0% found this document useful (0 votes)
38 views15 pages

AnimRig Blender3d

The document discusses animation and rigging techniques in Blender 3D including setting keyframes, modifying animations, parenting objects, adding armature bones, weight painting, and using forward and inverse kinematics. Techniques like extruding bones, mirroring bones, and transforming in edit versus pose mode are covered.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
38 views15 pages

AnimRig Blender3d

The document discusses animation and rigging techniques in Blender 3D including setting keyframes, modifying animations, parenting objects, adding armature bones, weight painting, and using forward and inverse kinematics. Techniques like extruding bones, mirroring bones, and transforming in edit versus pose mode are covered.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 15

TVGS LESSON NIGHT

Animation and Rigging in Blender 3D


JASON
HARLOW
AKA: spaceJASE
www.spacejase.com
BLENDER BASIC RECAP
➤ Tumble = MMB
➤ Pan = MMB+shift
➤ Zoom = MMB +ctrl
➤ Select = RMB
➤ Translate (grab) = G
➤ Rotate = R
➤ Scale = S
➤ +XYZ = force axis constraint
➤ shift+XYZ = exclude axis
➤ LMB = accept action
➤ RMB = reject action
BLENDER BASIC RECAP
➤ Object mode
➤ Edit mode
➤ Pose mode
➤ toggle = Tab / Ctrl+Tab
➤ Extrude = E
➤ (remember that one)
➤ Slice = ctrl R
ANIMATION
dope sheet / curves / timeline
SETTING KEYFRAMES
➤ i = set key
➤ alt + i = remove key
➤ Automatic Keyframe!
➤ Keying “sets”
➤ Set timeline start/end
➤ Alt + a = play animation
MODIFYING ANIMATIONS
➤ Grease Pencil
➤ Motion Paths
➤ (properties > object)
➤ timing (dope sheet)
➤ spacing (curves)
➤ V = handle type
➤ T = interpolation (oooh bounce!)
➤ Extrapolation Mode
➤ (channel > extrapolation)
➤ Markers (why?)
RIGGING
parenting / empties / armatures / rigging / weighting
RIGGING: SIMPLISTIC(?)
➤ Ctrl + p = Parent
➤ Alt + p = Unparent
➤ Ctrl + j = Join
➤ Move pivot
➤ Empty Nodes
RIGGING: DEM BONES 1
➤ Bones
➤ Add > Armature > Bone
➤ Edit mode > extrude (E)
➤ Oh, SNAP!
➤ Reposition Bones =
Unparent > Disconnect
➤ Shift + d = duplicate
➤ Ctrl + m (+XYZ) = mirror
(axis)
➤ W > subdivide
RIGGING: DEM BONES 2
➤ Bones
➤ Edit vs Pose
➤ (Tab / Ctrl + Tab)
➤ Transform locks
➤ Local transforms
RIGGING: WEIGHTING
➤ Rigid Weighting to an
armature
➤ Select mesh
➤ Select Armature
➤ Ctrl + p
➤ Armature Deform
➤ Empty Groups
➤ Select mesh
➤ Ctrl + Tab = Weight Paint
➤ Edit mode, then select
vertex + L = select all?
RIGGING: WEIGHTING
➤ Soft Weighting to an armature
➤ Select mesh
➤ Select Armature
➤ Ctrl + p
➤ Armature Deform
➤ Auto-weights
➤ Select mesh
➤ Ctrl + Tab = Weight Paint
RIGGING: FK / IK
➤ Pose mode
➤ Ctrl + . = select hierarchy
➤ WT FK

➤ Edit mode
➤ extrude and detach a bone at
END of desired IK

➤ Controls = change display of


bone (curve or object)
THE END

You might also like