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animating a 3d model...
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[quote][b][/b] wrote: Blender rigging tutorial using [b]Riggify[/b] addon. [b]Step 1[/b] Open a new file and import the base model (File > Import). You can use any other biped model as well. With the model selected, press Alt+G to clear its location, so that it's placed at the center. Make sure the center of the model (orange dot) is at the bottom of the mesh. If not, Press TAB to get into edit mode and select all vertices with the A key and then Press G and move the vertices up, so that the center point is at the base of the mesh. Press TAB to get out of edit mode. [img]https://cdn.tutsplus.com/cg/uploads/legacy/450_Blender_Rigify/01.jpg[/img] [B]Step 2[/b] Next we will enable the Rigify add-on. In the File menu select User Preferences. [img]https://cdn.tutsplus.com/cg/uploads/legacy/450_Blender_Rigify/02.jpg[/img] Select the Add-on Tab and in the search box type [b] Rigify [/b]and check the tick box to enable it. You may press the "Save as default" button, so that Blender remembers the setting. You can now close the User Preferences Window. [img]https://cdn.tutsplus.com/cg/uploads/legacy/450_Blender_Rigify/02b.jpg[/img] [B]Step 3[/b] Make sure the 3D cursor is at the center point (bottom) of the mesh. If not, then select the object and press Shift+C and then select cursor to selected. Press Shift+A and select Armature, and now you will notice that there is a new item called Human Meta-Rig. Click on it and you will have a Human Rig. [img]https://cdn.tutsplus.com/cg/uploads/legacy/450_Blender_Rigify/03.jpg[/img] [img]https://cdn.tutsplus.com/cg/uploads/legacy/450_Blender_Rigify/03b.jpg[/img] [B]Step 4[/b] With the Human Rig selected, go to the Armature Properties and in the Display Panel, check X-Ray. This will enable us to see the armature through the mesh. [img]https://cdn.tutsplus.com/cg/uploads/legacy/450_Blender_Rigify/04.jpg[/img] [B]Step 5[/b] With the Meta-Rig selected, press TAB to enter into edit mode. Scale the rig to match the mesh. Press . (period) to make the 3D cursor the pivot point for rotation and scale, and then Scale the bones. Press , (comma) to make the Median Point the center of rotations / scale. [img]https://cdn.tutsplus.com/cg/uploads/legacy/450_Blender_Rigify/05.jpg[/img] [B]Step 6[/b] Press T to bring out the Tool Shelf and in the Armature Options, check "X axis mirror". This way any editing done on one side will be mirrored to the other. [img]https://cdn.tutsplus.com/cg/uploads/legacy/450_Blender_Rigify/06.jpg[/img] [B]Step 7[/b] Select and move the bone tips to match the mesh. [img]https://cdn.tutsplus.com/cg/uploads/legacy/450_Blender_Rigify/07a.jpg[/img] Check from the Top view as well. [img]https://cdn.tutsplus.com/cg/uploads/legacy/450_Blender_Rigify/07b.jpg[/img] Adjust the leg bones. [img]https://cdn.tutsplus.com/cg/uploads/legacy/450_Blender_Rigify/07c.jpg[/img] Match the bones from the side view. Make sure to keep the knee bone a bit bent forward, i.e. don't make the leg bones in a straight line. Once done, Save the file. [img]https://cdn.tutsplus.com/cg/uploads/legacy/450_Blender_Rigify/07d.jpg[/img] [B]Step 8[/b] Press TAB to get out of edit mode. Now we will skin the mesh to the Armature. Select the Mesh first, and then the metaRig and press Ctrl+P and select Automatic weight. The mesh is now skinned to the Armature Setup. Till now we have successfully rigged our character. Now we will gonna animate it using Makewalk.[/quote]
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