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Animation Ways to animate Keyframing What can you keyframe?

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Inverse kinematics in Blender<br />

• IK in Blender is called "Armatures" since Blender 2.20<br />

• before that they were "IKAs", not available any more<br />

• an armature is like the skele<strong>to</strong>n, made of bones (arms, legs,<br />

spine, …)<br />

• separate bones added in edit mode are part of the same armature<br />

• Here are links <strong>to</strong> a few tu<strong>to</strong>rials<br />

• http://www.ualberta.ca/~cwant/blender/char_doc/character_animation.php.html<br />

• http://members.lycos.co.uk/kurppa/blender/ik.html<br />

• http://members.<strong>you</strong>rlink.net/gruff/bones/index.html<br />

• http://blenderchar.weirdhat.com/handtute/<br />

• http://csshaun.ict.ru.ac.za/BlenderTu<strong>to</strong>rials/Armature/<br />

52438S Computer Graphics Winter 2004 17<br />

Kari Pulli<br />

IK cont.<br />

• Set constraints<br />

• in pose mode (CTRL-TAB, or<br />

click the "smiley face"), select B4<br />

• select Object panel (F7), constraint<br />

but<strong>to</strong>ns, add ”IK Solver”<br />

• fill in the name of the armature<br />

(Armature) and the control bone<br />

(Bone)<br />

• Now if <strong>you</strong> select and move<br />

Bone, the rest of the armature<br />

follows it<br />

• the orientations and locations of<br />

the segments are recalculated<br />

52438S Computer Graphics Winter 2004 19<br />

Kari Pulli<br />

Inverse kinematics<br />

• Need an armature for IK<br />

• select the first arm segment (Rclick),<br />

move cursor <strong>to</strong> it (SHFT-S 4)<br />

• add four bones of armature (Lclick),<br />

ESC quits<br />

• Name the bones<br />

• with armature selected, in editmode,<br />

select all (A), in edit but<strong>to</strong>ns (F9) hit<br />

”Draw Names” and rename bones (in<br />

”Selected Bones”)<br />

• Add moving bone<br />

• select sphere btw. B3 & B4, add a<br />

single bone by extruding (E)<br />

• it’s a ”handle” for moving the whole set<br />

52438S Computer Graphics Winter 2004 18<br />

Kari Pulli<br />

IK cont.<br />

• Attach geometry <strong>to</strong> armature<br />

• get out of pose mode (TAB) and<br />

edit mode (TAB)<br />

• select a robot segment (Rclick),<br />

and the armature (SHFT-Rclick),<br />

make the armature parent<br />

(CTRL-P), use bone B1<br />

• repeat for the other segments<br />

• note: may need <strong>to</strong> reposition and<br />

orient the parts<br />

• Now in pose mode (select<br />

armature, CTRL-TAB) <strong>you</strong> <strong>can</strong><br />

move the robot arm<br />

52438S Computer Graphics Winter 2004 20<br />

Kari Pulli

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