Blenderart Mag 10
Blenderart Mag 10
Managing Metaballs
BlenRig An Introduction
Froggy Walkthrough
EDITOR/DESIGNER
Gaurav Nawani
[email protected]
Taonui Face Modeling 6
MANAGING EDITOR
Sandra Gilbert
[email protected]
PROOFER
Kernon Dillon Modeling And Rigging A Frog 17
Phillip A. Ryals
Kevin C. Braun
Derek Marsh
Bruce Westfall
BlenRig An Introduction 25
WRITERS
Wong Hua
Juan Pablo Bouza
Javier Galán (chronoh)
Jeremy Ray
David Revoy
Froggy Walkthrough 33
Derek Marsh
Erick Ramirez
COPYRIGHT© 2007
‘BlenderArt Magazine’, ‘blenderart’ Extinction Level Event 36
and BlenderArt logo are copyright
of Gaurav Nawani. ‘Izzy’ and ‘Izzy
logo’ are copyright Sandra Gilbert.
All products and company names
featured in the publication are Animated Castle Effect Walkthrough 43
trademark or registered trade
marks of their respective owners .
COVER ART
Enrico Cerica - ' Tomatoes' Meet The Blenderhead - Jonatan Poljo 46
Arbaro
First up is Arbaro.
Arbaro is an easy to
Fig2 Imported tree in blender
use tree generator
that allows you to set
various tree Here is a sample of black_tupelo
Fig1 Arbaro Main Screen imported in Blender.
parameters, then
export your tree as a Povray, DXF or
Wavefront OBJ file. This makes it 8 Browse to where you saved your You can download Arbaro at: http://
compliment nicely with Blender. tree and select it. arbaro.sourceforge.net/
Ivy Generator
Second up is Ivy Generator. Ivy
Generator allows you to grow ivy in
your scene. The creator, (Thomas
Luft), states that while Ivy Generator
does not provide a biological
simulation of growing ivy, it does
provide a simple approach to
producing complex and convincing
vegetation that adapts to an existing
scene.
Tim Ellis, (sonix), has written a great Fig1 Starting spot placement.
tutorial covering how to use Ivy
Generator with Blender. The tutorial
can be found at the Ivy Generator
website as well as in the tutorial forum
at www.blenderartists.org.
Start by extruding an edge from your Step3 select the following edges and Step5 Now is time to shape the eye.
Plane and do a rough outline of an eye subdivide them. I subdivided them 3 Move the vertices in such a way that
(Fig 1). times (fig3b). the eyelid covers the Sphere. Retopo
can be put into good use here.
Step4 Now is a good time to add a
Sphere. It will be a perfect placeholder
for the eyeballs. For the size, the
Sphere's radius is roughly the same
than the eye width.
However, note that the vertex moved Continue subdividing and tweaking to
with Retopo will be too close to the obtain a shape like in the fig below.
eye's surface. So, you will eventually
have to move them again after
Retopo.
Okay. Now we have decent lips, let's Images below show the nose extruded Now extend the facial features by
get to the nose! from one edge of the upper lips. following these guides as shown in
fig12.
Right now, this is what we should Use edge extrusion to create
have: prominent nose features (see the
image next).
Modeling The Nose
Fig9
Ear structures are underlined here and Step3 Here is the next step. Start
you can compare them with with ear poly filling the ear. Note the Y shaped
reference in fig13a. thing, and the earhole (yes, the place
where you fit you iPod earbuds)
Step2 Extrude the lobe you shaped in
step 1 and start building the Y shaped
bit, see the fig14.
Fig15
Step5 Finish by extruding the outer Finishing the ear. When you are Finishing the head...
edge of the ear. Subdivide. From there done, radiate from the ear to model
we will work up to the head. the rest of the head (face not
included)
Fig20
Fig18 And voilà...
when scaling a mesh object. Meta selected is a meta pattern you can
object deformation is around their select the meta-objects in edit mode.
