So, after the
part, you're still there?!
Good! You're strong! We'll see after this
one section, the animations!
But before, some philosophycal considerations. You'll not make (and me
"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"
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
your cursor to the center of the
mesh. In side view, Add-Armature, with
bones ( image 1). In
place the cursor like in the image above ( image 2).
Edit mode Add-Armature
bones ( image 3). Do the same to make one leg. To do the other,
all leg bones,
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
select all the bones
, and in the
Edit buttons, enable the blue Draw Names
button. Click in the
boxs to change the default names.
Follow the standard rule for symetric bones, use the
after the name, this way you can use some usefull functions
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
OK, take a deep breath, we must assign all the vertices to the
the head verts and in the
act like this:
2-Name it exactly like the corresponding bone
3-Now press the
4- Deselect...or not, you can hide the vertices selection in the 3D window
to help your work.
animations, each vertice must be assigned to one bone only!
Again, be careful!
Repeat these steps for all the
vertices. Nice mesh deformations needs good assign choices. Take
your time, it's a long and fastidious task.
to the Armature, first select
Mesh, than the
do Ctrl-P, and choose
Make Parent menu.
Now you'll have another nice moment (i hope).
and do Ctrl-Tab keys to enter
Pose mode. Select one
of the bones
(ex: the leg) and rotate it, the
will follow, and it's a...joy!!
Check all the bones, if some vertices stay in place, return to the
task and add the remaining
to the bone's group.