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ResPower Super/Farm - Blender Tutorial : Character RiggingBy: Cory KingEdited By: Sarah GatesOverviewThis is a work-in-progress/tutorial for modeling, rigging, and animating a character in Blender. Our character is a fat, obnoxious boss. This tutorial covers modeling, rigging, and animation in Blender 2.46. It is mainly aimed at those who have little or no experience with these tools. Plenty of screenshots and intermediate .blend files will be provided so that readers can follow along and a .blend file of the finished product will be provided at the end. While my aim is to provide some insight for those interested in using Blender, I am by no means a Blender expert. I will almost assuredly do some things in the most inane and impractical fashion you can imagine, so be prepared. My goal here is to get something that works well enough, not to change the world with groundbreaking new techniques. You can obtain a printer-friendly version of this page by clicking here . Some preliminary steps before you begin:
The Body
Think outside the box - ![]() Hit enter to complete the deletion and then move to front view by pressing '1' on the number pad.
Starting the body -
![]() Now press the space bar to get the pop-up menu and select Add->Mesh->UVsphere. ![]() The default values of 32 segments and 32 rings are fine, so hit OK for both of those options and you should end up with this: ![]() Note that Blender has automatically put you into edit mode and all of the vertices of your newly created mesh are yellow, meaning they are currently selected. Now switch to side view by pressing '3' on the number pad and get ready to rotate.
Do the twist -
![]() Now left mouse click to commit your rotation.
Scaling -
![]() Your vertices should now all be pink (unselected) and the faces of the sphere should be a sort of translucent blue so that you can see through them. With your cursor in the 3d viewing area, press 'b'. This is the border select tool and it allows you to select all of the vertices in a box you draw. Using the border select tool, draw a box around all vertices from the center line of the sphere to the right, like this. ![]() With just these vertices selected, we can finally do some scaling. Press the 's' key to start scaling, then immediately press the 'y' key. This will constrain our scaling to just the y direction. Now hold down the control key and move the cursor until you see this in the bottom left corner of the 3d viewing area. ![]() When you have scaled enough, click the left mouse button to commit it. Now your sphere should look like this. ![]()
Grab and drop -
![]()
Symmetry - yrtemmyS
![]() Now press 'x' and select vertices from the list, and voila! You now have half a fat guy. ![]()
So Far...
Surf's up
![]() or just press 'z' to toggle back and forth. Go to the Editing panel by clicking it's button on the interface or pressing F9 if you aren't already there. Now, near the bottom of the screen is a button that says 'Set Smooth'. ![]() See it? Click it. It won't stay down or give you any confirmation or anything, but if you are in solid mode you should see your model turn into something like this. ![]() Now we're going to subsurf it. In the same panel is a section with the label 'Modifiers.' Click on the 'Add Modifier' button and select subsurf. Like this. ![]() It should change into something like this. ![]() Change 'levels' to 2 and 'render levels' to 3. The 'levels' option decides how many levels of subsurfing to do in the 3d view and 'render levels' decides how many levels of subsurfing to do for the rendered image. You won't see much change in the 3d view after you add a subsurf modifier unless you go back into wireframe mode by pressing 'z'. There you will see that blender has added lots of new faces to your mesh to make it nice and smooth. The great thing about subsurfing is that you can move just one or two vertices, and Blender will automatically move all the tiny subsurfaces for you so that your model will remain nice and smooth. If you've followed along to this point, your rendered image (F12) should look alot like this. ![]()
Copy and mirror
![]() Now, select '3d Cursor' from the pivot menu, like this. ![]() Now hit 'm' for mirror, and then press the 'x' key. This will cause your copy of one side of the boss to be mirrored accross and form the other side. Now you have a whole boss body. Congrats. One small bit of clean up to consider is the duplicated vertices along the z axis. To eliminate these, press 'a' until all of your vertices are selected (yellow) and then bring up the 'Specials' list by pressing 'w'. From the list of options, select 'Remove Doubles', like this. ![]() This will join together all vertices that are within a certain small distance of one another, which is exactly what we want. A small box will tell you how many vertices were removed. ![]() You may notice that removing the duplicate vertices has caused some ugly tearing in our object. ![]() This is because the normal vectors of the copied surfaces in our model are not right. They are backwards, which is really the only way they can point if they aren't right, right? Fortunately, blender has a simple way to recalculate the normals. Just press Control+n, and then click 'Recalculate normals outside' or press Enter. ![]() Your tear will go away, and everything will be smooth again.
Mirror Modifier
Finished Body
![]() Pretty spectacular, huh? Yeah, I know. If you got lost, or just didn't feel like following along, here's the .blend file.
A "Treasury of HotKeys"
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