Well, it’s about time for an update.
Ken’s been working a lot with interactivity for his (game)project. Awesome psychedelicy stuff! I’ve been playing with exploding particles and with animating Mancandy.
After this time of playing and exploring with Blender to learn it’s immense possibilities, we’re finally really beginning with the animation. The plan for the next few days is to set up the scene: Ken will be making the scene with the bouncing ball (modelling, animating and adding materials to it), while I’ll set up the textfile (modelling, texturing and somewhat animating) and the mainscene, which will have the links to both the bouncy ball-scene as well as the text scene. This mainscene is going to possess the camera(movement) and the lighting and is the source for the final animation.
great!
so it would be something like, lets say:
maurits’ text.blend – With the text objects, and an armature for controlling this letters (like one bone per letter, or more if you want to bend them!), all inside a group.
ken’s balls.blend (well.. better than calling it Ken’s glossy-shiny-softbody bouncin’ balls), anyway.. this blend file will contain only 1 ball (yeah lets keep it simple, we can color’em later while playing with compositing nodes). So this will contain the ball, rigging (could be more than 1 bone please?
so we can tilt it and bend with more freedom, maybe a chain of 3 bones would be enough, so we can move the tip and root freely, probably have 2 bones for the lower part, one with the root (or pivot point) in the middle, and another bone with the pivot point in the base?).
oh also the ball must be in a group!
so later in our main_scene.blend or so, we can link this two groups from each blend file, and then as said yesterday, selecting our linked groups (that should look like simple empties), and hit CTRL + ALT + P, or Object menu > Make Proxy.
That should give us a popup window with the list of objects in that group (so is a good idea to name our objects properly before in each file, something like ball_mesh, ball_rig, text_rig, etc), then from the list we select our armature, and thats it! now we have our armature (only available through pose mode) ready to animate!
this linked groups you can duplicate them simply with Shift + D, and that’s it!
see you friday guys! =)
he guys, how is it going. can we see something already?
i am so curious!
grtz,
margreet
yeah! can we see something already?
the 7th of november maurits wil be viewable as a clown in the upcoming shortmovie by the .
http://picasaweb.google.nl/larspels/SchminkShoots#5260827642909178962
check out maurits!
looks like you’re going oke….and will pablo still guide you through the mazes of blender and 3d animation? and can we reward him for his time and effort…