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3d_modeling:blender:rigging [2020/05/18 02:36] – formlab | 3d_modeling:blender:rigging [2020/05/18 02:38] – formlab |
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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 animation. It's based on a great and funny [[https://www.youtube.com/watch?v=icqLFiwpNlM&list=PL4Dq5VyfewIxxjzS34k2NES_PuDUIjRcY&index=3|tutorial]] by Ian Hubert. | 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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{{:3d_modeling:blender:lazy_rig_01.jpg|}} | |
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- Import your model | - Import your model |
- Add an armature object ''add > armature''. This adds the armature object and a single bone | - Add an armature object ''add > armature''. This adds the armature object and a single bone |
- 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. | - {{: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. |
- {{:3d_modeling:blender:lazy_rig_02.png|}} | |
- Scale, reposition the bone as necessary. Extrude in edit mode to create a chain of bones. | - 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. | - 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. |