how to draw a 3d shape in blender



In this tutorial you will learn how to build a bones rigging system for a low poly character using Blender. Though blender has a Motorcar-Rigging system called Rigify for bipeds, one must first know how to prepare an armature from scratch with Inverse Kinematics controls. Y'all volition also learn how to pare the armature to a model and paint weights.
For the purpose of this tutorial I have used a base of operations model which can be purchased on 3docean.
Step 1
Open a new file and import the base model (File > Import.) You tin can use any other biped model as well. Right click and select the model, printing Alt+G to clear its location, and so that information technology is placed at the center. With the model selected, press Shift+Southward and and then select "Cursor to Selected" to bring the 3D cursor to the origin of the model. Whenever we add a new object, it appears wherever the cursor is. Don't worry if your model'southward eye bespeak is at the lesser nearly the feet different in this tutorial.
Footstep 2
Press Shift+A and add together an Armature Object. Printing Z and you tin can view the object within.
Step 3
To make the armature visible in shaded view mode, click on the Armatures Tab, in the Brandish Console turn on X ray. This will enable us to encounter armatures through the model. Y'all tin also rename your new armature object.
Footstep 4
Printing three on the Numpad to get into the sideview. With the Armature object selected, press TAB to enter into Edit mode. Just as an object'south geometry is edited with the TAB cardinal, armature object's bones can also exist edited with the TAB key (edit mode.) In edit manner, select the os by Right clicking and movement it a means dorsum as shown below.
Rotate information technology 90 degrees so that the tip of the bone is inside the body. Place the bone just around the waist line. Remember that nosotros are in edit mode to do all the editing.
Step 5
Now before going further we must understand the management of rotation for the bones in man trunk. All the bones from the lower back to head have the rotation center (pin signal) at their base (lesser.) As well the top bone is the kid of the lower bone e.one thousand. the caput is the child of neck, which is further a child of the breast and then on.
This means if we rotate or motion the lower bone, its child will too exist affected. However if nosotros move or rotate a kid bone, the parent os is non affected. The management of period is downwards from the pelvis to the feet. So the os we simply created is the parent almost bone from which bones for both management volition be extruded. The image below is just for understanding, you don't have to recreate this.
Pace 6
Now nosotros'll get back to our armature. In Edit mode, select the tip of the bone with Right-click. Press Due east to extrude
a bone.
Step vii
Extrude again a few times for chest, neck and finally for the head.
We have the basic on a little flake of angle in the side view, only in the forepart view we can see that they are in a directly line.
Stride 8
Select the tip of the first bone again and extrude a bone downwardly.
Step 9
Now we must rename all the basic. Select a os (in the edit manner) and click on the Bone properties and so rename it. Practise information technology for all bones - pelvis, stomach, chest, neck and head. For the kickoff os I have named it Base.
Optional: To see the names in the 3D view, open the armature properties and under the display panel click on Names.
Step x
In the front view click on the origin of leg to identify the 3D cursor. Now press Shift A and automatically a new bone is added. We are still in the edit mode. Relieve your file.
Step 11
Select the tip of the new bone and printing G to take hold of information technology down to the genu.
Step 12
Printing E again to extrude another bone to the ankle. Make sure the two leg bones are not in a straight line, rather they should be little bit angled or bent.
Step 13
Extrude a bone for the foot and another for the toe.
Footstep xiv
At present right click on the thigh bone to select it. In the Bone backdrop toolbar, rename the os to thigh.50 with a .Fifty extension. This way blender will recognize the bone as left or right, making it piece of cake for posing and editing in mirror symmetry after.
Similarly proper noun the residue of the basic with anything you like but with a .Fifty extension - lowerleg.l, human foot.l and finally toe.l.
