How is this animation done? And how to I move them to make another keyframe?

Hello! For quick background, I’ve only ever animated a humanoid in Blender and it was using a skeleton I purchased to make Second Life animations. So I have never rigged a skeleton from scratch but I have been animating a human for years. Move bone, put in keyframe.

But I’ve never worked with a geometric prop like an umbrella.

Recently I bought a very beautiful wagasa, a Japanese paper umbrella, animated prop for Blender. When I look at it in file I can see all the bones moving when I drag the timeline along or let the animation play. Here it is open:

And here it is closed:

As you can see, at 55 frames it’s at its most closed point. However, I want to try to get it to close even more but… I have no clue how. I was thinking, I could just move the bones and add another keyframe, right? But the problem is, and I’m sorry if this is very newbie sounding, I have no idea how the original maker even made all these bones move so nicely and compact in the first place. I have no idea how this is done. Can someone give me some insight? As in real life these umbrellas can close even more than this and I want to try to emulate that.

Thank you for any help!

Edit: I should probably add that I just can’t figure out how to move all the bones the same amount, and inward, at the same time, cause I’m thinking there is no way one has to take the time and figure out how to move all the bones manually and evenly. I don’t know any tricks other than “select a bone, rotate it, keyframe it”.

Select many bones, rotate them, keyframe?..

The whole problem is that’s impossible. I cannot just select all the bottom bones, for example, and rotate them… rotate them where? If I rotate them to the left, the whole umbrella just tilts left.

How do I get them all to evenly go inward? As I said in my post, there is no way the original animator took each bone and moved it inward by a certain amount, and done so evenly with each bone. There has to be something I’m missing.

Hard to say without seeing the file.

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There might be some constraint on the bones for automation but without the files is hard to say, if you are not comfortable sharing the model you can just upload the bare armature.

Assuming the rig is all FK and hand keyed, have you try rotate the umbrella rib bones with local rotation on one axis?

Sorry, what is FK please? I am not familiar with short hand.

So yes I can rotate one bone at a time, but the problem is how to do them all symmetrically so I don’t end up with a mess? And is there a way to do them all at once and not only one at a time?

You can watch this great explainer about IK FK first I think it will help a lot

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Okay, so “forward kinematics” and “inverse kinematics.”

Yes, I have heard of these before but didn’t recognize FK when you typed it.

Now that I know FK = “forward kinematics” (which is all I asked), how do I tell if the umbrella is IK or FK?

I think you should share the model or at least the armature at this point if you want to get more help.

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Where can I share the file, please? I guess I can’t post it here because it’s too big. I deleted the umbrella itself but kept the bones.

Managed to upload the file :slight_smile:

Thank you for looking. I forgot limewire existed!

The download link is broken for me, you sure the armature it self is over 5MB?
you can try saving the armature itself in a new file and zip it or use google drive.

Cannot download file but looking at screenshot is seams one bone is main and other have constraints to copy rotation of that bone, this way you can easily control bunch of other bones to behave in the same way.

Oh, that’s amazing!!

Thank you!

I will post the link again, I don’t know why it says it’s broken >_<

But I will try to look at the file again and figure out which bone controls others. I was doing it before but never found it. I will try again.

Please check the video to see if it’s applicable to your desired animation.

I’m not sure if it’ll work with your umbrella.

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Quick note: found another upload site, file is available for 60 mins. I hope it woks.

https://tmpfiles.org/14840765/wagasa-bonesanimationonly.blend

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Thank you, I will check them out ^^"

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I am not experienced in animation or rigging, but I guess the animation and the rig is imported from some other software and so the animation is baked into all frames. I don’t think the rig is suitable for working with it so keeping in mind the object is quite simple, I think it might even be easier to remake it from scratch with a proper rig that does not need to be keyframed at every single frame.

I have a happy solution!

Someone posted this when I inquired elsewhere and it worked for me!

“I was really hoping there was some kind of constraint at work, but the bones don’t even have their orientations consistent so you can’t just work with them all at once. Only thing I’ve got: go to the frame after the current final pose, select all the bones that you want to move, and go Pose>In-betweens>Blend Pose with Rest Pose. At positive values, this moves your current pose closer to the rest pose, but at negative values it moves it away from the rest pose and more closed. Around -7% it doesn’t look like it clips through itself too badly, but I can’t say for sure how it will work with the actual model.”

I tried it with success!

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I think it’s a baked bone.
I don’t think there’s any other way but to edit and modify the keyframe in the graph editor.

The part I marked seems to control the unfolding part of the umbrella frame, but it’s not accurate.

This is because it is the same result even if you modify the keyframe part at the bottom.

The idea for modifying the keyframe is
Makes the keyframe currently applied to each frame simpler (simplify or clean keyframe)

Add…

A simpler method is to modify the keyframe by enabling proportional editing.