Module 2 Devlog - Rigging and Animation
Modelling a Human
In order to learn animation I first had to model a character that could be "rigged". I found that a humanoid character is quite difficult to model, but this tutorial by Sebastian Lague was very useful in teaching modelling techniques more specific to making characters, such as using mirroring to make symmetrical objects.
My 3D humanoid model
Rigging the Character
To animate a 3D model, it is usually necessary to add "bones" to distinguish between moving parts in a process known as rigging. The complete set of bones is called an armature, and mine was comprised of bones to control the head, neck, shoulders, chest and spine, as well as three bones for each limb.
The model rigged with the armature of bones.
Animating the Character
In 3D animation, a model moves its bones into specific poses called keyframes. I created a few simple animations where I posed the character into a keyframe position between ~3-10 times. When you play the animation, the model moves into each pose in succession. This tutorial by Imphenzia helped me understand these basics of 3D animation and how to create the animations in Blender.
An idle animation, for when the character is standing around.
A basic waving animation
My attempt at a walk-cycle for the character. The reference image from this tutorial helped me make the keyframe poses.
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