Blender Art Mag-19 Eng
Blender Art Mag-19 Eng
Blender Art Mag-19 Eng
gaurav@blenderart.org
CONTENTS
Tutorial - To Rig a Boats Rigging Tutorial - Perpetual Motion Machine Rigging Tutorial - Caterpillar Soft Track Tutorial - Animation Temporal Verification KnowHow - Armatures arent just for Characters KnowHow - Meshdeform Modifier 9 19 35 47 51 52 54
DESIGNER Gaurav, Sandra, Alex PROOFER Kevin Braun Phillip Ryals Bruce Westfall Joshua Leung Lynda Schemansky Eric Pranausk Noah Summers Joshua Scotton Mark Warren Wade Bick Patrick O'Donnell Brian C. Treacy Scott Hill Henriel Veldtmann WRITERS Johannes Ewers William Edstrom Hamed Zaghaghi Alain Mathez COVER ART Moonflower - by Derek Watts dwatts1@gmail.com
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EDITORIAL
The moral of this long winded introduction: if I can learn to rig, so can you. Which brings us to the theme for this issue of Blenderart Magazine. We are taking a look at various rigging techniques. Some of which actually have nothing to do with characters. Surprise! Armatures and constraints aren't just for rigging characters. They can be used to create an animation rig for any object that moves, or that you would like to have move. And we ery few of us enjoy rigging a character, but have some pretty inventive rigs/set ups to share. that is no excuse for not learning how to So go grab a hot drink (I don't know about you set up at least a basic rig. Especially conbut it is cold where I am) and settle down for a sidering the number of great resources that very informative read. have become available over the last couple of years.
Sandra Gilbert
Managing Editor
In addition to the large number of tutorials written by various community members and all the free rigs available for study, there are two great books (Introducing Character Animation with Blender and Animating with Blender) as well as Bassam's ManCandy FAQ's DVD available for reference and study. After reading (and re-reading) both books and watching Bassam's ManCandy DVD (too many times to count), the confusion began to clear as I started seeing how it all went together. So I finally gave up avoiding character rigging. While I am still not a rigging master, I no longer stare in confusion at the amazing mess I just made of my rig. And better yet, the rigs actually work... well kind of. :P I think I still need to keep practicing.
sandra@blenderart.org
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Well okay, yes it is still complicated, but there is a logic, flow and even a pattern to it.
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BLENDER NEWS
Blender Gamekit 2nd edition
Carsten Wartmann, writer of many Blender books and main author of the Blender Gamekit, has started work on a fully updated version of the Blender Gamekit! This project, including DTP/design by Samo Korosec, is scheduled to finish during November. So it should be in time for Santa to deliver it under the Christmas trees. The updated Gamekit will cover all new functionality, GLSL materials, multilayer texture, character animation and logic states and bricks. Carsten will also clean-up the old tutorials to make them work well, and add new ones, also based on Yo Frankie! The Blender Gamekit book update: Project is now in its last stage. Were reviewing the designed pages, finishing the CD for the book, and hopefully within one or two weeks it goes to print! (But you know, planning doesnt always match human limitations!) You can now pre-order copies even up to December 15 with a nice 20% discount! Needless to say, revenues will help Blender Foundation projects (and me & Brecht coding 2.5)! -Ton-
7 Yo Frankie! DVDs
The Yo Frankie DVDs are finished and shipping has started. If you haven't ordered a copy yet, you can still order one from the Blender e-shop. It would make a great gift for the holidays.
Game Competition
This competition is being run to encourage developers (or teams of developers) to create fun, cool looking content for the Game Engine built into Blender. With the release of 2.48, the GE has received a HUGE boost in terms of speed, functionality, and more importantly, kudos.
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BLENDER NEWS
Major Categories
Euro400 of the prize fund will be split into two categories... Prize: Euro100 This prize will be awarded to the best content created using just Logic Blocks. The Blender GE Logic Block system is a very powerful way for artists with no coding skills to create interactive content. This prize awards artists using Blender in this way. For further information and rules regarding this contest, visit the Game Competition Announcement page.
Minor Categories
Note: These categories do not exclude entry to the above main categories. Category 1: Best content created using only logic bricks (no Python scripting).
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Introduction
A sailing boat or ship is a complicated vehicle consisting of hundreds of moving objects like sails, ropes, blocks, and booms. Depending on the direction of the wind and the direction of the boat, all moving parts take different positions in relation to each other. If you plan to create a boat model that is not static, you should include some automation capabilities into your rig. Otherwise, you will have to change many objects every time you re-position the sails. Blenders constraints and armatures provide excellent tools to improve efficiency when modifying a boats rigging. This tutorial will explore some basic concepts of automating a boats rigging with the help of a simplified rig. Out of scope is a realistic detailed boat model. That is up to you. Planning the boat model
By Johannes Ewers
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Our goal is to automate the movement of tackles and sail so that they follow the rotation of the two booms. The form of the sail should adjust in a natural way. To do that we need the following automated behavior: The block at the gaff boom, (the upper boom) follows the boom and rotates in a way so that its free end always faces the mast. The ropes between mast (fixed end) and gaff boom block follows the movement. The block at the (lower) boom faces its counterpart that is fixed to the hull. The block that is fixed to the hull always faces the block at the boom. The ropes between the two blocks follow the movement and stretch or shrink depending on the blocks positions. The lower seam of the sail follows the boom; the upper seam follows the gaff boom. The sail is always stretched between both booms.
by Johannes Ewers
The sail shows wrinkles depending on the direction and strength of the wind.
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Open the Mesh Tools panel in a Buttons Window. Enter Degr: 360, Steps: 8, Turns: 1 and press Spin. The cursor changes to a ? symbol. Click on the Side View window. Scale the resulting ring object to suitable size, about half of the diameter of the mast. We need two rings at the top of the mast (see figure 6) and one ring at the bottom of the hull near the stern (rear-end of the boat). Now it's time to put some structure and hierarchy into the model. We create an empty (Add>>Empty) and name it standing rigging. We move the empty to a location near to or on the mast. We create a compound object by parenting all parts of the standing rigging to the empty. Therefore, select mast, stay, shrouds, and rings and as last object, the empty. The Outliner Window is very useful for this task. Now select the function Object>>Parent>>Make Parent to create a sub-structure in the Outliner. Create another Empty, name it little boat, and move it to the middle of the hull mesh. Create a compound object by parenting the hull mesh and the standing rigging to the little boat Empty.
by Johannes Ewers
Now you can position and rotate the boat just by selecting and moving the parent little boat. That was the easy part.
