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3d_modeling:blender:rigging [2020/05/13 11:55] – created formlab | 3d_modeling:blender:rigging [2020/05/18 02:38] – formlab |
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====== Rigging ====== | ====== Rigging ====== |
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<iframe width="560" height="315" src="https://www.youtube.com/embed/5xjghzo4W1U" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe> | If you want to bring your 3D model to life, you can use bones and animate them to make the 3D model move. Each bone has a limited amount of influence on the 3D model and it pivots on one end, just like most of our bones do. |
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| {{youtube>5xjghzo4W1U?large}} |
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| This method of 'rigging' (creating a skeleton to animate your object) is super fast and easy. It has it's limitations, but it's good for simple poses and animations. It's based on a great and funny [[https://www.youtube.com/watch?v=icqLFiwpNlM&list=PL4Dq5VyfewIxxjzS34k2NES_PuDUIjRcY&index=3|tutorial]] by Ian Hubert. |
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| - Import your model |
| - Add an armature object ''add > armature''. This adds the armature object and a single bone |
| - {{:3d_modeling:blender:lazy_rig_02.png?400|}}\\ With the armature selected, in the ''Object data properties'' window, under ''Viewport display'', enable ''In Front''. It's easier when you can see where your armature is. |
| - Scale, reposition the bone as necessary. Extrude in edit mode to create a chain of bones. |
| - When adding separate bones (''shift + a'') parent them to the other bones . Choose ''with offset'' when you want empty space between them, or choose ''connect'' when you want them to mesh together. |
| - create a skeleton that fits the 3D object in it's current pose. |
| - Parent the object to the armature. Choose the option ''with automatic weights''. |
| - switch to pose mode. Now you can animate your 3D model. |
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