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Manual/PartI/Your First Animation in 30 plus 30 Minutes Part II Your

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1. To complete the cycle we need to copy the pose at frame 1 Pose menu without flipping to frame 41 Do so by copying it as usual and by using the Paste Pose entry End the sequence by storing the pose with IKEY Checking the animation To preview your Animation set the current frame to 1 and press ALT A in the 3D window http mediawiki blender org index php Manual Partl Your_First_Animation_in_30_plus_30_Minutes_Part_ll Page 9 sur 11 Manual Partl Your First Animation in 30 plus 30 Minutes Part Il BlenderWiki 125 05 Friday 02h54 Gus walks The single step in place is the core of a walk and once you have defined one there are techniques to make a character walk along a complex path But for the purpose of our Quick Start this single step in place is enough Change to the Rendering Buttons F10 and set the animation start and end to 1 and from 250 to 40 in the Anim Panel respectively Setting the Rendering Buttons for an animation Because frame 41 is identical to frame 1 we only need to render frames from 1 to 40 to produce the full cycle Sa gt Panes oo atch me Lane J Game framing etang FAL O itaet ie Sak 000 sav 600 ms G ype Denar niera gt Pro Raso i Cote Do Sequence Ampi 100 Aspir 100 Pondew macun TT Render Damon cI fiacatout Cage Cage Seting 5 s 16 6f 050 75 50 25 PAL 169 Troan fut Pont process a ep Crop PANO 4 merar P C as x PLAY no ANO Vpirts
2. 1 EEE Weight 1 000 t ometo Ginger Bread e oa set Desse Je tts 4 Weight Select Desel Assign New New Delete Select Assign The vertex groups buttons in the Edit Buttons window MOEREN Set Smoot Set Solid The menu with the vertex groups automatically created in the skinning process By pressing the Menu Button a menu with all available vertex groups pops up six in our case But a truly complex character with hands and feet completely rigged can have tens of them See The menu with the vertex groups automatically created in the skinning process The buttons Se lect and Deselect show you which vertices belong to which group Select the Right arm group Arm R and with all vertices de selected AKEY if needed press Se lect You should see something like Gus in EditMode with all the vertices of group Arm R selected If you don t see the same thing then you problably placed the bones in just the right place such that the auto skinning process did a better job of matching vertices with bones It is highly unlikely that the skinning process matched the vertices to the bones as exactly as you may expect This requires that you begin to manually adjust the grouping as described in the following sections The vertices marked with yellow circles in Gus in EditMode with all the vertices of group Arm R selected belong to the deformation group however they should not Gus in EditMode with all th
3. end of the armature in Gus s hand by grabbing GKEY and moving Adding the first bone an elbowless arm We don t need any other bones right now so press ESCKEY to exit You should now have one bone running from the shoulder to the hand area Adding the first bone an elbowless arm Stay inEdit mode then move the cursor to where the hip joint will be and add a new bone SPACE gt gt Add gt gt Bones or use SHIFT A Grab GKEY and move the yellow end of the new bone to the knee area Now chain a new bone from the knee to the foot by CTRL LMB in the area of the foot A new chained bone will appear automatically linked with the knee and ending at the foot Adding the second and third bones a leg bone chain Another way of chaining the new bone would be to extrude using the EKEY This variation creates the new bone and places you in grab mode automatically Use the LMB to then place the bone Bone position The bones we are adding will deform Gus s body mesh To produce a neat result try to place the bone joints as shown in the illustrations Adding the second and third bones a leg bone chain Now place the cursor in the center and select all bones with AKEY Duplicate them with SHIFT D and exit grab mode with ESCKEY then flip them with MKEY relatively to the cursor and Global X axis as you did with the mesh Move the duplicated bones to the left side by grabbing GKEY and moving them
