Assigning GUS armature...

Hi!

I am newbie and would like to know how make this step in making GUS at:
http://wiki.blender.org/index.php/Manual/Your_First_Animation_in_30_plus_30_Minutes_Part_II
"We’ll use the automatic skinning option. Go ahead and select Create From Closest Bones. Now select just Gus’s body and switch to EditMode (TAB). Notice in the Edit Buttons Window (F9) the presence of the “Vertex Groups” menu and buttons in the Link and Materials Panel, (The vertex groups buttons in the Edit Buttons window). "
The problem is that I cant get the Edit mode on…I cannot assingn armature to the model.
Please help I have been struggling with this for the whole day. :smiley:

Hello
To assign the armature it’s quite easy
You select the body object, then, the Armature, do Ctrl-P to parent, and choose “from closest bones” in the popup menu to create Groups.
It’s done.
To check if it works, select the Armature, do Ctrl-Tab to enter Pose mode select a bone ( should be blue) and rotate it, a body part should follow.
Now, the problem is that other/wrong vertices will move too, the “from closest verts” it’s not very precise.
You must add or remove vertices from groups
That’s where you select the body, enter Edit mode, Tab key, and check your Groups in the panel
Anyway, this method it’s old (I use it in the game engine), the new one is with Armature modifier
Check the Blender wiki
Bye

Yo!
Many thanks for reply. I do this assigning and then try to do skinning. But I cant get to vertex mode where to assing the armature parts to Gus body.
The armature is blue but it does not work. It is not related to Gus body despite I do as you told. I go to edit mode and press F9 but there is no possibility to connect different armature parts to different body parts. I dont know what I am doing wrong this should be easy.
I would like to send my Gus to you because something is oddly wrong.
Bye

We’ll use the automatic skinning option. Go ahead and select Create From Closest Bones. Now select just Gus’s body and switch to EditMode (TAB). Notice in the Edit Buttons Window (F9) the presence of the “Vertex Groups” menu and buttons in the Link and Materials Panel, (The vertex groups buttons in the Edit Buttons window).

Hello again
let’s start in a simple way
Open the standard scene ( the cube one)
Now add a Armature ( one bone)
Select the cube than the Armature, do Ctrl-P to parent, choose “create groups…” in the popup menu and enter key
Now in Pose mode if you move the bone (blue) the cube should follow
If not, select the cube, enter edit mode, in the “Links and Materials” panel you have a Groups buttons, and at least a one group with the bone’s name
Press select, the vertices should turn yellow, if not, select them and press Assign button.
Repeat those steps with all your armatures bones
If you don’t have the “groups” you must create them
Bye

The problem is that I cant get the Edit mode on…I cannot assingn armature to the model.

In the instructions, by the time you select just gus and go into edit mode, you have already assigned the bones to gus.

So perhaps you need to back up a step or two?

After duplicating the armature and flipping it, then you exit to object mode.

Then select the Gus, and hold the shift while you select the armature.

Now you use ctrl p and chose create groups.

Now Gus is assigned to his bones.

At this point You are still in object mode. So the next step is to select Gus alone(deselct all A and select Gus), and hit tab to go into edit mode.

Since you were unable to go into edit mode, you missed a step someplace. Perhaps you were just trying to go into edit mode with bothe selected?

You can post your .blend here for free. If you are still having problems.

Dont give up, sometimes I have struggled for several days at one little thing. Arrrrrg.

Hi,
I followed your following advice but it didn’t help.
There is no “groups” button in links and materials panel. There is only one group, the armature group. There is no cube group despite I added that name to the field.
I cant get this panel open when I am making GUS:

http://wiki.blender.org/uploads/8/8a/Manual-Part-I-Quick55.png
Or this panel…they simply do not open:
http://wiki.blender.org/uploads/6/60/Manual-Part-I-Quick56.png
I dont understand what I am doing wrong. In the ME field there is only one word: armature. Nothing else. The name “Cube” exists nowhere.

One more try!!
After the images above, you’ve a bone/group named Arm.R
So, select your character mesh object, enter Edit mode, select the vertices that you want to assign to this group/bone and press the Assign button in the Vertex groups buttons
It’s done (for this bone/group) and SHOULD work!!! :slight_smile:
If you don’t have the groups, you must create them by hand with the “New” button, and a correct bone’s name in the field
Bye

Hi!
This is precisely what I cannot do: turn on the vertex points. Despite I have connected
the armature with the cube, the controls points will not turn on.
I do as follows:

  1. I have a cube in front of me in top mode
  2. I press space and select: “Add”, then “armature”
  3. Then I goto “object mode”. In this mode only I can add the
    “armature”
  4. In object mode I select with “B” first the cube and then
    the armature. The cube will turn hard pink and armature to soft pink.
  5. Now I press “Control P”. Blender asks:“Make Parent To” and I have two
    options: “Armature” or “object” I select “Armature”
  6. For next blender asks. “Create Vertex Groups?”. I select"Create from closest objects"
  7. Now nothing special happens. Blender is mute. It should show me questions that
    should I use automatic skinning, but these menus won’t turn on.
  8. I go to Edit mode with F9 but I cannot find cube from “links and materials”. I use TAB and
    Blender should go to edit mode and show me the vertex points where to assign
    the armature. These points wont turn on, the cube and armature are both pink.
    No vertex points at all. In this mode they should turn on, but they do not.
    I try to select the cube only, but it wont help. When the cube is selected
    with “B” and then Edit mode turned on, it wont show vertex points. The cube
    is pink only.

I wonder what is missing? Please help, I dont want to give up…:slight_smile:

This one will work for sure!!!
Start a new default scene
Select the Cube, no Vertex Groups, right?
Enter Edit Mode, press the New button
In the name field change “Group” to “Bone”
Select the top four vertices and press “assign” button
Out Edit mode, add an Armature (one bone)
Out edit mode, select the cube then the Armature and Ctrl-P, parent to armature and choose “don’t create groups”.
Select the Armature and do Ctrl-Tab, select the bone (blue) and rotate, the cube will deform…I hope
This is a BASIC and easy operation, if you give up here you’ll never do anything…

Many Thanks…it wooooooooooooooorks!!! :slight_smile: :slight_smile: :slight_smile:
But why i failed in other ways, I do not understand. I followed the instructions of the GUS tutorial very carefully? Is it too old tutorial?
I have no python installed but I think it is needed only in scripting… right?

Ah, you’re really confused…
The tutorial is ok, and Python it’s not needed to this task.

To work on groups you must select ONLY the character object
And the name of the Vertex Groups should match exactly the name of the
corresponding bones.
Bye

http://wiki.blender.org/index.php/BSoD/Introduction_to_Character_Animation

That’s a more recent tutorial.

%<

OZON, seems like what was happening before, you had both armature and mesh selected when you were in object mode. Since the armature was the “active” object (ie: the object you picked last) the buttons panels would be for the armature, not the mesh.
Vertex groups are part of the mesh.
Back on your step 7: Blender is mute. It did its job, creating vertex groups. This is an automated process (and not all that accurate) but there is no user input needed.

I suspect part of the trouble may be your using bkey for selections, which I find doesn’t work all that well with rigging (selects too much, or in the wrong order). You can also select two things using Shift+RMB, or set up another window with outliner view, and select bones from the list of bones. As your rigs get more complex, this turns out to be much easier.