Blender - The Ultimate Guide - Volume 4 - ENG
Blender - The Ultimate Guide - Volume 4 - ENG
BLENDER
The Ultimate Guide
VOLUME 4
© 2017 Blender High School, Lulu Roma
First edition Blender High School, Lulu 2017
ISBN:
978-0-244-94770-5
VOLUME 4
1. Introduction 1
2. Animation 15
2.1. Generalities 17
Exercise n. 1 23
Exercise n. 2 29
Exercise n. 3 31
Clamp To 37
Damped Track 39
Inverse Kinematics 40
I
Locked Track 42
Spline IK 43
Stretch To 45
Track To 47
Exercise n, 4 49
Exercise n. 5 95
II
2.6.3. The Strips Area 104
Exercise n. 6 119
Exercise n. 7 142
III
4.1.2. The Tools Shelf relevant to riggings 162
Exercise n. 8 186
Exercise n. 9 213
IV
The Pose Library panel 228
5. Sculpting 247
V
5.1. Introduction 249
Exercise n. 10 266
VI
Exercise n. 11 296
Exercise n. 12 313
Exercise n. 12 323
VII
The Track panel 359
VIII
The View Settings panel 395
IX
X
1
INTRODUCTION
1
2
1.1. Advanced functionalities
Welcome!
We will also deal with Motion Tracking, learning how to make the
objects modeled in blender to interact with images and real
videos, and we will enter the Sculpting artistic environment,
where the meshes can be sculpted and modeled, with
dedicated brushes, like they were made of plasticine.
3
fig. 1 The Sculpt Mode allows you to build very detailed models, similar to sculptures
4
1.2. Text Editor
This editor comprises a text area where you can n write with any
text editor, and a header from which, using the me
menus, you can
recall functions related to it.
5
The available menus in this phase are three: View, text
tex and
Templates, in addition to three buttons allowing you to
o fformat
the script base syntax.
In the View menu you can find the commands similar to other
editors allowing you to manage the visualization of the
e whole
editor.
6
In the Text menu the commands are available relevant
re to the
Run Script, ALT +
compilation of the text and the command lines (Ru
P), the saving (Save and Save As), the command d lline uploading
after a change (Reload, ALT + R), the opening off tthe saved text
(Open Text Block, ALT + O), or the script saving a
as a text block
(Create Text Block, CTRL + N).
fig. 7 a preset script uploaded from the Shader Data Block named
ed Noise
Each command line is defined by a number att theth left (in red,
when activating the row) and a text. The vertic
rtical red cursor
define the position where inserting the text.
7
fig. 8 command line n. 2
8
fig. 11 the Edit menu
9
fig. 12 text To 3D Object
10
fig. 14 the Format menu
11
fig. 16 the selected text row is a note (#)
Net, the Run Script button, which can be recalled also typin
ping ALT
+ P or from the Text menu, is used to launch the uploaded
ed script.
Once a text has been modified, the button changes its name
into Script Node Update.
s, iin *.py
Checking Register, you can save the text as modulus,
format.
12
fig. 20 opening and resize of the Sidebar
13
14
2
ANIMATION
15
16
2.1. Generalities
And, as we will see in the foregoing, the topic does not finish
here: even the mesh geometric structure may undergo time
variations. Think to a walking character. He modifies, while
moving, his polygonal shape.
We will recall the citation to the previous volumes for the topics
already specifically described before.
17
2.1.1. The Timeline
The main area depicts the time flow, represented in the chosen
c
time unit (frame, seconds…) with a green cursor defininining the
instant of the animated scene in the time.
The bar of the dragging buttons and the text boxes,, nnamed
Frame Control Counter, start and stop the animation, while
wh the
animation duration is defined though the frame number (250
(2 by
default) in the window header (Start and End).
18
- Duplicate Area into New Window duplicating the Timeline
with an identical copy;
19
- Grab/Move Marker allows you to shift and move the
selected marker. It operates like the mouse dragging;
- Set Start Frame (key S) sets the frame on which the cursor
is placed as animation start;
- Set End Frame (key E) sets the frame on which the cursor is
placed as animation end;
20
Finally, in the Playback menu:
21
The two Range Control buttons define:
22
The box or the button will be colored in yellow w and a yellow
keyframe will appear on the Timeline as a verticall b
bar.
fig 25 the boxes of the Location counters will appear in yellow whe
hen typing the I key
23
As we have already tried, define first the frame numb ber, for
example 100, in the End counter of the Timeline header.
24
Move now the cube near the opposite corner er in the plane,
move the cursor of the Timeline to the frame n. 100
00 and fix a new
keyframe with the key I.
g a keyframe
fig 31 rotation of the cube of 15° to the frame n. 20 and inserting
25
To do this, fix a keyframe to the frame n. 1 with the cube in initial
position. Click the key I, with the mouse pointer place ced on
Rotation. The Rotation counters will be colored in yellow.
The cube will move along the path, rotating around itself.
Try to create new animations, acting also on the sca cale, for
example, such that an object changes its scale in time,, or try to
model the car wheel operating such it rotates around d its
i axis
while reaching a target.
fig. 32 the wheel.blend file shows the animation of a wheel moving from a point A
to a point B while rotating
26
Another method allowing a keyframe insertion is to type the key I
inside the 3D view and choose from the options a available in the
menu (Insert Keyframe Menu) which will app ppear the one
relevant to the desired transformer on which h to insert the
keyframe.
27
2.2. Animating using the modifiers
This means that not only the transformers can become keyey points
of a sequence, but also, for example, the modifiers themse
selves.
Recover the project with the starfish, made during the study
stu of
the first volume.
28
EXERCISE n. 2: WALKING STARFISH
29
By launching the animation from the frame n. 1, the starf
arfish will
start moving from point A to point B, but without movin
ving the
tentacles.
Now, with much patient, you will need to work by interme rmediate
key frames on each hook related to the corresponding ten tentacle,
rising it up, rotating or slightly moving it and fixing time by
b time
the relevant keyframe.
30
2.3. The constraints
31
fig. 39 camera placement on the path
Select the camera, then the Bézier curve, and type CTR
CTRL + P,
choosing from the menu of the Set Parent To option ons and
selecting the Follow Path item.
32
fig. 41 the Duplication panel in the Data tab
fig. 42 the camera runs along the path of the roller coasters
33
This is because the camera has not a fixed target to be followed,
foll
for example the rail center or an object moving around.
Method 1
Operate such that also the empty follows the path (CTRL + P).
fig. 44 Track To
34
fig. 45 the Track To panel
Method 2
35
- Curve Radius allows the object (the camera in our case)
ca to
rescale according to the curve curvature radius.
- Offset allows you to move the object position along the path
relevant to the animation starting frame.
- Up defines the object axis aligned with the world z axis. is. This, in
case of the camera, is set on Z, since it is normal to the fram
aming.
36
fig. 47 the Constraints Tracking constraints
CLAMP TO
37
fig. 48 the Clamp To constraint panel
The Target field indicates along which curve the obje ject will
follow the path. If this field is not specified or does not
ot have
enough information, the Clamp To item will be highlighted
ed in red
and its effect will be ignored.
The Main Axis switch controls that the global axis (x, y or z)) be
b the
path main direction. The Auto default option automa matically
chooses the longest curve axis.
38
DAMPED TRACK
fig. 50 the Vertex Group option appears in case the Target is a mesh
me
fig. 51 in this image, the camera permanently points along the –ZZ direction
39
Influence defines how much the constraint influences the
e bind
b
between the object and the curve. 0 is the minimum value
ue,
whereas 1 is the maximum.
