Book Image

Blender 2.5 Character Animation Cookbook

Book Image

Blender 2.5 Character Animation Cookbook

Overview of this book

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.
Table of Contents (19 chapters)
Blender 2.5 Character Animation Cookbook
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Preface
Index

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...