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3 Dimensional Chat / how do i use armatures in Blender 3d(latest release)

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Mucky Muck Ninja
21
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Joined: 4th Sep 2003
Location: im not entirely sure
Posted: 2nd Jun 2004 04:24 Edited at: 2nd Jun 2004 04:27
I am trying to animate a model i made in Blender 3d. I am using Armatures. I made vertex groups, set up the skeleton, and then put the corresponding names on the bones. Then, I tried to parent them together. It gave me 3 choices: "Don't create Vertex Groups, Name Groups, and Create from Closest Bones." I had no idea which one to pick. I tried the first one, and I couldn't get the bones to move the body parts. I tried the second one and the same thing happened. I tried the third one and it moved the body parts but it also moved vertices that weren't in the vertex group the bone was assigned to. Which one should I pick, and how do I make it work?

[EDIT] One other question: How do I designate "limbs" that i can manipulate within DBPro?

Am I an Idiot...or is everyone else just really smart?
i am foonman305
Nazgul
22
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Joined: 20th Jan 2003
Location: - Please Select -
Posted: 2nd Jun 2004 15:22
-no create groups at all .If wanna create ur self later on from edit buttons, assigning each a weight.

-name groups .I suppose it will ask you names or something.

-from closest bones I use that. It puts names and assign vertex that are near to each bone.

But later on you must adjust weihts. How? well I found that part of Blender easy to learn (for once!) as is similar to other packages. Select vertices (b, and quad select, bb (tap twice on "b" key) for like "paint selection", similar to wings paint selection) and in edit buttons, choose a group (if closest bone chosen, then is easier to recognize now from drop down list) , and hit assign previously set a weight (usually from 0 to 1.O.5, 0.2, etc)
also you can paint weights,quite advanced feature.

x exporter yet do not export bones and weights, but could be soon. Who knows.

also...

u can change the name of each bone, selecting, and going I think to edit buttons.

Also, u can in display set to "display names" so u see all names of all bones and objects at once, pretty useful.


Blender is powerful, but complex. Me prefers complexity ;

http://www.freewebs.com/sysiphus/<--3d fight model there
Mucky Muck Ninja
21
Years of Service
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Joined: 4th Sep 2003
Location: im not entirely sure
Posted: 3rd Jun 2004 01:11
I don't really understand how to keep the bones from moving vertices i don't want them to. Can you explain that a little more?

Am I an Idiot...or is everyone else just really smart?
i am foonman305
Nazgul
22
Years of Service
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Joined: 20th Jan 2003
Location: - Please Select -
Posted: 3rd Jun 2004 15:28
ok. Those vertices got "weighted" accidentally in a way you don't wish.

Maybe for automatic asignement upon creation (maybe due to the rest pose you made was not ideal and some mesh limbs were too close) maybe as you made asignments before and they still affect.


1) select the the mesh, the object I mean.
2) hit TAB key. (so to enter in edit (vertices) mode)
3) hit "B" .Now you can quad select. (click and drag to maque a selection) This is the "unnaccurate" way to select in Blender. I prefer hit "B" twice. As now u can "paint select" This is great. As you will see now a circle in the cursor. You can just click and drag as to pait-selecting.Much accurate. remember: to exit the paint-select mode,right click. To deselect, click and drag middle mouse button. To select click and drag left button. To vary the brush size, use mouse wheel. If u don't have a 3 buttons with middle button being also the wheel, then that's your first task.I can't conceive doing 3d, blender or not without it.. (mine is a genius and works like charm in any surface)
3) ok, now you have selected the vertices you want to "unasign". Time to search for the buttons panel. Called "buttons window" .Is essential for u to handle Blender. Go to the EDITING tab, of hit F9.
OK.You now see at left, a drop down that says: "vertex groups".Click on the icon, and chose the bone-group (that's why I told u to set "make groups from closest bones", is easier now to recognize) , like "Bone.003". and hit the button bellow that says "REMOVE" (NOT "DELETE"! as it removes an entire group) as this will remove those vertices from that group influence.With vertices yet selected, do so with any other bone u think is affecting badly.

That's it.

Sorry, further explanation on Blender way of work would take me a life. If you already now a bit of the main interface, this way much should suffice to solve the problem

http://www.freewebs.com/sysiphus/<--3d fight model there

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