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the latest version of the program for theremaining steps in this tutorial; after all,animation functions are far quicker inthis version. As Blender uses
OpenGL
todisplay wire frames, you will need to en-sure that your graphics adapter supports3D acceleration.The following steps assume you arefamiliar with basic steps such as zoom-ing views, and selecting objects inBlender. If you are not familiar withBlender, you might like to read the firstpart of this tutorial in last month’s LinuxMagazine.3D animation is a computationally ex-pensive process. Even a very small filmclip may contain 20 frames, whichmeans that Blender has to recalculatethe scene 20 times. Before you launchinto the animation, you should simplifythe wire model. To do so click the
Edit-ing
button in the lower third of thescreen (Figure 2, item 1), to display theEditing panel for object manipulation.Press [Z] to toggle between the wireframe and the solid view. The wire frameis typically preferable, as it is quicker.You also need to ensure that you areworking in
Object Mode
and not in
Edit Mode
.The Editing panel was reworked inBlender 2.40. Many functions that wereconfusingly grouped under
Mesh
in for-mer versions our now more logicallygrouped under
Modifiers
. Surfacesmoothing (
Subsurf
), which we enabledfor most of our objects in part one of thistutorial, is now also grouped under
Mod-ifiers
.Start by selecting the cap, then disablethe highlighted button to the right of
Subsurf
, shown in Figure 2, item 2. Thisdisables the individual wire frame ele-ment view but without influencing thefinal rendering results. However, thiswill definitely speed up the preview.Now click
Add Modifier
and select
Deci-mate
in the drop-down menu. In the
Per-cent:
field, set the value of
0.100
, andclick on
Apply
. Wait for Blender to catchup (that is, wait until the buttons changecolor when you hover the mouse overthem), then press the button again, andsay
OK
when prompted by Blender. Re-peat this procedure for all objects forwhich a value for
Decimate / Percent
isshown in Figure 2. Disable the previewof the surface elements (Figure 2, 2) forthe other objects with a
Subsurf
entry in
Modifiers
.
Them Bones…
Position the cursor as shown in Figure 3.Check the position from the front andside perspectives. Press the space keyand select
Add | Armature
from themenu. Then press[G] and drag themouse to move theendpoint of the“bone” you havejust added to theposition of theknee (in the middleof the leg). Nowpress [E] for ex-trude to add a sec-ond bone. Movethe bone to a posi-tion that makes anatomicsense. Then press [A] twiceto select both bones.[Shift]+[D] creates a copywhich you can now drag tothe other leg using themouse.Again press [A] twice toselect all four bones. Enablethe buttons
Draw Name
and
X-Ray
in the middle of the
Armature
area at the bottomof the Blender window.Blender will now show youthe names of the bones,
Bone
through
Bone.003
. To makethings easier, you might liketo assign more intuitivenames. If the list of bonesdoes not fit in the displaywindow, you can drag theborder of the lower panelslightly upwards. Let’s callthe bones
ul
for “upper leg”and
ll
for “lower leg”. Add
.L
or
.R
for left or right (Figure4). The convention of taggingsymmetric objects as
.L
and
.R
is a requirement for auto-matically mirroring bone po-sitions, which we will have to do later.This completes the bone structure forthe legs, but attempting to move thiswould have no effect whatsoever on therendering results. Bones are just auxil-iary objects in Blender; all they do is de-fine the movements and deformations of the wire frame that surrounds them. Forthis to happen, you have to tell Blenderwhich areas of the surrounding 3D ob-ject are “driven” by moving the bones.This process is referred to as
skinning
,as what you are doing is pulling a vir-tual, flexible skin over the bones. Wewant the tube-shaped legs to bend at theknees when the figure walks, and we
Key frames:
A key frame is a frame in acompressed video file that contains afull set of image data. In Blender, a keyframe is where you set the object posi-tions manually, in contrast to framesautomatically generated by the pro-gram.
GLOSSARY
Figure 2: Saving effort: using the “Decimator” toolreduces processing time and memory needed for render-ing.Figure 3: When positioning the cursor in 3D space, always checkfrom two perspectives.
KNOW-HOW
Blender 3D Animation
55
ISSUE 66
MAY 2006
WWW.LINUX
-
MAGAZINE.COM
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