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

Different spaces for IK hands


When using arms in Inverse Kinematics mode, the target hand controllers are disconnected from the actual chain. These controllers are often children of a "root" controller, which is the topmost level in the hierarchy of bones. This is something animators often call the "world space".

The "world space" is good for various situations, such as when the character's hands need to be held still at one point while the rest of the body moves (imagine a circus acrobat holding himself in a rope, for instance), but we often need other "spaces". For example, animators should be able to rotate the character's Ribcage controller and have its IK hands to follow the movement. That would be the "Ribcage space", as many others which can be required by your animation.

How to do it...

  1. Open the file 005-Spaces.blend. It has our character rig with enabled IK for both arms. Since the arms have a regular IK constraint, they are in the default "world space", with its controllers parented...