4. Manual Partl Your First Animation in 30 plus 30 Minutes Part Il BlenderWiki 125 05 Friday 02h54 Manual Partl Your First Animation in 30 plus 30 Minutes Part IT From Blender Wiki lt Manual PartI 4 User Manual Contents Guidelines Blender Version 2 40 gt Contents 1 Your First Animation in 30 plus 30 Minutes Part II 1 1 Rigging 1 2 Skinning 1 2 1 Vertex groups 1 3 Posing 1 3 1 Original position 1 3 2 Inverse Kinematics 1 3 3 Forward Kinematics 1 4 Gus walks Your First Animation in 30 plus 30 Minutes Part IT If we were going for a still picture our work up to this point would be enough but we want Gus to move The next step is to give him a skeleton or Armature which will move him This is called the fine art of rigging Gus will have a very simple rigging four limbs two arms and two legs and a few joints no elbows only knees but no feet or hands Rigging To add the rigging Set the cursar where the shonider will he nress http mediawiki blender org index php Manual Partl Your_First_Animation_in_30_plus_30_Minutes_Part_ll Page 1 sur 11 Manual Partl Your First Animation in 30 plus 30 Minutes Part II BlenderWiki 125 05 Friday 02h54 v uav Ve aaa waw viry waiwwai trari Uy pawn SPACEKEY gt gt Add gt gt Armature A rhomboidal object will appear a bone of the armature system stretching from cursor to mouse pointer You are automatically placed inEdit mode Place the other
5. Qay 90 Frahec 25 PAL cum rer 0 000 Cano oje 109 Swi Ge 250 acs tie fardal CEH QT ects TD reed ny 128 a _ tore EY pe ngaa l Setting the Rendering Buttons for an animation Select AVI Raw as the file type in Format Panel Setting the Rendering Buttons for an animation While this is generally not the best choice mainly for file size issues as will be explained later on it is fast and it will run on any machine so it suits our needs You can also select AVI Jpeg to produce a more compact file However it uses lossy JPEG compression and will produce a movie that some external players might not be able to play Finally press the ANIM button in An im Panel Remember that all the layers that you want to use in the animation must be shown In our case these are layers 1 and 10 Stopping a Rendering If you make a mistake like forgetting to turn layer 10 on you can stop the rendering process with the ESC key Our scene is pretty simple and Blender will probably render each of the 40 images in a few seconds Watch them as they appear Stills Of course you can always render each of your animation frames as a still by selecting the frame you wish to render and pressing the RENDER button Once the rendering is complete you should have a file named 0001 0040 avi ina render subdirectory of your current directory the one containing your blend file You can play this file directly within Blender by pressing th
6. along the X axis XKEY You end up with The complete armature after duplicating and flipping http mediawiki blender org index php Manual Partl Your_First_Animation_in_30_plus_30_Minutes_Part_ll Page 2 sur 11 Manual Partl Your First Animation in 30 plus 30 Minutes Part II BlenderWiki 125 05 Friday 02h54 The complete armature after duplicating and flipping Once you ve selected all of the bones AKEY the Edit Buttons window should show an Armature Panel and Armature Bones Panel which contains the Armature controls Armature panel and Armature Bones panel w Armature Bones w Armature ErP Con Armature panel e Deform Armature Bones panel Press the Draw Names button to see the names of the bones then LMB on the names in the Edit Button window to change them to something appropriate like Arm R Arm L UpLeg R LoLeg R UpLeg L and LoLeg L see The Edit Buttons window for an armature Exit EditMode with TABKEY Naming Bones It is very important to name your bones with a trailing L or R to distinguish between left and right ones so that the Action editor will be able to automatically flip your poses http mediawiki blender org index php Manual Partl Your_First_Animation_in_30_plus_30_Minutes_Part_ll Page 3 sur 11 Manual Partl Your First Animation in 30 plus 30 Minutes Part II BlenderWiki 125 05 Friday 02h54 e e Skinning Now we must make it such that a deformation in the arma
