Note: The tutorials are not complete yet. All the link in red have yet to be made. Feel free to contribute in any way you want (add examples, correct mistake )
I think a lot of those listed tutorials are quite outdated and maybe better off left in the older threads where people wonāt expect them to be new.
In the tutorial wiki, there is no āACTIONā or āNULLā listed or explained with constraints.
The āArmature in Edit Modeā section doesnāt mention āroll anglesā though most tutorial;s recommend recalculaitng them.
In fact, roll angles donāt ever seem to get explained and Iām currently having a bad time with them and I donāt know why? Iāve asked that question in another thread here and at blender.org
(Can anyone explain why wiki pages are often too wide in Firefox Mac and why many characters go behind pictures or overlap each other?)
Hi, Iām in the process of updating several tutorials available at my site (walkcycle, NLA, constraints) plus designing new ones about animation. I will post here when Iām finished so anyone interested can have them.
BTW, I see you have linked directly to argoslabs.com/~malefico, please donāt. You should keep the original URL as āwww.malefico3d.com.arā instead since the host might change without further notice but that domain name will prevail.
Iāve been through the animation tutorialsā¦ And Iām stuck on the part where Iām supposed to do something to allow the bone to deform the mesh. I know thereās lots of options but I am so out of my depth right nowā¦
Iām sorry, if anyone could help it would be greatly appreciated.
If you intend to use Envelopes only then, in Object mode, you RMB-Select your Mesh and Shft-RMB-Select your Armature. Hit Ctrl-P and choose āArmatureā, then ignore the next popup; just move your cursor away so it closes. Then select the Armature only and goto Pose Mode, Ctrl-Tab, and select the bones in groups and Alt-S to scale the area that they influence to include the verts that you want those bones to influence. In F9, in the Armature tab turn on āEnvelopesā and turn off āVertex Groupsā.
I say āselect the bones in groupsā because obviously the fingers will need less scaling than the spine, and the fingers will also need more attention than the spine so that one fingerās influence zone doesnāt spill over into that of its neighbours. For this you can select individual bones to tweak them. You can also set this zone with the āDist:ā value in the Armature Bones tab in F9. If things like fingers still influence their neighbours then you can use the āWeight:ā value to tweak it further and/or select base or tip of bones in edit mode and scale them.
If you are using Vertex Groups on the mesh then Parent it to your Armature as explained above with Ctrl-P, select Armature again, but this time choose āDonāt Create Groupsā (since you have already created them). In F9, Armature tab, turn on āVertex Groupsā. If you do it this way you can use Envelopes and Vertex Groups and fine tune their respective influences with Weight Painting.
Thanks man, Iāll be posting an animation in the WIP forum if I can figure out how to get video out of Blenderā¦ Maybe you could shed some light on that?
Hi I would like to contribute however I can. I have been spending a lot of time trying to master the animation capabilitys of 2.4ā¦ anyway here is a link to my current project. I will donate the rig to this list when I am done. so any help would be great!
I decided to remove that old rig cus well it just wasnt that good. here is a more up to date one with a sample animation. the onl problem now is that the file lost its .zip extension on its name. so just add zip and you should be able to decompress itā¦ I think you may be able to do this in blender (unpack data??) not to sure about that sorry for any confussionā¦ anyway on to the rig
Hey Modron, thank uā¦but Iāve already readen and follow this, but a didnāt get a result. I think I need a more completed tutorial about a path walkcycle with stride boneā¦is this the unique about stride bone?
Itās true Fligh. But after to analyse a lot the .blend file of Ton, now I get to do something with stride bone. I believe thatās a way for us to have a variable Stride value during walkcycle time. This variable value is defined with Stride bone IPO.
Thanks Gimble, youāve done it again. Iāve only had time to read thru it, Iāll open the .blends and spend some time on it later. Your work is much appreciated!