Step 15
Select the thigh.l bone and in the Os backdrop toolbar, under the Relations panel, fix Parent to the pelvis os. Now the thigh bone is a child of the pelvis bone. Make sure the Connected cheque box is unchecked, equally nosotros don't want these bones to be connected together, just follow the parent-child relationship. Alternatively you tin parent it with the Ctrl+P control. Select the thigh bone first and then the pelvis and press Ctrl+P to get in a parent. Select keep beginning when asked.
Step 16
Press 1 on the numpad to get into the Front view. Left-click on the left side of the chest, but beneath the neck, on a point where yous want to commencement the collar bone.
Press Shift+A to create a bone.
Select the tip of the new bone and printing G to move information technology right on the shoulder.
Step 17
Now extrude out a os to the elbow, and then over again until the palm.
Bank check the alignment in the superlative view as well.
Footstep eighteen
In the Bone properties, rename all the new basic with anything you want, but with a .50 extension. I have named them - collar.l, upperarm.l and lowerarm.l
Step 19
Select the collar.L bone and in the Os properties set the Chest bone as its parent. This manner it volition follow the breast bone.
Step 20
Now extrude out the palm from the lower arm bone.
Step 21
Press Due east again to extrude out the finger bones 3 times.
Stride 22
At present select all the Finger bones while holding Shift and and then right clicking them individually, or by using the B key and drag selecting all of them. Press Shift+D to duplicate the fix and motion the mouse to place them on another finger. Suit the tips to match the finger joints. Duplicate the set up once more for the residual of the fingers.
Yous will find that the new duplicated sets are already a child of the palm bone, as the offset finger set was the child from which nosotros duplicated the new ones.
Check from the side view also.
Step 23
Rename all the new basic with a .L extension. (Palm.fifty, f1.l etc...)
Footstep 24
Similarly duplicate a finger bone set for the thumb. Identify and adjust the bones to match the pollex joints. Press Z to see the articulation loops. Rename them again with a .L extension (ta.l, tb.l, tc.fifty)
Footstep 25
Now we accept finished setting upwards all the basic deforming bones for left side. We volition duplicate and mirror these for the right side. Press TAB to exit edit mode. With the Armature object selected, press Shift+South and select 'Cursor to Selected'. This volition bring the 3D cursor to the origin point of the object that is the centre of the armature.
Step 26
With the Armature object selected, press TAB again to enter into Edit mode. Select all the left bones (printing B to drag select or hold Shift and so Right click for multiple select.) Brand certain you don't select any centre basic or leave out any of the .L bones.
Step 27
Press Shift+D to make a duplicate, Right-click anywhere to ostend the default position of the new bones. The new bones will be sharing the aforementioned position with the old bones. Also the new bones will be the selected ones now.
Step 28
In the Header of 3D view (at the bottom), change the Pivot point to 3D cursor. This will make the 3D cursor the center of deformations like Rotation and Scaling, etc... Yous tin can also exercise this with the keyboard by pressing the . (period) central.
Step 29
Click on the Armature Menu, go to Mirror and so finally click on X Local. The duplicated bones will be mirrored with the 3D cursor being the center betoken of rotation.
Step 30
You will notice that the new basic take a .l.001, .l.002...extension. Press Westward and click on Flip Names. This volition replace the .l.001 to .r (right). To toggle view names on or off, check or uncheck 'Names' in the Armature properties panel.
Nosotros now have all the deforming bones setup complete.
Printing CTRL+TAB to enter into Pose manner (or select Pose manner from the header bar.) Right-click on any os and printing R to rotate any bone and see some action. Y'all will see that past rotating a parent bone, all the child bones get affected. Similarly rotating or moving the first bone (base) we created, will effect the complete construction. Select all the bones with the A cardinal in the Pose fashion, and press Alt+G to reset the os'south position to default. Press Alt+R to reset the bone'southward rotation to default.
Step 31
Next we volition add an IK setup for the legs. This volition help with posing and animation. With the Armature selected (or in Pose way,) press TAB to get into Edit mode. In the 3D view, press T to toggle on the Tool shelf, and plow on the X-Axis Mirror under the Armature Options. This volition mirror whatever editing washed on either side.
