So, after the
Skinning
part, you're still there?!
Good! You're strong! We'll see after this
"easy"
one section, the animations!
But before, some philosophycal considerations. You'll not make (and me
too) a
"commercial quality game"
(like those we see in game magazines) with
BLENDER. I know it's sad!! So all those techniques i'm using, have
the goal of making "little things quite nice"
and
FAST. There are better ways of doing all this (specially animations),
it's up to you to try them.
Let's start. To anime a mesh we need an
Armature.
Snap
your cursor to the center of the
mesh. In side view, Add-Armature, with
three
bones ( image 1). In
front view
place the cursor like in the image above ( image 2).
Always in
Edit mode Add-Armature
with
three
bones ( image 3). Do the same to make one leg. To do the other,
just
select
all leg bones,
copy
and
mirror
them ( image 4). Do the same actions to make the arm.
Here's the complete
Armature setup. After you've finnished the bones creation, you
must name them (very important). Select the
Armature, enter
Edit mode
,
select all the bones
, and in the
Edit buttons, enable the blue Draw Names
button. Click in the
light gray
boxs to change the default names.
Follow the standard rule for symetric bones, use the
.left
and
.right
after the name, this way you can use some usefull functions
later.
In the
light gray
boxs you must link the different bones (
BLENDER have almost done the work, anyway) to a
"special" bone, the "root" one, the parent
(spine in the image, the link box remains empty, use the image below as
a guide).
OK, take a deep breath, we must assign all the vertices to the
Armature's bones.
Select
the
mesh, enter
Edit mode,
select
the head verts and in the
Edit buttons
act like this:
1-Make a
New
group
2-Name it exactly like the corresponding bone
3-Now press the
Assign
button
4- Deselect...or not, you can hide the vertices selection in the 3D window
to help your work.
To get
"clean"
animations, each vertice must be assigned to one bone only!
Again, be careful!
Repeat these steps for all the
mesh
vertices. Nice mesh deformations needs good assign choices. Take
your time, it's a long and fastidious task.
To
parent
the Mesh
to the Armature, first select
the
Mesh, than the
Armature
do Ctrl-P, and choose
Use Armature
in the
Make Parent menu.
Now you'll have another nice moment (i hope).
Select
the
Armature
and do Ctrl-Tab keys to enter
Pose mode. Select one
of the bones
(ex: the leg) and rotate it, the
Mesh
will follow, and it's a...joy!!
Check all the bones, if some vertices stay in place, return to the
Assign
task and add the remaining
vertices
to the bone's group.