Animation in Blender: Difference between revisions
|  (redone for Blender 2.5) | m (→Skinning) | ||
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| == Skinning == | == Skinning == | ||
| In Blender, the link between mesh and bones is called a "skin".  | In Blender, the link between mesh and bones is called a "skin". The Blender SMD Tools support three methods of creating one: | ||
| === Bone parent === | === Bone parent === | ||
Revision as of 08:54, 18 July 2011
 This article covers rigging and animating a model in Blender 2.5 for export with the Blender SMD Tools. It assumes you are familiar with using Blender to create meshes.
 This article covers rigging and animating a model in Blender 2.5 for export with the Blender SMD Tools. It assumes you are familiar with using Blender to create meshes.
Creating an armature
"Armature" is Blender's term for a skeleton.
- If you aren't in  Object Mode, select it from the bar at the bottom of the 3D View. Object Mode, select it from the bar at the bottom of the 3D View.
- Add a new armature with ⇧ Shift+A >  Armature. Armature.
- To prevent the mesh hiding your bones, go to  + + Object Properties, find the Display panel, and enable the "X-Ray" option. Object Properties, find the Display panel, and enable the "X-Ray" option.
- Enter  Edit Mode with Tab ⇆. This is where you will edit the bones in the armature. Edit Mode with Tab ⇆. This is where you will edit the bones in the armature.- To add bones, use ⇧ Shift+A (add a new root), E (extrude from the selected bone/bones), or Ctrl+ (create a new bone where you click). (create a new bone where you click).
- To move one end of a bone while leaving the other in place, select one of its connector spheres.
- To rename a bone, go to  + + Bone Properties. To have Blender label bones in the 3D view, go to Bone Properties. To have Blender label bones in the 3D view, go to + + Armature Properties, find the Display panel and enable "Names". Armature Properties, find the Display panel and enable "Names".
 
- To add bones, use ⇧ Shift+A (add a new root), E (extrude from the selected bone/bones), or Ctrl+
Skinning
In Blender, the link between mesh and bones is called a "skin". The Blender SMD Tools support three methods of creating one:
Bone parent
If your model is made up of rigid components, you can create it as a collection of separate objects and then parent each one to a bone.
- Enter  Pose Mode and select the bone you want. Pose Mode and select the bone you want.
- Select your mesh, then use ⇧ Shift to multi-select the armature.
- Press Ctrl+P and choose "Bone".
You can also set a bone parent via the Relations panel of  +
+ Object Properties.
 Object Properties.
Armature modifier
Modifiers affect objects without altering their underlying data, and the  Armature Modifier causes a mesh to be deformed by the pose of an armature. To add an one, select your mesh and go to
 Armature Modifier causes a mesh to be deformed by the pose of an armature. To add an one, select your mesh and go to  +
+ Object Modifiers.
 Object Modifiers.
The armature modifier can work in one or both of the following ways:
Envelopes
This is the easiest way to skin an organic mesh. Each bone automatically projects an "envelope" of influence, and by repositioning them and changing their Radius a fairly good skin can be created.
- To change a bone's Radius, enable Envelope display from  + + Armature Properties then select its connector and scale it (S) as you would an object. Armature Properties then select its connector and scale it (S) as you would an object.
Weight mapping
A "weight map" defines how much influence each bone has over its position (an envelope or bone parent simply generates one for you). If a vertex is weighted 50% to two bones, then the associated bones each have 50% control over it during animation.
In Blender, a Mesh's weightmap is defined by  Vertex Groups with names matching bones on an associated Armature. The weightmaps of other object types cannot be directly edited.
 Vertex Groups with names matching bones on an associated Armature. The weightmaps of other object types cannot be directly edited.
Managing Vertex Groups:
- Select your Mesh, then your Armature, then hit Ctrl+P and choose the appropriate option from underneath "Armature Deform". You can do this at any time, but if an Armature Modifier already existed remember to remove the new one from  + + Object Modifiers! Object Modifiers!
- To create or destroy groups manually, enter  Edit Mode and go to the Vertex Groups panel in Edit Mode and go to the Vertex Groups panel in + + Mesh Properties. Mesh Properties.
Assigning to Vertex Groups:
- Select your object and enter  Weight Paint mode. Weight Paint mode.
- Choose a Vertex Group either with ⇧ Shift+ , which will offer a list of nearby bones, or from the Vertex Groups panel of , which will offer a list of nearby bones, or from the Vertex Groups panel of + + Mesh Properties. Mesh Properties.
- Paint! You can control the brush settings from the Tool Shelf on the left side of the 3D View. If it isn't visible, press T.
- You can also manually assign weights from the Vertex Groups panel while in  Edit Mode. Edit Mode.
 
- You can also manually assign weights from the Vertex Groups panel while in 
Animating
 Note:Only the animation of bones created in
Note:Only the animation of bones created in  Pose Mode will be exported. Whole-object animation will not make it out.
 Pose Mode will be exported. Whole-object animation will not make it out.In Blender, animations are stored in  Actions. You can store any number in the same file but the UI for managing them is poor.
 Actions. You can store any number in the same file but the UI for managing them is poor. 
- To manage Actions, install the Blender SMD Tools and use the new "SMD Export" panel in  + + Armature Properties. Armature Properties.
- To edit an Action, enter  Pose Mode, select the bones you want to animate and use I to create a keyframe for the first frame of your animation. Then change to another frame with the arrow keys or Pose Mode, select the bones you want to animate and use I to create a keyframe for the first frame of your animation. Then change to another frame with the arrow keys or Timeline and create more keyframes. Timeline and create more keyframes.
For general help with the process of animating, see:
- The official Blender docs
- Noesis' Animation with the Softimage/XSI 6 MOD Tool video tutorial (which mostly discusses the universal principles of keyframe animation)
Exporting
 Note:
Note:
Blender cannot currently associate more than one Action with an Armature, making batch exporting from busy .blend files tricky.
The SMD Tools overcome this as best they can by supporting the export of a filtered list of all Actions in the .blend, as well as of the active Action. You can configure this from the SMD Export panel of  +
+ Armature Properties. It starts off as the last panel in the list, but can be dragged higher.
 Armature Properties. It starts off as the last panel in the list, but can be dragged higher.
To export Actions from an Armature, select it and run the "SMD Export" operator from either:
- The search box (Space)
- The SMD Export panel of  + + Scene Properties or Scene Properties or + + Armature Properties Armature Properties
- The  File > Export menu File > Export menu