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Now we need three of these blocks, two with the ring on the bottom side and one with the ring on the top side. Select the block compound object in the Outliner. Use Select>>Grouped>>Children to select all objects in the compound. This is import for copying the whole compound and not just the parent object. Use Object>>Duplicate to create a second block Repeat this for the third block. Name the objects as shown in figure 4. Now, in the last block select the block cage child object and move it downwards until the ring is on top of it. Do not move the ring! We have to make sure that the center of the compound object is still in middle of the ring.
by Johannes Ewers
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Now we need to connect the bones to the booms. We cannot use the armature modifier because that only works with meshes. We do not have a mesh, we have an empty as parent in the boom compound! As an alternative, we will use a copy rotation constraint. In Object Mode select boom comp in the Outliner.
Parent the block to the gaff boom. On the block use Object>>Constraints>>Add Constraint>>Track To. Constraint parameters are: Target:ring@mast.002, To:Z, Up:Y Now, the block should orient towards and follow one of the rings at the mast. Test it by rotating the gaff boom (see step c). Create a cylinder to model a rope for the tackle and call it rope@gaff boom.001. Switch to Edit Mode. Scale the edges in x/y direction so that a thin tube is the result. In Object Mode, the scale factor should still be one for all coordinates. You can check that with the Transform Properties window (Object>> Transform Properties). Sounds strange? The stretch to constraint we will use later shows an even stranger behavior if Scale X/Y/Z differ from one.
In the Buttons Window, Constraints panel, add a constraint of type Copy Rotation. As target, type in the name of the armature sail guide. As bone, type in lower bone. Choose Z as rotation axis. Repeat the same for the gaff boom but choose upper bone as target bone.
by Johannes Ewers
To test the setup, select the armature, select lower bone, switch to Pose Mode, and rotate the bone around its center. The boom should follow the rotation. The same should work for the gaff boom when using the upper bone. Figure 6: gaff boom assembly
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Switch to Object Mode. Move the 3D-cursor to the lower end of the cylinder. Use Object>>Transform>>Center Cursor. That will move the center of the object the pivot point for rotations to the lower end. Now move the cylinder to one of the rings at the mast without rotating it. Parent it to the little boat compound object. Go to the Buttons Window, Object Panels, Constraint and click on Add Constraint, select Stretch To. This constraint is only available through the panels. Enter Target: block cage.001, Vol:NONE, Plan:Z. You might expect the cylinder to orient towards the block but unfortunately, it stays in its position. You first have to correct the position manually. Switch to Edit Mode and transform the vertices in the desired way. The rope (cylinder) should stretch between the middle of the block and the ring at them mast. Do not try to do that in Object Mode, it will not work. I took me some experiments to work out the right sequence of steps.
by Johannes Ewers
Now repeat these steps with a second rope (cylinder) between the middle of the block and the other ring. Now test the gaff boom rig by moving it with help of the upper bone of the sail guide armature.
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Add a TrackTo constraint to the block with Target: block cage.002 (part of the block at the boom). The block and the rope mesh should now point to the other block. Each block will synchronize to the other. Now add a StretchTo constraint to the rope mesh. Enter Target: block cage.002, Vol:NONE, Plan:Z. As a result, the mesh might first point into an unsuspected direction. You have to correct the mesh in Edit Mode and transform it into the correct position and length. Now test the boom rig by moving it with help of the lower bone of the sail guide armature. The tackle should neatly follow the boom tip and stretch as needed.
by Johannes Ewers
Make sure that the booms are in their neutral position parallel to the boats main axis. To do this, select sail guide. Switch to Pose Mode and use Pose>>Clear Transform>>Clear User Transform. Start by creating a simple patch (Add>>Mesh>>Plane). Name it sail. Translate the sail plane to the approximate position. Switch to Edit Mode and fit the four corners of the mesh face between boom, gaff boom, and mast. The vertices should all have the same X-coordinate value for a maximal flat mesh. That is helpful for the MeshDeform modifier we will use later.
Figure 7: boom and tackle assembly
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Now we have the basic sail mesh. The subdivision was necessary a) to provide resolution for a nice sail deformation and b) to create a vertex group that will cause some nice wrinkles. To let the high-resolution sail mesh follow the boom movement, we will use a low-resolution mesh as a kind of cage together with the MeshDeform modifier. Create a cube object (Add>>Mesh>>Cube), name it sail cage and translate it to the sail position.
Select the sail mesh, go to Buttons Window, Mesh Buttons, Modifiers and add two modifiers to the mesh: a) a Subsurf modifier, Type:Catmull-Clark with Level:2 or 3 to give more resolution to the cloth simulation. (room for experiments) b) a MeshDeform modifier with Ob:sail cage. Press Bind to connect the cage to the sail mesh. The deformation of the sail cage will now translate to the sail mesh. Test the setup: select sail guide, switch to Pose mode and rotate lower, middle, and upper bones. The booms should follow the armatures as well as the sail mesh.
by Johannes Ewers
Switch to EditMode and transform the sail cage cube mesh so that it encloses the sail mesh. Keep the space between cage and sail as small as possible. Now go to Buttons Window, Mesh Buttons, Modifiers Panel and add a Subsurf modifier to the sail cage. Use the Simple Subdiv type with Levels:1. This gives some flexibility for the cage. Now go to Buttons Window, Mesh Buttons, Modifiers and add as second modifier an Armature modifier with Ob:sail guide. We can now use our sail guide armature to deform the sail cage.
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by Johannes Ewers
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Some hints
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Move the sail cage to a layer that you can deselect. It will react but does not obstruct the sight. Alternatively, use the restriction column in the Outliner (eye symbol). After a simulation, you have to clear the simulation cache before you can change the sail position. Select the sail mesh; go to Buttons Window, Object + Physics Buttons, Cloth panel, Collision tab. Press free cache. If you want to move the boat after a simulation, the sail will stay in place until you free the simulation cache. Do not get frustrated if the program behaves in unexpected ways. Now add a top sail or a fore sail. Setup a second mast or model a more realistic hull. The result could look like my Bluenose schooner model.