INVERSE KINEMATICS
40
By now we will only describe the available options:
s:
Use Tail includes the bone tail as ending elementt of the chain.
41
- Position determines the weight control (defined by Weight
W
Paint) for the position;
LOCKED TRACK
42
directly toward it, because constrained only to rotate around an
axis.
SPLINE IK
43
Set Chain Length for defining the number of bones in the he chain
(starting from the selected bone, which is included in the
ecchain),
which should be influenced by the curve.
44
- XY Scale Mode opens a menu where you can ca define one
of the following scaling options: None (no o scaling along
the x and y direction); Bone Original (use ses the original
scale of the bones); Volume Preservation (sets
(se the scale of
the x and z axes such they are the inverse of the y scale).
The flag Use Curve Radius established that the point p average
radius is used for regulating the bone x and z scalin
ling.
STRETCH TO
45
It can arbitrarily force some object volume characteristics, such
that it can be compressed downward when the target is
approaching, or elongated if it is leaving far away.
Note however that not the real object volume is preserved, but
the virtual one, defined by the scale values.
The Rest Length counter sets the resting distance between the
object and its target, i.e. the distance for which no object
deformation (elongation or compression) is achieved.
These x and z axis control buttons allow you to keep the virtual
volume while extending along the y axis. If you activate the
None button, the volumetric variations are disabled.
46
In case the Target is an armature, the Bone optio
tion is visualized,
where you can define which bone of the armatur ture is subjected
to the constraint, whereas Head/Tail allows you to choose what
should be considered as deformation point (head d or root) along
this bone.
TRACK TO
47
fig. 58 the Track To constraint panel
In the panel, Target defines the target, which can be any y object,
o
or also an armature. In case the target is a mesh a Vertexx Group
option will be also available, whereas in case of an armatu ature the
Bone options are available, for defining a specific bone ne, and
Head/Tail, like for the other constraints previously described
ed.
48
The Space option allows you to choose the spatia
tial coordinates
(World Space or Local Space).
Insert a Bézier curve in the scene and modify it as you like in Edit
Mode.
49
fig. 60 insertion of the sphere which is constrained to follow the curve
50
fig. 62 camera placement
51
Repeat the operation for all the necessary key frames.
52
Fig. 65 settings of the Track To panel assigned to the camera
Fig. 66 framing
53
2.4. Dope Sheet
54
In the header of this editor there is a menu (Editing Context
Being Displayed) allowing you to define the preferred graphic
visualization.
- an area (on the left side), named Action List Area where
all the actions referred to each object are listed.
55
In this area you can find the whole list of the actions app
pplied to
each single object of the 3D view.
56
The triangle at the left of the channel allows you
ou to show the
hierarchy chain of the actions related to it.
57
fig. 71 rectangular selection (B) of events
In the header all the menus and specific tools are containe
ined, for
managing the events.
58
- The Realtime Updates flag, when you mod
odify keyframes,
operates such that the animation dataa changes are
transferred also to the other views;
59
- Sync Markers synchronizes the markers with the modified
mo
keyframes;
The other options are the same of those previously describ ribed for
other editor and refer to the editor general visualization.
60
fig. 75 the Select menu of the Dope Sheet header
61
fig. 77 the Channel menu of the Dope Sheet header
62
- Extrapolation Mode modifies the extrapolatio
ation among the
selected keyframes. Several options are available
av in the
graphical editor;
63
(Nearest Frame), to the nearest second (Nearest Second)
Se
or to the nearest marker (Nearest Marker);
fig. 80 Snap
64
over Value), the green vertical line placeced on the first
selected marker (By Times First Selected Mark
arker);
fig. 81 Mirror
ed keyframes;
- Duplicate (SHIFT + D) duplicates the selected
- Handle Type (V) defines the handle typo ypology for the
keyframes, similarly to the handles used for
f the curves
(function visible on the Graph Editor);
65
- Interpolation Mode (T) defines the interpo rpolation
methodology among keyframes (options which c can be
assigned in the Dopesheet, but can be used in thee Graph
Editor);
66
The three buttons represented by a white ar arrow, a small
phantom and a life preserver allow to visualize in the
th Dopesheet,
respectively:
67
Analogously to the Proportional Editing of the 3D view ew, that
relevant to the keyframes is present in the header and c can be
activated by the button with the circle, choosing the Fallof
lloff type
and the Snap.
The last buttons allow you to copy and paste the selected se
keyframes in the buffer to be exported into a different proje
roject.
68
2.5. Graph Editor
The Graph Editor represents the main tool for the animation
management. It allows you to modify the data relevant to the
animations like, for example, in keyframes, using curves named
F-Curve.
69
fig. 90 Graph Editor Mode
The central area is named Curve Editor Area and grap aphically
depicts the settings on the scene animation through control
c
points (keyframes) and curves interpolating them (F-Curve).
70
The central space hosts a grid with the events.
71
e Curve
- HOME: global visualization of all the events in the
Editor Area;
fig. 93 marker
72
(B key and dragging) or holding pressed SHIF
HIFT during the
element selection.
fig. 95 by selecting the handle and typing R (and eventually the degree number)
the latter will rotate around the reference vertex (keyframe)
at of the Action
The structure and functionality is very similar to that
List Area in the Dope Sheet. Each event is group ouped in a root
related to the relevant objects. The events relevan ant to an object
can or cannot be visualized clicking on the eye near ne the object
name, or locked clicking on the lock near ea each event (or
action).
73
fig. 96 the Channel Region
74
fig. 97 the Properties sidebar
75
The Cursor From Selection button places the 2D Cursor
Cur in
correspondence of the selected element (for exammple a
keyframe).
76
The ID Type and RNA Array Index boxes supply information on
the selected event typology and on the index assigned to the
datablock. They are two not-modifiable boxes.
77
Clicking on Interpolation a menu will open, subdivided in three
sections.
fig. 101 the interpolation set to Constant generates a sharp quote jump between
b
the two keyframe values
78
- Easing (by Strength) defines the mathe hematical type
interpolation (sinusoidal, quadratic, cubic,
c, fourth power,
fifth power, exponential and circular);
fig. 103 the interpolation between the two keyframes sets to Bou
ounce simulates, on
the F-Curve line, a bouncing behavior damped in time
79
Choosing the interpolation between Easing (by Strength
gth) and
dynamic Effects, a second menu will be activated, Auto
utomatic
Easing, from which you can choose how the F-Curve shou
hould be
linked to the final keyframe of a selection.
The Key section allows you to manually set the values relev
levant to
the horizontal (Frame, in time) or vertical (Value) placem
ment of
the selected keyframe.
fig. 106 the placement options of the keyframe in the Graph Editor
80
Curves some non-
In the Modifier panel you can add to the F-Curv
destructive modifiers (likewise the modifiers on
n the objects),
named F-Modifiers, such as to get more complex effects.
e
81
Clicking on the Add Modifiers menu you can choose a among
Generator, Built-In Function, Envelope, Cycles, Noise,, P
Python,
Limits and Stepped Interpolation.
Like for all the modifiers, you can create a cascade off two
t or
more effects on the curve.
fig. 109 the two images show the selection of a curve where the Elastic
interpolation has been set and the same curve with the Cycles modifier
ier applied
determining a cyclic behavior of the elastic effect
82
logarithm (ln), normalized sine (sin (x) / x). The following
regulation parameters are available:
83
- Repeat With Offset: repeats the curve data, but
compensate the first point value to the last point
value;
84
- The Limits modifier limits the curve to values
es in a range of
values in x and in y.
