. Please post any questions you have in this DeviantArt Forum

.

.
3D Tutorial

I have been getting a lot requests from people interested in learning 3D for anime, hentai, and video games, so I have decided to post a model for people to try out on their own. If you are new to Blender, it will probably take you weeks to get a good handle on, but it is a powerful (and a free) program, so it is worth the time. You can download it here for Windows/Mac/Linux/Solaris

DOWNLOAD BLENDER

I not an expert on Blender, but I know enough to get someone started using it. Furthermore, I designed this character bone rig for my own specific animation purposes, so bare with me if some aspects of it are confusing.

This tutorial briefly introduces rendering and key frame animation, and touches on soft body physics. To learn more about modeling and other aspects of the program, please refer to the tutorial links at the very bottom of this page.

Have fun!

NOTE! In the viewport, the RIGHT Mouse Button is the MAIN button to use when selecting an object in Blender. You can use the LMB for items in the menu windows.

RIGHT CLICK HERE To Save the Figure File.

Getting Started

1. Open the 'Figure.blend' file.

.
. 2. In the viewport, rotate around the model by holding the Middle mouse button and moving the mouse. If the model goes out of view, you can hold SHIFT drag + Middle mouse button to try and get it back into view. .
. 3. Hit F12 to render the scene.
(Hit the ESCAPE key to exit the render window.)

4. Click the play button to see the animation.

.
. 5. If the animation plays slowly, you can toggle off the Subsurface Modifier by selecting the Figure and clicking the icon that I've indicated with a red dot. The Subsurface Modifier makes the model looks smoother than it really is. (Similar to SubDs in Maya, or Turbosmooth in Max.)

While working, I typically have the Subsurface Modifier DISPLAY icon toggled off, while keeping its RENDER icon toggled on.

.

. 6. To render the whole animation, click on the render tab (circled in red) and click on the large button that says 'ANIM'. .
. CHANGE THE ANIMATION

1. Select in the Armature in the Outliner window, and click on the Eye icon to make the bones visible.

.
. 2. Now select the Side View from the View menu. .
. 3. Hold SHIFT drag + Middle Mouse Button to move your view around until you can see the legs. .
. 4. Go to frame 50, and select the Foot_Targ.R from the Action Window. Then, in the Viewport, hit the G key and drag it up with the mouse, so that the leg moves up. Then hit the I key, and select 'Loc' to insert a key frame for its location. .
. 5. Go to frame 100, and repeat this process, bringing the Foot_TargR back down. Make sure to insert a key frame for this one, too. .
. 6. Now, if you go to Frame zero, and play the animation, you will see that the figure raises and lowers its leg! Now you can make your own animations by moving the other Hand, Elbow, Feet, and Knee Targs (Targets) and adding Loc Key frames. The other bones should be animated by Rotating them, and adding Rot (Rotation) key frames.

I have this figure Armature set up so that you basically have to the Elbow Targets behind the Hand targets, and the Knee Targets in Front of the Feet targets to keep the joints from bending backwards. (Most people prefer an IK solver instead of this approach, but I prefer it for animation reasons.)

Here are the 'single-use' hot-keys you will use often for animating lights, cameras, bones, etc:

G = Translate (move), R = Rotate, S = Scale.

N will bring up your transformation dialogue window, with scale, rotation and translation info.

There are many ways to rig and animate characters. If you are learning how to do this from my file, there are only 5 bones that should ever be Translated (moved). The target bones for the elbows, wrists, knees, and ankles, and the COG bone (center-of-gravity). Translating any other bones will probably distort the character. The rest of the bones are meant to be rotated. (The COG bone is meant to be rotated and translated) When you move or rotate a bone, you need to press gIh to insert a key frame, or else the bone will go back to its prior position when you go to a different frame.

SIMULATION - Soft Bodies

To simulate the automatic movement of breasts, we will bake a soft-body simulation.

1. Select the Armature in the Outliner window on the Right. Then, select the bone BR_Geo.L from the action window bone list on the left. Now you will see a constraint window for this bone on the bottom right corner of the screen. Move the slider on the bottom from 0 to 100 percent. Now do the same for the bone BR_Geo.R.

2. Now select the object called Springs in the Outliner Window. Now click on the physics tab, if it is not already selected. Next, click on Bake, and the program will play through the animation will it calculates the physics. This is most notable when the character jumps.

3. Every time you add more keyframes to the animation, you will want to rebake the soft body object.

.
. Add Clothes

If you want to make a costume or accessory, you can make it as a separate object, and then attach it to the figure by using the armature modifier. Lets make some clothes.

1. First, select the Figure in the outliner, and duplicate it. While the copy is still selected, delete its connection to the armature. Now we can see the figure in its default position without any influence from the armature bones. We will turn this copy of the figure into clothes.

2. With the copy still selected, go into Edit Mode. Hit the B key, and make a selection around the vertices of the head, arms, and legs. Then hit the X key to delete the Vertices.

3. Now hit the A key to select all of the remaining vertices. Use the scale tool, or hit the S key, to scale the vertices slightly larger. (This is a sloppy method, but quick. To do a good job, INSTEAD of scaling the verts, you can go to the front view and nudge the all the verts on the right side of the figure slightly to the right, nudge the all the verts on the left side slightly to the left. Then go to the side view and nudge the all the verts on the front side slightly to the front, nudge the all the verts on the back side slightly to the back.)

4. Now go back to Object mode, and Add the armature modifier again. Type Armature in the box that says OB:
Now the clothes should snap back into alignment with your figure!

5. Now go to the material tab and create a new material. You can pick any color you want the clothes to be.

6. The skin pokes through some areas of the clothes, so you can go back to Edit mode and adjust those areas manually if you want to.

Make a Bracelet

1. To make a bracelet, you can go to the top menu and select add - mesh - cylinder.

2. Then rotate it and scale it to a size that looks good on the arm of the figure.

3. Then add an armature modifier to the cylinder, and type Armature in the OB box.

4. Then go to Edit mode and hit A to select all the verts in the cylinder. Create a new Vertex Group called Wrist.L and click the Assign button. This attaches all those verts to the Wrist.L bone, (but you could attach them to any bone inside the Armature if you wanted to). Now the cylinder should snap into place on the wrist! If it doesn't go to the position that you were expecting it to, you can move all the verts in Edit mode until it lines up how you like it.

Make the Hair Longer

1. Select the hair object from the outliner, and go to Edit mode.

2. In the front or side view, Hit the A key once or twice to make sure none of the vertices are selected. Now Hit the B key and select the bottom-most verts.

3. Hit the G key to move them down about ten or twenty percent of the overall height of the hair.

4. Now hit the Control and Plus + key at the same time to grow the selection.

5. Hit the G key again to move this larger selection down about the same percentage you did before.

6. Grow the selection again, and repeat this process a few more times, as long as none of the verts on the top of the hair are selected.

7. Return to Object mode, and you now have long hair!

8. Go to the material tab, and change the color of the hair, if you like.

Please post your questions in this DeviantArt Forum

More Tutorials are available here: 5 Part Series - Blender Underground

Education

Tutorials

Blender Forums

rgbmctbm_3594939

.