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BY PETER KREUSSEL
C
haracter animation – the art of single image in a video sequence. For ex- (Armature) of bones and joints as the
bringing virtual characters to life ample, you could specify the position of basis for moving figures. You can move
– is the computerized counter- an object in the first and tenth frames. the bones just like moving a puppet.
part to the hand-drawn cartoon. Replac- Blender will then automatically calculate Blender treats the limbs like elastic ob-
ing the drawing board with the com- the intermediate steps, thus considerably jects and changes their shape to match.
puter does not really change the craft. reducing your workload. You can download Blender from the
Computer-generated animations still Floating rotating objects across the Blender website [1]. We will be using
benefit from a realistic look and feel. screen, and changing the colors and
Blender is capable of producing photore- sizes of these objects, might be a nice ef-
alistic images, and Blender offers some fect for the intro to a news broadcast, for
benefits that conventional cartoonists example, but this is not what I would
will never enjoy. For instance, objects in call character animation. After all, we
a Blender scene “interact” autono- don’t just want to beam our figure across
mously, and Blender correctly calculates the screen. We want its legs to move
the highlights and shadows when 3D ob- when it crosses the screen; and we want
jects change their positions (Figure 1). to see those knee joints bend. Thus,
Last month we showed you how to character animation not only means ro-
create a 3D image in Blender. This tating and moving an object, but specifi-
month, we’ll show you how to put an cally changing the shape of the 3-dimen-
image in motion using Blender’s anima- sional object. If you bend a hose, this
tion tools. has an effect on the diameter. Although
this is not very flattering for humans, the
Pulling Strings principle is the same for the skin and
Blender includes powerful tools for gen- flesh that covers our bones when we
erating motion pictures. These tools move our arms and legs. Figure 1: Blender objects can be rotated, and
work with so-called key frames: in other Again, Blender just imitates Mother they cast shadows just like 3D objects in the
words, there is no need to generate every Nature: the program uses a “skeleton” real world.
the latest version of the program for the tion that makes anatomic
remaining steps in this tutorial; after all, sense. Then press [A] twice
animation functions are far quicker in to select both bones.
this version. As Blender uses OpenGL to [Shift]+[D] creates a copy
display wire frames, you will need to en- which you can now drag to
sure that your graphics adapter supports the other leg using the
3D acceleration. mouse.
The following steps assume you are Again press [A] twice to
familiar with basic steps such as zoom- select all four bones. Enable
ing views, and selecting objects in the buttons Draw Name and
Blender. If you are not familiar with X-Ray in the middle of the
Blender, you might like to read the first Armature area at the bottom
part of this tutorial in last month’s Linux of the Blender window.
Magazine. Blender will now show you
3D animation is a computationally ex- the names of the bones, Bone
pensive process. Even a very small film through Bone.003. To make
clip may contain 20 frames, which things easier, you might like
means that Blender has to recalculate to assign more intuitive
the scene 20 times. Before you launch names. If the list of bones
into the animation, you should simplify does not fit in the display
the wire model. To do so click the Edit- window, you can drag the
ing button in the lower third of the border of the lower panel
screen (Figure 2, item 1), to display the slightly upwards. Let’s call
Editing panel for object manipulation. the bones ul for “upper leg”
Press [Z] to toggle between the wire and ll for “lower leg”. Add .L
frame and the solid view. The wire frame or .R for left or right (Figure
is typically preferable, as it is quicker. Figure 2: Saving effort: using the “Decimator” tool 4). The convention of tagging
You also need to ensure that you are reduces processing time and memory needed for render- symmetric objects as .L and
working in Object Mode and not in Edit ing. .R is a requirement for auto-
Mode. matically mirroring bone po-
The Editing panel was reworked in up (that is, wait until the buttons change sitions, which we will have to do later.
Blender 2.40. Many functions that were color when you hover the mouse over This completes the bone structure for
confusingly grouped under Mesh in for- them), then press the button again, and the legs, but attempting to move this
mer versions our now more logically say OK when prompted by Blender. Re- would have no effect whatsoever on the
grouped under Modifiers. Surface peat this procedure for all objects for rendering results. Bones are just auxil-
smoothing (Subsurf), which we enabled which a value for Decimate / Percent is iary objects in Blender; all they do is de-
for most of our objects in part one of this shown in Figure 2. Disable the preview fine the movements and deformations of
tutorial, is now also grouped under Mod- of the surface elements (Figure 2, 2) for the wire frame that surrounds them. For
ifiers. the other objects with a Subsurf entry in this to happen, you have to tell Blender
Start by selecting the cap, then disable Modifiers. which areas of the surrounding 3D ob-
the highlighted button to the right of ject are “driven” by moving the bones.
Subsurf, shown in Figure 2, item 2. This Them Bones… This process is referred to as skinning,
disables the individual wire frame ele- Position the cursor as shown in Figure 3. as what you are doing is pulling a vir-
ment view but without influencing the Check the position from the front and tual, flexible skin over the bones. We
final rendering results. However, this side perspectives. Press the space key want the tube-shaped legs to bend at the
will definitely speed up the preview. and select Add | Armature from the knees when the figure walks, and we
Now click Add Modifier and select Deci- menu. Then press
mate in the drop-down menu. In the Per- [G] and drag the
cent: field, set the value of 0.100, and mouse to move the
click on Apply. Wait for Blender to catch endpoint of the
“bone” you have
GLOSSARY just added to the
Key frames: A key frame is a frame in a position of the
compressed video file that contains a knee (in the middle
full set of image data. In Blender, a key of the leg). Now
frame is where you set the object posi- press [E] for ex-
tions manually, in contrast to frames trude to add a sec-
automatically generated by the pro- ond bone. Move Figure 3: When positioning the cursor in 3D space, always check
gram. the bone to a posi- from two perspectives.
Figure 6: One step for an animated figure requires 4 key frames. Blender automatically generates the intermediate frames.
there is no need to create it manually. To press [Alt]+[A] to move the figure in [Ctrl]+[right] to browse the various
copy the pose, select the Copy Current the preview. The cursor shows which window layouts in Blender. Then press
Pose entry in the Pose menu, and then frame Blender is currently showing. [Ctrl]+[left] to display an overview at
select frame 15. Now select Paste Flipped [Esc] cancels the animation. the left edge of the screen. Hold down
Pose. Ensure that all the bones are en- If we really want the figure to “run,” the [Shift] key, and click Camera and
abled and store the values by pressing of course, we have to move it through Lamp.001 through Lamp.003 to remove
[I]. the scene. This is quite easy to handle these objects from the selection. Press-
In frame 20, we want the position of with Blender; you just need to store dif- ing [Ctrl]+[right] takes you back to the
the legs to return to the starting position ferent positions for the figure in frames 1 normal window arrangement.
from frame 1. To allow this to happen, and 20. To do so, click on the drawing You need to find out how far the figure
go to frame 1, and select Copy Current area and press [A] to select all objects. has to move for each step. To do so, go
Pose. Then paste the pose into frame 20 This makes the objects part of the figure to frame 5 and zoom the display to leave
by selecting Paste Pose, and press [I] to and also selects the camera and the just the feet visible. Then count the large
store. You can now go to frame 1 and lamps. Press [Ctrl]+[left] and and small boxes between the lower ends