5.2.2 Modeling for animation Day 2
Today's Agenda
Rigging your character from last class
Materials:
Blender
if your Blender is glitching you must use the VDI Your biped or quadruped
CLASSROOM EXPECTATIONS
- Be kind and respectful
- Ask questions
- Don't spam the chat
- Have fun
01:00
You CAN'T submit blank today
Announcements:
- This is the 2nd day of unit 6 project. You CAN'T submit blank
- If your Blender is glitching PLEASE USE VDI!
- We are rigging the character you made before
I forgot to create a biped or quadruped! Help!
Pick one and go back to that lesson or follow the videos- you need one of these models to rig for this project
How to create a quadruped Lesson 5.1.4 & 5.2.1
How to create a biped Lesson 5.1.2
You CAN'T submit blank today
But edio says to turn in a quadruped?!
you can turn in a rigged biped OR quadruped character
- I haven't had a chance to change the edio lesson
- You will get full credit as long as you rig something
- If you already rigged your character you can turn that in for today's project
You CAN'T submit blank today
Does my Rig have to be perfect?!
Nope! Rigging is something that takes a lot of practice as long as you follow the basic steps and turn in your attempt - you will get credit
You can't submit blank
The steps
- Answer the pre-production questions in edio.
- Open your quadraped project from last time.
- Delete your model sheet.
- Go to your Viewport shading options at the top right of your screen, you can change your lighting however you prefer, and then turn on the X-ray view in order to be able to see through to the inside of your model for the rigging.
- Orbit to look at your quadruped's side view. Select your model, and press G and Y to move your model to stand on the work plane. Press to confirm the movement.
- Orbit to look at your quadruped from the top view. You now need to rotate your model 90 degrees to make both the left and right sides of your model visible from a bird's eye view as shown in the image, with its "head" at the top of the viewport with the green Y-axis creating an imaginary line down the middle of your model. If you need to rotate, select your model, press R and 90, and then press enter to confirm this action.
The steps
- Make sure you are in Object Mode, orbit to your side view, select Add on the option bar at the top of your screen, and select Armature.
- You have now created a bone, specifically a backbone/spine.
- Press S to scale the bone to be close to the same size as the abdomen of the quadruped.
- Press G and Z to move the bone to sit inside of your quadruped’s body, you may need to scale and press G and Y or even G and X to adjust the placement correctly. You want the bone’s ends to sit close to the tops of your quadruped’s legs.
- Switch to your top view, select the left side of your spine, and press E to begin extruding your left hip and shoulder bones.
- Orbit for a better view. If you need to re-adjust, press G, Y and press, G, X and press, or G + Z and press, to fine-tune the alignment. Orbit back to your side view and continue extruding bones for your left-side legs and feet.
The steps
- Change to Edit Mode in your Outliner window on the top right sidebar, select the arrow next to Armature to see the different bones you made. Double-press the bone names to select each bone and rename them. You may need to select the little arrows to find the bones you will rename.
- For this, you will start with labeling the spine. Next, you will press to rename both upper and lower parts of the quadruped's left-side body. For instance, press to rename the hip, shoulder, front upper leg, back upper leg, front lower leg, back lower leg, front foot, and back foot.
- Look at your Viewport at which bones are highlighted as you press them to ensure you are labeling them correctly.
The steps
Create Knee Inverse Kinematics
- Stay in Edit Mode and select each of quadruped’s circular knee rigs by holding shift to press both kneecaps at the same time, and then press shift then E to extrude and then Y to stay on the Y-axis. Press enter to confirm the action.
- Select both of the bones you just created by pressing and holding down shift. Then, with them still selected press alt P and press Clear Parent.
- Select the green Bone Properties icon and uncheck the checkbox where it says Deform.
- You will name the front knee IK and back knee IK up in Outliner at the top right of your screen.
The steps
Create Ankle Inverse Kinematics
- Select the back of each of the quadruped’s foot bones where the ankles would be.
- Press E to extrude and Y to stay on the Y-axis to pull back as shown in the image, and press to confirm the action. Then press alt P, and press Clear Parent. Next, you will go to Outliner and rename these: front ankle IK and back ankle IK.
