First Impressions Blender vs Maya - Animation Workflows!

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Published 2020-07-01
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Maya vs Blender! Today we compare the animation tools to see which features work better for character animation. I also share some of how DreamWorks' software PREMO works, and what I'd like to see Blender add in version 2.9+!

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-- Videos --
► Graph Editor 101:    • How to Animate with the Graph Editor  
► Maya Tips 1:    • 5 Tips in Maya You NEED to Know!!!  
► Maya Tips 2:    • 5 Tips in Maya You NEED to Know!!!  
► Blender Exploration Part 1:    • Maya Artist Tries Blender for the Fir...  
► Blender Exploration Part 2:    • ATTEMPTING 3D Animation in Blender! M...  

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All Comments (21)
  • @SirWade
    Do you agree with my feature requests? What differences did I miss that matter to YOU? :)
  • @shimoricha
    14:16 Timeline Editor > Keying > "Active Keying set" choose LocRotScale (or the one you prefer) > now every time you press "I" it will automatically key LocRotScale
  • @Erindale
    • The colours are changeable in the Theme preferences. • Changing the line weight can be done under Edit>Preferences>Interface>Line Width and set it to Thick. (this will change all lines though, more of an accessibility feature) • The view pie menu (which includes zoom selection) is on the button to the left of the alphanumeric 1 (normally tilda on US layout). • You also have Shift+B to do a zoom marquee. • Add a transform gizmo on the gizmo menu to the left of the viewport overlays. You can even have a gizmo with grab/scale/rotate all together as one gizmo with different handles. • To change the transform orientation the shortcut is , (comma) or obviously the menu at the top if that's easier. • Press and hold Shift to make transforms 10x more sensitive. • Ctrl will snap to the active snapping mode (selectable from the snapping menu at the top (the magnet)) • Shift+Ctrl will snap to 1/10th of the division • Set the keying set in the timeline so you can just press I to keyframe (or auto keyframe for easy animating) • (I'm not too hot on animation stuff but) G, S and R all work everywhere in Blender so in the graph editor, grab a handle and press S or G to move it around. • If you want things (keyframes, nodes, 3D object etc) to snap to an axis while dragging, start dragging and press Middle mouse button and it'll stick to axis. Otherwise, X and Y work to constrain to axis in the graph. • Select a keyframe in the graph editor and press L (for Linked) to select the entire curve (shortcut works everywhere in Blender) • You have F-curve ghosts as the button with the square and a diagonal through it t the right of the graph editor header bar. • The macro stuff, I've seen a lot of people with rigs setup that have those kinds of bone constraints built in and you just set up a custom property with the python data path to give you a slider in viewport. (Blender is 100x more powerful if you're not afraid to spend an hour learning specific python things) • Jump to first frame is Shift+Left Arrow, jump to last frame is Shift+Right Arrow. • Left and right arrow move you to previous and next frame respectively. • Up and Down arrow move you to next and previous KEYframe respectively. Something I love about Blender is that your shortcuts that you learn in 3D work in the animation tools, in the shader workspaces, in the sculpting workspaces, in the motion tracking workspaces. It's really consistent across the entire (massive) platform. I think it would really suffer from fragmentation if they tried to align certain workflows to other software standards. That being said, I do architectural visualisation and procedural stuff, not animation AND I've used Blender for 12 years vs 1 of Maya and 1 of 3DSMax so clearly I'm acclimatised to Blender. I've probably missed a few things here but it's great to see you giving Blender some coverage! It's an exciting time to be using it!
  • Sir Wade... just a suggestion here.... when and if you discover solutions to the issues that you have raised within this video it would be MOST helpful if you could produce and update episode showing how you managed to solve them. I'm sure a lot of viewers would be most appreciative. Thumbs-up buddy !
  • @velvetdrgn
    if you click the little + icon at the top right, next to all the different layouts in blender you can save the current layout with all it's view settings :) also when you hit G to move an object, you can press middle mouse button to quickly select a movement axis, instead of using the x y and z keys for your move sensitivity problem, while moving stuff you can hold shift to do very small movements
  • @abdulbasil2776
    WADE: Opens two software and runs at the same time ME: Opens chrome PC: NOT RESPONDING
  • @TheJumpButton
    The 'X' key does the same thing as the delete key, you don't need to reach across the keyboard.
  • @brandonverge547
    blender hotkeys shift E - break down poses ctrl E - push pose Alt E - relax pose Ctrl tab - for switching between the graph editor and the dope sheet really fast
  • @xabertheblade
    Considering that EVERYTHING in Blender is python touchable, most of the 'profile' options and such can very very easily by scripted. You can set up entire scene builds, window setups, settings, display, literally anything with a simple script that can then be assigned a hot key or control combo. There is an amazing level of power in python scripting and fantastic documentation and support for getting it done. Highly recommend. You don't even need to have any coding skills, Blender itself will hold your hand and tell you what to type and what to do!
  • @Lanaur_
    Hi Sir, I have a few suggestions that might be usefull: you don't to have to switch from Pose mode to Object mode all the time, you can turn off "lock object mode" in the Edit menu, this thing lets you select objects that are in the same mode, but not the other ones. For example you can go from an armature in pose mode to another armature that is in pose mode as well, but not to an object in sculpt mode, and it's the same thing for every mode. So when disabled, you can click on any object, it will switch to whatever mode it's in. It's cool to have it because it prevents you from misclicking on something behind what you tried to select, and on some occasions waiting for the soft to change the mode, wich can be long sometimes and frustrating depending on the mesh, especially if you misclicked. Then, if you press Shift Space in a bunch of editors, it will bring a set of tools right under the cursor (move, rotate, scale, and so on), and it's contextual, so in edit mode, the tools shown in this thing aren't the same as in the object mode, even though there are similar ones (move scale rotate once again). It's an active on release type