Creating an animation rig in Blender: Difference between revisions

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## Import your desired character with textures using -noanim.
## Import your desired character with textures using -noanim.
# Import the animation you are using as a starting point.
# Import the animation you are using as a starting point.
## If you did point 3, apply the textures on the animated model.
# Using the RigBoneConstraintTargetSetter script available [Blender#Rig_bone_constraint_target_setting_script HERE,] set the targets of the rig's bone constraints to be the body parts of the animation you've imported.
# Using the RigBoneConstraintTargetSetter script available [Blender#Rig_bone_constraint_target_setting_script HERE,] set the targets of the rig's bone constraints to be the body parts of the animation you've imported.
# Using the Pose Matching functionality, constrain the rig to the imported animation (Set the IK-FK sliders on rig limbs to 1, as Pose Matching works only through FK controllers)
# Using the Pose Matching functionality, constrain the rig to the imported animation (Set the IK-FK sliders on rig limbs to 1, as Pose Matching works only through FK controllers)
# For each frame that you want to remain in your animation, while having all the bones selected (or the ones you want), press Ctrl+A, select Apply Visual Transform to Pose and keyframe it.
# For each frame that you want to remain in your animation, while having all the bones selected (or the ones you want), press Ctrl+A, select Apply Visual Transform to Pose and keyframe it.
# Disable bone constraints on the rig using the BoneConstraintEnabler script available [Blender#Script_for_enabling.2Fdisabling_bone_constraints_in_the_selected_armature HERE.]  
# Disable bone constraints on the rig using the BoneConstraintEnabler script available [Blender#Script_for_enabling.2Fdisabling_bone_constraints_in_the_selected_armature HERE.]  
# '''Create your animation.'''
# '''Make your animation.'''
# Once your animation is ready, use the Visual Transformer script available [https://wiki.oni2.net/Blender#Visual_transformer_script HERE,] to bake the rig keyframes into the character model.
# Once your animation is ready, use the Visual Transformer script available [https://wiki.oni2.net/Blender#Visual_transformer_script HERE,] to bake the rig keyframes into the character model.
# Using the ObjectConstraintEnabler script available [Blender#Script_for_enabling.2Fdisabling_constraints_in_selected_objects HERE,] disable the object constraints on the character model. '''The character model should now be animated and have the needed rotations and locations.
# Using the ObjectConstraintEnabler script available [Blender#Script_for_enabling.2Fdisabling_constraints_in_selected_objects HERE,] disable the object constraints on the character model. '''The character model should now be animated and have the needed rotations and locations.
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