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ResPower Super/Farm - Blender Tutorial : Character RiggingBy: Cory KingEdited By: Sarah GatesOverviewThis is the third part in my tutorial on character creation with Blender. If you didn't read the first two parts, part one can be found here. You will need at least the .blend file from part 2 to pick up where we left off last. I'm assuming a fair level of comfort with the Blender interface at this point, so if you are still shaky with the basic concepts like moving the view, selecting and deselecting vertices and objects, and rotation and scaling, either read the first page again or hop over to blender.org and look for more help. 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. You can obtain a printer-friendly version of this page by clicking here . Rigging
Bones - ![]() This adds an armature with a single bone, but it's probably pretty hard to see at first. Try switching on the toggle 'x-ray' in the armature panel. ![]() This keeps the armature you have just created in front of everything else in the 3d viewing area. Don't worry, they won't show up at all in your rendered image, but bringing them to the front makes it much easier to work with them when you are rigging and posing. You should now be in edit mode, and the bone you just added should be in the center of your model. Right click somewhere inside the bone to select the entire bone and move it so that it is about here. ![]()
Extrude -
![]() Select just the center ball again and move it to about the same height as your character's arms. Now we are going to make arms. With that center ball still selected, extrude a bone to the right (your character's left) and place the end near where the arm begins. Like this. ![]() Once you set the shoulder, just press 'e' again to make the arm. Now select that center ball again, and do the same process, but make a right arm instead. You should end up with something like this. ![]() Now we are going to make a 'belly bone.' This will give us control over our boss's big, fat belly so that we can make it jiggle if we wish. Select the first bone you created in the character's lower back. Make sure the whole bone is selected and press 'w'. In the specials menu that comes up, select subdivide. ![]() Now select the new joint in between the two bones you just created and switch to side view. Don't worry about the fact that the bones you've created to match up perfectly with your model in side view. We'll fix that in a minute. Press 'e' to extrude a bone out to the edge of the boss's belly, like this. ![]() Now, select the joint at the neck and extrude a head bone, then select the bottom most joint and extrude two legs, like this. ![]() Now switch to side view and move your joint so that they match up, like this. ![]() This seems like a pretty good place to give out a new .blend file.
Sphere of influence -
![]() In the field that says Ob: type the name of your armature object, which should be Armature. Now, your model knows that it should be deformed by an armature named Armature, so that when Armature is changed in Pose Mode, the model will change with it. Move into front view if you aren't already there and select your armature. You should be in object mode. Now hit Control+Tab to move into Pose Mode. Pose Mode is where you ... well, pose your model. Right click a bone and it should be highlighted in blue. Now press 'r' to rotate it and you should see the model deform with the bone. Cool huh? Our bones aren't very good right now, so we get weirdness like this. ![]() In the armature panel at the bottom of the screen there is a section called "Display Options". Select the button that says "Envelope" in this section. This will show you the sphere of influence for each bone in your armature. Any vertex within the shaded area around a bone will be affected when that bone is scaled, rotated, moved, or otherwise altered. You can scale the sphere of influence by pressing Alt+s and moving the mouse. There is no good rule for scaling spheres of influence. You just want it big enough to do what you want to do. You can always clear out what you have changed in pose mode by using these options ![]() so play around with things and see what happens.
Vertex Groups -
![]() Now, go back into object mode, select your head bone, go into pose mode, rotate it and ... nothing. What happened? Well, you have a vertex group named Head, and you have a head bone, but there is no underlying connection between them. Unfortunately, the way to connect them is by naming them the same thing. I personally think that forcing people to name separate entities the same thing so that they will be linked is bad design, but that's the way it works. So, change the name of your head bone to Head, like this. ![]() Now rotate your head and you should see some good movement.
Conclusion -
Contact -
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