hello again
in this tutorial we'll continue from
where we left off previously
having taken a very rough sketch to pifu
hd
to get a base mesh we then sculpted over
a little bit to produce an early
iteration
of a character idea
now we'll pipe this mesh into mixamo and
then after i'll add
my animated character to a scene i
bashed together and render a shot over
at garagefarm.net
so here's the working mesh
and if you've seen the last video you
might notice the hands came out of
nowhere
that's just the hand i imported from a
previous project so let's export our
mesh to an obj file
so we're at mixamo right now and if
you're new to it it basically allows you
to upload a mesh
to automatically rig and retarget
animation from a library of animation
data
to upload i'll simply drag my obj file
into this field here
and once the upload is done i'll be
shown an orientation check for my mesh
i can hit next and begin the rigging
process by indicating key points of the
body using these markers
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so
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i'll hit next and wait for the rigging
to finish
and now i have my rigged mesh
from here i can double click on any of
these animations to apply them to my
mesh i know which animation i'll be
using so i'll apply that
and download the mesh
now back in blender i'll import the fbx
as you can see it came a little bit too
tiny so i'll clear the scale to get it
back to its original size
and there we go
i went ahead and did the quick texture
of the mesh so i'll need to link the
materials of the existing mesh to the
one i imported from mixamo
this along with more predictable
deformation in
mixamo is why i decided to rematch my
character as
being one piece for the most part
so i put together a small scene from
older projects to provide a setting for
our character
as well as added a few keyframed
switches and things to give an illusion
of our guy interacting with the
environment
i should also take the time to thank el
director from blenswap for sharing his
flock of birds asset so thanks man
and finally we have our scene
what we're going to do now is send it
over to garagefarm.net to get it
rendered
if you haven't tried this out at
garagefarm.net register an account and
you'll be given some starting credits to
work with which should be enough to test
the farm and end up with a quick
activation of your own
and once registered simply head over to
the login page
and enter your credentials you'll be
directed to your personal web manager
page where you can download our plugin
submit and manage jobs and communicate
with our support team
on the downloads tab of the page
download our render beamer plugin for
your os and install
in the plugins tab of beamer's ui you
can install the module for your 3d
software
i've already installed blender on my end
remember to run render beamer before
launching your dcc
and in the case of blender just make
sure that the add-on is enabled in your
preferences
back in my blender file i'll head over
to the render down and do render beamer
then beam it up
we get a prompt reminding us to test our
animations with a step first so we'll
acknowledge that and run it again
now our scene is being prepped for the
farm and uploaded
i got a notification saying the upload
completed and i'm back at web
now to launch my job
and i'll hit submit haphazardly just to
show you how we can manage jobs later on
okay so i need to be a good boy and run
a test with
a step first and to do that i'll right
click on my current job and pause it
this will stop the job after the current
frame is being rendered
now i'll right click on the job again
and do clone job
this will create a separate directory
for my test
now i just need to add a step to my
frame range so that only every 50th
frame will render
i'll choose the medium priority and
start the job
and it looks like i'll need to adjust
the node limit so let's do that
okay so the job is complete and i can
preview my frames
everything looks as intended but before
we run the full range i've got a little
surprise for you
we'd get faster frames if we could just
render with the gpu but garage farm was
a pure
cpu farm
until now
so now we've got the same test frames
rendered on both cpu and gpu
and the difference in speed and cost is
pretty noticeable
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so to run the full range i'll do edit
job on this last one from the
right-click menu
and bring the step size back to one
resubmitting a previous job means all of
the frames that were previously rendered
will be ignored
so we don't end up having to re-render
what we got from the first test
so let's kick the job off and sit back
for a bit
and all right our full sequence is
rendered and now we can head back to
render beamer to download our frames
let's load them into blender to have a
look at the full animation
okay so everything looks fine we're set
to do some post on this and start
developing different looks for the shot
and that's
essentially it for the tutorial
so thanks to the amazing tools available
to us online planning shots for an
animated short and the like is easier
than ever
and the best part is we can achieve a
relatively good level of detail for
early iterations of a project without
having to go through the full workflow
for production level characters
in our case too soon
it gives us more freedom to explore
different looks
layout lighting schemes
and even animation more cost efficiently
the same can be said about
garagefarm.net
so you can test our service out by
registering from the link in the
description to get 50 dollars worth
starting render credit
which is more than enough to render a
sequence like i did
of course you can save that for
something later down the line
anyway i encourage you to give bifu hd
makes ammo and our farm a try for
yourself
i had lots of fun doing this so i think
you will too
thanks for watching and as always happy
rendering