Managing Metaballs original axes. The handles deform as
you scale, if you scale non-uniform,
- by Erick Ramirez the handles will deform non-uniform
and it will affect the influence of meta
sub-objects. You cannot separate
Meta sub-objects but you can
Introduction duplicate the original sub-objects and
The pros of meta are they work very delete the ones you don't want. For
nice with snap, to make a single better management you must link this
mesh, they respond with proportional meta object selecting its handle and
edit, depending what you are working then selecting any helper object that
on, they can quickly build models, isn't a meta object, and press
among a few other things. [Control+P key] to parent.
If you select Unfortunately management of meta With enough settings I added a meta
the first meta objects leaves a lot to be desired, but, object [Add>>Meta Tube] for creating
object I have made an effort to create the first meta object. To start with, I
through its effective managing methods. I started wanted to create geometry that fit
handle, the with a armature (I took and edited it enough for fingers
whole meta from the frog armature). .
clan is
highlighted
indicating
they had a
life link with
this one, and
if you delete
it, the whole meta clan will disappear.
The set
Face flow resulting by converting
The conceptual design for my meta-objects into mesh. The decimate
mudman. modifier for reducing vertex quantity
didn't work in this case , so I had to
use python scripts (to use them you
must have python 2.4 installed for
newer Blender's versions). Select the
Poly Reducer
while in Edit
mode, Mesh
Menu
(Header)>>S
cripts>>Poly
Reducer and
a pop up will
appear.
Conclusion
The main feature and advantage that
meta object give us is creating a fast
union, or a subtraction without much
effort, not exactly for creating large
geometry.
Perhaps it is a lot more helpful in
creating superficial patterns, and
some very complex patterns
Select the second link and [Shift+D Create the shoulder blade using the
key] to duplicate the link and move it same procedure, but now move over
Modeling And Rigging to the right side. In front view move it the blade area, duplicate the bone to
to the right side to create a leg. create a clavicle and relocate in to its
A Frog respective area. Name them Blade_L
and Clavicle_L respectively
- by Erick Ramirez
Introduction
This tutorial will show you how to
construct geometry reference knots
for building an animal like a frog, and
show the problems that I had to face.
Create the leg limb by extruding this
Setting Knots (Rig Creation) bone as above.
In front view Add>>Armature to
create the first link. Go to right view 'Fuse' the clavicle with the blade.
and modify as above and extrude 4 Select the bones shown above and
times to create the neck bones and press [Shift+D key] to duplicate the
the head. Try to create similar bones. Move them forward.
proportions.
Now select the frog hand shown above primitive shape for wrapping the
and move it forward. femur bone. Duplicate the cube to
wrap the bottom leg.
Note that as you move the bone pivot actually acts like spring too, similar to little. I tried to resolve this problem by
positions the boxes adapt to new cats when they want to jump high. creating the bone curvature for the
forms. femur and bottom leg. The resulting
new bones helped me to improve the
box forms.
Modeling the Frog levels set to 2 to get the head shape adjust the head if it is too big. You can
Continue the last session or open shown above. see the result in Frog3.blend.
When the head form is OK, apply the
subsurf modifier to get this form.
Apply the subsurf modifier for the
Make the needed adjustments to get lives in a bathroom hanging over the
this shape for the finger. The tip may walls and ceilings like spiderman.
Still, attach each finger to the next
mesh to get a single mesh.
Mirroring Limbs
Now, in Front view create a plane
mesh at the center. Join each box limb
one by one with the plane, select any
box and select the plane (object
mode)
and
[Contro
l+J key]
to join
With the PIVOT options set to the
'Bounding box center' go to Top view meshes,
and extrude the hexagon forward to be a suction device to stick on walls or select a
create a frog finger, for the knots something like that. You can see the plane
extrude, position and scale a little, result in Frog4.blend. mesh
then you must get back to the original Make several copies of this finger and vertex
width and finally create a umbrella adapt them to create others. Make a and
shape. To close the umbrella, with the press L
latter vertices still selected, [Shift+S] key to
Cursor>>Selection and press E key, select linked vertexes, press P to
then Esc key and W key>> merge>> separate. Next, the next mesh to
at cursor or at center or collapse. plane mesh......until complete for all
meshes except the body mesh.
