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Blender 2.5 Character Animation Cookbook

You're reading from   Blender 2.5 Character Animation Cookbook With this highly focused book you’ll learn how to bring your characters to life using Blender, employing everything from realistic movement to refined eye control. Written in a user-friendly manner, it’s the only guide dedicated to this subject.

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Product type Paperback
Published in Jun 2011
Publisher Packt
ISBN-13 9781849513203
Length 308 pages
Edition 1st Edition
Tools
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Author (1):
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Virgilio Carlo de Menezes Vasconcelos Virgilio Carlo de Menezes Vasconcelos
Author Profile Icon Virgilio Carlo de Menezes Vasconcelos
Virgilio Carlo de Menezes Vasconcelos
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Table of Contents (19) Chapters Close

Blender 2.5 Character Animation Cookbook
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Preface
1. Get Rigging FREE CHAPTER 2. Rigging the Torso 3. Eying Animation 4. Poker Face? Facial Rigging 5. Hands Down! The Limbs Controllers 6. Blending with the Animation Workflow 7. Easy to Say, Hard to Do: Mastering the Basics 8. Shake That Body: The Mechanics of Body Movement 9. Spicing it Up: Animation Refinement 10. Drama King: Acting in Animation Planning Your Animation Index

How to create a stretchy spine


A human spine, also called vertebral column, is a bony structure that consists of several vertebrae (24 or 33, if you consider the pelvic region). It acts as our main axis and allows us a lot of flexibility to bend forward, sideways, and backward. And why is this important to know?

That number of vertebrae is something useful for us riggers. Not that we're going to create all those tiny bones to make our character's spine look real, but that information can be used within Blender. You can subdivide one physical bone for up to 32 logical segments (that can be seen in the B-Bone visualization mode), and this bone will make a curved deformation based on its parent and child bones. That allows us to get pretty good deformations on our character's spine while keeping the number of bones to a minimum.

This is good to get a realistic deformation, but in animation we often need the liberty to squash and stretch our character: and this is needed not only in cartoony animations...

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