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Posing a character

From: Blender Essential Training

Video: Posing a character

Okay, so now we have the bones moving the armature around. If you open up this file, we see that we have each bone in Pose Mode. We can select let's say the left arm bone here and as we rotate the bone around using a little rotation widget here, we can see that he's moving his arm. So now it's time to pose him in different poses that we want him to take. Then we could let Blender figure out through the IPO Interpolation, what to do in order to get him from one pose to another.

Posing a character

Okay, so now we have the bones moving the armature around. If you open up this file, we see that we have each bone in Pose Mode. We can select let's say the left arm bone here and as we rotate the bone around using a little rotation widget here, we can see that he's moving his arm. So now it's time to pose him in different poses that we want him to take. Then we could let Blender figure out through the IPO Interpolation, what to do in order to get him from one pose to another.

Then he can move all of the different bones, so we don't have to keyframe each and every bone. Speaking of bones over here in the Outliner view, I would like to call your attention to the fact that we have now Captain Knowledge as the name of the armature that has two major subjects. One is a series of poses. It's called Pose bones and they are all under control of this Root bone that's right there at the base of the spine. From the root bone, we have the rest of the back and the left and the right hip as well as the waist bone coming out.

So this is a hierarchical tree of all of the different bones in the armature. So if you're ever looking in a file, like looking at somebody else's file, or even looking at our file, and you want to see how the rig is structured and what's parented to what and what bone controls the other bone, and you can sing that little song, then you can look over here in the armature. Also, after the armature is then the actual mesh. This says that this mesh is under control of the armature.

As we look at the mesh we can see all the modifiers and all of the different vertex groups. If we're in Edit Mode, and we come down here, we can see the different vertex groups that make up the mesh. So once we Tab out of Edit Mode, you select a bone and his hands are not really in a natural position, so let's go ahead and key those bones into a pose. So what we want to do first is deselect all of the pose bones, press B and select the hand and all of the finger bones.

Once we've selected those, we want to press I, to create a rotation key. Now over here in the Action Editor, we just created a whole bunch of IPO curves. If we come down here and select Pose, we can see each and every one of those IPO curves, or until you get into tweaking animation, we really don't need to worry about that. I'm just letting you know that each one of these little keys is a whole different IPO set of curves for all those different channels.

It's a lot better to work with keys here. So, let's say over the course of 20 frames, and I've kind of adopted 20 frames as kind of the standard, when we get into action editing and everything, you can then control how fast these 20 frames are played back in the actual animation. So all we really want to do is identify the actual poses that the different parts of the body can go through. We're going to name this action to be Clench.L, since we're going to be clenching the left fist.

What we want to do now is zoom in here, and simply select and rotate these bones into the clenched fist position. So now we're going to switch into Solid Surface Mode to see all of our little problems and issues that we thought we were doing a good job, but we still have some more posing to do. So we would just rotate the finger joints around. So now what all we want to do is assume a nice natural position for the hands, so it doesn't look like he has broken his fingers or he is holding on to something.

Then also we want to check to make sure that the finger is an overly rotated into the actual mesh of the hand, like that, like his finger has somehow gone into the middle of. Ow, that looks really painful. So we want to just make sure that we've got a nice natural position, okay. Then once those are all done, we want to select them and I, to key those bones in positions. Now notice I have not changed the Hand bone here, so the two keys are connected by a yellow line and that means that bone hasn't moved.

So now as we go back and forth in our animation, we can see him opening and closing his hand, from frame 1 to frame 21. This is called Posing, and that's how you do it in Blender.

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This video is part of

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Blender Essential Training

131 video lessons · 24997 viewers

Roger Wickes
Author

 
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  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
      58s
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye
      14s

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