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SearchThisVideo: Become a PRO at Animation in 25 Minutes | Blender Tutorial

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Watch video at 00:00
if you don't know anything about 3d
character animation and want to become a
pro reddit well you found the right
video today I wouldn't be taking you
from complete noob to look out Pixar
here I come welcome to a new CG geek
tutorial my name is Steve also known as
Steve Lucci and because you guys voted
for it today wouldn't be learning the
basics of character animation and the
fundamentals of how to animate
characters inside of blender because one
is free and awesome and as you guys know
since I'm like the best at animation why
not maybe I don't want to put that in my
demo reel and also I'm excited to
announce the new CG geeks discord server
where all of us geeks are hanging out
answering questions giving critique on
our finished projects like animations
for example so if you want to hang out
with me along with that wasn't-- develop
artists go ahead and follow that link in
the description to the discord and I'll
see you over there
the 3d character models that we'll be
animating today is from the blender
cloud there is actually two really cool
models that you can download on the
blender cloud there's rain and then
there's Vincent there's a completely
free finished models that are great
ready to go for animation so go ahead
and download what are these two models
there'll be a link below and actually
character creation has been something
I've wanted to do on the channel for a
long time it's just kind of hard
prioritizing what to do next
but if you want to see that sooner than
later leave a like on the video to let
me know oh what is this
80% of you guys aren't subscribed that's
just a little hurtful do you guys want
to make my day smash that subscribe
button to join the geek squad I mean
with that said let's roll that intro and
start animating
oh yeah same old intro still working on
that new one but hey let's watch it
anyway this is taking too long
and this video is brought to you by
skill share the online learning
community for creatives where millions
of people are already taking the next
steps in their creative journey
Skillshare offers thousands of courses
on exciting topics like illustration
design photography video and a whole lot
more I've been watching a course on
Skillshare by Tom throws on illustrating
expressive stylized characters because
I'd love to take my pencil art to the
next level in 2020 and this course has
been a lot of fun with some really
creative tips on how to draw characters
and more exaggerated stylized expression
as this skill share is sponsoring this
video you guys actually have the
opportunity to watch this course or any
others free yep the first thousand users
to join with my link in the video
description will get a two month free
trial of skill share premium so you can
explore your creativity so I'm using
rain the character from the blender
cloud and I'm just gonna go ahead and
open that up inside of blender here and
then you just want to click allow
execution to let you character fully
load up into blender I've been playing
around with this rig for a few days now
doing some basic character animating
getting familiar with it is it really
easy Greg to work with and not hard to
get some good looking animations with so
I'm gonna assume that you know just a
little bit of the basics of navigating
in blender for example the middle mouse
button to kind of paint around in 3d
space and then G to move bones R to
rotate s to scale these are just a few
of the very basic navigational things

Watch video from 03:00 - 6:00

and if at any point you're not sure
which button I'm pressing I have these
screencast keys set up down here so you
can see what button was pressed to in
the corner there so let's get into some
animating this is the rig settings here
you can turn on and off things like the
controls for the hair and the bones and
the fingers this is great for turning on
and off different bones depending on
what you're animating you don't want a
whole bunch of bones kind of crowding
your space getting in the way when
you're trying to animate and actually we
can turn off the FK bones for now and
just leave the I K enabled but that's
really all I'm going to touch in these
settings and you can just hit and then
to close off your properties tab there
so the first thing I want to do is bring
in my timeline so I'm just gonna grab
the corner window here and pull it up to
make a new window and I'll change this
window over to the animation timeline
right here and
as you can see we now have a time line
this will show us what frame wrap so
where we are in our animation really
necessary for doing any sort of
animating and blender and it can also do
some basic keyframe editing inside the
timeline which is again really necessary
so to jump right into how key framing
works in blender on frame 1 here I'm
just going to grab the foot bone there
and we'll just pull it up so it's like
in a stepping position there and if I
hit I this will allow me to insert a
keyframe so I can choose location
rotation right there and as you can see
we now have a orange diamond marking
that there's a keyframe on frame 1 and
if I scroll through you'll see that
there's no animation because you need
more than one keyframe to have motion so
let's go ahead and add one more keyframe
just scrolling through our timeline to
frame 20 here I'll grab the foot pull it
down to the ground somewhere like that
and then if I hit I and choose location
rotation one more time
I'll insert a second keyframe and now if
I scrub through the timeline you can see
we have our first character motion and
like I said here you can use some basic
keyframe adjustments then by grabbing
that keyframe and moving along the
timeline if you want it to take more
frames to complete the action or maybe
less frames to complete the action to
make it happen faster and this is where
you do your basic keyframe editing if
you want to do more advanced keyframe
editing you're gonna want to split your
window here and switch this one over to
the animation dopesheet
here if i zoom in a little bit and drop
this down you can see we have control
over a lot more of the keyframes on this
so there's a keyframe for every
different access and 3d and here if i
zoom in a little bit should I hide it
over you can see that I can move a
keyframe for just the X rotation for
example or maybe I want to move just the
Z location keyframes this is for kind of
keyframe tweaking and where you're gonna
do that for retiming your animation now
every time you do any sort of key
framing in blender it's automatically
done on a linear curve this means that
as the animation progresses if I pull
this out just a little bit here you're
gonna see that it starts off slow speeds
up in the middle and then it comes to a
slow stop and this is because it's on a
curve and you can see this if you switch
over from the dope sheets to the graph
editor you can see on our animation here
that we have it laid out as a curve if I
just adjust our handle
to zoom that in a little bit and this is
gonna be how you tweak your animation to