Johannes Ewers
I love the sea, old sailing ships, and maritime paintings. While I am not a good painter, I use 3D tools to create nautical scenes. After working with POV-Ray and Moray for some years, I switched to a combination of Vue dEsprit and Blender. You can find some of my images on my website, also at at Renderosity, and at Zazzle. . . Website: www.age-of-sail.com e-mail: postbox1@age-of-sail.com
by Johannes Ewers
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Introduction
For a while now I've had an idea for a free energy machine. Very similar in appearance to a standard four stroke engine, this new design uses magnetic pistons for power. Two pistons are pulled up by large permanent magnets, at which point a lead block interrupts the force, and the other two pistons, now in the power stroke, pull them back down. The action rotates a crankshaft, turning gears and an air compressor which gives the air pressure needed to move the lead blocks. A camshaft is pulled by a belt and times the air valves. To see it in an animation, go here. This article will show you how to rig the machine in a slightly better way than it was in this movie.
Modeling
This article is not about modeling, so I won't go through step by step instructions, but I will give an overview and measurements so you can model the perpetual motion machine.
The Crankshaft
The crankshaft is just some cylinders and cubes. The two inside piston joints are a set and the two outside piston joints are a set. If you are going to rig your crankshaft with these instructions, the two inside should point down, and it should rotate around the X axis.
By William Edstrom
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by William Edstrom
Download a useful background image here: (link to Gears For Modelling(Not Shown).jpg) To give the fanblade it's curve, just rotate the middle vertices with proportional edit on.
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Lighting/Materials
Lighting in a mechanical demonstration can be very simple. In this scene I took a lamp, set it to 0.3 energy and made sure Rayshadow was off. Little lamps like these hardly affect render time at all, so you can copy eight or ten to light every corner and still have render times under five or ten seconds. A few seconds may not sound like a lot, but when doing an animation they really add up, so I like to do everything I can to shave seconds. This setup is very boring, however so I added a sun set to Rayshadow and Only Shadow. A plane underneath catches the shadow. For the materials, mechanical drawings are also forgiving. Bright, solid primary colors shunned like the plague almost everywhere else are ok (just please turn down the specularity!), but should be left to the most important pieces and the most difficult to see. The stationary support structures are good as darker browns, grays and metallics. A simple cloud texture scaled very small makes a great normal map for nonmetal and dull metal parts. To show casing objects and their contents at the same time, one method is to render them in wire frame.
Rigging
The rigging setup mirrors, in a way, the mechanical processes in the machine. Rotation constraints act as gears and belts, location constraints like rods pushing back and forth. But because blender is primarily an animation suite, there are some tricks that have to be done differently than in an actual physical representation. The goal is to visually demonstrate, not build a physics simulation.
by William Edstrom
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The Pistons
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While doing the pistons, it is especially important to be thorough and follow instructions carefully. Even missing small steps can cause very strange looking reactions. Time spent double-checking will prevent headache in the long run. Select the crankshaft and add a keyframe for rotation (I->Rot). Go ahead to frame 11 and rotate the crankshaft around the X axis 120 degrees. Key the rotation again and open the IPO window. Select the green X rotation keys and open the curve menu at the bottom of the window. Open Extend Mode and choose Extrapolation. Name the IPO rotation. By pressing Alt+A you can test the animation at any point to make sure all the steps up to that point work properly. Next return to frame 1. All the rigging should be done in the neutral position in frame 1. Open the crankshaft mesh. Snap (SHIFT+S, cursor->selection) the cursor to the verticies of the first cylinder that will have a connecting rod. Copy a vertex and snap it to the cursor. Add an empty and name it base_empty. Select both base_empty and Crankshaft, then go into edit mode and parent base_empty to the vertex [Ctrl+P].
by William Edstrom
Snap the cursor to the piston object and add another empty there named top_empty. Go to the Objects Tab[F7] and add a Copy Location constraint. Set the target as base_empty. Press the offset button. This will make the object keep it's original distance from base_empty while still copying it's movements. Sometimes when the target is set the object will move, so use [Shift+S>>Selection to Cursor] to snap it back to the piston's center. Deselect the X and Y so the constraint only effects the Z location. Now is a good time to press Alt+A and pan around to get a good idea of what the constraints are doing.
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as the crankshaft. Now they should look just about right, although you may need to rotate the larger gear so that it appears to make proper contact(press offset When duplicating, be careful to select all the parts at to allow the rotations to stick). It's hard to tell that the the same time(2 empties, connecting rod, piston, arma- gears aren't going exactly the same speed as the crankture, you may need to hide[H] pars in the way) and shaft, so in this animation we'll leave them separate, [SHIFT+D] over to the next point on the crankshaft. Be because it makes timing everything easier(who doesn't careful to watch top_empty.001, as it likes to slide out hate fractions?). If it was necessary to keep them going of position at this step. Make sure it is resting precisely at precisely the same time we would simply constrain at the base of Piston.001 before proceeding. Next unthe crankshaft to follow the large gear and do the math parent base_empty.001 with Alt+P and choose Clear for timing the other parts. and Keep Transformation. Then parent it to a new vertex as described earlier. Repeat until all four pistons are The Lead Blocks working.
The Gears
The gears must turn together, in opposite directions. Because they are different sizes they must also turn at a different speed. This difference can be found by the ratio of teeth. These particular gears have 24 and 40 teeth, giving a ratio of 5/3. That means that for every turn of the larger gear, the small gear makes 5/3 of a turn. For simplicity of animation we are going to animate the smaller gear and use it to turn the larger at 3/5 it's speed. This can be done with a single constraint.
The lead blocks should be covering the piston housing on the downstroke and be fully retracted during the upstroke, moving between in three frames. Make three copies[Shift+D] of the lead block, each moved 7 along the X axis. If you like, you can also copy the stationary parts also. Select the first lead block. It will need five keyframes to define the motion.
Frame Position
29 In 31 out 44 Out 46 In 59 In
by William Edstrom
Select the little gear, and in the IPO window choose the curve rotation (If you have skipped ahead to this point to read about gears, this ipo will not exist. Create it by following the steps in paragraph 2 of pistons). Add a copy rotation to the larger gear, targeting small_gear. Deselect Y and Z, then push the negative sign next to X to invert the motion. Now the gears will turn in the opposite direction. To slow the larger gear, set the influence to 3/5, or 0.6. This is the reason that even though the larger gear is actually providing power, we use the small gear. Influence does not allow inputs of greater than one. Animate the small gear the same
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In the IPO window, select the X location curve and open Curve>>Extend Mode>>Cyclic Extrapolation. Now this lead should cover the top of the piston housing during a downstroke and uncover the housing during an upstroke. Name the IPO curve lead_outside. Delete the Loc X keys in the IPO window. Add lead outside to the other outside lead. Select a middle lead block. Since the middle pistons are on the opposite stroke, they need to be timed differently. Push the number next to the IPO title so that changes made to this one won't affect the others. Rename it inside_lead. Move the motion curves back 15 so that the first keyframe is at 14. Add lead_inside to the other middle block. The lead blocks should now be synchronized with the rest of the machine.
by William Edstrom
If you modeled it yourself, the valves obviously won't already be timed for you, so you will have to do it yourself. Just rotate the cams so they hit they're valves just before the block moves, one cam for each direction. Then key the valves so they appear to move.
