
The purpose of this video is to show how armature animation works in Blender 2.49b. Understanding how to move the bones in an armature is the key to being able to rig a character. We'll first create a basic skeleton-like armature. Then, I will show the difference between FK (Forward Kinematics) and IK (Inverse Kinematics). I like IK in particular because my initials are IK. It's also something we both have in common with the exquisitely unreadable German philosopher, Immanuel Kant. Leaving the Categorical Imperative aside, we will create a simple hand wave cycle and introduce the Action Editor and the Non Linear Action Editor (NLA Editor), to give you an idea of how actions are defined and how they can be layered together to produce complex movement. We're concentrating on the armature only, how the skeleton moves, so to speak, not the object to be rigged. Once you have an armature, say, of a human, moving correctly, you can then rig it to a human-like object. This is the theory behind the ManCandy rig. I will discuss skinning, the process of associating an armature with a character, either 2 or 4 footed, or I guess any-other-number-of-footed creature, in another tutorial.
blender
armature
animation
tutorial
2.50
rigging
cg
graphics
nla
action
editor
irakrakowblender