To get
the rear This procedure is for moving the
knot center mesh (actually the mesh pivot
you can in object mode) to the center. You can
duplic achieve this by [Space
ate this similar mesh for the rear hand.
Bar]>>transform>>Center Cursor,
knot Actually the frogs have different rear
and [Control+A key]>>Apply scale
and hands that serve as flippers,
and rotation, but in the next step we
merge umbrellas, etc, so in this case I
going to mirror these features and we
some preferred to make my frog reflect that
need assure that all meshes have
vertices. fact, perhaps it is a mutant frog that
similar relative UCS (Universal
Coordinate System).
Now, start to apply a mirror modifier Go to Object Mode for the armature
to each limb mesh and when the and duplicate it. Move the duplicate to
mirrors have been applied, select another layer. Select the original
each mesh again and detach each armature and on Draw panel [F7]
linked mesh. You can see the result in select Wire option.
Frog8.blend.
Changing Pose
[Shift] select the layer where original
armature is.
Fantasy, Science Fiction and special (Manual is available as well). And the
effects. results are definitely worth it.
BlenRig An Introduction Besides, I have never been fond of
As a kid I had always wanted to be creating hundreds of shape keys to
- by Juan Pablo Bouza able to get my hands on one of those correct bad mesh deformation.
puppets. But then, one day, the 3D
world came into my life. Well, this is BlenRig: an armature
capable of preventing a character’s
It took me years to learn the crafts of skin from shrinking and from having
3D, and the more experienced I got, those awful glitches we usually see in
the more technical problems arose. 3D. Furthermore, it comes with a
Specially when it came to the complete set of bones for Facial
character animation process. I used to Animation.
see how the proprietary programs
expanded their capabilities and It’s worth mentioning that I designed
became more and more expensive, BlenRig with myself, as an animator,
and dreamt about buying one of in mind. So, I didn’t use fancy
those. But I never had the money to controllers or hidden features. There
do so. is absolutely nothing scripted or
action based. It is all about
Then I discovered Blender and most of constraints. I personally like the feel
all, the Blender Community. These of the model as you animate it, I think
guys are really nice people. of it as a clay model, so, if I want to
move the character's cheek, I’ll move
So, one day, not so long ago I said to the bone that is over the cheek and
myself, "What the heck, I’m not gonna that's it. I tried to keep everything as
spend my life waiting for someone to straight forward and intuitive as I
develop a muscle simulation feature could.
for Blender!", I sat tight and started to
figure out how to do that with the A clay model...that’s a good way to
tools I had at my disposal. So I started describe how I like the animation
BlenRig. process to be.
Introduction
I remember being a kid and spending Getting a little bit more technical
There are some who say that this rig
my weekend afternoons watching TV.
has too many bones, I must agree As you may already know, one of the
Oh, I loved it when they transmitted big issues of animating a 3D character
with that. And this fact may frighten
Star Wars documentaries on how they is that the skin of the model tends to
you at first glance, but once you get
did the stop motion shots, or Jim
the feel of the rig you will see it is not bend inwards at the center of the
Henson,s movies, I used to become
that hard to start working with it
immersed in that world of puppets,
Finally it came, the day I reached for that I play around with Blender when I Anyway, it was worth it. And so this is
the shoulders ... should be doing something else.) BlenRig today.
It seemed just impossible to achieve These two types of bones are not to
proper deformation, nothing I tried be manipulated when animating, as
was working, when the arm rotated they are automatically driven by the
fine in one direction it didn’t on the main controller bones thanks to all of
other one, skin was shrinking, the constraints mechanisms assigned
I had conquered the shoulders. And I to the rig.
shoulder rotation was disastrous, the had developed a mechanism based on
chest as well as the back were full of "stretchy bones" guided by little
glitches when the arm moved, I was "helper bones". This mechanism
starting to get really desperate. simulated the behavior of actual
muscles in the shoulder and chest
I spent three entire weeks trying area. After all it was not that difficult,
different approaches, and nothing but I really had a bad time figuring the
seemed to work. I was about to give structure out.