Application
The rigging setups used here can be used for a lot more than my perpetual motion machine. A four stroke engine is a given, as that was the inspiration, but there are also many more uses with very similar rigs. Even
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Introduction
Like a lot of people, I have plenty of 3D ideas in the head, and most of the time I begin by directly drawing something in Blender. And like a lot of people, I know this is not a really good method, but I do all the same because I am too lazy to follow a better way. Two weeks ago, I was on a wellness week-end with my girl friend. Three days without any computer, hell or paradise? Well, without computer, but not really without Blender, because I could not get some of the ideas out of my mind. So I just had to relax my body and let my brain choose between no-thinking and B2.48a. Guess what, I took a pen and a paper, and began to draw some sketches.The best part in that story is that I had a lot of time to grind the project, before I could finally start to build some objects in Blender. The ideas where numerous and growing every minute; I had already a list of problems and some solutions and many derivations and alternatives. Once back at home, I tried to do some critical points in Blender, and I submitted the unsolvable knots to the legendary famous BlenderClan. Note for the beginners (like me, sometimes) : try to reduce your problem to its simplest state to find solutions. Open a new Blender file, with just the things you need to tackle the problem, and experiment with it. If you are unable to find a solution, you can ask about it at blenderartists forum, explain the case and maybe give them the file. If you are a bit lucky, you will receive
Definitions
Here you can see some fundamental definitions for understanding what we can do with this tool to improve the time of checks and verifications. Well, enough said, lets get on with the project. The main criteria are: Doing animations with only one IPO (The "One Ipo Research Attitude" : OIRA) lol, this name just make me laugh myself When not possible, than "As Few As Possible Ipo Research Attitude" : AFAPIRA) In the OIRA or AFAPIRA serial, we are starting with : Doing the wheels of a vehicle staying on the floor (Mesh) with constraints Doing a Caterpillar soft Track, with dynamic inertia No addition of Python scripting, I am not yet a experienced in it (PyDrivers are allowed) Use Modifiers and Constraints from Blender 2.48a
By Alain Mathez
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Select the vertices on the positive part of the X axis (B, LMB+MouseMove), and hide them (H). Rename the Plane in Floor and make it smooth.
Switch to Front View (Numpad 1) select the two middle vertices, switch to the Proportional Edit Tool (O), select Random Falloff, move the vertices 1BU along the Z axis, having all the vertices in the select circle (G, Z, Mousewheel)
Switch to Top view (Numpad 7), reveal the invisible vertices (Alt+H), select all the vertices (A, A), extrude 2BU along the Y axis (E, 1, Y, 2, Enter)
by Alain Mathez
Select all the vertices (A, A), recalculate normals outside (Ctrl+N), swtich to Object Mode (Tab), add a Modifier Subsurf (Ctrl+2).
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In Edit Mode, go to the panel Link and Material (F9), add a Vertex Group (New), name it Pr1, select only the first Vertex on the left, press Assign. Add a Vertex Group (New), name it Pr1b, assign to this Group only the second Vertex, then make the same for Pr2, Pr2b, Pr3, Pr3b, Pr6.
by Alain Mathez
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Then select the second Vertex (RMB) and the second Empty (Ctrl+RMB), create the Hook (Ctrl+H, 2), and so on to the last Empty. Now when you are finished, if you select one Vertex and move it (G+MouseMove), the corresponding Empty will follow.
Well, that was just to be sure that the setup is working, so dont move any Vertex for the moment (Esc). Now the first trick. switch to Front View (Numpad1), show the first Layer (Shift+1) to see the Mesh Floor, select the Mesh ProjectionFloor, go to the panel Modifiers, add a Modifier Shrinkwrap, set the parameters and enjoy the result.
by Alain Mathez
Guess what, you have to do the same for all the other Vertex Groups, but don't panic, when you click on the button Copy in the Modifier, you get to copy
Note for the lazy people (like me, sometimes) : try to snap most of the control points from the Path PathCaterpillar on the grid (zoom around a bit if necessary) because soon you will have to align Bones and Empties on every control point of the path. So it is easy to do it with an extreme precision where every object has his place on the grid.
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Note for everyone (like me, sometimes) : ensure that you have a round length from your path when youve finished designing it. For example, 50, because the caterpillar track will be easier to configure with (for example) 50 links, having every 1BU width. Select all the vertices, go to the panel Curve Tools (F9 when the Curve is in Edit Mode), set the Order U to 3, and attribute to all the vertices a weight of 1. Note for the pressed people (like me, sometimes) : it is important to draw the Curve PathCaterpillar like a slack rope, because when the caterpillar moves, the track will tighten. But remember, its not elastic, so the length must be kept constant.
The path must look like a slack rope now because it will look like a tight rope soon.
by Alain Mathez
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by Alain Mathez
Switch to Object Mode, add an Empty, name it OrientateFrame, place it on PositionFrame2, select the Empty OrientateFrame (RMB) and the Mesh AverageFrame (Shift+RMB), switch to Edit Mode (Tab), select all the 3 Vertices (A), and define the vertices as Parent from the Empty (Ctrl+P, Enter).
Switch to Side View (Numpad 3), add a Mesh Plane, name it SoftFrame, go in Edit Mode (Tab), and rotate the Plane around the Y axis (R, Y, 90, Enter). Select only the 2 upper vertices, merge them (W, 5, 3, Enter), select all (A, A), subdivide (W, 1), and move all 1BU up (G, Z, 1, Enter). Set the parameters in the panel Soft Body (F7, F7)
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This method is not mine, you can read about it here And you will find the full description here Thank you yoyofargo! Add an Empty at the origin from SoftFrame, name it
by Alain Mathez
Select the Curve PathCaterpillar, and give it the AngleFrame as Parent. Now if you move the Mesh ProjectionFloor, PathCaterpillar will follow the slope of the Floor. If you rotate the Empty SoftDynamicFrame around Y axis, PathCaterpillar will follow the rotation. SoftDynamicFrame, and give it the 3 central vertices from the Mesh as Parent. Hey, grab a drink, its not finished yet. Add an Empty CenterMidWheel, child of AngleFrame, add an Empty IKTargetMidLeft and an Empty IKTargetMidRight both child of CenterMidWheel. IKTargetMidLeft and IKTargetMidRight must be placed on the corresponding vertices from PathCaterpillar.
