Make A Simple Animated Character - The Red Ninja A KatsBits Tutorial Exercise Make A Simple Animated Character - The Red Ninja Copyright © 2017 KatsBits. All Rights Reserved. This eBook and associated Material is subject to, and protected under, UK and International Copyright Law. No part of this document or material may be reproduced, duplicated, distributed or otherwise transferred without prior written agreement or where licensed. For more details contact [email protected] or visit http://www.katsbits.com/. Table Of Contents Title Copyright Chapters Chapter 1 - Editing The Mesh Chapter 2 - Materials, UVs & Textures Chapter 3 - Rigging & Inverse Kinematics Chapter 4 - Animation Chapter 5 - Video Images & Illustrations Chapter 1 Images & Illustrations Chapter 2 Images & Illustrations Chapter 3 Images & Illustrations Chapter 4 Images & Illustrations Chapter 5 Images & Illustrations Further Readng Additional Resources Part I: Editing The Mesh Using basic tools and techniques it's possible to make an individualistic, rigged and animated character even though it may only comprise a few polygons and bones; the challenge in doing so is in the User developing an eye, not for detail, but for expression, the ability of a 'thing' to convey an action or emotion that has easily readable meaning. With this in mind the ensuing tutorial explains the process of making a simple animated character, the Red Ninja cubie™, essentially nothing more than a primitive cube with arm and leg protrusions. With a well placed rig and animation however, it can be highly expressive despite its structural simplicity. A basic understanding of Blender is useful, but not required, to get the most from the following. Design note: New users to Blender may also find it beneficial to work through the Snowman and/or Gingerbread character tutorials. Introduction The general process for making any sort of animated object, be it a simple moving platform or a complex character, can be broken into four core steps; 1) making the mesh, 2) applying textures, 3) rigging or giving the object an underlying skeletal structure; and 4) animation. Design note: there is an additional fifth step, 'export', which, although not covered expressly in this tutorial, has the model built with it in mind. Each helps inform the process and subsequent steps, so how the model eventually articulates after being rigged depends entirely upon how the mesh was initially built; joints and parts of the mesh that move may need additional structure to prevent collapse for instance, an important consideration for very low-poly objects especially, as is the case with the Red Ninja Cubie™. Design note: because additional structure can't be included, the model is essentially designed around it being a 'cube', attention will be paid later during animation to prevent. Before starting, as the character has arms and legs, thought should be given to the initial pose in which the model will stand; a "T", with arms out to the side; a "Y", arms raised above the shoulders, or inverted "Y", hands below waist (illus. 1), as this determines how flexible the mesh is, how well it will deforms when articulated, at the major 'joints' in particular, the knees, hips, elbows and shoulders. For the Red Ninja, its low-poly nature, and its overall design, biases towards use of the "T" pose, so that will be used throughout. Design note: limbed characters are rarely constructed with their arms and legs flat against, too close to, the body, or closed together, because doing so tends to cause mesh deformation problems during articulation, especially when arms and legs are posed at their extremes; arms above the head for example, can result in surface collapse or severe stretching to accommodate a pose, which might then mean altering the mesh and rigging after-the-fact as a fix, an act that might itself cause further problems where implemented as a corrective measure later in the process. Such late-stage changes can generally be avoided or mitigated by considering the type of movement expected of the character beforehand and planning ahead (this is why a degree of forethought and pre-planning is useful before starting). Step 1: Initial Object Set Up As a general rule of thumb character models tend to be symmetrical, both left and right are the same. From a construction point of view knowing this, that characters are often in effect mirrored, means it's possible to significantly reduce the amount of work necessary by actually doing this, mirroring the mesh. What this essentially means is the one side acts as a 'master', the other a 'duplicate', when the former is changed or modified, the latter automatically updates. The mechanism to do this varies depending on the complexity required in terms of the build process, but at its essence using a simple 'linked duplicate' is all that's needed. This will be the first step to be done in preparation of mesh editing. Design note: it's generally preferable to set this up before doing any significant modification to the mesh to eliminate alignment issues