of menu, so when you press it and go to another tool, releasing will active, but if you press shift space and leave the cursor on the tool that was already active, the menu will stay even if you release. For the precision stuff in the graph editor, I think you already know this, but you have "value" and "frame" sliders to move keyframes with precisions (you can type in numbers), it's in one of the menus when you press N. You may also know this, to be able to go at the beggining or the end of the timeline, you have to press shift left or right arrow (arrows are used to go frame by frame). One final thing not related to animation, but to addons if you have some, there's a filter feature in the workspace propertie panel (the top panel in the properties, where you have the modifers, render settings, contraints and so on, it's also in the N menus in the viewport) wich allows you to disable addons on the fly in one project, just so you don't disable them in preferences, wich will disable them in every project you have and will keep them disabled when starting a new project if you forget to reenable them.
  • 11:45 No need to hit keys to change sensitivity at all: the sensitivity of rotation and scaling is dependent on how far your mouse is from the object origin at the time you hit the transformation key.
  • @AsaTU
    18:08 You can move the key by pressing G in Blender, just like You would in Maya with the middle mouse button. You can also select / constrain the axis of movement for the key in the graph editor with g + x,y,z like You would in the viewport
  • @ansonx10
    I use Blender without a numberpad on my keyboard, and while it wasn't obvious at first, anything you do with the keypad can be done easily with only the left side of your keyboard and the mouse. I see lots of comments with help on your other complaints, but I didn't readily see another comment suggesting this, so I'll add this 1 suggestion: Hold ` (backtick/grave) and you'll see a circle menu that lets you easily switch to any view by dragging your mouse or hitting the associated number, including focusing on the selected object. (It's super fast to hit `3 or press ` and drag the mouse to the bottom right) You can also hold Alt then drag/swipe the mouse while holding middle mouse to snap to orthographic angles. If you instead drag while holding middle mouse and THEN hold Alt, it'll snap to 45-degree angles, which is also useful.
  • with the hotkey comlaint about focus on selected: the "~" key brings up a pie menue that lets you do that also, with the having to aim in the graph editor, you can use g to grab (or s to the handles) and if you press middle mouse while in the grab, it will snap the motion to vertical/horizontal EDIT: looks like you allready knew this one. also, if you hit "i" over the dopesheet/graph editor, you can choose "all channels" or "all selected channels" rather than selecting location/postition etc.
  • 11:45 i don't really know if manipulators sizes in Blender can be changed but if you rotate the object manually (via hotkey) the more your mouse cursor is far from the object the more precise you are XD Oh and... 8:25 bonus trick for the first AutoKeying keyframe: just hit G, R or S and left mouse quick (whitout actually doing any transformation) to set the keyframe
  • @hookflash699
    26:20 - Yes, Blender has "ghost curves" (there's a button to create them at the top right of the graph editor)
  • @earychow839
    Good video! I learned a lot watching it! By the way, some answers to your questions. 9:45 You can hold the middle mouse buttom and it automatically locks the axis (also works for the graph editor), or you can look at the axis gizmos icon on top right to know which axis you want to move along 11:40 hold the shift key after pressing r to make it rotate less sensitively 33:00 In Blender you use Shift + Left Arrow to do that, Sift + Right Arrow take you to the end key, and NumPad 0 takes you to your selected key
  • @TheJumpButton
    You can effectively select a whole curve by selecting a keyframes on a spline in the graph editor then pressing 'L'. The L hotkey usually grabs links items in blender windows, for example it will select all connect parts of a mesh you have selected.
  • @rohitaug
    Some useful tips: G, followed by Shift + X would isolate the translation to y and z axis, Shift + Y would isolate it to x and z, etc. G, followed by X once translates in global space on the x axis but pressing X again switches it to local space. If you have the default set to something like 'Normal' then it would switch between Normal and Global but in reverse. This isn't a solution for the undo problem but since I'm used to this I never switch spaces the traditional way unless I need to set a new default space so it's not really an issue for me. This also works with rotation and scale of course. I hope the undo thing does get changed though, it doesn't make much sense imo. As mentioned in another comment, Timeline Editor > Keying > "Active Keying set" lets you select the default keyframe type so pressing I just adds a keyframe of that type directly. In the graph editor, Selecting things in Blender is pretty fuzzy so you don't have to worry about aiming at the keyframe exactly. After you select a keyframe, press L to select the entire curve. Pressing K also selects the entire column of keyframes on the same frame as the selected keyframe. Once you have the desired keyframe(s) selected, you can use the same transform hotkeys as in the 3D view to manipulate them. So you could do something like press I to add a keyframe and then press G then Y to move it up in the graph. (I guess you knew this one, got a bit further into the video after typing this.) Blender doesn't have a lattice tool but it does have proportional editing (can be toggled by pressing O) which lets you propagate the transform of the currently selected keyframes to other frames around it by the selected falloff preset. After pressing G, if you press Ctrl and Shift together then it translates the keyframes at 1/10th of the default increment. This also works in 3D view. Yes, Blender has Ghost curves. It's the kite like icon at the top-right of the f-curves window. Blender does have pose libraries. If you select a rig and navigate to it's rig properties (the tab on the right which looks like a running stick figure), you can see a section titled pose library. The functionality sounds exactly like how you describe it. Blender can do stuff like "Macros" you described using "Custom Properties" and "Drivers". My hand rigs work the same way. It's a bit complicated to set up so I'll just leave it at that. Good video btw! Probably the most unbiased and fair comparison between Blender and Maya I've seen. I hope the developers see this video and implement some of the features you want. Can you explain that first feature on you wishlist again, though? I didn't really understand it. Maybe someone else can help me out here.