The View menu has all the tools necessary for the visualization.
vi
85
fig. 111 the View menu
86
- Show Frame Number Indicator shows the e fframe number
indicator at the bottom of the 2D Cursor;
87
- Lock Time to Other Window locks the time on all the other
project windows.
88
- Duplicate Area Into New Window, Toggle Maximize
M Area
and Toggle Fullscreen Area are tools for the window
visualization already discussed.
89
- Border (Include Handles) (CTRL + B) makes a rectangular
selection including the handles of the keyframes inside the
selection.
The Channel menu contains the tools useful for controlling the
single events (or channels) present in the Channels Region.
90
- Toggle Channel Settings (SHIFT + W) allowss you
y to protect
or switch off (the same functions of the e lock and the
loudspeaker) one or more selected channelsels.
91
- Toggle Channel Editability (TAB) prevents any modification
of the channel, until you press TAB again.
- Hide Selected Curves (H) hides from the view the selected
curves.
The Key menu contains the tools for the keyframe managing.
92
fig. 116 the Key menu
93
- Bake Sound to F-Curve freezes a sound assigned
ed to a
selected F-Curve.
94
- the keyframes relevant to the objects selec
lected in the 3D
view (arrow);
The lens activates a textbox where you can w write the data
relevant to objects or keyframes that you want to
o visualize.
v
he Graph Editor
A simple exercise to understand the utility of the
and the keyframe use can be represented by a bouncing
bo ball.
95
Insert into the scene a plane and a sphere suitably scaled.
d.
96
fig. 120 second keyframe to frame n. 100
re along x of a
Go now to frame n. 150 and move the sphere
certain amount.
97
fig. 121 sphere displacement along x and third keyframe at frame n. 150
fig. 122 from the Key menu and the Interpolation Mode submenu, selecting
ting Linear,
the F-Curve behavior is modified
98
The curve portion will assume a linear behavior, yie
yielding a sharp
fall off, not smoothened.
99
Then, from the Easing Type submenu, choose Ease Out for
drawing the sphere bounces along y along the portion where it
moves horizontally.
Launching the animation, the sphere will fall off and while
bouncing, will damp its dynamics until stopping.
100
2.5. NLA Editor
101
Each object of the scene, where keyframes have been
associated to its dynamics, is here represented, in the Tracks
Region, divided in tracks.
fig. 126 the Cubase graphical interface is organized analogously to the NLA Editor
with a region hosting the various tracks and, in correspondence of these, the strips
containing the audio data
102
fig. 127 tracks and strips containing the data in the NLA Editor
Like for all the events, also the tracks of the NLA
A Editor can be
locked or disabled clicking on the icons with ith a lock or a
loudspeaker on the right.
103
2.6.3. The Strips Area
As previously said, inside this area the strips containing the data
are present.
Like for the Dope Sheet, you can navigate inside the Strips
ips Area,
using the mouse. You can zoom, select and drag the panning
pa
and the Strips.
In this subeditor all the information and the propertie rties are
contained relevant to the tracks, the actions and the strips
ips in the
NLA Editor.
104
In the panel top-box you can visualize and/or rena
name the name
of the action, eventually recalling it among exist
isting actions or
duplicating one and modify it later, with a method
od similar to that
applied to materials.
You can visualize and define the name and the typ
type.
105
Auto Blend In/out (Blend In and Blend Out) set the frame nu
number
at the start and end of a strip having a fade in and fade
fad out
effect.
In the Action Clip panel, the strip data are contained like,
e, for an
object, the transformation data are visualized.
106
The Sync Length flag executes the update,, after
a the strip
modification.
107
In the last panel, Modifiers, you can apply to the strips the
he same
modifiers already explained in the Graph Editor, globally lly acting
on all the events contained in them.
While the View, Select and Marker menus contain the he same
options present in the analogous editors Dope Sheet and d Graph
Editor, the Edit and Add menus are specific for the NLA Edit
ditor.
The Edit menu contains the tools useful for modifying the strips.
str
108
fig. 138 the Edit menu
109
fig. 139 the Strip duplication
110
- Swap Strips (ALT + F) changes the order
er of the strips
selected in a track;
111
Finally, the Add menu collects all the commands useful for
adding actions, transitions and Meta.
112
- Add Tracks Above Selected adds a new track
tra above the
one selected in the Tracks Region;
113
114
3
CHARACTER
MODELING
115
116
3.1. Introduction
117
As we have previously seen, during a glass modeling, the help of
a reference model, named blueprint has been of great help.
The more information we have, the better the precision will be.
118
3.2. Modeling by extrusion
Center the image such that the frontal view is spec ecular in 1 NUM
visualization and the lateral view in 3 NUM visualizat
zation.
119
Click on the Flip Horizontal flag to mirror the image and d drag
d it
horizontally by 2.35, such that the figure is centered with respect
re
to the z axis.
120
fig. 148 cylinder insertion and placement in correspondence of the
th torso
lf character.
In this way it will be more simple to model only half
121
fig. 149 body modeling
fig. 150 half mesh elimination and application of the Mirror modifier
122
Add two loops between the shoulder and the he armpit, and
adequately place the vertices such that to obtain
ob an area
ready to be extruded for the arm modeling.
Extrude the two areas that have been created ted. Move and
rotate the extruded faces, following the arm directi
ction.
123
Proceed now with another extrusion (rotation and scaling)
g) of the
faces until the wrist.
124
Execute on the harm some vertical loops, such ththat to define a
hand subdivision for the 4 long fingers (index, mid
middle, ring and
little finger).
125
fig. 156 modification of the vertex height
Select now the 4 external faces from which the long g fingers
originate and, in the Tools Shelf, click on the Extrude Ind
ndividual
button. By individually extruding the faces downward.
126
Before extruding, we need to model the rest of the hand shifting
upward the vertices at the down end.
127
fig. 161 second extrusion of the other fingers and vertex translation
In this phase the arms and the hands have been de defined,
though with a bit of freedom with respect to the original.
You can further work and refine the hand and finger geo
eometry,
translating some vertices and individually scaling the
e faces
relevant to the fingertips.
128
fig. 163 placement of some hand vertices and individually scalin
aling of the fingertip
faces
129
fig. 165 circle insertion at the foot base
Reset the scale and the Location with CTRL + A and, again
ag in
Edit Mode, proceed by extrusion sequence followin ing the
dimensioning in x and in y of the two views.
130
At the process end, in Object Mode, select the leg,
leg then the rest
of the body and join the meshes typing CTRL + J.
131
In order to close the mesh on the top part, with the goal g of
avoiding ennagonal faces, select the 4 lateral vertices off the
th top
part and extrude them till to meet the y axis.
132
fig. 171 quadrangular face closure
fig. 172 rounding of the lower curvature with the proportional edit
diting
133
The insertion of a further vertical loop will supply a better
definition of the body curvature.
Before realizing the head, you must lengthen the neck with
w an
extrusion of the top faces and a scaling.
134
In order to model the head, it will be very importa
rtant to frontally
and laterally visualize the model and proceed by extrusion and
scaling sequence of the neck top faces.
fig. 175 extrusion and scaling of the faces for modeling the head
135
If you observe the head in the original model, you can not ote that
it presents a single dissimilarity concerning the symmetry.. In fact,
it appears inclined in correspondence of the wrapping.
136
In Edit Mode, add two loops near the foot basess tto make them
flat.
