Modelling and Rigging a Crab in Blender, Part 2: IK, Walk and Idle Animation
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Modelling and Rigging a Crab in Blender, Part 2: IK, Walk and Idle Animation
39 просмотров · 5 дн. назад
Culer Damage
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39 просмотров · 5 дн. назад
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Part 2 of a multi-part series on modelling and animating a 4-legged crab-like creature in Blender. This video sets up the IK constraints on each limb, positions the limbs with the IK bones, and creates a walk animation and an idle animation. It finishes with a controller bone, shaped as a circle, that moves the whole crab. Part 1 covered modelling, bone creation, skinning and the IK bones.
Chapters 0:00 Disconnecting the IK bones from the armature 0:42 Creating the IK with Shift I 1:07 Testing the IK on one limb 1:29 Setting the chain length to five bones 1:49 Applying the IK to the rest of the limbs 2:32 Positioning the limbs with the IK bones 3:16 Testing a render with a floor plane 3:53 Creating the walk animation 4:28 Posing the limbs for the first step 5:30 Turning on Auto Keying 5:52 Copying the first pose to frame 60 6:13 Copy Pose and Paste Pose Flipped 7:04 Trying out the walk animation and setting its speed 8:30 Lifting the limbs as they move 9:23 Tilting the body during the walk 11:47 Setting the interpolation to Linear in the Graph Editor 12:13 Naming the walk animation and opening the NLA Editor 12:43 Pushing the walk animation down in the NLA Editor 13:05 Creating the idle animation action 13:20 Resetting the bones to the initial pose 13:57 Animating the centre bone for the idle animation 15:18 Slowing the idle animation 15:37 Pushing the idle animation down in the NLA Editor 16:05 Adding a controller bone 16:42 Parenting the bones to the controller bone 17:19 Trying out the translation in the walk animation 17:40 Using a circle as the controller bone shape 18:25 Moving the crab from above with the circle control 18:47 What comes next
Software used: Blender 5.2.0