HNRS 304.503 Lecture 20 – Character animation
I’ve only ever exported to Collada. The clothes are sometimes too snug when I import, and body seeps through. Scaling the clothes isn’t quite what I want. Try selecting the clothes faces and fattening (Alt-S).
We’ll have a peak at creating your own character animations. Simple rigidbody transformations are not how we want to handle morphing our characters. Instead, we follow this process:
- Create a rig or armature or bones that span through the character and have joints where we want the character to be able to bend.
- Skin the mesh to the armature, associating vertices with the bones. After a good skinning, the bones will move the vertices in a non-rigid way!
- Orient the bones for each keyframe of a pose and add keyframes along the way.
As with anything interesting, experience is essential to being good at this process. We have to start somewhere.
A minimal walk cycle. I think the image may be from Richard Williams’ The Animator’s Surval Kit, but I’m not certain.
Now, for a little exercise:
- Spend one minute studying one of the first four keyframes. You pick which.
- Write down the salient features that you see. How has the figure positioned itself?
- Select the armature in Blender.
- Go into Pose Mode.
- For each keyframe, position and rotate the bones as necessary. Hit I to record a keyframe.
- For the fifth frame, scrub to the first and select Pose / Copy Pose. Scrub to the fifth and select Pose / Paste X-Flipped Pose.
- Repeat for the sixth, seventh, and eighth.
- Paste the unflipped first as the ninth.
- Hit Alt-A to animate, or press Play/Pause in the timeline.
- Check out Filament Games and play their games. Come to class Wednesday with a barrage of questions to ask and turn in!
I render fenders
I’m their bender in Blender