137
In order to make the mouth, the eyes, the wrapping andd the
t zip
we can adopt several methods, ranging from the sculpting
scu
which will be explained next, to the specific modelingg of the
elements or, for example, to the paining on the mesh.
You choose!
fig. 180 final render of the model painted with the Texture Paint method
138
3.3. Modeling with the topology
fig. 181 the model topology is perfectly defined (in this case the faces defining the
main lines have been colored to be better seen
139
It is usually convenient to select the topology and the curves
depicting them with a pencil on the original photo or using the
Grease Pencil.
This method is often very useful as base for the sculpting in order
to obtain very realistic and defined models, with wrinkles, scars,
pores and skin signs.
140
Blenderella is modeled starting from the blueprints of a model.
Starting from the eyes, by point and face extrusions in front and
lateral view, the face and body guidelines are individuated,
creating a very detailed geometry, useful for definitively precise
and realistic representations.
141
3.4. Modeling with the Skin modifier
142
Now insert a vertex at the scene center, in Front view,
v almost at
the head base.
143
Apply now a Mirror modifier to the mesh, mirroring it with respect
re
to the x direction, remembering to check Clipping to merg erge the
duplicate vertices and avoid interpenetrations beyon ond the
symmetry axis.
144
The line will become thicker (with quadrangular
lar cross section
and uniform).
In Edit Mode, with the key combination CTRL + A andan moving the
mouse, you can regulate the thickness on the sele elected vertices,
so on all the mesh if you select all of them, or on
n a part of it, by
selecting only some of them.
145
fig. 191 head thickening
Proceed now analogously with the body, the arms and the
th legs,
eventually regulating the Branch Smoothing parameter.
146
You can extrapolate in another mesh the legs,
s, selecting the
vertices with P and modeling the fingers and the
t phalanxes
extruding the hand vertices.
147
Other programs are available, perfectly compatible with
Blender, able to supply the tools for creating characters and
personalize them.
Both the interface, and the creation system are similar to iClone:
after the choice of the basic creature, which can be modified
148
and personalized in detail, you can add assets, like dresses,
accessories and other.
149
fig. 196 Manuel Bastioni Lab
150
the eyes, the genitals, the tongue and the teeth, the hairs,
etc...), the dresses and obviously the rigging.
It starts from preset models, adding, step by step, the head, the
torso, the limbs, ending with the dresses and the accessories. All
the elements are however configurable and can be
personalized, both in dimensions and color.
151
fig. 199 the interface of the Mixamo website
152
4
RIGGING AND
INVERSE
KINEMATICS
153
154
4.1. Introduction
155
For better understanding the armature operation, let us analyze
a
the parts comprising it.
156
global transformation operations like the sc
scaling or the
duplication.
fig. 202 bone insertion in the 3D view using the shortcut SHIFT + A (on the left) or the
Add menu (on the right)
157
In order to create a new bone chain (remember to start rt always
a
from the tail), you only need, once the bone has been sele
selected,
to enter in Edit Mode, select the tail and extrude itt w with E.
Likewise for the extrusion of a mesh element, from the tailil a new
bone will be created, which can be freely dimensione oned by
dragging the mouse and confirming with the LMB.
158
A configuration of two or more interconnected bo
bones is named
chain.
159
fig. 205 the Specials menu and the Subdivide function
160
Back according to the position with respect
re to the
front/back mirroring axis;
161
4.1.2. The Tools Shelf related to the armatures
Like for any object in the 3D scene, also for the armature
ures you
can find some transformation tools located in the Toolss Shelf
S of
the 3D view, which can be activated with T.
fig. 207 the Tools tab and the relevant panels in Object Mode (on the left)
ft) and Edit
Mode (on the right)
In Edit Mode, you can find a tab dedicated only tto the
armatures, Armature Options, containing the X-Axis Mirro
irror flag,
very useful for assigning the same modifications also tto the
bones generated by the mirroring, like for example, in cas
ase of a
character limbs.
162
fig. 208 the Options tab in Edit Mode
You can find the only peculiarity in Edit Mode de and in the
Transform panel, where specific counters for bones
es are located.
163
fig. 209 the Transform panel of the Properties Bar in Edit Mode
nd Tail.
In particular, the panel is divided in two sections: Head and
164
fig. 210 bone rotation around its axis (Roll)
fig. 211 the Add menu in Edit Mode with the only available entry Single
S Bone
165
fig. 212 the Armature menu in Edit Mode
166
- Bone Settings (SHIFT + W) launches a subme enu where you
can define the settings relevant to the bonones according
to 6 different methods (Draw Wire, Deform,, Multiply Vertex
Group with Envelope, Inherit Rotation, Inherit
rit Scale, Lock);
fig. 214 when choosing the Change Bone Layer option, an editditor appears where
you can choose the layer where inserting the selected bones
167
- Flip Names exchanges the name suffixes of the
connected bones. For example, two bones named
Bone_001 and Bone_002 will be respectively renamed
Bone_002 and Bone_001;
- Fill Between Joints (F) joins the head and tail of two
different bones creating a new bone;
168
- Merge Bones (ALT + M) merges one on or more
interconnected bones directly in a single bon
one;
169
- Set Roll (CTRL + R), rotating around the respective a
axis the
selected bones;
170
4.2. The armature modalities
This is the modality for bone initial insertion. Using this modality,
the bones comprising the armature cannot be modified, but
they must be considered as a set, likewise for a mesh, in Object
Mode, you cannot modify vertices, edges and faces. However,
in Object Mode you can transform the bone or the armature as
a whole, operating with the main transformation tools
(displacement, rotation, scaling, mirroring, copy, etc.).
Using this modality, you can control and modify each bone
comprising the armature. In Edit Mode you can also define the
relationships parent-children and place each single bone in the
resting pose, following the pose of the reference character.
171
fig. 218 Object Mode, Edit Mode and Pose Mode modalities
Once the hierarchy and the bones has been defined d in Edit
Mode, in Pose Mode you can define possible constraints ts ffor the
bones and, finally, mode and rotate the bones, accord rding to
some key frames, setting in the scene the character to which
they are related for creating the animation. In this modali
ality, the
unelected bones will be represented in blue, wherea reas the
selected ones in pale blue.
fig. 219 a bone in Object Mode modality (on the left), Edit Mode (at the
he center)
and Pose Mode (on the right)
172
- TAB moves from Object Mode to Edit Mode
Mo and vice
versa;
173
In Pose Mode, specific tabs are activated in the Tools Shelf
elf of the
3D view.
In the Tools tab, the main Pose Tools panel is present, defini
fining:
- In the Pose section, Copy and Paste copy and pas aste the
selected poses in the buffer; Add To Library add dds the
current pose in the pose library; Propagate openss a drop-
down menu where you can define:
174
- To Last Keyframe (Make Cyclic) coping the
ec current pose in
the last frame of the animation, making it c
cyclic. Think to
the walk of a character;
In the Pose Options panel, you can enable, chec hecking Auto IK,
the inverse kinematic function (see in the foregoing
ing) to the bone
chain.
