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This course provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender 2.6. Beginning with a tour of the Blender interface, author George Maestri shows how to create and edit basic objects, work with modifiers and subdivision surfaces, and apply materials and textures. The course also demonstrates lighting 3D scenes, setting up and using cameras, animating objects, and assembling basic character rigs.
Now that we have our hips and our feet in place and we have inverse kinematics set up for the lower body, we can also animate the upper body using forward kinematics, in other words using rotations. Now if we wanted, we can continue to rig the upper part of the character, but we can't just animate in Pose mode, so to keep things simple, this is how we will animate this particular character. Now my character still has a skeleton on the inside and in order to animate, we do need to be in Pose mode, so I am going to go ahead and select my armature and go to Pose mode.
Now I want to be able to see my character as I animate, so with my armature selected, I am going to go over to my Armature Properties panel. Let's go ahead and turn on X-Ray, and this will show the bones through the skin of the character. But these octahedral bones are pretty big, and you really can't see the character through those, so we can either set it to Stick, Bounding Box Bone, Wire, any one of those. I kind of like Stick because it's substantial enough so I can select it, but not so much that I can't see the character.
A lot of times you can also animate in Wire. But let's go ahead and put it into Stick mode. Now in order to actually animate a joint, you just need to keep it in Pose mode and then select that joint by right-clicking and we can animate. Now you do need to set keyframes on a joint. So if I was to select this right shoulder, all I have to do is go ahead and hit I to set my key. Then I can move the character forward and then rotate that and again set a key by hitting I. Now if I want, I can keep Automatic Keyframing as well on and that will go ahead and set keyframes for everything. So if I were to rotate this, it would set keyframes for everything.
So probably the easiest thing to do is just keep Automatic Keyframing on and you can see how I can animate my character. So if I wanted to, I can move forward to another frame, turn him, and again I can just use this to create a test animation if I want. So as you can see, I can set keyframes for everything, but when I set my keyframes for my body motion, I needed to make sure that I at least set a first keyframe. So you want to make sure you set that first keyframe and then go ahead and set your remainders.
So as you can see, it's fairly easy to animate in Pose mode. So let's go ahead in the next lesson and actually do a quick animation.
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