KatsBits Community

Game Editing => 3D Modeling & Content Creation => Topic started by: Shaderman on March 27, 2010, 09:49:40 AM

Title: [blender] animation question
Post by: Shaderman on March 27, 2010, 09:49:40 AM
Hi,

I have an armature with 5 bones mounted to it.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs3.directupload.net%2Fimages%2F100327%2F3a5p3kp2.jpg&hash=f77a3672be922c70801dbda028fcc9e352d2c92d) (http://www.directupload.net)

I'd like to rotate the armature around the y-axis...

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs3.directupload.net%2Fimages%2F100327%2Ffsm762tn.jpg&hash=aea4ac83902f91f24b8fb2b54ff64c806b6e8aff) (http://www.directupload.net)

but keep the initial transform of all mounted bones (Bone0 in this picture):

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs5.directupload.net%2Fimages%2F100327%2Fbmyazc4p.jpg&hash=69ce22e9233da3c64909398ba6cde6409cd8962e) (http://www.directupload.net)

I know I could adjust every bone for every animation step of the armature, but I hope there's an easier way to do it (maybe some switch in Blender) :)

Any ideas?
Title: Re: Blender animation question
Post by: kat on March 27, 2010, 12:34:35 PM
There is... but you can guess what it means doing. You'll need to set up sets of control/target bones that use different types of relationships that then usual parent >> child. Personally I'd just do it the way you described; unless this were a series of objects that needed special anims I'd look towards a 'targeted' rig, but for something that simple it's not really worth the time if you['re just wanting to "git 'er done" - it'd probably take just as long to set up the complex rig as it would to just knuckle down and keyframe animate it.
Title: Re: Blender animation question
Post by: Shaderman on March 27, 2010, 08:30:49 PM
Thanks kat, I hoped there was a simple solution. Now I did it my way (© Frank Sinatra) :)
Title: Re: Blender animation question
Post by: ratty redemption on March 28, 2010, 12:00:01 AM
I haven't done any animation work for a couple of years but iirc we can set up one bone's keyframes and then copy and paste the size/rotation/location curves from the ipo window (if they still have that?) to other bones or objects.
Title: Re: Blender animation question
Post by: Shaderman on March 28, 2010, 09:11:46 AM
Thanks ratty, that sounds like it could work but it's too late now :)

I've completely remade that "model" because I found a much better solution for what I need. This thing is used in a game prototype and I think I can tell more about it soon... I should get out my other project first :)
Title: Re: Blender animation question
Post by: ratty redemption on March 28, 2010, 10:17:59 PM
@ shaderman, cool and I'll be interested to see what you've been working on.