175
4.2.5. The Properties Bar in Pose Mode
176
4.2.6. The 3D view header in Pose Mode
177
A third menu, Pose, is dedicated to the poses of the arm
rmatures
and contains the following options:
178
Back according to the position with respect
re to the
mirroring axis front-back;
- Motion Paths
- Pose Library
179
- Copy Pose (CTRL + C)
180
- On Selected Keyframes coping the curren
rent pose in the
selected frame;
o tthe 3D Cursor;
- Snap (SHIFT + S) defines the snap options to
181
- Apply Visual Transform To Pose applies the finall p
position
constrained to the current pose to the re relevant
transformations;
182
4.3. The constraints
You can apply the constraints to any object in the scene, but
there is a difference between the constraints applied in Object
Mode and those in Pose Mode: in Object Mode, when adding a
constraint, this will affect the whole chain. On the other hand, in
Pose Mode, when a constraint is added, a new panel will
appear in the Properties editor, as we will see later, named Bone
Constraints, characterized by an icon depicting a small chain.
183
you want to apply the constraint holding SHIFT pressed ed. Then
press SHIFT + CTRL + C to open the Constraints menu an and add
the constraint. Alternatively, you can go to the Armaturere menu
in the header of the 3D view and select the Constraints menu.
me In
this way, when a constraint is added, the first selected bone
bo will
be automatically revealed as target.
184
4.4. Character rigging and inverse
kinematics
- rig mirroring;
- skinning;
185
EXERCISE n. 8: CHARACTER RIGGING
186
Then extrude the left arm, the leg, the neck and the head.
187
Then add the Subdivision Surface modifier, with at least
le 3
divisions and the Smooth to smoothen the surface.
The model built is very simple and does not require a partic
rticularly
accurate rigging. For example, since you did not mod odel the
fingers and toes you will avoid, in this example, to crea
eate the
bones corresponding to all the phalanxes.
188
We will realize the model base skeleton only on the left side,
meaning as left side the one referred to the char
haracter, i.e. the
left side of the character. In front view of the 3D
3 view these
bones will appear on the right.
189
fig. 235 extrusion of the neck and head bones
190
fig. 237 left arm extrusion
191
c) Rigging and bone parenting
Select the left forearm, then the torso and type CTRL + P,
choosing the Keep Offset option, for parenting the two
elements. A dashed line will indicate parenting.
192
Now you need to have much patient and rename me all the bones
by adding the suffix _L (for left), for example bon
one_name_L, in
the Properties Bar or in the Bones tab.
d) Rig mirroring
fig. 242 mirroring by negative scaling of the arm and leg bones
193
fig. 243 Filp Names
194
(typing S, X, -1), after having placed the pivot in
correspondence of the 3D Cursor at the character center.
e) Skinning
In Object Mode, select first the mesh, then the armature (which
will become the active object in light orange).
In this way, you chose to parent the armature to the mesh with a
weight automatically assigned to the vertices closest to the
single nodes (head and tail) of the bones.
195
fig. 244 parenting the armature to the mesh
fig. 245 in Pose Mode, the selected right tibia has been rotated, autom
tomatically
inducing the rotation of the whole leg
196
For manually adjusting the weight to be assigned
d tto the vertices
near the armature junctions, select the mesh, enter
en in Weight
Paint Mode and, in the Options tab of the Toolsls Shelf
S check X-
Mirror to force the same changes in the mesh symmmetric part.
Holding pressed CTRL, with the LMB you can seleclect a bone and
operate with the “painting” of the vertex weight.
197
f) Inverse kinematics (IK)
If you try to rise up a foot from the ground, you will surely
ly notice
that the hip will rotate and rise up the thigh and conseq equently
also the fibula. Inversely, if you try to squat all the skeleton,
ske
whose bones are interconnected, will undergo a rotation on and a
translation.
198
fig. 248 rising up a foot, the knee will be bent
199
First, fix the character resting pose. Lower the arms and, fro
from the
Pose menu, choose the Apply Pose as Rest Pose option fro from the
Apply submenu.
200
Open now the Dope Sheet editor and set it in Action Editor
modality. Click on new eventually renaming tthe action as
“Walk”.
201
fig. 254 poses at frames10, 15, 20 e 25
202
fig. 256 Sintel rigging
203
4.5. Facial Rigging
204
of all the body bones, except the facial ones es, or Pitchipoy
Human (Meta Tag) for inserting a really complex ar
armature.
Analogously, the hand and foot bones can control c all the
phalanxes, likewise the ocular bulbs can be easily
ly rotated
r thanks
to a control bone.
205
fig. 259 facial rigging on Sintel
206
fig. 261 the hand bones
207
4.6. Motion Capture (MOCAP) and
movement personalization
208
In the more professional cases or in the filmmakinking, usually the
actors are equipped with special suits with move ovement sensors
capturing any configuration variation in real-time.
209
fig. 264 the leap sensor
210
fig. 266 Brekel Pro face 2
However, wide libraries exist (not for free) of *.bvh preset files,
containing thousands of animation for humanoids and animals
ready to be retargeted using programs like Maya, 3D Studio Max
or Blender.
211
fig. 267 BVHView
212
must be applied to the source object, whereas th
the source must
be inserted in Target, specifying the correspondi
ding bone. This
operation must be performed in correspondence eoof each bone.
213
fig. 269 the 3D model with the bones
214
These markers will be a reference to be associated
ted to the bones
previously inserted in the model.
215
In Tool Shelf, in the marker panel, click on Add. In this wa
ay, you
can insert markers on the image or on the selected frame.
Click with the LMB on the last colored point at the eyebrow
ow right.
216
fig. 276 markers associated to the points
217
fig. 278 fine regulation
You can finely regulate the marker position, frame by fram me, use
the fine regulation, in the Track panel of the Properties Bar..
218
fig. 280 Empty in the 3D View
219
If you try to launch the animation in the Timeline (ALT + AA), the
Empties will move like the markers, and accordingly like lik the
points drawn around the eyebrow.
220
fig. 283 Empty and markers in Background Image
Select the head, then the bones and type TRL + P, choosing With
Automatic Weight to bind each bone to the closeosest vertices for
the deformation.
Select the first bone and, in the Bone Constrainaints tab of the
Properties editor, apply the Copy Location constrai
raint.
221
fig. 284 the bones in Pose Mode
222
4.7. The Properties editor relevan
ant to the
armatures
223
The Data tab has 9 panels dedicated to the armatures. The
Th icon
resembles a small character in frontal pose.
First, like for all the objects, you can rename the selected
sel
armature using the text box on the tab top.
224
The Display panel supplies information relevant to the armature
and bone visualization in the 3D ambient.
fig. 289 the 5 visualization styles for bones. From left to right: Ocataedral,
Oc Stick, B-
Bone, Envelope, Wire
225
- B-Bone, geometric visualization, shows the bone
ne as a
simple parallelepiped;
226
- Axes visualizes the bone axes;
en in Solid mesh
- X-Ray shows the bones in X-ray vision, even
visualization;
227
Name)
Once a group has been created a textbox will appear (N
where you can rename the group (for example “arm bones”
b
and the color (Color Set).
In the Pose Library panel, you can save the poses associa iated to
the object in a specific library, such as to be recalled orr reused
r
for other objects.
228
You can choose three different methods: Arou ound Frame, In
Range and On Keyframes. Depending on the chosen ch method,
different options are enabled. The first two are very
ve similar and
define the frame range to be used.
In the second:
fig. 293 the bone contrail drawn in In Range modality in the keyfra
frames
229
For the last method (showing the bone position o only in
correspondence of the keyframes) only the Selected Only nly flag is
available (available also for the other two methods) showin
wing the
ghosting only for the selected bones.
fig. 294 the bone contrail drawn in On Keyframe modality in the keyframes
230
fig. 295 the Motion Path panel of the Data tab
231
- The Show Frame Number flag writes in the 3D view,
vi in
correspondence of the curve, the frame nu number
corresponding to each pose;
232
The IK Solver menu defines inverse kinematics typology adopted.
