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Blender 2.5 Character Animation Cookbook
Blender 2.5 Character Animation Cookbook

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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Table of content icon View table of contents Preview book icon Preview Book

Blender 2.5 Character Animation Cookbook

Chapter 2. Rigging the Torso

In this chapter, we will cover the following topics:

  • How to create a stretchy spine

  • Rigging the pelvis

  • Making your character breathe

  • Controlling the neck and head

Introduction


Our first chapter was about some general and basic rigging practices that you can apply to most situations, regardless of their purpose: they can be used for characters and props, for example. From now on, the rigging chapters will talk about how to build our character by focusing on its body parts. This chapter is about our character's torso: we're going to see how to create hips, a spine, and a neck.

There are various ways of approaching this subject, and we're going to see a mix of solutions ranging from unique to adapted ideas by reverse-engineering some well known rigs available online, such as the ManCandy rig, Ludwig, or the Blender Foundation's open movie characters. While these solutions are not the only way to go, you can achieve quite satisfactory results and its building processes are far from being rocket science.

Aside from what you'll learn from here, it's important for you to take a look at how some of those rigs were built. You'll see some similarities, but also...

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...

Rigging the pelvis


If you want your character to move like Elvis, you'd better pay attention to its pelvis. The technique we're going to see in this recipe is often called "inverted pelvis", and you'll understand why when you go through the next few paragraphs.

This approach is very useful to achieve more relaxed poses with your characters. The pelvis is usually the first bone in the spine chain and, because of the nature of the bone structure, its pivot point for transformation is not at the ideal position for the twist movement that we can do with the pelvis. That's because our actual center of gravity is closer to our belly button than it is to the base of the bone.

The next screenshot shows a balanced pose that is easier to achieve with this kind of setup:

How to do it...

  1. Open the file 002-Pelvis.blend from this book's support files. You'll see the character Otto with a basic deformation rig already applied as our starting point. If you select the D_Pelvis bone and rotate (R) it, you'll...

Making your character breathe


When you animate a character, the main goal is to make it look alive, isn't it? All techniques involved in the art of animation, regardless of the medium (paper, computers, clay...) have the same goal: help you make the audience believe that your character is a living being.

It can be very useful to add a controller to make your character look like its breathing. Although the breathing by itself isn't going to make your character believable, it can be added as a layer of visual complexity, contributing to the mood of a scene. If your character is nervous, scared, or has just finished a sprint for instance, you should probably make the breathing more noticeable.

How to do it...

  1. Open the file 002-Breathe.blend . You'll see a character with a very basic rig and weight painting, and with a bone shaped like a pair of lungs, as seen in the next screenshot. This is our room to work, since adding bones and shapes is not our focus here. Take a look at Chapter 1, Get Rigging...

Controlling the neck and head


Our head movement can be broken down to basically two controllers: the head bone itself and the neck. It is possible to rotate the neck while keeping the head straight and vice-versa. For example, to move your head forward you have three options:

  • You rotate just your head (like when you nod affirmatively to someone else's question).

  • You rotate just your neck and keep your head up (like when you try to read those very tiny letters on a computer screen).

  • You rotate both your neck and head (when you look to your belly button). You see these three positions in the following screenshot:

It is very useful in rigs to have the freedom to choose how your neck and head should behave when transforming their parent bones. You should be able, for example, bend your character's torso forward while keeping its neck and head looking forward, without inheriting their parents' rotation. This is often called hinge control. In this recipe we'll learn how to properly control the ...

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Key benefits

  • Learn how to create efficient and easy to use character rigs
  • Understand and make your characters , so that your audience believes they're alive
  • See common approaches when animating your characters in real world situations
  • Learn the techniques needed to achieve various setups, from IK-FK blending to corrective shape keys and eyes controllers
  • The only book to cover advanced aspects of working with character animation in Blender.

Description

Blender is an open source 3D graphics application that can be used for modeling, rigging, animating, rendering and thousands of other things. While modeling characters isn't the biggest of your worries, animating them to make them feel as-good-as alive is what differentiates a professional from an amateur. This book offers clear, illustrative, and easy-to-follow recipes to create character rigs and animations for common situations. Bring your characters to life by understanding the principles, techniques and approaches involved in creating rigs and animations, you'll be able to adapt them to your own characters and films. The book offers clear step-by-step tutorials, with detailed explanations, screenshots and support files to help you understand the principles behind each topic. Each recipe covers a logical step of the complete creation of a character rig and animation, so you're not overwhelmed with too much information at once. You'll see numerous examples and screenshots that guide to achieve various rigging and animation tasks, logically separated so you can understand each in detail. The rigging topics are divided by each region of the body (torso, limbs, face, eyes), and further separated by the specific topic (neck, fingers, mouth, eyelids, etc) for clarity. All rigging tasks are accomplished with the built-in tools in Blender, without the complexity of coding custom Python behaviors or user interface elements. The animation topics deal with common situations found in real world productions, showing good practices to understand and overcome the challenges.

