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

Creating the jaw controller


The action of opening the mouth is defined by the jaw bone. Although at first it seems like a simple movement, a more careful look shows there's more to it. More than just rotating in one axis, the jaw moves towards the front, back, and to the sides as well, allowing us to make somewhat complex movements.

When creating the jaw controller, we should not only pay attention to its unique movements, but also to the hierarchy of bones, since we'll have controllers such as the lips and tongue that should follow its movements.

How to do it...

  1. Open the file 004-Jaw.blend from this book's support files. This file holds our character's head mesh along with some controllers for its eyes and facial expressions. You'll also see a visible Lattice for controlling the lower lip of our character, as a result of our previous recipe, as seen in the next screenshot:

  2. Select the Armature , enter into Edit Mode, and add a bone to act as the jaw. It should have its root on the jaw's imaginary...