FOnline Development > 3D Development

3D Tutorials and Links (20170222 Images Replaced 1/3)

<< < (4/8) > >>

Lizard:
- Parenting objects and bones
Now, to if you want to connect objects in Blender somewhat to each other, you have to parent them. It's called parenting, because there's always a hierarchy in the binding. Like, the Moon is parented to Earth and Earth is parented to Sun. So the Earth is the child object of Sun and Moon is the child object of Earth - that means, if we move the Sun, we move the whole solar system with Earth and Moon, but we could just move the Moon and Earth and Sun would be unaffected by that.

And the same happens with bones. First ones are the bosses of everything what comes after them and that would be the mesh and objects that are attached to the mesh, like armor or weapons.

So let's start with the bones first.

The first thing we do is to parent all IKs to the main_handler, the main bone. It's responsible for moving the whole mesh without deformations around, like turning. I'll explain what the IKs are later.

So, by selecting first the thing we want to parent to, we choose it as a child. The thing we select last, becomes the boss, the parent object. Remember this.


Select the multiple green bones with Shift+rightclick, (try to click a bit away from other bones, so Blender won't misunderstand the nearest object as target), finish the selection with the Main Bone and hit Ctrl+P. In popup, select Keep Offset, otherwise the bones will connect with the main bone instead of parenting.
You will see little jagged lines directing to main handle, then it's okay.

Now, we will parenting legs and THEN, the spine. We won't, anatomically correct, connect the pelvis bone with spine, because the human won't be able to bend then. The upper body will be connected with the legs through the IK_5, which will rotate the torso and the waist region.

The Upper leg bones are selected, then, finishing multiple selection on pelvis with Shift+rightclick. Then the legs are parented to pelvis with Strg+P, selecting "keep offset".

Now, zoom on this "cross" in the middle.
1Select the Spine bone first with rightclick, then the IK_5 with Shift+rightclick. Hit Strg+P and again, choose "keep offset".
2. Deselect everything with "A", repeat the Shift-rightclick stuff first with IK_5, then Main_handle, Strg+P-offset it.
3.Select Pelvis, then IK_5, Strg+P, "keep offset"



Now there's one thing we need to do: rotate the bones in proper direction. It can be done automatically with selecting every bone with "A" and then Ctrl+N, selecting in popup "Y-axis"

Now, let's attach the flesh to the bone, er, mesh to the armature.

Hit "Tab" to enter Object Mode.

Deselect everything with "A", select with right click the Mesh, then the Armature and hit Ctrl+P, select then "With empty groups"

This way, you parent the groups (a cloud of vertices assigned around the bone) to each bones, what in my experience, don't fock up the deformation that bad. I'm saying that when we switch now to Pose Mode, grab a bone, rotate it with "R", "whateveraxisyouwant"
you'll probably see the following.


Or maybe worse, you'll find out that the bone you wanted to rotate, somehow came loose. In this case check the little important button with a bone on it. It may be because you renamed a bone but the one who's supposed to be parented to it don't know it by name and is not connected to it.


The green field shows the name of the actual bone and the red one contains its parent bone. Make sure they don't confuse each other, correct the name or parent with Strg+P ->"connected" from child to parent bone manually.

Now, let's fix that annoying spike on hand. It's not how we want to deform our model.

- Adjust weighting with envelope method.
So, switch to Edit Mode by hitting "Tab". Select the bone near the spot that causes you trouble, that would be the right wrist. Go to the Scene Properties and click on the Stick Man Button. Take a look what the red arrowed button does by hovering over it.

Push the button, receive this.


As you can see, i already scaled up the bones of the left hand. The bones must be scaled up and eventually, grabbed and moved, so they envelope the mesh contours just close, like here:

(If there's a object that hinders you, select it and hit "H" to hide it. Press Alt+H to show everything again.)



You can make a selection with a "selection brush", if you hit "C" and delete the selection with pressing the mouse wheel.