Standard is the default option, not needing any parameter.
233
- Min and Max determine the upper and lower limit
it for
f the
steps;
234
parameters. In addition to Damp and Eps ps, with the DLS
method 2 further options are activated:
fig. 299 the Inverse Rigify Layer Names panel of the Data tab
fig. 300 the Inverse Rigify Buttons panel of the Data tab
235
fig. 301 the metarig applied to the current armature
fig. 302 the Inverse Rigify Buttons panel of the Data tab in Edit Mode
236
fig. 303 clicking Add Sample and selecting from the finger list, a b
bone configuration
suitable for a finger is associated to the armature
237
fig. 304 the Bones tab in Object Mode (on the top) and in Edit Mode
e (on the
bottom)
The Transform panel (available only in Edit Mode) contains ins all the
information relevant to the placement along the x, y and d z axes
of the head and the tail, of the rotation of the selected ed bone
around its axis (Roll). The Lock flag lock any transformation.
n.
238
fig. 305 the Transform panel of the Bones tab in Edit Mode
239
- The Custom Shape menu takes the shape of another an
object in the scene. The pipette, on the right, allow
llows you
to select the object in the 3D view.
fig. 307 the Display panel of the Bones tab in Object Mode
The Deform panel allows you do deform the bone and define
de its
influence (weight).
When disabling with a flag this panel, the bone will not hav
ave any
influence on the mesh.
tance) is
- In the Envelope section, the action distance (Distan
defined, visualized with a light gray oval around the
he bone
and the weight (Weight), or influence. The flag on Multiply
M
multiplies the influence effect;
240
- In the Radius section, the head and taill dimensions
d are
graphically defined, relevant to the bonene in Envelope
visualization. Note that when one of th these nodes is
connected to another bone, you will nott bbe allowed to
modify its dimensions;
fig. 309 modification of the influence area (gray oval), of the weig
ight (bone colored
in red) and of the tail dimensions of the selected bone
241
fig. 310 subdivision and deformation of a bone in B-Bones modality
POSE MODE
242
fig. 311 the Bones tab of the Properties editor in Pose Mode moda
dality
fig. 312 the Transform Locks panel of the Bones tab in Pose Mode
243
The Lock Rotation flag automatically locks each ro rotation,
whereas the button with the lock W locks the editing of all
al the 4
rotation angular components.
fig. 313 the Inverse Kinematics panel of the Bones tab in Pose Mode
In the last panel, Rigify Type, you can set preset rigs chose
sen from
the Rig Type list, for the selected bone/bones.
Once the typology has been chosen, for example Fing nger, an
Option section in the panel appears, where you can define
fine:
244
- the layer or the layers of the separate controls
c of the
selected bones (Separate Secondary Contro
trol Layers);
fig. 314 the Rigify Type panel of the Bones tab in Pose Mode
245
246
5
SCULPTING
247
248
5.1. Introduction
249
For the mesh subdivision, ready to be sculpted, we recom
ommend
the Multiresolution modifier, since it allows us to get dif
different
precision levels depending on the working environments used.
us
fig. 316 the Multiresolution modifier is very useful in Sculpt Mode ambient
250
5.2. Sculpt Mode
In this modality, the Tools Shelf and the menus oof the 3D view
header supply commands, tools and functionalitie
lities devoted to
the sculpting.
The largest part of the commands are located just ju in the Tools
Shelf and, as already mentioned, are identical to those already
seen in Texture Paint ambient, with the only differe
erence that with
the selected brushes you will not paint on the e mesh, but will
sculpt it, stretching or squashing the vertices ins
inside the brush
influence area.
251
For example, with this method you can add details ls to
t the
character itself, like the horns, bubbles and bubo, surface
ce veins,
scratches and asperities, but also orbits, roughness and sca
cales on
the skin, like for the dragon case.
fig. 318 with the brush the horns on Suzanne head can be readily extrapol
olated, as
well as the superficial veins on the forehead.
In the last Blender version this volume refers to, 18 preset brushes
b
are available, with additive functions (mesh expansio sion) or
subtractive (depression).
These tools are located in the Tools Shelf of the 3D view (in Sculpt
Mode).
252
fig. 319 the Tools Shelf of the 3D view in Sculpt Mode ambient
253
The specific tabs for the sculpting are two: Tools and Option
tions.
A) TAB TOOLS
The Brush panel has, like for the brushes in Texture Paint mo
odality,
all the main tools for the sculpting, the chisels, which c can be
recalled from the box depicting a brush.
254
Each brush has a name (which can be modif dified from the
underlying text box) and can be copied and d
deleted like a
normal brush or material.
255
The Add and Subtract switch defines the direction, with re
respect
Add) or
to the surface, for the brush sculpting, i.e. outward (Ad
inward (Subtract).
fig. 322 the Texture panel of the Tools Shelf in Sculpt Mode
256
d in Texture Paint
In the Texture panel, the same tools already used
are available, useful to sculpt, in this case, according
ac to a
texture uploaded from the browser.
fig. 323 the Stroke panel of the Tools Shelf in Sculpt Mode
257
Also regarding the Stroke panel, defining the param rameters
relevant to the line, i.e. the method used for the sculptin
ting, the
parameters have been already analyzed in the chapter re relevant
to the Texture Paint.
e Stroke
In particular, the sculpting technique is defined in the
Method menu where you can choose: Dots, Drag Dot,, Space
(by default), Airbrush, Anchored, Line, Curve.
258
fig. 325 the Curve panel of the Tools Shelf in Sculpt Mode
o the Enable
The Dyntopo panel must be enabled clicking on
Dyntopo button.
259
fig. 326 the Dyntopo panel of the Tools Shelf in Sculpt Mode
260
- Detail Size (expressed in pixel) defines the maximum length
of the edges generated by the sculpting;
261
fig. 328 the Symmetry/Lock panel of the Tools Shelf in Sculpt Mode
262
fig. 329 sculpting the horn on the left side (right for Suzan zanne), this will be
automatically sculpted also on the symmetric side along the x direction
dire
fig. 330 the History panel of the Tools Shelf in Sculpt Mode
263
A) OPTIONS TAB
In the Overlay panel, you can personalize and balanc nce the
curve visualization and the brush line thickness, according
g to the
percentage values relevant to Curve and Texture.
264
fig. 302 the Options panel of the Tools Shelf in Sculpt Mode
- The use Deform Only flag uses for the sculp ulpting only the
modifiers associated to the meshes off deform type,
disabling the others, except the Multiresolutio
tion modifier;
265
- The last three flags (Size, Strength and Color) reg
regulate,
respectively, the radius, the strength and the color
lor of the
brush around it.
266
In this exercise we will explain how to modell in few steps a
veined and gnarled branch (or a trunk), using the Sculpt
S Mode.
We will show how simple is to create the trunk base ase structure, i.e.
its axis, if we can say like this, extruding a vertex several
se times, in
a not too linear way.
267
Add to the mesh the Skin modifier then, in Edit Mode, select
sel all
the vertices with CTRL + A and then, holding pressed CTRL,
L, rotate
WMB getting the desired thickness.
268
Apply permanently the Skin modifier and add the Multiresolution.
M
fig. 306 insertion of a new loop between the vertex at the trunk branch
br end and the
next one
269
It will be simple, with CTRL + R, add a vertex between the
eoone at
the trunk branch end and the next one.