Watch video from 06:00 - 9:00

get more the right motion and speed that
you want so for example if you didn't
want this to come to a slow resting stop
but more of a stomp you would grab the
handle here for the Zed location so as
you can see this that location is
selected right there and if you didn't
want the other access is visible you
could just turn them off with these
eyeballs so let's turn off the rotation
because we don't need those right now
and if I grab this handle and rotate it
to be a sharp point at the end now
you'll see that it comes down fast boom
boom and you might want to do the same
thing for these other keyframes just
make sure that they come down to a harsh
stop and then it's gonna be more like
your foot stops to the ground and if I
pull this keyframe and to make it happen
a little bit faster you can see boom you
have it come to a stop instead of come
to a gradual stop and this is how you
would tweak a keyframe animation now
actually what wouldn't be doing today is
starting with animation blocking this is
sort of going through and every second
or so on your animation hitting a key
pose and then coming back and adding the
in-between frames later this is the
process that professionals used to hit
the key poses that they want in an
animation and then you'll work on the
in-between frames to polish that
animation later so to do this though
what you're gonna want to do is you know
want to change this from a linear curve
to a constant curve and you can do that
by just hitting the T key if you're in
the timeline here hit the T key and
choose an interpolation of constant make
sure all your keyframes are selected
when you choose constant and you'll see
that it's now a sharp change so this is
just gonna change from one pose to the
next pose and this is the process of
animation blocking and that's what we're
gonna start off doing for our character
animation so now we know the basics of
adding keyframes and adjusting the
timing and speed of the keyframes we're
ready to actually do some cool character
animating inside a blender so for
starters what you're gonna need is
reference reference reference animation
reference is basically the most
important part of animating and eating
the most professional of professionals
will use video reference before going to
animate something because it's really
impossible to imagine what a natural
human movement would look like without
first visualizing it and seeing some
reference of it actually happening so
either go ahead and take a video clip if
you
self-acting like an idiot in your
backyard for some character animation
reference or if you'd rather use
something that's already out there
outlined there's a ton of great
character animation reference available
online and on YouTube one of my favorite
references for animation is Kevin
Perry's hundred ways to walk video where
he does all kinds of different ways
humans will walk it's great for
character reference as this kind of
exaggerated movements which is perfect
for 3d animation and what we're going to
be using today actually
so I recommend picking one of the
reference walks in his video for your
animation today and we're gonna be going
head and blocking out some of this
animation another video that I recommend
checking out for some good reference
along with a lot of animation tips if
you're getting into 3d animation this is
still a really great video to watch as
there's tons of tips and techniques that
will translate over to 3d animation and
be super useful so with your reference
video on hand you're ready to start
character animating inside of blender if