7. e LiterallPlay button beneath the ANIM button Setting the Rendering Buttons for an animation The animation will automatically cycle To stop it press ESC We have produced only a very basic walk cycle There is much more in Blender as you ll soon discover Previous Manual Partl Y our_First_Animation_in_30_plus_30_Minutes_Part_I coments Naat http mediawiki blender org index php Manual Partl Your_First_Animation_in_30_plus_30_Minutes_Part_ll Page 10 sur 11 Manual Partl Your First Animation in 30 plus 30 Minutes Part Il BlenderWiki 125 05 Friday 02h54 Retrieved from http mediawiki blender org index php Manual PartI Y our_First_Animation_in_30_plus_30_Minutes_Part_II This page was last modified 14 16 21 April 2006 http mediawiki blender org index php Manual Partl Your_First_Animation_in_30_plus_30_Minutes_Part_ll Page 11 sur 11
8. e ll window Toolbar raise UpLeg L and bend LoLeg L backwards while raising http mediawiki blender org index php Manual Partl Your_First_Animation_in_30_plus_30_Minutes_Part_ll Page 7 sur 11 Manual Partl Your First Animation in 30 plus 30 Minutes Part II BlenderWiki 125 05 Friday 02h54 Arm R a little and lowering Arm L a little as shown in Our first pose 1 Armature 1 Armature f J View Select Object 4 FEET view select Object 8 e H PTN Res art ETEN w ERA Seer i Armature f 1 Armature 7 View Select object 12 ovecinose HHEH FELE View Select net SJ H Our first pose Select all bones with AKEY With the mouse pointer on the 3D Window press IKEY A menu pops up Storing the pose to the frame Select LocRot from this menu This will get the position and orientation of all bones and store them as a pose at frame 1 This pose represents Gus in the middle of his stride while moving his left leg forward and above the ground LocRot Now move to frame 11 either by entering the number in the NumButton or by pressing UPARROW Then move Gus to a different position like Our second LocRotSize pose with his left leg forward and right leg backward both slightly bent Gus is Avail walking in place Storing the pose to the frame http mediawiki blender org index php Manual Partl Your_First_Animation_in_30_plus_30_Minutes_Part_ll Page 8 sur 11 Manual Partl Your Firs
9. e this is not an issue to consider in this simple animation it s one that must be taken into account for more complex projects for example by parenting or otherwise joining the various parts to the body to make a single mesh We ll describe all of these options in detail in later Chapters Posing Once you have a rigged and skinned Gus you can start playing with him as if he were a doll moving his bones and viewing the results Select the armature only then select Pose Mode from the Mode Menu Mode menu in the 3D Window header This option only appears Mode if an armature is selected amp Pose Mode The armature will turn blue You are now in Pose Mode If you now Edit Mode select a bone it will turn cyan not pink and if you move it GKEY or Object Mode http mediawiki blender org index php Manual Partl Your_First_Animation_in_30_plus_30_Minutes_Part_ll Page 6 sur 11 Manual Partl Your First Animation in 30 plus 30 Minutes Part II BlenderWiki 125 05 Friday 02h54 rotate it RKEY the body will deform EF Mode menu in the 3D Window header You are in pose mode now Original position Blender remembers the original position of the bones You can set your armature back by pressing the RestPos button in the Armature Edit Buttons The Edit Buttons window for an armature Inverse Kinematics Inverse Kinematics IK is where you actually define the position of t
10. e vertices of group The auto skinning process found that they were very close to Arm R selected the bone so it added them to the deformation group We don t want them in this group since some are in the head and some are in the chest adding them to the deformation group would deform those body parts as well To remove them from the group deselect all the other vertices those which should remain in the group using Box selection BKEY but use MMB not LMB to define the box so that all vertices within the box become deselected Once the undesired vertices are selected press the Remove button The vertex groups buttons in the Edit Buttons window to eliminate them from group Arm R Deselect all AKEY then check another group Check them all and be sure that they look like those in The six vertex groups http mediawiki blender org index php Manual Partl Your_First_Animation_in_30_plus_30_Minutes_Part_ll Page 5 sur 11 Manual Partl Your First Animation in 30 plus 30 Minutes Part II BlenderWiki 125 05 Friday 02h54 The six vertex groups Vertex groups Be very careful when assigning or removing vertices from vertex groups If later on you see unexpected deformations you might have forgotten some vertices or placed too many in the group You can modify your vertex groups at any time Other details Our deformations will affect only Gus s body not his eyes mouth or buttons which are separate objects Whil