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Now if you rotate SoftDynamicFrame, you should be able to see something like this. Add an Empty CenterFrontWheel, child of AngleFrame. Rotate it -90 around Z axis (R, Z, -90, Enter). This special orientation will be useful for a future IK constraint.
This Empty will have to turn in the other way round of AngleFrame. To do the magical trick, we need another Empty PivotFrontWheel, child of AngleFrame, and a Constraint Transformation on PivotFrontWheel. The Target Object of the Constraint is SoftDynamicFrame.
Wow, no sea-sickness? Then do the same for the right side of the force.
by Alain Mathez
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Dont forget to disable the Stretch button, we need a constant length. The option Rot lets the Bone follow the rotation of the target, and you, lucky people, have already set the orientation of the target CenterFrontWheel in part 5, didnt you ?
by Alain Mathez
When the Armature is designed, in Edit Mode select all the Bones (A) and Recalculate Bone Roll Angles (Ctrl+N, 1). Its time to add IK Constraints. Armature is in Object Mode. Select the Empty CenterFrontWheel (RMB), select the Armature (Shift+RMB), switch Armature to
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And the last, but not least, the constraints for the floor.
by Alain Mathez
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Show the Layers 5 and 6, rotate the Empty SoftDynamicFrame (+ and -90), what do you see? Armature is deformed but not stretched? Goal reached! Well, in fact not completely. The IK for the middle wheel is only effective when it stretches a little bit.
by Alain Mathez
When its done, show Layers 3 and 7, select the Curve PathCaterpillar, go in Edit Mode, select 1 Vertex (RMB), select the corresponding Empty (Ctrl+RMB), Note for the experts (like me, maybe one day) : if you find make the a better way to use the IK Constraint, without any Hook (Ctrl+H, stretching, with a full constant length for the complete 2). chain, please share some tips as how you achieved it! And one more time, Im 7.Layer 7 : the Hooks afraid thats necessary for This one is only for pleasure. On each Vertex of the Curve PathCaterpillar place an Empty. Names are Hook- each Empty. But if youre a Path HookPath.0XX. Well, on the picture below the good pianist, names are still in French, but its too late to translate it doesnt take this in detail, and Im not ready with the extra work, you a long time to perform. so please translate for me HookChenille = HookPath. Select the Armature go in Pose Mode (Ctrl+Tab), select an Empty (Ctrl+RMB), select the corresponding Bone (Shift+RMB), make the Bone Parent from the Empty (Ctrl+P, 1) Now we start a special step: making the track links following the path. This will be always be only an approximation. Why? Because I know of only two methods and both are not real. First method: origin of the links are on the path, then the joints are too distant on the little curves.
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Second Method: origins of the links are working with a TrackTo Constraint, but the joints are too close on the little curves.
Well, first method seams to be more imprecise, but faster to set up. We'll take this one for now, with narrow track links. The illusion should be enough.
by Alain Mathez
Model a simple link about 1BU (X axis), 2BU (Y axis) and 0.5BU (Z axis). You could do it with a deformed Cube, or like me, a bit more complex.
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Select the link (RMB) select the Curve PathCaterpillar (Shift+RMB), make the link follow the Curve (Ctrl+P, 2). Clear the rotation (Alt+R, Enter) and the origin (Alt+O, Enter) of the link. If necessary, re-orientate the (R) Link to align it along the Curve. Make sure that the Curve is configured with CurvePath, CurveFollow and PathDist Offs in the panel Curve and Surface.
by Alain Mathez
If the link is not on the straight portion of the Curve, select the Curve, go in Edit Mode, select all. The only non-yellow edge (not selected) is probably not in the middle of the straight portion.
With the duplicate method (Alt+A and not Shift+A) you can modify a link, selecting each duplicate and modifying at the same time. So you do your test with a simple deformed cube, and after the 50 links are ready, you can tweak their appearance without doing the work 50 times. Note for the smart people (like me sometimes, but not enough for this case) : there is maybe a magic trick with an Array Modifier or something like this to add all the links with just as few clicks. If you find it, please let me know. You remember the round length of the Curve PathCaterpillar? It was about 50, but the link is about 1BU width, so you have to do the same again 48 times, Alt+A, TimeOffset: 2.00, Alt+A, TimeOffset: 3.00,
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Guide is the Parent of the Mesh ProjectionFloor on Layer 2, and Guide is the Parent of the Mesh SoftFrame on Layer 5.
by Alain Mathez
Parent of the wheels are on the Layers 3 and 5. FrontWheel is a child of CenterFrontWheel, MiddleWheel is a child of CenterMidWheel, RearWheel is a child of
Now if you move the Empty Master along the X axis and above the Mesh Floor, you should see the ensemble following the surface of the Floor.
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Is sliding not enough? Dont give up, youve already done the greatest part. Go to the Animation Screen Layout (Ctrl+?) or from the menu. Select the Curve PathCaterpillar (on Layer 4), in the window Ipo Curve Editor select the Ipo Type to Path.
The second vertex has X coordinate 50 because this is the length of the Curve PathCaterpillar. If you dont choose Cyclic for the Ipo Curve, the links will do only one lap along the Path. Now the mysterious miraculous PyDriver. Write Blender.Object.Get('Master').LocX *(-1) Tadaaam!
If there is no Ipo Curve in the window, add a Vertex near from the origin of the axis, (Ctrl+LMB) and another a bit further (Ctrl+LMB). Specify the Interpolation Mode as Linear (T, 2), and the Extend Mode as Cyclic (E, 4).
If the links move in the wrong direction, you can inverse the Ipo Curve (like \ \ \ and not / / /), or add a *(-1) factor at the end of the PyDriver. Showing only the Layers 8 and 10, select the Empty Master and move it along the X axis. Impressive? Wait to see the wheels! Select the FrontWheel, select the Ipo Type Object, Select RotY (LMB), click on the Add Driver button in the Transform Properties box, click on the snake and write, Blender.Object.Get('Master').LocX *(3.05).
by Alain Mathez
Open the Transform Properties box, edit the Ipo Curve (Tab), select the first Vertex (RMB) give it the coordinates in the box.