Watch video from 09:00 - 12:00

you want to match your character
animation exactly you can actually add
it in as a background image in 3d space
by going shift a and then adding in an
image background right there as you can
see but I don't want to match this
animation exactly I'm just gonna be
using it closely as reference so what
I'm gonna do is start off by clearing
these keyframes they're going X and
deleting keyframes and then if you hit
alt R and alt G it will reset the rig to
its original pose which is exactly what
we want and I'm going to go ahead and
close off our extra tab here for
animation because we'll use that later
on for tweaking our animation so the
animation cycle that I'm going to be
animating today is the skip just because
it's a bit more interesting and emotive
than a basic walk and what you're gonna
do is you just want to scrub through it
real slowly and pick some of the key
poses out of it so as you can see there
is the post where he's up in the air his
arms are swinging and his legs to move
in and then there's the pose where he
lands on the ground and his legs are
kind of close together as they're
switching positions which is basically
the two key poses in this skip as well
as the basic key poses and pretty much
any sort of walk cycle there's the legs
up and then there's the legs crossing so
we're gonna start off by making this
pose here the up in the air arms swing
in jolly old skipper ruski so I'm gonna
go ahead and jump to frame 1 and what
can I actually save you a lot of time
and animating keyframes is clicking this
button right here which is an automatic
keyframe insertion basically if you now
move any sort of bone and let go it's
gonna
we add in a keyframe so that will save
you a little bit of time in case you
might forget to add a keyframe at some
point I always use this option so go
ahead and leave that enabled and we're
just going to hit three to jump into
side view and start making the pose that
we see here so for blocking you always
best off starting with the center bone
of your character in this case it's
going to be the hips controller right
here and getting that in place and then
basically working off there so for this
animation I'm going to first pose the
hips then I'm going to pose the legs and
then the arms and etc and also since
we're doing a cycle we're not gonna be
moving our character horizontally at all
we're just going to be keeping it in one
place up and down like it's walking on a
treadmill and if you wanted to animate
it later you could just animate this
master sent your bone for the character
so I'm just gonna start off by pulling
up the pelvis bone here a bit because
we're at the height of our skip in this
pose and then I'm going to rotate the
hip bone a little bit because this leg
is gonna be the one up in the air so I'm
we're gonna rotate that then I'm gonna
grab the left foot there and I'm going
to pick it up in the air for a jolly old
skip we'll rotate a little bit position
it something like that and then this
foot we want to be kind of down this is
the one pushing off the ground so we're
just going to kind of zoom around our
character using the middle mouse button
we'll go ahead and rotate the step
controller bone here to push it up on
their toes a little bit and then go
ahead and just pull that back and that
looks like a good position for the legs
now we'll go ahead and position the
hands because this leg is forward the
hint this hand will be kind of swinging
backwards right along here and you just
want to keep this arm nice and relaxed
looking we're kind of kind of throw it
back there
rotate it then positioning the right
hand as well this one's gonna be up in
the air opposite the leg that's up in