Finally, typing G twice, you will move the new vertex alon
long the
axis (the segment between the vertices), making it closer
er to the
extreme one.
fig. 307 moving the new vertex (loop) closer to the trunk branch end a section
sec will
be achieved
Now we can enter in Sculpt Mode and start the scu sculpting
operations for the trunk details, creating cracks ks and
accumulating material such as to generate nodes, bub
ubo and
deformities, typical of an old trunk.
270
fig. 308 the in trunk Object Mode
271
Enter in Sculpt Mode and select the Crease brush, very useful
us to
excavate the mesh.
272
Work on all the branches, modifying their geo
eometry also in
correspondence of the beach sections.
273
fig. 312 selection of the Blob brush
274
fig. 313 protuberance sculpting with the Blob brush
275
fig. 314 selection of the branch end section
Open the Vertex Group panel in the Properties Bar and d assign
the selection to a new Vertex Group, renaming it “section
n11”.
276
Execute the same operation for all the trunk nk and branch
sections, suitably renaming the Vertex Groups.
At the end, select all the Vertex Groups with thee Select button
Only the mesh
and then, typing CTRL + I, invert the selection.. O
vertices comprising the trunk and branch surfacface will remain
selected.
277
The outcome is really nice.
fig. 317 the bark made with the Wave procedural texture as balancing between
b
two colors and as bump
278
Execute the unwrapping typing U.
279
fig. 320 section Unwrapping
280
You got it. You can place the camera and regula
ulate the focus,
before launching the rendering.
281
5.2.2. The header of the 3D view in Sculpt Mode
282
In the Sculpt menu, the same options are repepeated, already
described in the Symmetry/Lock and History pane
nels of the Tools
tab and in the Options panel of the Options tab of the Tools
Shelf.
In the Hide/Mask menu, some functions are availa ilable, useful for
visualizing specific areas of the mesh. These functio
tions are used to
delete from the visualization areas presently not mo
modifiable.
283
fig. 326 the Hide/Mask menu of the header in Sculpt Mode
284
- Box Mask (B) makes a rectangular selection
tion (a mask) on
the mesh to be sculpted;
285
- Hide Masked hides the selections (mask);
286
6
MOTION TRACKING
AND VIDEOEDITING
287
288
6.1. Introduction
In the last years, Blender was improved release after release, and
has become a fantastic tool for the video editing and the
camera tracking, offering to the user the possibility of inserting 3D
objects in real scenes or objects in virtual scenes.
Today, after some years, the system has become even more
fluid, precise and stable.
Blender supports very powerful tools for the 2D tracking and the
3D motion tracking, such as the camera revelation and the
object monitoring.
289
Among the advanced function, as we will see, Blender has tools
for managing the lens calibration and the lens distortion
compensation, supplying the specific parameters of the used
cameras (Open CV).
With the last releases, starting from the 2.64, some new nodes
dedicated to the motion tracking have been added to the
Compositing, for managing in a simpler way the videos. We then
find nodes for the 2D stabilization, the distortion and the lens
correction.
fig. 332 the mocap technique used for Gollum in the Lord of the Rings
Finally some operations, like the motion capture (or mocap), that
specific system where the movements of a real object (or
animated body, like a person) framed by a camera are
recorded and applied to a corresponding 3D model, have not
yet been permanently implemented in Blender, but can be
developed using the same iter and the same tools of the motion
290
tracking. Think, for example, to the great animation movies
where sensors applied to the body of an actor are then
elaborated and associated to a virtual actor.
From this simple editor, typing SHIFT + A, or, in the Add menu of
the header, choose the Movie option and, from the browser,
upload the video file to the decomposed in frames.
291
fig. 333 opening the Video Sequence Editor
292
fig. 334 Add Movie
the sequencer
Once confirmed, a blue track will appear in th
representing the uploaded video. Delete the au
audio track (in
green) if not necessary.
Like all the editors managing the animation, also al the Video
Sequence Editor has a cursor. The video can be startedst with ALT
+ A or clicking in the transport bar of the Timeline.
293
Clicking on the icon on the right among the three definin
ining the
preview mode in the header, the video preview will be visu
isualized
on the top.
In the Render tab of the Properties editor, you need too sset the
dimensions, the format, the compression, the frame ext xtension
(for example *.png) and the folder where to save the imag
age files.
294
fig. 338 format settings in the Render tab of the Properties editor
ation render by
Finally, you will only need to launch the animat
clicking on the Animation button of the Render panel
p and wait
the process end.
295
6.1.2. Motion Tracking with fixed camera with a marker
The method consist of finding a moving point of the vide deo and
track it using a marker, assigning an object to its position.
296
fig. 340 Movie Clip Editor
297
In the Dimensions panel of the Render tab of the Prop
roperties
editor, sets 25 fps.
In order to solve this problem, increase the Memory Cach che Limit
value in the User Preferences editor of the System tab, indi
dicating
to Blender the limit of the RAM to be used.
298
fig. 343 memory Cache Limit
299
scaled, dragging the external handle or typing S or R, or simply
scaled typing S; or modified in shape dragging the vertices
es.
For finely collocating the markers, you can use a zoom window
w
placed in the Track panel of the Properties Bar.
In this area you can move the markers in a much more precise
p
way.
300
fig. 346 marker fine positioning
301
The video sequence will go to frame 2 and the marker will ill move
from the absolute original position, staying anchored to the pixel
on the magic wand tip, from which a red segment will ap appear,
indicating the marker path portion between the first two frames.
fra
302
Click again on the button for the manual draggin ging and place
the marker until, repeating the process, will nott st
start again the
automatic tracing and the pixel recognition.
303
fig. 351 marker path
304
Next click also the Set as Background button in the Scene Setup
underlying panel, to set the video sequence ass b background of
the camera framing in the 3D view.
305
Select the Empty object in the 3D view and type SHIF HIFT + S,
choosing the Cursor To Selected option for placing the 3D
D Cursor
on the Empty.
Then insert a sphere and scale it until you make its diameter
dia
equal to the diameter of the magic wand cross section.
Then switch off the layer 2 and, gone back to layer 1, sele elect the
first sphere, adding to it a particle system of Emitter type.
306
fig. 356 emissions subjected to the gravity force
This is because they are subjected to the gravity ity force, which
you will disable in the Field Weight, Gravity panel.
307
fig. 357 luminous particle emission
Launch the animation render, and at its end, the first fram
rame will
be visualized in the UV Image Editor.
You will have to add an Input Movie Clip node (on which you
y will
upload the original sequence and an Output Viewer er node,
which will make possible the scene preview in background
nd.
308
fig. 359 the first nodes in Compositing
You will need to add the background imagess tto that of the
animation frames of the particle system.
309
However, the particles result too much defined, tough lum
luminous.
They lack of a natural halo making them more realistic.
Then add a Blur node, choosing Gaussian as Filter Type ype and
setting to 15 the horizontal blurry value along the x direction
tion.
A new blurry, this time a real halo, will be added to the emitted
e
particles.
Do not forget to connect the last node of the chain wi with the
Composite Output node, set MOV MPEG-2 as output ut video
format and launch the rendering clicking on Animation.
310
fig. 362 animation final render
311
In topography, the two cameras are represented by the sp
specific
tools for the trigonometric survey.
312
fig. 364 a tachometer
313
fig. 365 the two frames of the same scene framed from two different angles
les
Click on Set Scene Frames in the Clip panel of the Track k tab of
the Tools Shelf, for setting the two frames and base sequen
ence.
314
fig. 366 Set Scene Frames
Go to frame 1.