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Note for the mathematician people (not like me, Im afraid) : I have absolutely no idea why the factor is 3.05, but I find it good in testing. It depends naturally on the teeth on the wheel, but in my case 50 / 12 = 4.16. So, who knows why? Apply the same tweak for the other wheels. You can of course re-use the Ipo Curve from FrontWheel for the RearWheel, with only one Ipo Curve for the six FloorWheels, and one for the MiddleWheel if its size is not the same as FloorWheels.
by Alain Mathez
Do you remember the OIRA or AFAPIRA acronyms? Well, the Ipo Speed for the Path is a straight line and doesnt really count. So the only object to animate with an Ipo Curve is the Empty, Master. In Frame 1 (Shift+?) select Master, Insert a Keyframe for Location (I, 1), go to Frame 51 (?????), move Master along X axis, and Insert a Keyframe for Location (I, 1). In the Ipo window you can select and delete the Ipo LocY and LocZ, and/or you can edit and adjust jsut the Ipo LocX.
Pay attention to the value for End in the same panel if you do an animation longer than 250 frames. If the Mesh ProjectionFloor acts strangely, edit the Mesh Floor, select all, and extrude a tiny little bit (E, 1, Z, -0.01). If no there's result, try to delete the Subsurf Modifier, or try to apply it.
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Note for the debug warriors (maybe like me, I dont know) : If you find why the Shrinkwrap Modifier does this jump, please let me know how to correct it. Remember you can set the fine tuning with the Influence of the Copy Rotation constraints from CenterFrontWheel, AngleFrame, CenterRearWheel, and you can choose between Copy Rotation and TrackTo for OrientateFrame. 11.Layer 11-13 : the shock absorber. Let us do a piston, a bellows and a spring. On the Layer 11: an Armature.
On the Layer 12: some Empties, to use as the target for IK or TrackTo (The choice is yours). On the Layer 13: the objects. At first the piston, Block High has a TrackTo in the direction of Block Low, and Block Low has a TrackTo in the direction of Block High.
by Alain Mathez
(Editor's note: This introduces a cyclic dependency which Blender has trouble resolving. If possible, it is best to avoid such setups altogether to be safe. However, if such setups are used, be aware that some lag may occur in some parts of the rig, making it unsuitable for renderfarm use.)
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by Alain Mathez
Now the bellows. Block Left and Block Right are now tracking each other like a piston. The bellows will need a Stretch To Constraint.
as long you dont switch to the Side View. If the bellows are deformed (dont ask me why) just adjust the Z size (S, Z, MouseMove).
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If the orientation of the bellows is wrong, show its axes in the panel Draw (in the "Object" buttons). Rotate all the vertices in Edit Mode, with the cursor at the origin of the object and Pivot Mode set to 'Around the Cursor'. Finally the spring. This one will be vertical. The TrackTo Constraint needs to have an axis pointing upwards, so in this case there is a conflict between the target directions and the up pointer. We will use a Bone, with a IK Constraint to orientate the Up and Low Blocks, and each Block will have a Copy Rotation of the Bone. Almost as easy as for the piston. How to model a spring? Easy, but we want to animate it! Add a Plane, place the Cursor at its center, in Front View let only an Edge and a Vertex. Select all, and press
Erase the cylinder and keep the spring. Select all, go to the Menu Mesh > Scripts > Edges to Curve. The script did a copy from the Mesh, and we have now a new Curve. Edit this Curve, select all the Vertices, in the panel Curve Tools click on Nurb, Endpoint U, Order U: 3, Weight 1, Set Weight. Go back to Object Mode. Add a Curve NURBS Circle, name it SpringBev, reduce its size. Select the Curve Spring (not the Mesh, you can delete this one), give SpringBev as Bevel Object in the panel Curve and Surface. Nothing happens, so edit the Curve Spring, select all, set the radius to 1 (W, 4, Enter). Special thanks to Zeauro from the BlenderClan for this trick. But the wire of a spring is not a hollow tube, so we need another NURBS Curve as Taper Object. Note that the size of SpringTaper is 0.1 in Object Mode.
by Alain Mathez
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Empty CenterSpringH, child of SpringBlockH. CurveSpring, child of CenterSpringH. Empty ScaleSpring, child of CenterSpringH. CenterSpringL, child of SpringBlockL.
by Alain Mathez
Resize a bit the upper and the lower part of the spring, you know, to obtain something like a spring. Note for the tired people (like me, its late) : sorry just a bad joke. Construction, from top to bottom.
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SpringBlockL, child of the Empty CenterWheel2. BoneSpring from ArmatureSpring, child of CenterSpringH. BoneSpring has an IK Constraint on CenterSpringL and Stretch enabled. The high (local Y axis) of BoneSpring is precisely equal to the deformable part of the spring. Add a Copy-Scale Constraint (on Y-axis only) to the Empty ScaleSpring. ScaleSpring is oriented like BoneSpring of course, and placed at the begining of the deformable part of the spring. Select all the Vertices from the deformable part of the spring, select ScaleSpring, make a Hook. Select the lower un-deformable part, select CenterSpringL, make a Hook.
12.The challenge
Now if you want to make a vehicle moving on a bumpy ground, you will face bigger problems. The second caterpillar track cant ride for itself. Both must have the same tilt and keep the distance between them constant, because this distance is the vehicle. Well, who can do it better, is more simple and faster? It is possible, Im sure. But I didnt already found the solutions. And dont forget the OIRA or AFAPIRA principle. If youre better than me (I'm sure its possible, because I succeed on doing this almost every day ;-) and find a better way, or if you have questions, remarks, ideas, suggestions, feel free to contact me at alain@bktr.ch My favorite language is French, but I can decode English (please simple words only ;) und auch ein bisschen Deutsch (da noch mal bitte nicht zu komplizierte Wrter verwenden).
by Alain Mathez
Have fun! So, like you see, rigging a dynamic spring is not too difficult. But once again this method is not mine, I derived it from here and simplified it (I guess) and improved (I hope). So, Dude, all you have to do isalready done!
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In the example file CaterpillarSoftTrack.blend you will find the object described in chapter 1 to 11, a tank downloaded from http://dmi.chez-alice.fr and a lot of Cameras fixed to each important part of the caterpillar. Some objects have still a French name, sorry. In the example file TrackLinkApproximation.blend there are the 2 methods described just before chapter 8 to make links follow a Path. Other ideas to do this? In the example file LimitePathPyDriver.blend there are a lot of test with Ipo Speed and PyDriver you can play with.