Watch video from 12:00 - 15:00

the air so we'll go ahead and position
this somewhere around there we're doing
a jolly old skip and there's our basic
blocked out skipping animation we can go
ahead and block it out just a little bit
more but something like that is looking
pretty good for the height of the jump
here I might rotate that toe down a
little bit like she's jumping off the
ground there and there's the basic first
pose we're gonna come back and tweak a
few of these bones later so I'm just
jumping forward to frame 10 in the
timeline here I'll zoom in a little bit
with my middle mouse button and we're
going to go ahead to the next major pose
to block it out so our next major pose
is the leg cross over as our character
lands on the ground as you can see right
here so this is going to be arms at the
legs crossing over each other so again
I'm going to start off by grabbing the
center pelvic bone we're gonna pull it
down because our character is kind of
landing on the ground here this foot is
going to come all the way down to the
ground and be flat on the ground now so
we want to rotate that back to be a nice
flat foot and position it on the ground
and this is the leg that's going to be
crossing over being picked up for the
next skip in the animation here you also
want to rotate the hip bones because
we're no longer jumping off that leg so
we can go ahead and straighten out the
hip bones for this keyframe the arms as
I mentioned have to be swinging down to
the waist now because of course we're
coming down at the bottom of our skip
here so I'm just pulling the arms down
to a sort of neutral position along the
side of our character and there's our
basic crossover pose then you don't want
to hit a to grab all your bones and then
under the timeline here hit T and choose
constant because as I mentioned we're
only blocking the animation right now
we're not working on the in-between
frames so as you can see here now we
have our two poses the top of our skip
and then the landing of our skip with
the next leg pulling up for the next
jump now what we can do to save on a lot
of time is when you have a character
you're walking or skipping the pose with
their left leg is going to be the same
with their right leg what you can do is
you can actually copy our first pose
here where our left leg is the one up in
the air hit a to select all of your
bones there and go pose copy pose and
then what we can do is move on to where
we want the right leg to be the one up
in the air which will jump to frame 24
and instead of having to reanimate this
we can just go pose paced posed flipped
this we'll go ahead and put our right
knee up in the air like it is with the
left one here and basically just flip
the animation and you can see this works
for the most part there's a few
keyframes that need to be tweaked where
the elbows as you can see right here all
right pointing the right direction so
what I have to do for this is just go to
that keyframe grab our elbow and pointer
this is where the elbow will be pointing
at and just pull it down so we have the
arm at the waist there I'll go ahead and
just add a little bit of variation to
this one by pulling that arm down a
little bit there something like that and
that pose looks pretty good to me now we
can do the same thing for our second
keyframe here just copy it by hitting a
to select all the bones pose copy pose
jump to frame 30 we're just going by
increments of 10 right now to keep it
simple and we'll go paste post flipped
again and now you can see we have our
character
in the in-between pose but flipped this
time as I mentioned you might have to
tweak a few of these bones just a little
bit mainly just the hand balance it
seems get a little bit messed up when

Watch video from 15:00 - 18:00

you do this now all we need is one more
major keyframe to make this loopable and
that is the first keyframe so all we
need to do is jump over frame one with
all the bones selected again go pose
copy pose and we're just going to paste
this one not flipped at frame 40 here so
just paste pose right there and if I
made our timeline only last 40 frames
which is all the key frames we have here
so I'll just change the end here to be
40 actually we're gonna go 39 because we
want one less frame because we don't
want that duplicate frame in there from
40 to zero you can see that our
animation would cycle to do so this is
our first pass of character animation
blocking and this is when you want to
make some of your more major tweaks
maybe to the animation so I might want
to take our first frame here and just
make it a little bit more exaggerated
let's give her a little bit more height
in her skip with putting a little bit of
extra bounce in her step we'll go ahead
and pull this keyframe up a little bit
pull it back a little bit like she's
really jumping forward into that
animation a little bit more and this is
where you can kind of go ahead and just
push the limits of what a normal
character could do because we're going
for more of a stylized cartoon animation
and make it just a little bit more
exaggerated at this stage so we're just
giving her a lot of energy in her step a
lot of energy in her arms maybe we'll
rotate those hips forward just a little
bit and if you're happy with your more
extreme pose then you can go ahead and
of course copy it to those other
locations again by going copy pose jump
into frame 20 and pasting the pose
flipped you might want to tweak that
elbow again right there but otherwise
it's pretty good and ready to go and
then of course you just need to paste
that pose again on frame 40 so now we
have our major poses sort of blocked out
here we need to work on our in-between
pose for the in-between pose I'm going
to pick the frame where both feet are on
the ground and one arm is up in the air
this is sort of the transition pose
between the two poses we already blocked
out here so jumping back into blender
you'll see that at frame five we'll want
to go ahead and make this pose so
starting off with our hips we want the
character to have landed on the ground
because all feet are touching the ground
at this point so we're gonna pull that
Center pelvic bone down a little bit
grab the feet and land them on the
ground as well if you accidentally hide
your bone you probably put
eh and is alt H to unhide it that's
something that I tend to do a lot
because it's right next to G so I
thought I'd mention that placing the
feet of the ground pulling the center
hip bone down to give a nice sort of
landing position this arm should still
be up in the air just pull that elbow
down a little bit this arm should be
kind of swinging to the side that should
work is a pretty good in-between frame
if we kind of scrub through here you can
see we have that in-between pose so now
that we have these three key frames
these are the only major key frames we
really need in this skip walk animation
cycle that we're creating so all we need
to do is copy and paste these frames now
as we were doing earlier to make it a
walk cycle so I have these three frames
and I actually want to pull frame 20 in
to be a little bit tighter so now we can
kind of work on the timing of these key
frames so we have these first few frames
and it takes a little too long to get to
frame 20 so I'm gonna go ahead and pull
this in a few frames maybe you drop it
at about frame 16 right there
so you can see we have that do to do
perfect and now all we need to do is

