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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‚Äôll 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‚Äôs 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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Toc

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

Introduction


So, you've successfully modeled an awesome character in Blender. After hours of careful and detailed work you have built a very appealing protagonist with a good topology for your next animation, but there's an issue: how do we make it look more life like, and also, how do we make it move?

Since a character model can be made of thousands of vertices, moving them individually across the 3D space is virtually impossible. We need an easier way of moving our models, and this way is called rigging.

Rigging is the process of creating a series of controls (the "Rig") to deform another object, which is often a character mesh. It involves creating special objects that move selected groups of vertices at once. This is the principle behind Skeletal Animation, where objects called "bones" are used to control parts of our models.

In Blender, there is a special object called Armature , which can be described roughly as a set of related bones that are used to control a mesh. To use an analogy, bones are for armatures as vertices are for meshes. Armatures can be added within the 3D View by pressing Shift + A and choosing Armature | Single Bone on the menu. Similar to meshes, armatures also have an Edit Mode accessible through the Tab key, where you can add, change, and remove bones as you wish. Bones can also be linked, creating a chain of hierarchically related bones.

Rigging is often referred to as one of the most difficult subjects in 3D animation. When creating a character rig, there are many aspects that you have to keep in mind, and two of them should be observed as major guidelines:

  • The rig must be simple enough to be used by the animator

  • The rig must be complex enough to allow convincing movements for your characters

Finding an ideal balance between complexity of features and ease of use is the Holy Grail of character rigging. On one hand, if a rig is too simple it can be harder for the animator to give the character an "illusion of life". On the other hand, an extremely complex rig can be a nightmare: the animator should not require a tutorial to be able to start posing a character. It has to be straightforward enough to be used instinctively. Of course, a skilled animator should be able to achieve an amazing piece of animation even with a very simple rig, but the job of a character rigger is to make the animator's life easier.

Because every animation project has its own sorts of challenges and demands, there is no absolute right or wrong way to build a character rig. What we will see here are best practices that should apply to most situations. These recipes should be dealt with just as in a traditional cookbook: feel free to add spice to suit your personal taste.

You have been reading a chapter from
Blender 2.5 Character Animation Cookbook
Published in: Jun 2011
Publisher: Packt
ISBN-13: 9781849513203
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