14.Gratitude
Special thanks to the BlenderClan, Meltingman (my spiritual Master), Traven (the man who knows everything I ignore) Zeauro (I have questions, he has answers), and to my honey Coralie who slept and watched the television alone for two weeks while I wrote this. And THANK YOU to every people who makes Blender growing.
by Alain Mathez
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Introduction
Temporal verifiers are mathematical tools that verify a temporal model against a temporal property, (i.e. properties that talk about time), and answer the question, Does this temporal model satisfy these temporal properties?. This concept is used by many researchers in the field of Software and Hardware Engineering, and I bring it to the world of computer animations. Animation Temporal Verification is a new and novel approach in computer graphics that lets us: verify animations against temporal properties that can be extracted from story check temporal constraints for animations. A temporal property is a temporal logic formula that will described later in this text. For example:
Always (Cube1.LocX>=100.0)
Semantic
An LTL formula can be evaluated over an infinite or finite sequence of truth evaluations and a position on that sequence. An LTL formula is satisfied by a sequence if and only if it is satisfied for position 0 on that sequence. The semantics for the modal operators is given as follows: Next holds at position i, if exists position i+1 and holds at position i+1 Until holds at position i if holds at some position j, and ? has to hold at all positions in range [i to j). Eventually or Future , holds at position i, if there was a position j>i and holds there. In other words Eventually holds if and only if True Until holds at position i. Globally or Always , holds at position i if and only if Not Eventually Not holds at that position, in other words Globally f holds at position i if holds at all positions.
By Hamed Zaghaghi
That means X part of Cube1 location should always be greater than or equal to 100.0.
Definitions
Here you can see some fundamental definitions for understanding what we can do with this tool to improve the time of checks and verifications. Linear Temporal Logic Linear temporal logic (LTL) is a modal temporal logic with modalities referring to time.
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Important Properties:
We can construct various temporal properties with linear temporal logic, but there are two main types of properties that can be expressed using this logic: Safety properties (Globally Not ): usually state that something bad never happens. Liveness properties (Globally Eventually ) or Globally( Implies Eventually ): state that something good keeps happening. See [1,2] for more information about temporal logic. Implementation This feature is implemented completely using Python and is available for Blender using the scripts menu after installation. You can get the Python script and it's required module, pycamc, from http://launchpad.net/camc. You can find more information about it's licence and how you can install it from above project page.
After opening the script you can see a form like the one
Opening Animation Temporal Verification
Empty Form
Open/Save Buttons opens/saves information from/to a file. Temporal Constraint text box, should contain a temporal property Start and End number boxes, shows start frame and frame of verification. Verify button, starts verifying the Temporal Constraint. Add Proposition button adds new text boxes to the form so you can input a relational expression as a proposition there. See Fig. 4
by Hamed Zaghaghi
How To Use It
After installing it, open blender and open the script window in some area in blender. See Fig.1. Then in the script window select the Animation Temporal Verification item
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Add Proposition
Name text box specifies the name of the proposition and can be used in a Temporal Constraint Value text box specifies the boolean expression related to the proposition name Del button, deletes the proposition in it's row
Example
Here we want to verify a simple temporal behaviour in an animation. The sample scene contains two Cubes, named Cube1 and Cube2, a Lamp and a Camera, see Fig. 5.
proposition 'const2' with value 'Cube1.LocX<=Cube2.LocX' 2 Add the following constraint in Temporal Constraint text box 'Const1 Until Const2' 3 Press Verify button to start verification process.
Sample Scene
by Hamed Zaghaghi
Now consider that we set up the scene so Cube1 moves in the X direction from lower values to higher values of X and Cube2 moves in the X direction too but from higher values to lower values of X. See Fig. 6 and Fig. 7. Furthermore, we want that the X part of the
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First I should thank my co-worker, Babak Salimi, who helps me in the theoretical side of work, and then thanks to you for reading this article. Please get it, test it, and report its bugs! To get download it from https://launchpad.net/camc or get latest trunk source with bzr branch lp:camc To report report bugs here https://bugs.launchpad.net/camc/1.0/+bugs email me hamed.zaghaghi@gmail.com or zaghaghi@ut.ac.ir
References
by Hamed Zaghaghi
1.Amir Pnueli. The temporal logic of programs. In FOCS, IEEE, 1977. 2.http://en.wikipedia.org/wiki/Linear_temporal_logic
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rmatures provide Blender with a very powerful character animation tool, but armatures can help you animate far more than just characters. I know I have personally used armatures to help animate all kinds of objects. But wouldn't you know it, when I sat down to write this article, I couldn't think of even one good example (my memory seems to be slipping with age). Still not a problem; that's what the search function is for. I typed in "basic rigs" and was immediately given numerous examples of cool and fun ways to use armatures. This is by no means an all-inclusive list, but it should give you enough ideas that you can come up with even more ways to use armatures in your own project. I found several great examples in BSoD: Introduction to Rigging. Just a quick side note before I reveal the genius ideas. Robert Christian (wavez) did an excellent job explaining all about rigging. So if you still haven't read it, I seriously encourage you to do so. Okay, first up, you can use armatures to produce a great "Squash n' Stretch" effect. This is an ingenious little rig. It is composed of just two bones and four constraints. Here's the ingenious part. One of the constraints, is a "Stretch To" constraint, which will automate the squashing and stretching for you. In my opinion, it's very cool. (Hmm... now I want to squash something!) Next Robert shows you how to create a dancing palm tree. Now I'm sure you don't really have a huge need for dancing trees (or maybe you do), but think about it, this could be adapted for so many things.
As I wandered in my research, I found a great tutorial for Making a Spring Rig in Blender, over at the Blender Underground site. It takes a little bit to set up, but once you are done, you have a nice dynamic moving spring. JiriH created a great little Squash and stretch ball rig, to give beginning riggers something to study and play with. And of course armatures are excellent for creating Mechanical Rigging. This tutorial shows you how to rig a robotic creature, including how to set up pistons and hydraulics. And who can resist having a Dancing Beer rig? The guys at ProMotion Studios were obviously having a little too much fun with their current animation project Kajimba, but I don't think any of us will be complaining, since we get to play with it. Well that about wraps up my little search survey of fun things to do with armatures. I hope it gave you some interesting ideas of your own to try out.