Watch video from 18:00 - 21:00

copy and paste our landing pose flipped
for the other side so I'm going to grab
key frame 5 grab all the bones on key
frame private go pose copy pose
now I'm gonna jump to frame 20 or 21
here we'll say 21 and go pose paste
posed flipped perfect all we need to do
is correct those two elbowing bones
because those didn't flip properly and
that looks pretty good
with all of our bones selected we can
grab these frames here pull them in
about five frames after twenty-one so
we're gonna go to 26 with these and then
grab our last major keyframe there and
we're gonna position that at 31 now we
just need to make our finish timeline
last only 30 frames because that is the
number of key frames we have now and we
should have a nice cycling keyframe
animation and we do so this is happening
a little fast right now and I mainly
want it to hold its key pose of the
character being in the air longer so I'm
gonna grab all the key frames after
frame one and we're gonna make this last
until about 10 frames there so the jump
in the air lasts a while and they're
gonna move all of these frames forward
to frame 30 so we have those gaps where
our character is in the air that looks
pretty good and if we adjust our
timeline for those key frames now you
can see that we have a better looking
skip animation so now that our basic key
frames are looking pretty good it's time
to add a little bit more of those
adjustment key frame
that I was talking about so here's where
you can spend a lot of time sort of
perfecting your animation a little bit
starting by adding in a few more
keyframes to different bones so I'm
gonna hit end to bring up our character
layers here and turn on the FK bones
this will allow me to sort of rotate and
stretch these shoulders with on frame 1
when the left leg is up we might want
these shoulders to kind of be rotated to
match that a little bit so what I can do
is I can grab the waist here and rotate
it to kind of match the swing of the
hips there a little bit as well then we
go ahead and jump back down to frame 15
rotate that back to be more in the
center there and then I frame 20 we
rotated the opposite direction because
our character is now jumping with the
other leg there so we'd rotate that
along the way that ways we might have to
move the hand balance a little bit to
match that movement and there you can
see we have that little extra skipping
the shoulders as they're kind of
rotating you can see if you look
straight down a little bit more the bone
you might want to just in some of these
frames is the chest bone when our
character is at the top of her jump
there might be a little bit more
stretched out and when it lands on the
ground you might be a little bit more
hunched over here you might want to work
on the hair animation so in the
character properties tab here you can
turn on the hair we can go ahead at
frame 1 and position the hair from
however we want it at the top of the
skip the hair we kind of be blowing back
here so we can go ahead and grab these
keyframes position it so the hair is
kind of blowing back on the head there
as you can see here jump forward to the
landing keyframe here the hair will be
kind of coming in at frame 15 the hair
shouldn't be kind of bouncing against
the back of the head a little bit pacing
that first frame at the end again we can
see we may now animated the hair to kind
of go with the animation and this is
where you can see the animation blocking
just makes it a lot easier to make sure
you're hitting those key poses but now
we're done with the blocking and we can
tweak some of the curves on the