Stride 32
In the side view, select the tip of the leg bone and press E, and Extrude out a single os.
Stride 33
Name the new bones. I take named them ik-leg.50 and ik-leg.r. In the Bone Backdrop window, under the Relations Panel. Delete the proper name of the parent bone, equally nosotros don't want it to exist a child on any. Uncheck the Connected checkbox. This way we tin can easily move the ik bone around.
Step 34
Now we have to create a pole target of the IK basic. You will empathise the need for this later. For this you can create ii new bones and place them in front of the knee, OR you can duplicate whatever existing bone and make it child of the new ik-leg bone, so that information technology will follow this os.
For at present, let us duplicate the foot bone. Select the pes bone by Right-clicking and then press Shift+D to make a Duplicate. As the 10-axis Mirror is on, the other side volition automatically be created and edited. Move the bone in forepart of the knee. You might need to switch back to 'median indicate' every bit the pivot point for rotation past pressing , (comma). Proper name them human knee.l and knee joint.r , make them a child of the ik-leg basic respectively. i.e. articulatio genus.l a child of ik-leg.l, and knee.r a kid of ik-leg.r
Step 35
Printing Ctrl+TAB to enter into Pose Mode. Right-click on the lower-leg.l os to select it.
Step 36
In the Os Constraint Backdrop, add a new constraint - Inverse Kinematics, to the lower leg bone.
Step 37
For the IK target, nosotros employ the ik-leg.l bone of the object Armature. Then first select the Armature object from the driblet downwards list (or you can type the proper name.) Then select the Bone (ik-leg.l) in the bone field and set the chain length to ii, so that it furnishings the final 2 basic of the chain - lowerleg and thigh os.
Step 38
Yous volition notice some weird rotation of the leg. You lot tin can slide and adjust the Pole Bending to plow it back to normal.
A value of 90 degrees was perfect for me this time.
Step 39
Now select the lower-leg.r (right) os and add the Inverse Kinematics Constraint to it. Use Ik-leg.r as the target bone (of the Armature object) and human knee.r every bit the Pole target. Ready the concatenation length to 2 and Pole angle to around 90 degrees.
Printing Ctrl+TAB to get into Pose mode and play with the new IK bone. Select the ik controller and press Yard to move it around. Select the base os and move it around. To reset the position and rotation, select all basic with by pressing the A fundamental, and press Alt+Thou (to reset the location) and Alt+R (to reset the rotation.)
Footstep 40
Enter into Edit mode by hitting TAB and place the 3D cursor on the center. Press 3 on the numpad to get into the side view. Click at the lesser of the feet to position the 3D cursor there. As information technology was in the center of the object, it will remain in the center when viewed from the front end. if not, place it in centre betwixt both feet.
Press Shift+A to add together another (Last) bone. Rename this as 'Root'. This will be the female parent of all bones. While animating, nosotros tin can move this bone to motility the whole Armature in Pose style.
Right-click on the tip of the bone to select it, and printing 3 on the numpad to become into the side view. Press Grand and move the tip forwards, holding Ctrl while moving.
Footstep 41
At present nosotros will make this root bone a parent of the Base bone and the IK basic. Select the Base os and in information technology's properties, blazon the name here ('Root') in the parent field.
Similarly do the same for the ik controllers.
Footstep 42
We now have a basic setup. Play with some poses (in Pose style). To move the legs, use the IK controllers. To adjust the direction of the knees, move the knee bones (Pole targets.)
Press Alt+G to reset the location of the bones, and Alt+R to reset the rotations. The Armature is set and we can start skinning the model to it.
Stride 43
Select the Armature past Right-clicking, and enter into Edit style with the TAB key. Select the Root os, and in it's Bone properties, uncheck deform.Do the same for all 'controller' bones like IK-lrg.lr, ik-leg.l, human knee.l, articulatio genus.r and the base bone.