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by Sandra Gilbert
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have to be honest, rigging is not my favorite task. All those bones and constraints that have to be set up just so, or they don't work. Plus the endless testing and tweaking is enough to make me pull my hair out. The only thing I enjoy less than rigging is actually attaching the rig to my object (or character). So I was beyond tickled when the coders gave us Bone Heat. The ease of use made a horrible task, relatively painless. But as good as it is, for anything but a fairly simple character, you still have to do some tweaking to get your character to deform right. I don't enjoy tweaking, so guess how happy I was when our amazing coders gave us the Mesh Deform Modifier... Very! Okay, so just what is the Mesh Deform Modifier and what do you use it for? In some ways it works like a Lattice, in that you use it to change the shape of a mesh (Object, character etc.). The Mesh Deform Modifier allows any closed mesh (of any shape, not just the cube/grid shape of a Lattice Modifier) to act as the deforming cage around another mesh.
Couldn't be easier. It will take anywhere from a few seconds to a few minutes to bind your cage to your mesh. Now that your mesh deform modifier is bound to the character, you can apply an armature deformer (modifier) to the cage and then use Bone Heat or Vertex groups, just as if if were a higher resolution mesh. Remember: the armature deforms the cage, the cage controls and deforms the higher resolution character mesh.
by Sandra Gilbert
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Create a low resolution cage to fit around your character (or object) It must form a closed cage around the character (or object) to be deformed Add a Mesh Deform modifier to the character mesh In the Ob: field, enter the name of your low resolution cage Push the bind button
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The Mesh Deform Modifier and Armature combo can be adjusted and tweaked just like the Character Mesh and Armature combo you are used to. Bone heat (as mentioned) works well with the Mesh Deform Modifier and because the cage is generally of a much lower resolution, it requires less fiddling with and tweaking than a high resolution mesh. Yay! That means less work for me! As an additional plus, the Mesh Deform Modifier can even be used as a modelling tool. Any edits/changes to the cage (in Edit Mode) while bound to a mesh object will cause changes and deformations to the mesh object as well as the deforming cage. Then you just click the apply button to make the changes permanent. There are a few things about the Mesh Deform Modifier that are not overly obvious. Listed below are some of those issues and features (taken from the Blender User Manual).
Mode of Operation
Alterations made to the Deform Mesh Cage will only be reflected in the Deformed Object when the cage is in Edit Mode, when in Object mode the cage can be scaled and distorted but it will not effect the Deformed Object.
by Sandra Gilbert
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BOOK REVIEW:
Animating with Blender (How to Create a Short Animation From Start to Finish)
ence. Below I have listed some of the areas that really caught my attention: The tips on story importance, how to refine and polish your story before you start His organization suggestions for preventing future headaches. The importance of creating your storyboards with the correct aspect ratio, so that your shots line up the way you planned. Great tips for using libraries and linking them properly Use of the Mesh Deform Modifier, as well as great rigging tips The eye rigging set up is the easiest to set up that I have ever seen Great Action Editor tips and explanations of features I never even knew about Rendering tips for the shortest render times while still getting good quality Getting it all put together All the wonderful workarounds
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o you want to create the next "smash" animated short. You have an idea. You have Blender. You are all set.
Or are you? Most ambitious (and non ambitious) animation projects fail due to lack of planning and/or lack of what it really takes to actually start, and even more important, finish a short animation. Animating with Blender was written to answer all of the questions you have about creating an animation. Better yet, it answers questions you haven't yet considered. Roland Hess, author of Animating With Blender, takes you step-by-step through the animation process. After an informative discussion on why following the work-flow is important, Roland starts walking you through the steps to create your own animated short. Using his own short animation "The Beast" as a learning tool, he shows you the importance of a good story and how to set up both your storyboards and story reel.
5/5
As you work your way through the succeeding chapters, you not only learn about the next stage in the process, but the best tools to get it done. Each chapter builds on the previous just as each actual stage of production builds on what went before. Along the way, you learn about character and set design, blocking out shots, and matching up your sound track. As you progress through the book, Roland shares valuable tips and tricks to make the whole thing go smoother.
My overall reaction: this is a beautifully written guide to creating an animation. It is filled with useful tips and tricks that can be used for not only animation projects, Roland has a great writing style that I have always enbut other projects as well. It is well written in reader joyed. I found the book to be casual and friendly as well as friendly language and uses humor to illustrate and explain extremely entertaining. In my opinion, considering the difficult concepts. massive amount of information contained in its 352 pagThe book has full-color screen shots and renders, so you es, the humorous touch makes this an enjoyable as well can clearly see what is being discussed. This is a valuable as informative book to read. addition to the Blender knowledge base, and will be an Since I have yet to create any animation worth mentionoften used reference in my own projects. ing, the whole book proved to be a huge learning experiBook Review by Sandra Gilbert | Paperback: 368 pages | Publisher: Focal Press: Pap/Dvdr edition (September 30, 2008) | Language: English ISBN-10: 0240810791 | ISBN-13: 978-0240810799 | Product Dimensions: 9.2 x 7.5 x 0.8 inches
GALLERIA
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GALLERIA
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GALLERIA
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2. Send submissions to sandra@blenderart.org. Send us a notification on what you want to write and we can follow up from there. (Some guidelines you must follow)
Images are preferred in PNG but good quality JPG can also do. Images should be separate from the text document. Make sure that screenshots are clear and readable and the renders should be at least 800px, but not more than 1600px at maximum. Sequential naming of images like, image 001.png... etc. Text should be in either ODT, DOC, TXT or HTML. Archive them using 7zip or RAR or less preferably zip.
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Disclaimer
blenderart.org does not takes any responsibility both expressed or implied for the material and its nature or accuracy of the information which is published in this PDF magazine. All the materials presented in this PDF magazine have been produced with the expressed permission of their respective authors/owners. blenderart.org and the contributors disclaim all warranties, expressed or implied, including, but not limited to implied warranties of merchantability or fitness for a particular purpose. All images and materials present in this document are printed/re-printed with expressed permission from the authors/owners. This PDF magazine is archived and available from the blenderart.org website. The blenderart magazine is made available under Creative Commons Attribution-NoDerivs 2.5 license. COPYRIGHT 2008 BlenderArt Magazine, blenderart and BlenderArt logo are copyright of Gaurav Nawani. Izzy and Izzy logo are copyright Sandra Gilbert. All products and company names featured in the publication are trademark or registered trade marks of their respective owners.
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