11. he last bone in the chain often called an End Effector All the other bones assume a algorithmic position automatically computed by the K solver to keep the chain without gaps i e IK will mathematically solve the chain positions for us This allows a much easier and precise positioning of hands and feet using IK Forward Kinematics While handling bones in Pose Mode notice that they act as rigid inextensible bodies with spherical joints at the end You can grab only the first bone of a chain and all the others will follow it All subsequent bones in the chain cannot be grabbed and moved you can only rotate them so that the selected bone rotates with respect to the previous bone in the chain while all the subsequent bones of the chain follow its rotation This procedure called Forward Kinematics FK is easy to follow but it makes precise location of the last bone in the chain difficult We ll make Gus walk using FK by defining four different poses relative to four different stages of a stride Blender will do the work of creating a fluid animation First verify that you are at frame 1 of the timeline The frame number appears in a NumButton on the right of the Pose Pose Mode s Buttons Window Toolbar The current frame Num Button in the Buttons window Toolbar If it is not set to 1 set it to 1 PAm fled o a now t2 The current frame Num Button in the Buttons Now by rotating only one bone at a time RKEY w
12. t Animation in 30 plus 30 Minutes Part II BlenderWiki 125 05 Friday 02h54 11 Artnature 1 Arenature 7 View Select Object Dl e LOA E View CHICEfarnnnjann X LOL f 4 il Armature tt Armature haw Saect object Y onect owe 04 4 FFER HFERIS EGE view Sarct object t ouecimose 8 FHE Our second pose Select all bones again and press IKEY to store this pose at frame 11 Show Hide Bones We now need a third pose at frame 21 with the right leg up ake SLT because we are in the middle of the other half of the stride PER amas This pose is the mirror of the one we defined at frame 1 Constraints Therefore return to frame 1 and in the Pose Menu in the 3D Inverse Kinematics Window header select the Copy Current Pose entry Motion Paths see Pose menu You have now copied the current pose to the buffer Paste Flipped Pose Paste Pose Go to frame 21 and paste the pose with the Copy Currant Pose Paste Flipped Pose option in the Pose Menu see Pose menu This button will paste the cut pose exchanging Insert Keyframe the positions of bones with suffix L with those of bones with suffix R effectively flipping it SIS a NEUE UES Clear Transform The pose is there but it has not been stored yet You must press Transform IKEY with all bones selected Transform Properties Now apply the same procedure to copy the pose at frame 11 to Pose Mode 9 frame 31 also flipping it J HA A um
13. ture causes a matching deformation in the body We do this with Skinning which assigns vertices to bones so that the former are subject to the latter s movements Select Gus s body then SHIFTKEY select the armature so that the body is magenta and the armature is light pink Press CTRL P to parent the body to the armature The Parenting menu will appear Select the Armature entry 9 Make Parent To Create Yertex Groups Dont Create Groups 5 Name Groups Object Create From Closest Bones Parenting menu Create Vertex Group menu Armature parented A new menu appears asking if you want Blender to do nothing create empty vertex groups or create and populate vertex groups Create Vertex Group menu The last option is considered automatic skinning We ll use the automatic skinning option Go ahead and select Create From Closest Bones Now select just Gus s body and switch to EditMode TABKEY Notice in the Edit Buttons Window F9KEY the presence of the Vertex Groups menu and buttons inthe Link and Materials Panel The vertex groups buttons in the Edit Buttons window http mediawiki blender org index php Manual Partl Your_First_Animation_in_30_plus_30_Minutes_Part_ll Page 4 sur 11 Manual Partl Your First Animation in 30 plus 30 Minutes Part II BlenderWiki 125 05 Friday 02h54 HE gt View Select Mesh Edit m z LoLeg A BAA C UpLeg A _ ME Cube 001 F OB Cube 001 Vertex Groups

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