up, but my wife encouraged me to
carry on and on. Everyday, when I Unfortunately for me, I discovered
came back home and told her that it that this kind of stretchy structure
was impossible, that I couldn’t do it, could do just fine with all the other
she would tell me to keep up with the parts of the body. Actually it would do
project. -"If you’ve come this far, you much better than the hammer-like
will surely make it with those armature I had set up for the rest of
shoulders" - she said. the body. Layer 1
Well, then the day came when I could So, and this gives the reason for the
finally achieve good shoulder name of the article, I had to rebuild all
deformation. I was at work, and I of the deforming mechanisms of the
called her and I was so excited!! (yes, whole body according to this new
I was at work, but don’t tell anyone technique...and that took me a while.
One/Two axis rotating joints After trying many different constraints This same procedure applies to the
This kind of rotation is most commonly combinations, I finally found that the forearm in relation to the hand
seen in the knees, elbow, finger and best solution was to parent these twisting, to the Thigh bone in relation
toes joints. They are the least difficult twisting bones to the upperarm, and to the Calve, and to the Calve bone in
types of joints to fix, as they mostly then applying an IK solver and a Copy relation to the Foot twisting
require just one stretchy bone in order Rotation constraint targeted to the movement.
to achieve proper deformation. forearm. The reason why I used an IK
solver instead of a Track To constraint Now, concerning the bending of the
is that with the IK solver you can arm, we have to make use of the
In this example we can see the arm.
easily lock and limit the axis of stretchy bone.
The basic structure consists of two
rotation of the bone. As I said before, this type of bone has
bones, Upperarm and Forearm. As you
may know, this joint can have two to be placed on the surface of the
different kinds of movement, the mesh in order to achieve the "Pull up"
bending one and the twisting one. effect I mentioned earlier. Its correct
The deformation of the twisting length greatly depends on the limb’s
own length and on the character’s
joint thickness or mass.
Three Axis rotating bones, Ball As you can see, I've placed three
different stretchy bones, one at each
Joints side of the shoulder. This prevents the
skin from shrinking when the shoulder
Well, these are by far the toughest rotates.
joints to solve, mainly because
deformation occurs at the four sides of
In addition to this, I've placed a set of
the limb. This kind of joint can be
bones that roughly simulate the
found at the shoulders and at the
muscles of the chest and of the back.
point where the leg and the hip
These bones are fixed to the torso of
connect. You can also find it at the
the character, and their tips stretch as
neck, at the spine, at the wrist and at
Stretchy bone the ankle, but in these cases the
the arm moves. In other words, these
stretchy bones have a Copy Location
maximum angle of rotation is not such
constraint targeted to a helper bone
as for having the need of using
that is parented to the spine, and a
stretchy bones.
Stretch To constraint targeted to a
helper bone that is parented to the
I will take the shoulder as an example Upperarm bone.
here.
As I said earlier in the article, the
good thing about having the stretchy
bone copying the location of a helper
bone is that the bone can move in
space as it stretches. This mechanism
is used in the chest and in the back
Pull up effect bones, in order to simulate some kind
of muscle bulging and skin sliding.
The basic concept of this linked Repeat this procedure changing the
structure is to have a helper bone restriction Axis in order to have bones
parented to the Upperarm bone and going upwards and downwards, etc.
placed near its tip, in order to give this
bone a wider angle of trajectory when About IK's and other movement
the arm moves. Let's call this bone
"trajectory bone".
issues
Finally, I'm going to talk a little bit
about BlenRig's IK system.
