Character Animation tools |
A detailed description of blenders character animation tools |
August 16, 2001
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Using Armatures in the gameengine In this section of the character animation tools tutorial I plan to show you how to use armatures inside the gameengine. I do however assume that you have some experience with the armatures before and know how to create a basic movement of a character. I also assume that you have some basic knowledge of the gameengine. TankCommander has helped me out by telling me how to do this and he also
provided a .blend file so please download this .blend file and open it.
>>game-armatures.blend<<
We'll be using the animation to make the character move, and we will
also make the character move forward by using a regular motion actuator.
Lets do that first, select the character and go to the realtime buttons
(F8), you can see I already set it up to be a dynamic actor and I changed
some of the default settings to fit my needs. Now if you press 'P' and ignore the 'no camera' error you can test your motion by pressing on the 'UP' key. If all went right you should have a character moving forward. Lets set up the armatures now, the basic idea is that I've created a
walk cycle (very simple but still) in the action window and I named it
'walk'. If you press 'alt+a' you can see it, it's not the best piece of
animation (made this in littlerly 30 seconds) but it shows some mesh deformation
on the legs. Lets start by selecting the Armature and going to the realtime
buttons. Do this and then you can test the animation by pressing 'P' (ignoring
the 'no camera' error) and then pressing the up key. This was it again, please come back again soon because I'll keep updating this tutorial over the next few weeks as more of the new character animation system becomes clear. Greetings, |