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Blenderart Magazine
Issue 2 | January 2006
Animation Special !!
Blender learning made easy
Tutorials
Spider rigging
Game character rigging
Animating falling feathers
Making of ‘Age of Steam’
Making of ‘Plumiferos’
Making of ‘New Pengueon’
Creating a texture in Gimp
Articles
Project Orange special !!
Foss.in Report
‘Stop Staring’ - Reviewed
www.blenderart.org
Animation Special !!
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CONTENTS
January 2006 | Issue 2
EDITOR
Gaurav Nawani
editor_blenderart@yahoo.co.in
Exclusive !!
A look behind the ‘Project Orange team’. In
an exclusive interview with Sandra Gilbert.
MANAGING EDITOR
Sandra Gilbert
manager_blenderart@yahoo.com
44
WRITERS
Sandra Gilbert
Gaurav Nawani
Enrico Valenza
Juan J. Pena
David Lettier
Zsolt Stefan
Claudio Maleico Andaur
DESIGN & GRAPHICS
Gaurav Nawani
And more...
Website Design (underway)
Nam Pham
34
Behind the scenes of
the ‘New Pengueon’ by
Enrico Valenza
Plumiferos, an up-com-
ming short from Studio
Manos Digitale.
30
COPYRIGHT©
‘Blenderart Magazine’, ‘blenderart’ and
blenderart logo are copyright Gaurav Na-
wani. ‘Ask Blentuu’ and ‘blentuu logo’ are
copyright Sandra Gilbert.
All products and company names featured in
the publication are trademark or registered
trademark of their respective owners.
9
16
21
www.blenderart.org
Learn how to animate feathers falling and how to rig a human and a spider
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EDITORIAL
Welcome to the 2nd issue of Blenderart. This issue we are
focusing on Animation. Animation is a actually a very large
ield, covering a wide variety of techniques and methods
for adding motion, emotion and effects to an endless array
of objects and characters.
Rigid Body
Fluid Simulation
Shape keys
This is an impressive feature list and now you can use any
of these alone or in various combinations to create your
next animated masterpiece.
The last few months has seen a major overhaul of the
animation system, making animation much easier and less
painful for even the least skilled of us. The ease of setting
up a skeletal rig makes animating your characters less
daunting, tempting even the most cautious of us to try our
hand at animating.
Sandra Gilbert
Managing editor
In this issue we are going to cover a few of these methods
and techniques to get you up and animating. We are also
bringing you up to speed on “Project Orange” and as a
special treat, we even have a short interview with some of
the Orange team.
On a personal note, the Blenderart staff would like to
express our thanks to the entire Blender community for
the overwhelming positive response and support of our
irst issue.
We are very lucky in that Blender has so many tools for
animating. There is a method and tool for just about any-
thing you would want to do. For those of you who have not
yet explored the animation capabilities of Blender, here
are a few of the tools you may want to consider as you
venture into the world of animation.
Happy blending!
KeyFraming/IPO manipulation
Lattice deformation
Curves and paths
DupliFrames
Pose Mode/IK & FK Chains
Particles/Dupliverts (Especially with delection and force
options)
Soft Bodies
www.blenderart.org
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Ask Blentuu
Q
Hi there Blentuu,
grabbed. Note that in this case there are 4 possible rips, so posi-
tioning the mouse has to be done a bit careful.
I have a question for your section of the Blender art mag. I’ve
used other 3d programs before like Maya, Max and XSI and they
all have a tool that allows you to split a polygon in half. I can’t
igure out how to do this in Blender. I’ve tried using the knife tool
to split a polygon but when it cuts, polygons on both sides of the
one I tried to cut would have cuts in them too.
When edges are selected, the rip seam is deined, so the mouse
cursor position only deines which part is being grabbed.
Blentuu answers
With only 1 vertex selected, you can step by step rip a mesh seam;
this also works on the edges of a mesh grid for example.
My question is; is there a way to cut a single polygon? If so,
how? I hope my question makes it into the next issue. Thanks in
advance,
- Alonso
Q
Hi ,
I read and enjoyed your Blender art magazine, and have a ques-
tion for your “Ask Blentuu” section.
If you have a problem
or a tip you want to
share mail it to blentuu
A
Well the answer to that is no. In Blender, cutting a polygon will
always create extra cuts/edges, but not all hope is lost. With the
release of version 2.40, you get some control over the number of
cuts with the new improved Knife tool. Or you can use the new
Mesh Rip tool. The “Rip” tool can be used for tearing or ripping
parts of a Mesh, in order to create seams to be illed in with new
faces.
I have an application in which I would like to use Blender, how-
ever, I have not been able to determine if the following feature
is available. (For my purposes I would be driving Blender from a
python script.)
manager@blenderart@
yahoo.com
Is it possible to have Blender calculate the volume of an object in
order to calculate the object’s mass?
Rules for the Rip tool are (taken straight from the release notes);
Use short cut Vkey to activate it (a V resembles ripping :). It im-
mediately enters Transform translation mode after.
Many thanks,
Charlie Taylor
charlie@sallyandcharlie.com
It only works for quads, this because it internally uses the face
loop-select to detect the proper faces that need to be ripped.
If only 1 vertex is selected, the edge closest to the mouse cur-
sor deines the direction of the rip seam and what part is being
www.blenderart.org
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Ask Blentuu
A
Python not being one of my greatest strengths, I did some searching
around and discovered that there is a python script in progress right
now that should cover what you need. It is named ‘AreaVolume’ and
further information about its progress and usage can be found in the
python forums at: http://www.elysiun.com/forum/viewtopic.php?t=5051
0&highlight=areavolume.
A
- Matt
Any work low you use will be of course tailored to your individual work
style. That being said, a commonly used work low.
A) Planning Stage.
B) Story line.
C) Concept sketches, perhaps even do up clay models.
D) Story boards ( even if only using stick igures).
E) The next part is done in progressive stages of detail. Set up your
shot/scenes with basic primitives, to get an idea of spacing and size Do
a quick render with basic colouring and lighting to judge timing.
F) Model low poly versions of everything, reining colouring, lighting
timing issues. Add in rough dialogue and sound effects. Add progressive
amounts of detail, materials and texturing and lighting, ine tune the
timing and sound issues
G) Final render
Q
Hello Blentuu,
I have a question I would like to see answered in the next issue of
Blender art magazine.
I am new to Blender (using it about six months part time and have
worked through the tutorials in the Blender 2.3 Guide twice now). I
am just getting to the point where the application is familiar to me and
can easily follow most well written tutorials. I come from a scientiic
background and I approach things the way I would, if I was executing a
laboratory protocol (read procedure, gather materials and tools, follow
instructions, collect data, analyse data, write a report). Now not having
any formal art education I have been thinking about how to approach
the work low in Blender to produce a small animation project. Do the
professionals have a general methodology that they follow: model char-
acters, add texture and lighting, rig for animation, create animation,
render animation iles?
This type of setup works best in a team environment, with everyone
assigned speciic tasks, but can be modiied to an individual effort.
-- Blentuu
Some tips for a noob regarding typical work low that professionals use
when approaching a small project would be of interest to me. I like the
irst issue and am happily working on the included tutorials. Thanks for
the magazine hope to see something on work low in one of your up-
coming issues.
www.blenderart.org
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