Rigging Blender Blog Norman Rig for Blender by Ivo Grigull Released under license: creative commons Attribution-NonCommercial-ShareAlike 3.0 Unported Please use a Blender revision that is greater than or equal to 34624. The addons/scripts used by the rig do not work with the official 2.56 build from the blender website. Download the rig only, for Blender 2.57 To install, extract the directories to 2.57/scripts/addons inside the blender-folder. Windows users can download a Blender version bundled with the rig+addons (34624) : (Windows 32Bit)Download Blender bundled with the Rig (win32) Credits: The meshes and blendshapes are taken from the Maya version of the Norman rig: The Norman rig was also released under the same license. Original contributors: Leif Jeffers Morgan Loomis Peter Starostin Neal Thibodeaux
Rigging & Skinning a toon rat **Eventually I will make an unabridged version with more details and explanations that couldn't fit in the magazine, as well as some additional steps to ensure pose-flipping works. There have also been some corrections made. Rigging and Skinning a Rat in Blender By Chris Plush, aka blengine Introduction This tutorial can be seen in 3D World, issue 118. We'll be assembling this rig for the rat from Project Apricot which will also be fully compatible with the game engine and customized for usability and workflow. The rat from the game Yo Frankie! Video Walkthroughs - Stage 1 - Stage 2 - Stage 3 - Stage 4 Download the final blend here - ratFinal.zip (5.7mb) Stage One Adding the Leg Bones Introduction Starting with the legs, we'll create one bone system and apply it to all limbs. Step 01 Adding the First Bone Open ratStage1.blend. Step 02 Calf and Bone Properties Extrude this bone to the ankle by selecting Armature > Extrude from the 3D View header, or press E. Stage Two The Rest of the Body
Blender tutorials and training with KatsBits.com How To Pitch An Animated TV Series | Lineboil Long before I was an animation executive, I was just an animation dork with a ton of ideas and a vague idea of the types of shows I would like to create one day. Like most people who make their way out to the West Coast, I started putting the ideas together and planning my eventual takeover of the whole animation industry. Recently, I went back through some boxes and found some of my old pitches… and was truly horrified. No, I was horrified because I clearly had NO IDEA what I was doing or how to put together a solid pitch. After sitting on the other side of the desk for a few years and hearing A LOT of pitches, I’ve gotten pretty good at figuring out what makes a solid pitch and what makes a pitch… well, NOT so solid. So without further ado, here we go. This is probably the single BIGGEST thing that everyone claims to “get” but very rarely gets expressed when pitching. One of the questions I regularly field is “Do I need to have artwork?”
Blender Overview For Maya Users and Beginners « annex2nothing.com Okay maybe not the snappiest of titles but I think it does convey the overall thrust of what will be covered here. This video and written series will aim to cover the basics of Blender aimed primarily but not exclusively at Maya users from a modelling/Texturing/UVing perspective. The material here is presented in an inclusive and wide enough way so as to allow beginners to get a grasp of blender too (and a sense of Maya while we’re at it.) I’ll be skipping over some of the rudiments like for example the very basics of explaining 3D space or what a vertex is, however, I think you’ll pick those sorts of things up intuitively as we progress. Otherwise just ask if you get stuck, i’ll certainly try to help. What is Blender? A quick breakdown on customising Blender to work a little more like Maya. Some answers to possible early questions when first opening Blender. A non-exhaustive look at the contents of Maya’s main menu – File, Edit and so on, and their closest Blender equivalents.
Rigging Toolbox (alpha) So, I haven't been so active on developing this toolbox because life in general has been on the way and whenever I have time on my own, I'm often too exhausted to focus on it or find C++ more to my liking... So I'm releasing the toolbox with it's mostly working tools now and wait for community feedback before I continue further. But enough of the intro. Installation instructions: Download the .zip file and extract it on blender addons directory. ...Blender/2.64/scripts/addons Activate it on blender. All comments, suggestion, critique, roses and candy are accepted. 1. This tool is designed to help with bone shapes, it makes the process a lot easier than manually placing the shapes. - Select object you wish to use as a shape -> shift select bone -> hit apply bone shape tool button in tool panel. 2. Tool is used to show bone relations, at this point, only parent, child and bone constraint relations are considered, driver and object relations are on the works. 3. 4. That's it for now.
Justin Time - Brandon James Scott I am the creator and art director of Justin Time, the animated preschool television series. Your 3-6 year old will gain awesomeness of unparallelled quantities if they find themselves watching it, this I guarantee. The show follows Justin's imagination as it takes him and his imaginary friends Squidgy and Olive on the biggest adventures of all time, to every corner of the world. On Creating a Television Series To say making this show was a wild ride would be like saying chocolate is okay. You can also see more of my work related to the show. Justin Time © guru studio The adventures of LollypopMan 500 Storyboard Tutorials & Resources Once the script is written – how do you effective communicate the visual direction of your film? The answer is storyboards – essentially a scene-by-scene visual guide to the screenplay of the film. Storyboards are a vital part of the pre-visualization process, as well as being an important tool for preproduction and on the set. Developed in the 1930s by Walt Disney company for their animated cartoons, they grew in popularity during the early 40s. Storyboarding a film can be as simple as crudely drawn stick figures or advanced as elaborate 3D animatics with lens and motion simulators. Here are over 500 storyboarding tutorials, resources and tools to help you better communicate your vision. Celtx Celtx is the world’s first all-in-one media pre-production system. 110 Celtx Tutorials FrameForge 3D The software creates virtual cameras, actors and objects in photo-accurate 3D scaled sets for previsualization. Toon Boom: Storyboard Pro This software is used to create storyboards.
Discover the Secrets to Creating Realistic Nature in Blender Product Features • 13 In-depth Nature Tutorials • 636 Nature Textures • 2, 118 Reference Photos • 138 Nature Models • 13 Ready made nature scenes • 224 Professional Nature Photos • ...plus much, much more! Nature: The 'Holy Grail' of CGI Whether we're walking through the park, driving to work or looking out our window, nature is something we see every day. That's why I've create The Nature Academy. Why is Nature Important? If you haven't seen it already, take a moment to watch this short film: The Third and The Seventh. The artist's name is Alex Roman, and he did something that almost no one else dared to do: created a photorealistic short film with nature. Architecture has been done countless times before, but nature? By doing what others thought was impossible he propelled his name into an almost cult like status. Nature is an incredibly tough subject to approach, and one that most artists avoid. -Jonathan WilliamsonBlenderCookie.com I used to be terrible at nature... Oh dear. Introducing...
Making Phantom Limb Writing I went into the film with loads of nervous energy. I had accumulated a lot of opinions and ideas about film making and it wasnt until I had to sit down a make something with them that I realised how disjointed they all were. Writing the film was definitely the hardest part of the process for me. One of the big things I learned while making the film is the separation between premise and writing. I think I’m a bit exhausted by the perfectly rounded out stories that seem to held up as the bench mark for animated film making. At first I was writing scenes as a script writer would. The boards were very simple, and at this point I had no clear idea of how I wanted anything to look. As the story unwound itself into something I could understand (and felt connected to) I began to get a much clearer picture of how things should be presented. Sound I was extremely lucky to have the help of some great sound gurus on the Phantom Limb. Finding the look I tackled the visual development 3 ways.