Watch video from 21:00 - 24:00

animation so what I'm gonna do is I'm
gonna hit a to grab all of our keyframes
under the timeline here I'm gonna hover
my mouse and hit T and switch it back to
be easier curve now if I play it you can
see we have our character animation with
those curves so the animation looks
pretty good but again we have those
keyframes that kind of look like they
are floating because everything is on a
Bezier curve so here's where you can
tweak your animation using the graph
editor so I'm gonna split my window like
I showed earlier and I'm going to switch
this window over to the animation graph
editor and as you can see you have all
these confusing keyframes that might
kind of
intimidates you a little bit but we're
only going to focus on a few bones to
tweak here so I'm gonna grab the pelvic
bone in the center of the mesh first and
we're only going to be focusing on the Y
location of this bone so I'm going to
turn off all of the other axes of this
bone so we just have the Y location
making it nice and easy to see what we
have selected and here you can see this
is where we want the character to kind
of gain some momentum falling so she
comes to a faster stop once you kind of
lands at the bottom of her skip all we
need to do is grab our handle and pull
this to be a much tighter landing for
that bone right there and as you can see
now our character lands with a little
bit more weight so we want to go ahead
and do that for the first time a
character Lance as well making it nice
and sharp so our character lands with a
little bit more weight to her body the
other thing we want to do is adjust the
timing a little bit of a few of the
bones not all of them just the center
pelvic bone because right now is taking
five frames to jump in the air and then
ten frames to come to a landing which is
pretty fakie looking because gravity
will be pulling you down on a jump just
as fast as you're going up so we need to
adjust that and that is where we want to
go to the dope sheet like I showed
earlier so we'll switch from the graph
editor here over to the dope sheet zoom
in here a bit drop this down so to make
our character float a little bit less in
the air we're gonna grab the Y bone here
in our dope sheet and on our first jump
here it should land on the ground a
little bit quicker than ten frames so
what we're gonna do is we're gonna grab
the falling animation there and we'll
pull it over three frames so it's
landing at frame seven now instead of
frame ten and I'm gonna go to the next
jump here and when do the same thing
where we're gonna pull this frame over
about three frames so our character
lands on the ground a little bit faster
after her jump so just with those two
key frames offset you can already see
that the animation looks a lot better
now the other thing that you can
actually tweak in the graph editor that
makes animating really easy as I can see
here I think maybe her feet a little bit
too far spread apart I think it might be
a little bit nicer looking if they're a
little bit closer together so what you
can do is you can switch now from the
dope sheet back to the graph editor foot
bone selected to make it easy we'll just
turn off the visibility of all the
different locations except for the X
location over here leaving just the X
location the one selected so then on the
graph editor I can hit a to just select
all of the X location keyframes and then
if I hit G and Y you can
I can move the location of that X
keyframe anywhere wants along the x-axis
and this is really great because you
keep all of the keyframe animation data
and you're just tweaking all of those
keyframes along one access so by hitting
G and Y and then holding shift to make

Watch video from 24:00 - 27:00

just a very minor change I can pull that
leg in a little bit closer and I think
that just looks a little bit better I
can do the same thing with the other
foot there and just pull that leg in a
little bit tighter there something like
that and now you can see as our
character moves the legs are a little
bit tighter together and I think that
just looks a little bit more natural so
now you can spend as much time as you
like going through and tweaking this
animation if you maybe want the head to
kind of rock with the animation you
could rotate that a little bit at the
peak of the jump and now you can see you
have a little bit of head movement
making that look a little bit more
natural adding a little bit of rotation
along the Y to the hips to kind of have
them twist a little bit as the body
twists with the legs can look nice and
what's just doing a little bit of
tweaking on your character you can see
that you now have a nice sort of
skipping animation going on and if you
wanted to turn off the rig just hit the
little eyeball up there so you can see
what the character looks like without a
rig so there's our finished basic
character animation we have a nice
little skipping character jolly Jolly
skipping along the road here and this
was a lot of fun to do so that's the
basics of character animating inside a
blender this is just a simple animation
that we whipped up in what twenty thirty
minutes not too much work at all and as
you can see it's a ton of fun to play
around with if this is to normal of an
animation for you though you just grab a
center bone and really get the character
stretch and going on but I hope you guys
enjoyed this video created some cool
animations and as I said we now have
these CG geeks discord server so if you
created some animation and you want some
feedback on it go ahead and join our
discord server hanging out with me and
thousands of others CG artists where
we're all creating cool things together
and sharing what we creates over there
so now I encourage you to go ahead and
create some more extreme animations
here's one that I worked out in an
evening the other day and as you can see
it's just a lot of fun to get some more
extreme animating and that's where you
really need the character blocking to
make sure you hit all those key poses
throughout an animation like this and
here's another walk cycle that I made
using the character rig just a lot of
fun to play around with different styles
of walks and whatnot so I hope you had
some fun learning how to animate
characters in blender if you did I
appreciate that thumbs up and let me
know if you had any comments in the
comment section below
but now I must go so I will see you all
at
other time mother

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  1. i swear to god blender animation is so fucking hard. the model i have has multiple layers for the head but i cant select all the layers so i can move the full head >:(

  2. This is the first video I've ever seen presented by someone in a gaming chair that actually provided useful information and was well presented. Hopefully you've set a new trend.

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