These bones assistance in controlling the armature and not in deforming the mesh, so we don't want fifty-fifty a unmarried vertex of the model to go assigned to these basic. The remaining bones volition exist the ones which will deform the mesh.
Footstep 44
Printing TAB to exit Edit mode. If yous are in Pose mode, then press Ctrl+TAB to switch to Object mode (or select the fashion in the header.)
Footstep 45
Now Right-click on the model to select information technology first, and and then hold the Shift key and Right-click on the armature object. Printing Ctrl+P to brand it (Armature - the object which is selected last) a parent. Cull the 'With Automatic Weights' pick. This way Blender volition automatically assign vertices of the model to the respective bones according to the bone weight and placement.
Correct-click only on the Armature to selected it, press Ctrl+Tab to enter into Pose fashion. Play around by Rotating the basic, you'll see that the mesh at present deforms forth the bones.
In the Modifiers Panel, you'll see that an Armature modifier is automatically added to the model. Right-click on the model to select it and see its properties.
Besides new vertex groups are made with the proper name of each bone. These groups are assigned to the respective bones automatically. We don't have to do anything notwithstanding.
While in Pose mode, we run across that the mesh isn't deforming in same places to way nosotros desire. For this we can alter the effect of the bones on the vertices, using a method called Weight Painting.
Footstep 46
In the Armature Properties click on the Stick button, under the Display Panel. This will display the bones equally Sticks.
Select the mesh by Right-clicking, and in the Object Properties (under the Display Console) turn on Wire. This will be helpful while weight painting.
Step 47
With the Armature in POSE Style and a bone is selected. Correct-click on the mesh object to select it. Press Ctrl+TAB to become into Weight Painting mode, or you can select the mode in the header section of the 3D view (at the bottom of 3D view)
Step 48
Press T to toggle on the Tool Shelf. While in Weight Paint Mode, y'all'll see all the tools related to this fashion.
- 1. The Weight slider determines the result of the bone on the item vertices.
- Zero means that the selected bone volition take no effect on the vertex and is shown with a Blue color on the mesh.
- While painting with a 0.5 weight means that the bone will effect 50% of the vertices painted, and will be shown in dark-green on the mesh.
- While painting with a 1.0 weight ways that the os volition outcome 100% of the vertices painted, and will be shown in a crimson color on the mesh
- ii. I like to set the force of the Brush to Full.
- 3. Turn on X-Mirror then that the painting effect is mirrored for the mirrored bone.
Step 49
You can increase the weight of the vertices y'all would like to be effected past a particular bone. Here for case I have increased the side vertices with 0.five weight to create a nice deformation. You can still bank check by rotating and moving the bones while in weight painting. Right click on any bone to run across its weight on the mesh.
Similarly if don't desire some vertices to be effected by a bone, only paint it with a lower weight value.
Do check the BACK SIDE besides wherever y'all do the painting.
Experiment with Weight Painting. Rotate the basic to come across the upshot.
Footstep l
For the joints, the eye loop tin be shared with both bones to create a round shape. You lot can use this on most joints wherever y'all need roundness.
Exercise check the BACK SIDE too where ever yous practise the painting.
Step 51
Yous can besides edit the geometry by pressing TAB to become into Edit mode. Hither I have pulled out some vertices to become a more pointy elbow.
Do check the BACK SIDE too where e'er you practise the painting.
Step 52
Similarly check for all bones. Paint with a 0.0 (or close to zero) weight castor if y'all don't want the vertices to get effected, and pigment with higher values if yous want the vertices to deform. Yous tin can likewise share 1 vertex with two bones with different weight to have a nice deformation. A expert deforming rig depends upon how good the weight painting is.
Stride 53
We now have our character ready for posing or blitheness.
There are different approaches for creating the pelvis setup. Experience costless to explore, experiment and larn.
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Source: https://cgi.tutsplus.com/tutorials/building-a-basic-low-poly-character-rig-in-blender--cg-16955
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