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

Setting up the shoulders


When the animator is posing a character's arm (specially when using FK), it's often required to have two opposite features for their shoulder: with or without rotation inheritance from the torso. This is also called a "hinged" shoulder, when it doesn't inherit the rotation.

The "hinged" shoulder technique is very useful for enabling the animator to rotate the character's torso and have its arms still on the same direction. This affords similar independence to the arms from the torso as found in IK setups, while still allowing the animator to work in FK mode to have a finer control over the animation arcs.

How to do it...

  1. Open the file 005-Shoulders.blend. It has our character model with an FK setup for his arms, ready for our work. We have custom shapes applied to the bones and a ready to use UI, with two bones (one to drive each shoulder) and an unselectable mesh in wire display mode to help us view the controller.

    As the shoulder bones are parented to the Rib controller...