- Remember to select the green Bone Properties icon and uncheck the checkbox where it says Deform.
The steps
Create Ankle Constraints
- Change to Edit Mode, select the foot and the 'back ankle IK' at the same time by holding down shift on your keyboard as you press.
- Press ctrl P and select Keep Offset. Then change back to Pose Mode.
- Select the foot and Add Bone Constraint and then choose Copy Location. Under Target select Armature, and under Bone select 'back lower leg'.
- Under Head/Tail type in 1 and press enter.
- All that is left to do is the front leg. Follow the same steps in slides 3 and 4 to add bone constraints to the inverse kinematics of the front leg.
The steps
Rename the Bones
- Switch to Object Mode and press A to select all, then at the toolbar on the top, select Object, and then press Apply, and All Transforms to apply all movements, rotations, scaling, and such to your model components.
- Switch to Edit Mode and orbit to the side view with your middle mouse button. Select all of the bones on the left-hand side you have created. You can use the mouse to press down and drag a rectangle around the bones in the viewport to select them all at once rather than doing so one by one. Right-press with your mouse, select Names, and Auto-Name Left/Right. This will add a .L to all of your bones’ names to indicate they are on the quadruped’s left side.
The steps
Add Symmetry to Bones
- Re-select all of the bones on the left-hand side in the same way
- Using the mouse, right-click and click Symmetrize
- This will copy the armature to the right-hand side of your quadruped and also name all of these bones the same except they will have a .R at the end instead of .L.
Skinning
- Make sure you are in Object Mode. Hold down shift and press to select the mesh of your character (everything that isn't bones of your character) and then the armature of your character.
- Press ctrl P and then press Armature Deforms With Automatic Weights option.
The steps
Posing
In Pose Mode, you are now able to move your quadruped. First, you will need to pose it in different positions. Press to select IK bones of your character one by one to fine-tune pose by pressing G to grab and move bones in a specific direction, or R to rotate them. Don't worry about extra bones popping out as you will learn later that the armature can easily be hidden.
The steps
review the rubric, submit your project, reflect
You CAN'T submit blank today
If you need more help feel free to sign up for a meeting!
MATERIALS NEEDED
next class
Camera in Blender
3D Art 1: Modeling Lesson 5.2.2 NEW
HS: High School
Created on November 5, 2024
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Transcript
5.2.2 Modeling for animation Day 2
Today's Agenda
Rigging your character from last class
Materials:
Blender
if your Blender is glitching you must use the VDI Your biped or quadruped
CLASSROOM EXPECTATIONS
01:00
You CAN'T submit blank today
Announcements:
I forgot to create a biped or quadruped! Help!
Pick one and go back to that lesson or follow the videos- you need one of these models to rig for this project
How to create a quadruped Lesson 5.1.4 & 5.2.1
How to create a biped Lesson 5.1.2
You CAN'T submit blank today
But edio says to turn in a quadruped?!
you can turn in a rigged biped OR quadruped character
You CAN'T submit blank today
Does my Rig have to be perfect?!
Nope! Rigging is something that takes a lot of practice as long as you follow the basic steps and turn in your attempt - you will get credit
You can't submit blank
The steps
The steps
The steps
The steps
Create Knee Inverse Kinematics
The steps
Create Ankle Inverse Kinematics
The steps
Create Ankle Constraints
The steps
Rename the Bones
The steps
Add Symmetry to Bones
- Re-select all of the bones on the left-hand side in the same way
- Using the mouse, right-click and click Symmetrize
- This will copy the armature to the right-hand side of your quadruped and also name all of these bones the same except they will have a .R at the end instead of .L.
SkinningThe steps
Posing In Pose Mode, you are now able to move your quadruped. First, you will need to pose it in different positions. Press to select IK bones of your character one by one to fine-tune pose by pressing G to grab and move bones in a specific direction, or R to rotate them. Don't worry about extra bones popping out as you will learn later that the armature can easily be hidden.
The steps
review the rubric, submit your project, reflect
You CAN'T submit blank today
If you need more help feel free to sign up for a meeting!
MATERIALS NEEDED
next class
Camera in Blender