Your First Animation in 30 plus 30 Minutes Part I. This chapter will guide you through the animation of a small “Gingerbread Man” character. We will describe. Modeling in Blender. As you have seen in the Quick Start chapter, the creation of a 3D scene needs at least three key things: Models, Materials and Lights. Welcome to Blender! The Blender documentation consists of many parts: this user manual, a reference guide, tutorials, forums, and many other web resources.
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This chapter will guide you through the animation of a small “Gingerbread Man” character. We will describe each step completely, bllender we will assume that you have read the interface chapter, and that you understand the conventions used throughout this book.
In Part I of this tutorial we’ll build a still Gingerbread Man. Then, in Part II, we will make him walk. It guides you through the process of making a walking, talking character from scratch and covers many powerful features of Blender not found here.
After starting Blender, you should see the Default screen set up. The 3D view in the centre displays a camera, a light, and a cube. The cube should already be selected, as indicated by its orange outline. We will start by organizing our working area by placing Objects on different layers.
With layers, you can hide Objects you aren’t working on and make them visible when you need them. Blender provides you bleder twenty layers to help organize your anleeitung. You can see which layers are currently visible from the group of twenty buttons in the 3D window header see Layer visibility controls.
Visible layers are indicated by a darker gray color in the layer visibility controls. The last layer that is made visible becomes the active layer. The active layer is also where all new Objects will be stored. Now make sure that only Layer 1 is visible colored a darker gray in the layer visibility controls so that we can start modeling. With Num lock activated, change to the front view with 1 NumPad and to orthogonal view with 5 NumPad.
The upper left corner of the 3D window will tell you whether you are in orthogonal or perspective view. If you don’t have a Cube on your screen we’ll need to add one.
A cube will appear displayed in orange to indicate that it is the active Object. Edit Mode is a mode in which you can edit the vertices of the mesh. By default, all vertices are selected for every new Object created selected vertices are highlighted in orange, unselected vertices are black. In Object Modevertices cannot be selected or edited individually; the Object can be changed only as a whole. The current mode is indicated in the header of the 3D window.
We will call our Gingerbread man “Gus”. To do so, switch to the object-context See Naming Gus which can be found on the Properties Window on the right hand side. You can rename Gus on the first line. Our first task is to build Gus’s body by working on the vertices of our cube. Tools to do this can be found on the Tool Shelfwhich is a part of the 3D Window on the anlfitung hand side of the screen. If you can’t see the Tool Shelfsimply press T. Now locate the Subdivide button in the Tool Shelf under Add and press it once.
This will split each side of the cube in two, creating new vertices and faces. The result is illustrated below. If you want to get the same view, change to perspective with Num5 and rotate the view by clicking and dragging with MMB. With your cursor hovering in the 3D window, press A to deselect all elements. Vertices will turn black.
You must have the Limit Selection anleutung Visible button unselected to continue this tutorial. The cursor will change to a couple of orthogonal grey lines. Move the cursor above the top left corner of the cube, press and hold LMBthen drag the mouse down and to the right so that the grey box encompasses all the leftmost vertices. Now release the LMB. Press Xand from the popup menu select Vertices to erase the selected vertices. Another tool to select or deselect vertices is Circle Select, which can be activated by pressing C.
Using the mouse-wheel changes the size of the selection-circle. Just give that alternative a try after you deleted the vertices anleituung mentioned above. To model symmetrical objects we blemder use the Mirror modifier. It allows us to model only one side of Gus while Blender creates the other in real time. Go to the Properties editor and find the Modifiers context.
It is pretty empty for the moment. Clicking the button marked Add Modifier opens a list where you can choose Mirror. In addition to affecting Objects in a non-destructive manner, modifiers also allow you to control what is displayed when you are working with them. In our case we will check the Cage Mode button so we can see the transparent mirrored faces in Edit Mode.
We then choose the axis to mirror Gus along by checking either the X, Y or Z button. The mirror plane will be perpendicular to that axis. In our case it is the X-axis.
The Merge button will merge any mirrored vertices that are equal to or closer than the distance specified by the Merge Limit slider. Essentially any mirrored vertex closer to the mirror plane than the limit we set will be placed exactly on the mirror plane and merged with the corresponding vertex. The limit can be set from 0. For modeling Gus, a vertex that is more than 0. To prevent a large rip bkender up in the middle of our an,eitung or cause us to neglect a wandering vertex, we should set the Merge Limits to 0.
Finally, with the Clipping button checked, the mirror plane becomes a border that no vertex can cross. Also, when Clipping is active, every vertex that is on the mirror sticks to it.
As you can see, the Mirror modifier gives us a lot of features to make our lives easier. Let’s create Gus’s arms and legs. Using the sequence you just learned, Box Select the two top-right-most vertices Extruding the arm in two stepswhich will actually select the other four behind them, for a total of six vertices.
This will create new movable vertices and faces which you can move with the mouse. Move them one and a half squares to the right, then click LMB to fix their position.
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Extrude again with E then move the new vertices another half a square to the right. The image below shows blendef sequence. In Object Mode the same shortcuts apply.
If you made changes in Edit Mode that are not lost for that Object, they will all be undone in blenedr single shot with Ctrl Z when this step has its turn. If you change your mind in the middle of an action, you can cancel it immediately in many cases and revert to the previous state by pressing Esc or RMB.
Extruding works by first creating new vertices and then moving them. If in the process of moving you change your mind and press Esc or RMB to cancel, the new vertices will still be there, on top of the original ones! The simplest way to go back to the state before you started anleeitung is to Undo Ctrl Z.
It is sometimes useful to intentionally create new vertices this way blenfer then move, scale or rotate them by pressing GS or R. If you do not do this your legs will end up going straight down, rather than down and to the side as pictured in Body. If you nlender to position exactly, hold down Ctrl while moving things around.
We’re done with mirror modeling. In the next steps we will experiment with other techniques. We need anleitunv make the right part of our model real since nothing done with modifiers is permanent unless we apply the changes. Move the cursor to exactly one square above Gus’s body.
Cursor to Grid places the cursor exactly on a grid point. That’s what we want right now. Cursor to Selection places it exactly on the selected object, which is sometimes handy. Now press G to switch to Grab Mode and move the newly created cube down. You can constrain the movement to a straight line by moving the head down a bit and then clicking MMB. Move Gus’ new head down about one third of a grid unit then press LMB to fix its position rightmost image of Adding the head.
For the next step, we’ll need to select all of Gus, and not just his head use A – maybe twice. So far what we have produced is a rough figure at best. To make it smoother, locate the Modifier context and add a Subdivision Surface modifier, The Subsurf modifier.
Be sure to set both the View and Render NumButtons located under Subdivisions to values at or below 2. View sets the level of subdivision you’ll see in the 3D viewport; Render sets the level of subdivision used by the renderer.
He should look like Setting Gus to smooth. Gus will now appear smooth, although he may wear some funny black lines in his middle. This is usually avoided if you used the Mirror modifier, but it might happen when extruding and flipping as was done before the Mirror modifier was introduced Setting Gus to smooth. These lines appear because the SubSurf’s finer mesh is computed using information about the coarse mesh’s normal directions the direction perpendicular to a facewhich may not all point in the right direction some face normals might be pointing outward and some pointing inward.
Now Gus should be nice and smooth Setting Gus to smoothright. Press MMB and drag the mouse around to view Gus from all angles. Oops, he is too thick!