early on - if not corrected at this point misalignments can go on to cause larger issue later on in the process (subject to the characters complexity). To begin, right-click select the default Scene Cube and press "Tab" to enter Edit Mode. As mirroring is a duplication only half the object is needed so, left-click the "Loop Cut & Slide" button in the Tool Shelf and mouse back over the mesh. Design note: "Loop Cut & Slide" is found within the "Tools" tab, "Add" sub-section. Alternatively press "Ctrl+R"; activating loop cut automatically places Blender into "Edge" select mode, normally available using "Ctrl+Tab" or the "Mode Selector" in the 3D Views header. The pink loop cut guide appears. Position the cursor over the leading edge of the mesh (upper or lower edge of the front face) and left-click to select and set the cuts orientation. When the orange line appears right-click to have Blender automatically place the loop centred on the mesh (illus. 2). Design note: when placing a loop cut Blender provides two options as to how that is done once the orientation has been set/selected; 1) the cut can be set based on User input when left-click is used - indicator slides back and forth, or 2) automatically centred when using right- click - centre-line is determined based on surface information and cut automatically placed. Next, using "Shift+" right-click ("Shift+RMB"), select the right side of the mesh (toggle "Face" select mode "Ctrl+Tab" to make this easier to do) and either delete the selection outright, "Del", or detach it using "Separate", "P". Design note: keeping the detached elements is not specifically required and can be kept for reference, especially so if mesh mirroring is done later - the character is built up a degree before being mirrored. As an alternative to using "Shift+RMB" to multi-select, "Border Select", "B", or "Circle Select", "C", can also be used but will typically necessitate the mesh being in "Wireframe" view (press "Z"), or that "Limit selection to visible" be disabled in the 3D Views header - it's often easier and quicker to "Shift+" multi-select, taking advantage of the Scene defaults rather than switching between various modes of operation. Press "Tab" exiting Edit Mode and with the remains of the object still selected, in the 3D Views "Object" menu left-click "Duplicate Linked" ("Object » Duplicate linked" or alternatively use "Alt+D"). A new instance appears moving with the mouse. Right-click to release and reset the new object to its default position on the same side and coincidental with the original. Design note: for linked duplicate to work meshes should be in Object Mode because the procedure is replicating the entire item and associated properties, not just the mesh data/structure. This new item needs to be flipped to the opposite side so whilst its still selected, from the "Object" menu again select "Mirror" then "Y Global" ("Object » Mirror » Y Global", alternatively "Ctrl+M » Y"). The object will flip across the selected axis, "Y" in this instance, mirroring the original. Left-click or press "Enter" to confirm and set in place. With this done modifying either Object instantly mirrors across to its partner (illus. 3). Design note: linked duplicated objects are just that, linked; either object of the pair can be edited with those changes duplicating across to the other (non-selected object) without user input. Step 2: Blocking Out With the base unit duplicated and mirrored editing can begin. With the original half (still) selected (right-click if not), "Tab" back into Edit Mode and left-click the "Loop Cut & Slide" button again to add another cut, this time positioning the mouse over a vertical edge so the cut loops around the horizontal. Left-click to select the orientation then right- click to confirm and auto-centre the cut, essentially dividing the mesh in two, creating an upper and lower section. Once done, the basic structure needed to define the character can be blocked out, namely the arms and legs. Design note: the number of loop cuts initially made should be kept to a minimum to maintain the characters overall simplicity; additional cuts can be made when needed or determined by the build process. The first section to define is the shoulder and hip, an intermediary 'buffer' between limbs and torso that accommodates better articulation of the former without unduly deforming the latter, important in limiting mesh collapse when the character is moving. Design note: without the additional structure the mesh might collapse at the shoulder and /or hip when the arms and legs are articulated; the 'buffer' alleviates this by localising deformation to the region. To do this switch selection mode to "Face select", "Ctrl+Tab » Face" (alternatively from the 3D Views header left-click the mode selector button displaying the face icon), then using "Shift+RMB" multi-select the underneath and lower-side faces of the mesh, essentially an "L" shaped selection that wraps around the lower side corner, before then
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