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Creating an animation rig in Blender: Difference between revisions

Added the "Overview of the rig" header
(Added the "Overview of the rig" header)
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===Broken alpha transparency and textures on animated models===
===Broken alpha transparency and textures on animated models===
[[Blender#Broken_alpha_transparency_and_textures_on_animated_models|Please refer to THIS.]]
[[Blender#Broken_alpha_transparency_and_textures_on_animated_models|Please refer to THIS.]]
==Overview of the rig==
Here is an overview of how the rig works: As stated before, our previous animating process was limited to FK only, which is inefficient for Oni. So instead we desperately needed an IK/FK capable rig, to which we would be able to snap a character, so we could animate him/her.
At the same time, the rig would have to be capable of the opposite thing - snapping itself to the animated character. That's because most often the way we start out with making a new animation is copying the first or last frame of the preceeding animation. This functionality has been implemented, and is called Pose Matching. The way it works is simple - it uses bone constraints in rig controller bones targeting the character model in order to snap the rig to the model.
The rig contains three Konokos by default: One T-Posed Konoko and two animated ones, all stored in their own collections. The T-Posed Konoko is there because it was easiest to build the rig off a T-Pose, while the remaining two ones, stored in Pose 1 and Pose 2 collections, is where you are supposed to store your animated characters, to which you can Pose Match.


==Importing animations and preparing the Blender scene==
==Importing animations and preparing the Blender scene==
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