Who is this book for?

Blender users who already know the basics of adding, modeling and rendering objects within the program, but are eager to learn how to turn a character's mesh into a living creature.

What you will learn

  • Refine your animation with Blender tools
  • Understand principles behind movements like walking, running, jumping and weight lifting
  • Stay productive with an organized animation workflow
  • Create flexible face rigs with a mixed approach
  • Learn how to stretch the arms, legs and spine of your characters
  • Create corrective shape keys
  • Fine control your character s eyes
  • Switching between IK and FK for arms and legs in a shot
  • Create an IK foot setup with 3 pivots
  • How to track your animation arcs and timing

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Jun 17, 2011
Length: 308 pages
Edition : 1st
Language : English
ISBN-13 : 9781849513203
Tools :

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Product Details

Publication date : Jun 17, 2011
Length: 308 pages
Edition : 1st
Language : English
ISBN-13 : 9781849513203
Tools :

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Table of Contents

10 Chapters
Get Rigging Chevron down icon Chevron up icon
Rigging the Torso Chevron down icon Chevron up icon
Eying Animation Chevron down icon Chevron up icon
Poker Face? Facial Rigging Chevron down icon Chevron up icon
Hands Down! The Limbs Controllers Chevron down icon Chevron up icon
Blending with the Animation Workflow Chevron down icon Chevron up icon
Easy to Say, Hard to Do: Mastering the Basics Chevron down icon Chevron up icon
Shake That Body: The Mechanics of Body Movement Chevron down icon Chevron up icon
Spicing it Up: Animation Refinement Chevron down icon Chevron up icon
Drama King: Acting in Animation Chevron down icon Chevron up icon

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4 star 25%
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Amazon Customer Apr 04, 2017
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is Great. Don't mean to sound like Donald Trump, but I mean this book is really really great. So Great that I read it everytime I run into a problem.
Amazon Verified review Amazon
matt sewell Dec 04, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Really good book, everything is explained perfectly with examples would recommend if your new to blender or want to expand your skills
Amazon Verified review Amazon
Gleek12 Aug 05, 2011
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I've used maya professionly for years and have only recently started learning blender. I had seen a lot of strong character examples in the past, but its been very hard finding good training on blender's character tools. What's worse, is that whenever i could find decent training, it was never very comprehensive, just going over small specific areas. Well, i can say now without a doubt that blender now has an excellent resource for new riggers and animators. This book shows you how to rig a complete character from scratch, and does so in a very straightforward and easy to grasp manner. It's a testement to both blender and this book that it can pack so much information into such a seemingly short book. It even goes over high level concepts like facial rigging! I can't recommend this book highly enough for learning to rig professionally in blender.
Amazon Verified review Amazon
Kevin M. Smith Aug 25, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
It purely concentrates on Character animation which are still relevant with 2.71. It covers intermediate and advanced character rigging concepts. I highly recommend this book if you are a character rigger.
Amazon Verified review Amazon
Lioney Jan 29, 2013
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Cela fait plusieurs années que j'essaye d'utiliser Blender et le rigging m'a toujours découragé. Ce livre présente toutes les astuces pour créer un rig fonctionnel de A à Z, en passant par l’utilisation des drivers qui maintenant me parait simplissime et l’utilisation des lattices pour les déformations du visage à la volée. N’oublions pas aussi les Shape Keys qui permettent de remodeler le personnage au cours des animations pour corriger les aléas d’une armature qui de toute façon ne peut pas être parfaite.Si ce que je raconte vous semble obscur, dites-vous bien que ça l’était également pour moi avant l’étude de ce livre!Mais ce qu’il y a de mieux, c’est que maintenant j’arrive à optimiser mon propre rig et je m’amuse à créer tout un tas de contrôleurs pour animer des mains plus rapidement par exemple. Merci le constraint « Action » que je ne connaissais pas du tout !Alors certes, le livre est en anglais ce qui peut poser des problèmes pour certains, mais pour moi qui possède plusieurs bouquins en anglais et français sur blender, celui-ci est incontestablement le meilleur pour apprendre et assimiler rapidement le rigging sous Blender.Les fichiers exemples présents tout au long du livre sont disponibles en téléchargement sur le site de l’éditeur, en version « exercice » et « exercice complété », ce qui est franchement appréciable.
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