Next, you need to have another helper
Getting proper IKs to the legs gave me
bone that copies the location of the
a lot of headaches, but here's how I
trajectory bones but restricting the
did it.
constraint to the Z axis. This will make
this bone move forward and backward
as the arm moves. Let's call this bone Basically, BlenRig has a double IK But now, here is the "not so easy to
In Out bone. system that allows the rig to raise its figure out" constraint. In order to
legs when raising its feet, but also to make possible that the ankle raised
be able to raise its heels keeping its while keeping the toes on the ground,
Now, you have to parent the stretchy
toes on the ground. it was necessary to add two extra
bone helper to this last In Out bone
and you have it: the tip of the chest bones. The first bone I added was a
bone moves forward and backward as Here's the basic parenting chain. continuation of the foot bone. Then, I
well as it follows the arm movement. copied this bone and parented to the
Master bone.
Summing Up
Well, I hope that this little article was
useful for you. There are a lot of other
BlenRig's aspects I did not cover here,
as for example breaking parenting
chains in order to allow the
independent movement of the
shoulders from the clavicle, but it is all
in BlenRig's Manual and in BlenRig's
.blend file itself!!
Solid modeling in 3d
Design
After doing different 3d experiments
with old tin toys, (Zoomer and
Awesome monkey), I decided to put
aside the idea of modeling from a real-
world toy model and design my own
3d toy. Searching for some doodles in
my sketchbooks, I found a little froggy
that I wanted to model in 3d. Mesh Disassembled
Texturing
To create the texture, I used the
classic UV export script and I painted
the texture in GIMP using a Wacom
tablet. The texture style is very
spontaneous and loose, rather than
elaborate, because I decided to see
what would happen after the render
and post-pro phase.
Texture map
RenderBlog Blender internal renderer and YafRay, humble opinion, it's important to often
In each scene or project, I often create that gave me different styles. check this "renderblog" directory,
a directory called "renderblog" where I because we'll have a more global
put each render. Spending our time staring at the vision of our progress that will let us
screen, modeling, texturing or extract the best of our tests
How many times have we lost an rendering isn't a warranty that our
interesting situation in our project is necessarily evolving. In my
scene?
I've been asked to comment on what thing almost all, (if not all), these
it takes to make a project like this attempts have in common is lack of
Extinction Level Event happen. I'll talk about the preparation/poor presentation. They
organizational aspects, walk through usually get shot down pretty quick
- by Jeremy Ray the creation of our first movie poster, and don't go anywhere.
and then let a couple of the other
guys talk about things on their end. A good pitch requires demonstrating
that you personally are capable of
The Project Initiator doing, and have already done, work of
There's been discussion on the quality the project requires.
BlenderArtists.org about how Open a Present a strong portfolio. If you want
Blender movie project can or should people to join your team, you need to
be. Some argue for a total Openness, demonstrate that you yourself have
where even the script would be a already put massive amounts of time
community project. I can agree with into the project. There are lots of
the ideology of that stance, but am people who have a Big Idea, but don't
unsure whether it can produce an understand how difficult the execution
actual finished movie. In my opinion is going to be. And some who want to
it's more likely for a project to succeed succeed by being the boss and having
if it's initiated by a single person with others do all the real work. You need
a clear vision and a high level of to show potential team members you
dedication to seeing it through. are not one of these, and the only way
to do so is to show you've already put
One other quality needed is the ability out.
Managing and Making a to fill as many creative roles as
possible, and to do so with a high level About scripts - in artistic circles it's
realistic CG movie with of competence. There are going to be generally considered good advice not
Blender tasks no one wants to do, tasks no to get involved with a project that
one can do, and art turned in that doesn't have a script.
Extinction Level Event, (XTIN Project), needs a little more work to get there.
is a project to do the impossible. The Project Initiator needs to be able XTIN Project didn't have a script when
Making a realistic CG movie with to step in wherever needed to keep it launched, (it does now), and it
Blender is a task of great difficulty and things flowing smoothly. survived, but there were artists who
perhaps greater unlikelihood, but that were not comfortable working that
only makes it interesting. Although The "Pitch" way. And possibly more who didn't
the project has a very long way to go During the time XTIN Project has been join because of the lack of a script. It's
to achieve its goal, it has been active, there have been numerous better to have one than not to have
steadily producing art for 9 months attempts to pitch other movie/game one.
and continues to make progress. We projects on BlenderArtists.org. One
might just make it.
