Rigging Blender 2.84/22/2021
Move it you ask Yes First, hit r and then -90 to rotate it flat ninety degrees, and then on the numpad hit 7.Website is being used for classwork atm, doesnt actually show my own page).
Rigging Blender 2.8 Download Step 1That is what Ill be going over in this instructable: a basic, beginner process for rigging your avatars, whether they be weighted or bone-parented (If you dont understand what I just said there, dont worry, Ill explain later.) Add Tip Ask Question Comment Download Step 1: Start Blender and Bring in Your Model For this tutorial, Ill be using Blender to create a basic rig for my character, The Time Spirit this tutorial will work on any humanoid model though, as long as it has two legs, a chest, arms, hands, neck, and head Other programs can make rigs as well, but for the features I want I feel like Blender is the best choice.In this instance, I already have a model inside of Blender that Ive been working on, but if you have a model that needs to be brought into blender, simply click on File in the top left corner of the Blender window, then import, and choose whatever model type your model is (fbx or obj the most common I use). Then find your model in windows and import it Add Tip Ask Question Comment Download Step 2: Line It Up One of the first things you should always do with a new model (especially for VRChat) is line it up with the origin plane. Blenders grid, if you didnt know) The easiest way that Ive found to do it, is to select all the parts of your model (if your scene is blank a simple double tap of the a button should suffice) and then to make sure we move it straight, hit the 5 key on your numpad (if you have one) to enter orthographic mode (non-perspective 3D, less like an fps cam and more like a CAD cam) and then hit the 1 key on the numpad to switch to front ortho view. This gives you the flatest view of your character from straight on, making it (hopefully) easier to see your feet. Then simply line your feet up so the sole of the footshoe is right on top of the red line. If you have the character halfway beneath the ground-plane, you may experience animation glitches in VRChat, or other Unity games. Add Tip Ask Question Comment Download Step 3: Center the Origins One final adjustment to make is to make sure that the origin for the model is properly centered inside the model. To center your 3D cursor so we spawn a rig where we want it, make sure your model is selected (and the avatar model only), hover over the 3D viewport and hit shifts. A menu will pop up, select cursor to selection, and the 3D cursor will move right to the location of the models origin It should be right above the hips in most cases. Now the fun begins Hit shifta to enter the spawn menu, and select armature and single bone. Youll suddenly have a set of translation arrows on-screen, but you probably cant see anything else, right go over to the menu on the right hand side of your Blender screen, and you should see that a new armature is selected Now we just have to change one setting to see it. ![]() Move your armature down by clicking and dragging on the blue arrow until its in your characters general hip area, then release Add Tip Ask Question Comment Download Step 5: Names Galore Now, a hip bone is great and all, but it wont help us much by itself, will it So, we obviously want to add more bones to give our character more flexibility To do that, hit the tab key on your keyboard to enter EDIT mode you should see the little orange cube in the bottom left corner of the 3D view change to a grey cube with orange dots on the corners. Now that were in edit mode, we want to give this specific bone a specific name other than armature. For instance, a second bone off the hip would be called hip.001. Later, well use this to our advantage to finish faster For now though, well just change the names to what we need them to be. Now, for this next part, go back to the viewport and select just the top circle of the bone (not the whole thing, thatd break the rig) and hit ez. That combination will begin to extrude a new bone and lock it to only the z axis, meaning we can stretch it up, but not forwardbackwards or side to side. Drag it up to the bottom of the chest area, and left click to release it. If you look back to the inspector, you can see we now have bone.001 selected. Well change that to spine. Every bone past here will do something like this, so dont forget Add Tip Ask Question Comment Download Step 6: Moving on Up We need 3 more bones for this straight line: 1. Chest 2. Neck 3. Head Unless your avatar is super deformed (which doesnt always work well with humanoid rigs) then just keep going straight up with those bones. Add Tip Ask Question Comment Download Step 7: Arms Away Now things begin to get a bit more tricky from here. You remember how we centered the cursor to spawn the rig Well, we need to do the same thing with the arms, except there isnt really anything for the cursor to latch onto (unless you have completely cylindrical arms, in which case you could select some vertices, but thats beyond the scope of this tutorial, so were going to wing it Now, we wont actually be winging it as much as just choosing where to start the shoulders ourselves. Remember, the shoulder bone is more of a collarbone than a real shoulder, so make sure to give it some space before the start of the arm Take a look at the location of the cursor in the image above to get a good idea of where it should go. ![]()
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