![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPumv_vPU_HcN5UGSFPXNKxJ8uNEmIr9PlXlWOet5AaLeZ_U1apHAm4zEQ9X2olSck6uGAwuMcPY4qrLDOVB3XyWqFfdTcmlvF817F4WCEYtRQraYrNT7OEWW0UmqBXmFI_cbvzK4Yd84/s400/Taliban.jpg)
Tuesday, July 31, 2007
Monday, July 30, 2007
Parents and childs - Group objects together
In order to move many objects in Blender as a single object you can select all and [Ctrl][P]. Then they are grouped together.
Sunday, July 29, 2007
Animation - Pose Mode
Adding Bones to the old fat man
In order to make it move, bones are necessary.
[Space] [Add] [Armature]
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8SUlUmCgKu9-iT2KofF88FPeGOX0eQz5VwKd5Fb47mQRxYUhG2VOf1CUkf28C9YdOWz4zyPp8zPgdoqiChzk_859ySZmdUYb81uI0KBA66EJWHXSliwynW9FTo5JXplb-9QhhH8MHAWg/s320/OldFatMan_ADD_BONES.JPG)
Enable the "Draw Name Modus" in the Armature Box:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqpGgFrMG43BUSeoX6N6QyNQTGmGlndNvaUxWVHE5GUBF37d1R6nzWw-8XTjHbV3XW3R2XHELV3bU_w1eydUFm2lLDC8ua8wiWOaPalla8pgSp_xPSWETcG9ZCe6VHJz9xpup-hcfH4nY/s320/DrawNames.JPG)
In the Edit-Mode [Tab] rename each bone in the Armature Bones Box:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvWZp5i0B8teIm62EAMv7LeyA2HcV2YPI5iyCpIEMJkmADMBBczq1ome0LDgnzPjtnyGRjcfs3IbVluP3xLmryB0Y4ZYXIRMCr4aA8gymWpLqO0q5KAYa8a_xDGHrjVNL-94rURlNz4Qs/s320/ArmatureBones.JPG)
Connecting the bones to the Mesh:
Now, how to connect the bones to the mesh, in order to bend the object aligned to the bones?![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAaiVwNdczOQu39k_ZdvzJz5qG0sInw7UUnGTH7KxQVAHw_G9A61xd61CES4TKALSDsx_PbydFUGi9GdHr-IWeMYHUo5uw_zr_zUSezQb7LnkV7pKvZstPhJlNkiPOcA2L5ZdcYIcqnjU/s320/MakeParentTo.JPG)
These are the steps:
Goto in Object mode [Tab], select the body and with [Shift] and [RMC] (Right mouse click) select one of the bone-armature.
"Make Parent To"![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitykE1oNVfh0RidrGsLlkSxg69oMk10XsXDiy1-KJsZTFbQ9s23XyxkODnQcHj9cijT9motq2Y8SUW4Ww79lD4yS6wdetPaJJNjyEhX4g-3mRu9rYDBg36F-65oRTMIPK2jKxGXxneKuM/s320/CreateVertexGroups.JPG)
Then [Ctrl] [P] and select Armature...
and select "Create from Closest Bones".
Select the body and go into Edit Mode.
With the Box-Selection-Tool [B] select the lower-Arm-right and in the "Link Material" Box select the Vertex-Group "LowerArm.R" as previously named bone. Click on "Select" and the bone is assigned to the vertex-group.
At this moment you will not be able to move the bone, you need to go into the "Pose Mode".
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLPUBcmUuEEdsQUJ86RUBgnsIdwtIc0yLELa2fUyPFOHNsb0A6eUCqu2DjIgSzEok6YsE4mrZ6YPjrS2IsYDklDpwlXVNzG7O0Re7U6ZaiCKqjYvoddScmS7E53Mm4O59y7lWbTs1Ac8g/s320/LinkAndMaterials.JPG)
[Space] [Add] [Armature]
Enable the "Draw Name Modus" in the Armature Box:
In the Edit-Mode [Tab] rename each bone in the Armature Bones Box:
Connecting the bones to the Mesh:
Now, how to connect the bones to the mesh, in order to bend the object aligned to the bones?
These are the steps:
Goto in Object mode [Tab], select the body and with [Shift] and [RMC] (Right mouse click) select one of the bone-armature.
"Make Parent To"
Then [Ctrl] [P] and select Armature...
and select "Create from Closest Bones".
Select the body and go into Edit Mode.
With the Box-Selection-Tool [B] select the lower-Arm-right and in the "Link Material" Box select the Vertex-Group "LowerArm.R" as previously named bone. Click on "Select" and the bone is assigned to the vertex-group.
At this moment you will not be able to move the bone, you need to go into the "Pose Mode".
MakeHuman Object export to Blender
I tried to create an human in Blender, but it's really hard work.
Therefore I downloaded the "MakeHuman" Tool, it's freeware.
After some modification on its bodyweight (making him fat), I exported it as a "Wavefront" Object.
In Blender you can import Wavefront Objects.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitklzpOJuS59COnWL2jaZiXcRFRb9F1oH_lY21_IT9AmHoox8NkOdo8yn7i-1leTZkweiFj9MCoO-frm5Gga6JKmMQrtCknqg0Ye_9szNZMCcJMsjKiLdgRtXlhCzfb1HjtE5XM1X5zFc/s320/OldFatMan_in_MakeHuman.JPG)
Rendered in Blender:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2rpoVzS1CXv_5H5aArDt5Z-Fj2Ibe3KUsx23JUb6PJnk2fVNYi8g4tKtDMOuv6vS1lX2Pm4xHzptK66jB5VKEWFlDMP0Hc9Y2bGSX4jm9YXfrBEC9gJSYh_t8tuFnUJjHrk3_90P9EQ0/s320/OldFatMan.JPG)
The cool think is, its possible to modify some "alien" - Settings, deformations ...
Therefore I downloaded the "MakeHuman" Tool, it's freeware.
After some modification on its bodyweight (making him fat), I exported it as a "Wavefront" Object.
In Blender you can import Wavefront Objects.
Rendered in Blender:
The cool think is, its possible to modify some "alien" - Settings, deformations ...
Modelling a Taliban Head
Saturday, July 28, 2007
My first animation with Blender
A quit simple animation with Blender 2.44.
Many thanks to "lllstrikesmember2" for his pretty cool tutorials on creating a 3D gingerbread man and animating it.
I followed his tutorials on YouTube:
Part 1: Creating a simple gingerbread
Part 2: Decorating (colors, add more details)
Part 3: Adding Bones to the gingerbread
Part 4: Animation
Many thanks to "lllstrikesmember2" for his pretty cool tutorials on creating a 3D gingerbread man and animating it.
I followed his tutorials on YouTube:
Part 1: Creating a simple gingerbread
Part 2: Decorating (colors, add more details)
Part 3: Adding Bones to the gingerbread
Part 4: Animation
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