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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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