Book Image

Blender 2.5 HOTSHOT

By : John E. Herreño
Book Image

Blender 2.5 HOTSHOT

By: John E. Herreño

Overview of this book

<p>Blender 2.5 Hotshot will show you how powerful and capable Blender 3D is when you exploit its full potential. Move beyond basic tasks in Blender 3d and dive into more challenging territory. Ditch simple boring characters in favor of creating more detailed, visually rich, and polished results.</p> <p>We will start by covering all the steps involved in producing a complete image from scratch by working on a scene of a starship; then we'll go into working with blueprints by creating an aircraft scene and a car model. Next you will use the video editor by creating a professional looking demo-reel followed by the game engine to create an interactive first person architectural walkthrough.</p> <p>Since each chapter is a complete project you'll also learn to create very nice materials, including multi-layered textures and the usage of color ramps to achieve special effects. On the lighting part you'll be learning various tricks to control how each light behaves and affects the scene, along with some basic setups for common situations. On the modeling part you'll be working both on mechanical and organic objects, learning some key concepts along the way.</p> <p>Compositing is widely used to take normal renders to the next level and add some nice special effects like glare. You will even have the opportunity to write some Python code for the game engine. Finally, you'll work on creating a snail using some advanced texturing tricks and compositing it into real footage.</p>
Table of Contents (15 chapters)
Blender 2.5 HOTSHT
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Skinning


Now we must establish the way the armature is going to affect the mesh. For this, it is necessary to relate each bone to a set of vertices and also define the amount of influence that it will have over them. This type of "relationship" between bones and vertices is called skinning. The way Blender does skinning is by assigning an influence value on each vertex for each bone: 0 means no influence, while 1 means full influence. The actual tools for creating this "weighting" are weight painting or using the automatic population of those collections of data; we'll just go on with the automatic method, which gives us a weighting that is good enough for our purposes, but can also be tweaked with the other method if needed.

Engage Thrusters

Let's switch the char_skel armature to Edit Mode to perform a couple of tweaks to avoid getting a bad skinning result.

  1. Select the root bone, then go to the Bone tab of the Properties Editor and disable the Deform panel. Do the same for the footIK.L and...