Blender 2.6 Tutorial Making a Rigged Model of a Stick Man in Under 5 Minutes Using the Skin Modifier
http://www.youtube.com/watch?v=rcPema_ec08
In Blender version 2.64 a new 'Skin' modifier was added. This tutorial shows how to make a rigged model of a stick man using the new modifier. It actually takes just over four minutes in the tutorial to make the model.
Blender 2.6 Tutorial Developing the Armature of a Stick Man Rig and Applying Inverse Kinematics
http://www.youtube.com/watch?v=d6_HLirRrGQ
The stick man model was made in a previous tutorial using the 'Skin Modifier' (new in version 2.64). The modifier creates a 'skin' and will also generate an armature.
The armature is automatically generated which is quick but it needs modifying.
Inverse kinematics is used to make the rig easier to pose.
Blender 2.6 Tutorial Creating a Simple Walk Cycle for a Stick Man Rig and Using Cyclic Extrapolation
http://www.youtube.com/watch?v=2O0aB7aVjpg
Key Points -
Create key frames using rhyme "go to frame, make change, insert keyframe" Put leading leg forward, trailing leg back, do opposite for arms to balance Insert key frames for the pose at the beginning and end of the walk cycle Click the 'Insert Keyframes' button and choose 'Whole Character' option Copy the pose and paste in the middle of the cycle, x flipped Add some intermediate poses to make the character 'bob up and down' Save the walk cycle as a stored action In the Channel menu set the Extrapolation Mode to Make Cyclic Set key frames to move the armature object from left right (while the walk cycle repeats)
To download the start file, the end file and for other tutorials and resources go to the tutorial website -
Blender 2.6 Tutorial Linking a Motion Capture Armature to a Stick Man Skin
http://www.youtube.com/watch?v=Q4Sh2ky7l7k
This tutorial shows how to link a motion capture armature to the stick man model so that the stick man performs the motion captured action.
Key Points
- When you import a motion capture file (bvh format) the data contains the armature structure (a hierarchy of bones) and the position of the bones (poses) for a set of frames.
- For the best result the skin (stick man model) should be in the same pose as the motion capture armature when in edit mode (the default pose).
- In this tutorial, the existing hand made armature is used to deform the stick man skin into the default pose of the motion capture armature.
- With the poses the same or similar, the bones are then moved and sized to match exactly.
- The armature is then made the parent of the skin, the parent settings being - Armature Deform, With Automatic Weights.
Blender 2.6 Tutorial Linking a Carnegie Mellon University Motion Capture File to a Stick Man Skin
http://www.youtube.com/watch?v=mzWyO838C-0
Key points -
- The files have been converted into the bvh format by Bruce Hahne, an example file is taken from his site (www.cgspeed.com).
- The file is simplified using a free utility (Bvhacker from www.bvhacker.com).
- A stick man model (developed in previous tutorials) is made into a 'T-pose' skin by applying the armature modifier.
- The motion capture file (bvh) is imported and the armature is matched to the skin.
- The armature is made into the parent of the skin with the settings - Armature Deform With Automatic Weights.
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