Chapter 13: Robot Joint Setup and Skinning in Blender
In the previous chapter, we completed a very simple skeleton for the Alien Plant. Now, we can move on to something a bit more complex. The robot character has more independently moving parts, and it also has an arm that will need a better control system than just rotating joints when we come to the rigging and animation parts later in this book. Creating the skeleton for our robot will be very similar to what we did in the previous chapter; however, here, we need to pay a bit more attention to our joint orientations and local axes of our bones/joints. This will be explained in more detail later in this chapter.
The robot is a rigid metal body, so the way we will do the skinning will be a bit different from the previous chapter, but in some ways much simpler.
In this chapter, we will cover the following topics:
- Creating a skeleton for the robot
- Checking and editing the local joint orientations of the joints ...