Hi everyone, I’m Nacho de Andrés, also known as not that NDA. I’m an animator and Blender add-on developer, and I presented “Motion Sculpting: A New Animation Paradigm” at this year’s Blender Conference.
I’d like to open a discussion about the approach behind the presentation and hear how other animators would use it.
The idea is to make animation more tangible: see movement across time, interact with it in the viewport, and shape the motion while keeping the character’s performance in view. I’m interested in bringing the editing process closer to the things we judge when watching animation: poses, arcs, spacing, and the relationship between movements.
The full presentation is here:
A lot of the design comes down to control. An animator might want to change one moment, reshape a section of movement, or make an adjustment that carries through a longer passage. The challenge is making the scope of that edit understandable, so you can judge both what you are changing and what you want to preserve.
There’s also more to demonstrate than I could fit into the talk. The workflow supports quadrupeds and other animal and creature types out of the box. I didn’t get to show those applications during the presentation, and I’d like to explore them in follow-up demonstrations.
I’m developing these ideas through Motionator. I’d be happy to discuss the implementation, current limitations, and the decisions behind the interaction.
Which animation task from your own work would you most want to see demonstrated with this approach? A concrete example would help me make the next demonstration useful.
For background, I also develop AniMate Pro, a full-featured Blender animation toolkit, alongside companion add-ons for rig control, transforms, and scene management: