Juste un petit modèle de Lapin
Crétin en cours de réalisation.
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Just a little model for a
raving rabbid still under development.
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C'était juste un petit délire
d'après-midi en regardant la peluche de mes gamins !
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This was just a little idea in
the afternoon just looking at my boys' stuffed birds !
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Une
petite bébête suffisamment simple pour tester les mystères de
l'animation... Un peu de système de particules, un peu
d'animation...
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A litte creature, simple enough
to test animation mysteries... A bit of particles system, a bit of
animation....
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Update: ajout du rig. Essai
"d'habillage": le coquillage est une mesh séparée qui doit suivre
le
corps ---> parentage à la même ossature que la mesh du corps.
Première utilisation des poids automatiques (vraiment très
pratique) et
ajustement par weight painting manuel.
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Update: added riggin. Attempt
of
"clothing" : the shell is a separate mesh that must follow the
body
---> parenting to the same armature than the body's mesh. First
usage of automatic weights (really cool) and little changes by
manual
weight painting.
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Premier
essai d'UV-mapping. Le truc à ne pas oublier après avoit travaillé
dans
l'UV-editor: assigner le fichier image à une texture et cette
texture à
l'objet, en spécifiant Coordinates:
UV !
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First
attempt of UV-mapping. The thing to remember after having worked
in the
UV-editor: assign the image file to a texture and this texture to
the
object, specifying Coordinates:
UV!
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Quelques mélanges d'animation
utilisant le Blender Game Engine, les particules et le moteur de
physique. Cette animation met en scène un pendule de Newton et une
lampe articulée regardant le spectacle...
Note: un excellent tutorial ici sur lequel je me suis basé pour le pendule: Quelques notes rapides et sommaires à propos de cette modélisation: Voir la description en Anglais ci-dessous... |
Animation mix using the Blender
Game
engine, particles system and the physics engine. This shows a
Newton
pendulum and a lamp watching the spectacle...
Note: here an excellent tutorial I used as basis for my pendulum. Some quick and dirty notes about this model: First model 1 ball-with-wire. Only duplicate when all is configured on the first one. Group the first ball with the first wires (^J). To setup physics, do not use the Blender Render context but the Blender Game. Then inspect the Physics tab. Add an object contraint: Rigid body joint. Pivot type: Ball. Check box "display pivot » in the constraints tab. Setup mass. Set the radius to make it exactly fit the shape of your ball. Lock "Rotation" on X and Z to prevent unwanted spurious movements. Set the rotation center of the first ball. Put the 3-D cursor at the pivot location and use the button to change the rotation center. Otherwise, hitting R will rotate around anywhere else. Then press P to preview the physics rendering. To finally be able to render an animation, in the Blender Game menu, use menu Game>Record animation. This generates keyframes. Then go back in Blender Render and ... render the animation. For the exploding lamp, set the plane with the « Collision » physics (Blender Render, tab physics). Set stickiness (to make particules sticking the ground once felt) Set permeability to 0 (to prevent particles from going through the ground). |
Notes
à venir...
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Notes
to be added...
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