III - Texturing
Texturing and materials have been a
big problem for XTIN Project. While
XTIN Project has had no problem
finding modelers, nobody wants to
texture. Since I'm the only texture
artist, I've fallen back on using
procedurals as much as possible.
This is just the beginning - there's not The smear tool is useful for wind- Faces can't be lit by consoles because
enough contrast. The next step is to swept dirt streaks. the clipping start for the lamp is on
take the AO texture into Photoshop/ the other side of the head.
GIMP, increase the contrast and
enhance the shadow/dirt areas. This is For this scene I was able to solve the
a slightly involved process which could problem by reducing the scale of
use its own tutorial. things that would be in the distance
and putting them closer than they
would be.
6) In order to prepare the animation 8) Before rendering, go to the World the castle, create an Icosphere with a
effect, divide your shape into objects. tab to change the default blue subdivision setting of 2. Give it the
In wire frame mode, select each background screen. Replace it with a same Halo material as the castle. Go
tower from the Top view, and press nice Paper/Blend combination using to the Physics Buttons and add a
the P-key to separate the selected desaturated violet to Black. Particle Effect. In the Particle Motion
object from the mesh. panel, increase the Normal attribute
9) Done! A beautiful castle. to 200, add a Random setting of 1,
Now, you should have 5 objects. and change the Particle Number to
(See the picture below) 500. Make the Start of this animation
at -10, and the End at 80.
3) Being an artist employed in the there anything that you can share with keep updated, learn new tools, learn
gaming industry, have you had any people looking at getting into a gaming new methods, be flexible.
success in converting anyone using house or professional CG house?
6) Where do you see Blender
other commercially available
Practice, a lot, but that's a given. progressing over the next few years?
applications over to Blender? If so,
what has their reaction been? More importantly, never be I see Blender slowly but surely
completely satisfied with what you do growing in popularity as it has, and
People like to stick to what they enjoy more users becoming experienced
because then you won't see where
the most, and in the end have to learn you have to improve, always look for enough to get jobs in various
what they are required to use at work. ways to get critique, and to have the industries while using Blender, thus
So, if some guy sits with Maya and feeding the promotion of Blender
things you work on be seen by as
enjoys it, he's not going to be easily many eyes as you can get them to. If even more.
switched over to Max or Blender, nor
it's game art, spend a lot of your time
the other ways around. at the Polycount forums, With Blender itself, we'll probably
(boards.polycount.net), many there start seeing it gain features faster
They are all equally strong tools and it are brutal and honest industry than most professional applications
all comes down to what people prefer. professionals and can give you the can add them
most valuable feedback you'll ever
I have, however, always experienced find anywhere. And besides, if you do
that people have heard about "this behave nicely and not act like a
Blender application", so it has jackass on the multitude of CG-related
definitely left its mark. forums around the web, you might
actually get to know people in the
4) Is there a feature that you would industry, and that is usually the one
like to see added to Blender? break a junior artist can need to get
his foot inside the industry.
As far as I know, lots of the features
I'm looking for are being worked on Take in what you learn, keep doing
right now. But one thing would be a new stuff, redo the old, it takes time
faster viewport, since Blender to get a hang of it, but when you do
development has always felt to me learn new things you'll enjoy the
like having faster rendering in mind, feeling of it.
but as a game artist, I'd just as much
want to have faster handling and Drawing or taking up sculpturing when
viewport realtime rendering of you don't feel like modeling is also
models. another thing that helps you improve.
5) From your working experience, is And when you do get in, remember to
Here is how!
1. We accept the following:
• Tutorials explaining new Blender features, 3dconcepts, techniques or articles based on current theme
of the magazine.
• Reports on useful Blender events throughout the world.
• Cartoons related to blender world.
Note: All the approved submissions can be placed in the final issue or subsequent issue if deemed fit. All
submissions will be cropped if necessary. For more details see the blenderart website.
Theme: Mechanical
Any thing mechanical, bad ass robo,
Heavy Duty Machinery.
Tanks
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