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    OK so how do I animate in this shit?

    I rigged up a simple character and can make him do things however jesus fuck is blender AIDS for animations(I never animated in my life!).

    I mean I think they cleaned things up since now we have 3 different views for animations like dope sheet next to the cancer that is graph editor.

    So I was thinking about splitting the entire things into like fragments
    >1 Character picks up a cup
    >2 Character says things
    >3 Character throws object at the camera.

    Only is there a right way to do it? Ideally there should be something to let this happen however as it is now I am fucking around adding something and then the graph editor is filled with shit. How do I do a clean change or edit of this crap? Or have some logical division between real actions i want to make?

    I tried to save every moment in the asset library however this feels like a hack. So how do I animate things? Is there a good workflow?

    And jesus fuck will the clicking key frames get annoying fast.
    >Did I do location and rotation or only rotation?
    AAAAAAA

    And do I need to press that retarded button? The Joey Carlino guy talked about using the auto key frame function however I do not know what he exactly did mean by this.

    PS: I do not give a shit about ultra realistic or anything I want to do simple shit post animations at best. SO no motion capture ultra realistic.
    >>
    >>1033140
    Indeed, just click the auto keying button (google image it or ask your mom) and a key will be inserted on the current frame anytime you move anything. Enable the "only available" option in its settings and then it'll only auto-key channels that already have keys, which means you can just choose what bones will be keyed in the first place.

    Look up what keying sets are and how to set up the "whole character" keying set, because in turn that one will not key locked channels and bones that start with reserved prefixes, which means with those two options enabled your graph will stay clean.

    Link and override your rigs instead of appending them.

    The general comfy work flow is
    - link the stuff you're gonna need in a file
    - set up child of constraints for objects that are gonna be grabbed
    - if you're gonna have several shots that don't depict a continuous timeline, make one file per shot (or one scene if you're afraid of files but linked files stay small). If it's a continuous uninterrupted timeline you can just use camera markers to switch cameras
    -key (select and press "i" and it'll do it according to your keying set) all bones you're gonna need on first frame
    -now just use auto-keying, scrub the timeline and move/adjust your stuff. Start by placing the models and setting up the shot, then broad movements, then details etc

    If you have several shots, you can render playblasts once in a while and set them up in davinci or the VSE to get an idea of the whole thing. Just replace them with the new or final versions as you progress.

    If your machine's beefy enough or your scenes simple enough, you don't even need to render, you can directly bring scenes into the VSE just as if they were movie strips.
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