Check periodically the deformation by switching to Pose Mode with Strg+Tab and back with "Tab", rotate the joints with "R"+"X,Y,Z" r just "R", then, rightclick to reset rotation.


Well i like this deformation really better.

Now, to the thumb: select with hitting "C" and making a stroke above hindering bones, receive this result and scale the thumb bones in similar fashion.




That's the best thumb deformation i could achieve, this vertex still deforms with the thumb. I dare you to make a better one ;)



If you want to compare something, you could open another window for it. It saves you a lot of scrolling.




The legs are even simpler... Check, if the foot bends correctly.


If you have difficulties with seeing the mesh, you can switch back to Octahedrons or Sticks, your pick.




The head needs proper enveloping too, otherwise the guy will warp his head while turning it. Turn the head by turning the neck bone, switch to octahedrons if needed. Probably you will need it, if you want to select something that is covered by envelopes.



Also, don't forget the scale up the joints in the torso, adjust and check the deforms - select all the bones in Pose Mode with "A", deselect the IK_5 with Shift+rightclick and uncheck the flag "X-Ray", so the bones won't obscure the view this time. Twist the torso on X and Y axis. Then, still in Pose Mode, tap "A" two times to select all bones and re-check the X-Ray flag again.



I say, you have now a well-adjusted deformable mesh. We're almost done with rigging.

If you switch the envelopes on, it looks probably like this.



- Adding IK controls.
Ah, the Inverse Kinematics. Remember that 4 IK bones that are not connected to the skeleton? They will now get a purpose as manipulators.

So, if you're still in Pose Mode (the IKs are added in Pose Mode), hit Alt+H to reveal the eventually hidden IK bones, select the IK bone and the lower leg bone. Hit Shift+I and select in popup "To active bone". You'll notice the mesh lurch a little: the physics just kicked in.



This pi... i mean lemon-yellow bone is now bound by a IK constraint. What's an IK? It's complicated. See it as what it does - when we add it, it will calculate the physic rules to the bones, so we mustn't move a dungload of bones just to make the model do a situp. The physics engine will do it for us and that means, much, much easier posing for animations.

Just after the small adjustment. Select the yellow bone with rightclick and go to the Scene Properties, to the little button with a chain and a bone. Go upward and add from 0 a 2, like 2 bones - that's the chain of two bones we're controlling by this physics.



Now grab the IK bone that sticks out like a thorn, "G", "Z". You can make him stomp with foot! Now do the same on the other leg and grab the IK_5 - now you can make him do the promised situps.

In the same fashion, select the IK bone in the arm and add the IKs to the arms. Now you can move the puppet with the IK handlers. Dance, puppet, dance!



Well actually, you're set and done with rigging your character by now and you can start animating now. Animation tutorial will come up shortly.

Jotisz:
A well written tutorial and with the previous one you posted its easy to understand for starters too.

Haraldx:
Just something I found when playing old games.

Make flat, round end surfaces look extremely round with the cost of 2 tris
This is a fairly easy trick I found out while playing good old games like Delta Force 2. I want you to inspect this picture.


Now, don't pay attention to the bad rendering engine of the game, or the voxel based terrain, but pay attention to the gun model. Can you see it? If not, pay more attention to the scope. That's right, it looks extraordinary round for it's time. How much polygons do you say it has? 10 tris? 20 tris? 30 tris? The correct answer is 2 tris. How? Extremely easy. Instead of having an actual round scope over there, all we have is a plane with a texture on it. Still confused? Well, here, have this picture I made.


There's nothing else. Now, put that plane at the end of a scope, remove already existing end scope faces. Voila, you got an extremely round scope at the cost of 2 tris.

Izual:
Yes, but that uses alpha channel right?

Luther Blissett:
From tests previously, alpha channel seems to work :
http://fodev.net/forum/index.php?topic=2407.msg144736#msg144736

Not sure what it does with shadows and other things though.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version