have an animator with a few animations in it. These are very basic animations, just changing a transform to slide a sprite around in a cutscene. The issue that I'm running into is that when I transition from one animation to the next it will try to smooth out the animation differences. So if I have something move off the right of the screen, then with the next animation come falling from the top of the screen, it will first quickly slide to the new position.

I've tried to change the last frame of the first animation to Right Tangent -> Constant, and the first frame of the second animation to Left Tangent -> Constant. It didn't make any noticeable difference.

After selecting the animation transition you can see in the inspector a section with some bars. This shows how long the transition between the two animations will take. You can slide the bar over so that it shows 50%, telling you that the transition will be instant.

Another way you can do it is open the pre-imported animation in Blender and (if mixamo) copy the z of the first frame and paste in every frame. Now it will move up and down while staying in place. Might not work for all animations but I have made it work for a running jump so it is a valid technique.

Seemingly tangental problem, but the above post by leofucci fixed an issue I was having using imported anims. Could not work out why the anims caused the character to wander away from the centre of the scene. The above keeps the character in place. Thanks muchly!

Yes agree with all the comments. I have models that are very dynamic in practice and have springs that compress with moving parts. Would be cool to accurately simulate the movement and compression of parts to make short videos. And love the idea of moving the camera as well to make them more interesting. This would be a really excellent addition.

I want to Make (As in, Use a program to make animations) Bento face expressions. I have a specific head in mind. I just need to know where to Start. Like, what program I should be using, and how to export/import them and what not. If someone could just Point me in the right direction, I will be on my way to making expressions that Rival that of SFM (Source Film Maker) for maximum *****posts.

As far as I know only the top end professional and semi-professional modeling programs work for making facial animations. Most of the hobbyist's made for SL tools were made pre-Bento and do not handle the Bento bones needed for facial animation.

For your info: I make all my drawings on my MacBook Pro M3Plus (2023). And I build my renders on my MacBook. If there is a big project, I am able to render the project on a Windows Desktop PC with a nice GPU.

Since you already use V-Ray, Enscape may be a good option since i was bought by Chaos (who develops V-Ray). Chaos has made progress integrating the two apps so that you could use Enscape for earlier, less realistic renderings and animations, and V-Ray for a more finished product. Of course the quality of Enscape renders has been getting better so it may also suit your needs as a one-stop-shop.

Highly recommend Enscape for rendering animations. With a decent graphics card It renders at near-real time for 1080 HD video and if your textures and lighting are set up properly can produce great results. V-Ray would certainly take the render quality to the next level and as @eric-s noted, Chaos has worked to make that transition more seamless.

I have never done animation in Grasshopper. What would be the best way/plugin to animate an object to:
-follow a path of points/curve (and control its speed somehow as it goes from point to point or curve segments)
-be able to rotate this object (in all directions) through a vector input in each point (possibly controlling speed of this rotation too)?

There is a more presice way to actually work with duration of each clips in seconds (I will make a tutorial about that when I got some free time), but this is a good way of approaching multi clip animations in Grasshopper.

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