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Thread 1015711

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Anonymous No.1015711 [Report]
Making this character jump
In this thread I will be making a character jump.
Even if it kills me.
Anonymous No.1015712 [Report] >>1015713
The story so far:
After downloading a .glb file and loading it into Blender I met my first hurdle. My character is composed of multiple separate meshes. After combining the meshes into a single mesh I then parented it to the armature.
This led to the second hurdle, the mesh and armature are no longer aligned in the view window.
Anonymous No.1015713 [Report] >>1015716
>>1015712
>After combining the meshes into a single mesh
there's no need to do that, you can parent multiple meshes to the same armature
Anonymous No.1015714 [Report]
Pressing Ctrl+A > All transformations for the mesh and armature, then parenting the mesh and armature again fixed this.
Anonymous No.1015716 [Report] >>1015719 >>1015721
>>1015713
>there's no need to do that, you can parent multiple meshes to the same armature
Ok, I don't understand why I would or would not want to combine/separate the meshes. My new hurdle is that when I use the move (G) command in pose mode, my arm falls off.
Anonymous No.1015717 [Report] >>1015722
I deleted all existing vertex groups, applied transforms again (Ctrl + A > All Transforms) and re-parented. Now my armature moves but not my mesh.
Anonymous No.1015719 [Report] >>1015723
>>1015716
Well it makes weight painting easier and you can hide parts of the model seperately for one.

Or say, if one of your arms wasnt correctly weighted, you wouldnt have to redo the entire mesh...
Anonymous No.1015721 [Report] >>1015723
>>1015716
>I don't understand why I would or would not want to combine/separate the meshes
Every distinct mesh calls the gpu to render it. More distinct meshes more draw calls. It's more optimal to combine meshes, but it's not relevant in pre rendered projects.
Anonymous No.1015722 [Report] >>1015725
>>1015717
I couldn't figure out how to fix this so I restarted with the original .glb file. Now the bones move the mesh again but for some reason the L_leg bone moves the right hair strand
Anonymous No.1015723 [Report]
>>1015719
>>1015721
Ok, I will stick with the separate meshes. I learned a bit more about the Blender GUI today and also weight painting. I'm taking a break now.
Anonymous No.1015725 [Report] >>1015814
>>1015722
Select the hair strand, find its data and delete the vertex group tied to the leg bone
Anonymous No.1015814 [Report]
>>1015725
Thanks, that fixed it.
Anonymous No.1015816 [Report]
First keyframe. I decided on 5 keyframes (neutral, crouch, lift, land, neutral) and 2 seconds of 30 fps animation.
Anonymous No.1015820 [Report]
Keyframe 2/5
Anonymous No.1015997 [Report]
You're doing keyframes days apart?
Anonymous No.1016044 [Report]
based yattafucker
Anonymous No.1016101 [Report]
noticed now that the back is turning into spikes during the crouch animation
Anonymous No.1016106 [Report]
rendering…
Anonymous No.1016107 [Report] >>1016166 >>1018215
aaaand done
I learned a lot and gained some confidence with this project. I think my next project would be to create my own mesh, rig it, and animate it.
Anonymous No.1016166 [Report]
>>1016107
try to animate a ball arch bounce in blender, just. just a phere with a bone. you need to learn some fundamentals
Anonymous No.1017013 [Report] >>1017022
seriously I dont fucking understand. have these nerds not experienced gravity in their entire fucking life?
Anonymous No.1017022 [Report]
>>1017013
If it was realistic you wouldn't be able to enjoy the pantsu properly.
Anonymous No.1018215 [Report]
>>1016107
Good effort dude, how well-versed are you with the animation tools in blender? If you're still learning, I recommend taking a look at how to use the Action Editor/NLA. it will allow you to not only organize, but also combine different animation information. I typically use it for movements like jumping and running, but it can be used for all sorts of applications.
>Animation Editor is in a drop down in the Dope Sheet view if you are looking for it.
Another fun tool is motion paths. It's a great way to spot how particular objects or bones are moving and I think it's super useful especially for timing.

Keep up the good work, anibro.