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Animating With Blender

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Animating With Blender Topics: Making a skeleton. Attaching the skeleton to your model. Posing your model with the skeleton. Using key frames. Rendering your animation. – PowerPoint PPT presentation

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Title: Animating With Blender


1
Animating With Blender
  • Topics
  • Making a skeleton.
  • Attaching the skeleton to your model.
  • Posing your model with the skeleton.
  • Using key frames.
  • Rendering your animation.

2
Step 1 Making A Skeleton
  • Open the object you want to animate in Blender.
  • In Object Mode, select your model with the RMB.
  • Press the Spacebar and select Add gt Armature.
  • Press Spacebar again and Add gt Bone.
  • Your first bone will appear at the location of
    the 3d cursor.

3
Making A Skeleton Boning Up
  • Use NUM1, NUM3, and NUM7 to switch between
    Front, Side, and Top views to make sure your bone
    is centered inside your model. If needed, grab
    it with GKEY to move it.
  • After the first bone is placed at a location of
    your liking, select the node closest to your next
    bone position with RMB.
  • Add the next bone by extruding with the EKEY.
  • While doing this, think about every point at
    which your model needs to bend and place nodes
    accordingly.
  • Tip Use extra bones if a models skin seems far
    from your skeleton. This will help with
    attaching the skeleton to the model later.

4
Making A Skeleton What Bone?
  • Once the skeleton seems right, enter Pose Mode
    using CTRL TAB.
  • Give each bone a proper name that you and anyone
    using your model can understand (like
    UpperArmLeft).
  • To do this, right click each bone and enter the
    desired name in the box labeled BO in the
    Armature Bones Tab.
  • This will be helpful later in attaching your
    skeleton to your model.

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Step 2 Attaching Your Skeleton
  • To apply your skeleton to your model, press CTRL
    TAB to return to Object Mode.
  • Use RMB to select your model. Under Modifiers,
    click Add gt Armature. Then, in the added box,
    enter the name of your armature (Armature by
    default).
  • Do not click Apply. For some reason this seems
    to do nothing. Just let the box sit there.
  • Your model should be rigged to your skeleton.

8
Attaching Your Skeleton
  • At this point, Blender should have made its best
    guess at your rig by attaching vertices to the
    nearest bone.
  • To check this, enter Pose Mode (CTRL TAB with
    the skeleton selected in Object Mode) and select
    a bone. Grab it with GKEY and move it.
  • If the bone moves without the model, CTRL TAB
    back to Object Mode, use a selection box (BKEY)
    to select both the model and the skeleton and use
    CTRL P to parent the skeleton to the model.
  • Once the two are attached, enter Pose Mode and
    move each bone to gauge the job Blender did with
    your rig. If parts are moving properly, you can
    go on to animation. But this is almost never the
    case.

9
Attaching Your Skeleton Correctly
  • I have explored two ways to edit how your
    skeleton moves your model
  • Vertex Weight Painting
  • Vertex Groups

10
Vertex Weight Painting
  • In Pose Mode, select the bone you want to edit.
    Press CTRL TAB to get back to Object Mode,
    select your model with RMB and press CTRL TAB
    again to enter Weight Painting mode.
  • With the circular brush, paint the areas you want
    the bone to move.
  • Tip Paint is only applied at vertices.
  • Pros
  • Easiest to use when starting out.
  • Easy to see how weighting is applied.
  • Fun at first.
  • Cons
  • Clumsy Easy to include unwanted areas.
  • Tedious Constantly having to switch between
    Pose and Paint modes.
  • Frustrating Being unable to paint vertices
    inside or covered by the model.

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Vertex Groups
  • Vertex Groups can be assigned in Edit Mode (the
    same mode used to make your model). Select the
    area you want a bone to move. In the Links and
    Materials tab, under Vertex Groups click
    New. Give your new Vertex Group the same name
    as the bone you want to affect it. Then click
    Assign.
  • Tip It is a good idea to hit A to deselect all
    and then Select under Vertex Groups to reselect
    your area and make sure it was assigned and saved
    properly.
  • Pros
  • Accurate Get all the vertices you want and none
    you dont.
  • Fast Easy to select what you want if you know
    how to use Edit Mode. No switching back to Pose
    Mode to switch bones.
  • Cons
  • Cannot assign weights to specific vertices.
  • A lot of opportunity for human error.

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Step 3 Posing Your Model
  • Once all your bones are moving your model
    properly, you are ready to animate.
  • From the screen-select box at the top of the
    screen (which most likely says SR-2 Model)
    choose Animation to switch to Animation mode.
  • Use your skeleton to pose your model in the
    first position you want for your animation.
  • Tip If you are animating a cycle such as a walk
    or a sword swing, keep in mind that the last pose
    in your cycle will be identical to the first. It
    is a good idea here to click Pose gt Copy to
    save your starting pose to the buffer. This way
    you can paste it in at the end to finish your
    cycle.

16
Step 4 Using Key Frames
  • Once you are satisfied with your starting pose,
    use a selection box to select all bones and hit
    the IKEY to insert a key frame at the first point
    on the timeline.
  • A pop-up full of confusing options will come up.
    It is asking what kind of transform you want to
    perform between this and the next key frame.
    LocRotScale was sufficient for my walk cycles.
  • You will see a blue line appear on the timeline
    at your first key frame.
  • Hit UPKEY to move forward 10 frames (or as many
    as you like).
  • Pose your model as you want it, select all bones,
    and press IKEY as before to insert the next frame
    and continue.
  • Tip On walk cycles, you can paste the starting
    pose as the middle pose and the ending pose,
    though it might look stale. If you are confused
    as to how something should move, try getting up
    and acting out the motion. Also, stay organized
    while posing! I work from the top to bottom so I
    dont forget what Ive moved.

17
Step 5 Rendering
  • Once your last pose is saved, click Frame gt Set
    as End. If you are animating a cycle, set the
    frame before your last as the end so it is not
    rendered twice.
  • Open the Scene panel by clicking the Panel
    icon farthest to the right.
  • In the Format tab, select AVI Raw.
  • In the Anim tab, hit ANIM.
  • Wait while Blender renders each frame of your
    animation. Scenes between key frames are
    automatically interpolated.
  • When Blender finishes rendering, hit PLAY in
    the Anim tab. Blender will automatically cycle
    the AVI video it has just compiled.
  • Tip It is a good idea to save before rendering
    animations. Animation rendering has crashed
    Blender a few times for me. Sometimes ESCKEY can
    break Blender out of an endless render loop.

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