315
fig. 368 activation of the Search Area
316
fig. 400 marker track between the two frames
317
After having set the Keyframe B to 2 in the Solve panel el of the
Tools Shelf, select all the frames and click Solve Camera
aMMotion
to perform the computation.
Then duplicate the window and set the interface ass in the
example, visualizing the camera view and the 3D scen
ene (3D
view).
Select the camera and choose the Camera Solve constr straint in
the Constraints tab of the Properties editor, to bind the camera
ca
to the markers in the 3D scene.
fig. 402 Solve Camera Data and application of the Constraint Camera Solv
lver to the
camera
318
fig. 403 Set As Background
319
The camera and the related markers will automatically rotate
rot in
the 3D view, such as to place the three markers on the xy plane.
p
320
The third step is to orient one of the two referenc
nce axes on the
horizontal plane x, or y.
Choose for example the two markers at the base se of the beams
longitudinally aligned and click on Set Y Axis in th
the Orientation
panel.
321
You now only need to delete the cube and, for example
le, insert
Suzanne.
322
6.1.4. Camera Tracking in moving camera sequenc
nces
In this case, the markers will track the pixels for the whole
duration of the video.
lick on Prefetch
Upload the file factory_01.mov, set 25 fps and clic
for saving the frames in the cache and visualizee the sequence
more smoothly.
323
Of course, you have the possibility of deleting them orr a
adding
additional ones as you like.
324
You will clearly see what is well known as paral
rallax effect, for
which the objects far away move slower with respe
pect to the ones
in close up view.
At the process end, activate the Grease Pencil andnd draw a close
line on the floor right side. Then click again on Detect
De Features
selecting the Inside Grease Pencil option from th the Placement
menu of the Detect Features panel.
325
fig. 412 automatic insertion of other markers tracing the path backward
d from
f the
last frame
Select the camera and bind it to the markers from rom the
Constraints tab of the Properties editor, choosing the
e Solve
Camera option.
326
As previously seen, this operation will recreat
ate the virtual
environment and the camera motions in the spapace, frame by
frame.
327
fig. 415 Lamp Sun
Here play a role the miracles that the Compositing tool, together
tog
with the Render Layers, can give us.
You will need to separately render the scene in backgroun und, the
3D object and its casted shadows. The plane you u have
previously inserted will be helpful for the shadow extrapolat
lation.
328
Open the Node Editor and set a black and white noise
n texture as
displacement.
Now select the sun and type M to open the layer editor.
e
329
fig. 417 the sun will be found both in layer 1 and layer 11
Create two Render Layers in the Render Layers tab oof the
Properties editor, which you can rename “foreground
nd” and
“background”.
330
Select the former and set it such that the layers
rs 1 e 11 of the
scene are rendered in the render layer 1.
Select the latter and set it such that the two layer
ers in the scene
are rendered in the render layer 11, paying attentio
ntion to activate
in the Passes panel the Shadows and AO (Ambie bient Occlusion)
filters.
331
fig. 420 Render Layer 11
332
Moreover, you need to check Transparent in the he Film panel of
the Render tab of the Properties editor, to enable transparencies.
tra
mage rendering
Go now in a central frame and launch the ima
typing F12.
he Combined in
The procedure will consist of several steps with the
addition.
Activate Use Nodes and Backdrop, then insert the Viewer node
for visualizing in normal time the background image
ge.
333
Insert a Distortion Scale node set as Render Size, to sca
cale the
video up to the same dimensions of the render.
You remember you that the shortcuts for the zoom of the
background visualization in the Node Editor are V to make
smaller and ALT + V to make larger.
Connect the output of the Scale node and the Shadow output
of the Render Layer node to the two input sockets of Image
ge.
334
fig. 425 Color Multiply at 60% between Shadow and Movie Clip
Next you can add the Alpha and Shadow channe nels with a Color
Mix node, set to Add, sending the output to the Image
Im second
input socket of the Multiply node.
335
Now you have to repeat the same operation with th the AO,
duplicating the Add node and connecting in input Inve
vert and
AO. Duplicate again the Multiply node and place it be
between
the original and the Add node, adding together the shadow
sh
and the AO.
336
Add a further Color Add node or, in order to improve the
Monkey contour, an Alpha Over node.
337
6.2. Movie Clip Editor
You should already have familiarized with the Movie Clip Editor
and many functions are already known.
Like the 3D view, also the interface of the Movie Clip Editor
Ed is
very simple, composed of a central area where the prev eview of
the video sequence is visualized, two sidebars (Tools She
helf and
Properties Bar) and a header.
338
6.2.1. the header of the Movie Clip Editor
The header appears with menus and buttons summ mmarizing all the
available functionalities for this work environment.
In the View and Select menu you can find all a the options
common to many windows and already analy alyzed, relevant
respectively to the visualization in the work area
rea and to the
marker selection methods.
339
- Prefetch Frames (P) saves in the cache all the sequence,
favoring a smoother preview;
The Track menu has all the tools for the management of the
tracks and markers.
340
- Delete Track (CANC) deletes the computed track of the
selected markers;
341
- Track Backwards (SHIFT + CTRL + T) creates the track of the
selected markers from the current frame up to the
sequence start where the associated pixels are
recognizable;
342
In the last menu, Reconstruction, all the commands for the
orientation and reconstruction of the 3D scene are collected. As
seen for the previous exercises, the same commands can be
found also in the Tools Bar, in the Geometry panel of the Solve
tab and can be used for defining the xy horizontal plane (Floor),
given three coplanar points (marker); the xz or yz vertical plane
(Wall); the direction of the x or y axis; the origin (Origin); the scale
(Scale); or for linking to the markers Empty objects or a mesh.
The next box allows you to import the sequence and, eventually,
to rename it, delete or duplicate (F).
343
The Mode drop-down menu goes from the Tracking to the Mask
modality, allowing you to insert a mask for the sequence cutting,
c
obviously trackable, useful for creating several levels els and
interpose it between the sequence and other objec ects, for
example in case of a 3D object passing behind a tree.
The Type switch allows you to set the Movie Clip Editor as
a Clip
(standard modality), as Graph (modality with graph repres
resenting
the path of the tracked markers), or as Dopesheet (mo modality
visualizing the events in a Dopesheet window).
The events and the vertices comprising the tracks and the
e curves
can be manually moved and copied, with the goal go of
correcting errors and movements too sharp, which can n cause
orientation problems.
344
fig. 439 Graph Type
The last drop-down menu defines the position of the pivots for
the marker and track transformations.
345
fig. 441 Pivot Point menu
346
Transform panel of the Tools Shelf; or drawn along a complex
contour, point after point holding CTRL pressed and clicking
several times the RMB.
347
Once the mask has been drawn at the first frame (we
recommend not to use a too large vertex number), you can set
a keyframe by typing l.
The Tools Shelf relevant to the Movie Clip Editor has two main
tabs, Track e Solve, in addition to the Grease Pencil, each one
subdivided, as usual, in several panels.
A) The Track tab contains all the functions related to the markers
and the tracking during the animation.
It is subdivided in 4 panels.
348
fig. 444 the Track tab of the Tools Shelf
349
Three commands can be found in the Marker panel allowing
you to manually insert (Add) or delete (Delete) a marker, or
allowing Blender to automatically insert them (Detect Features),
according to the parameters defined in the dedicated
homonym panel.
Pattern Size and Search Size define, respectively, the marker and
search area dimensions, expressed in pixels.
350
The Match menu allows you to choose the markerma insertion
method, based on the keyframe or successive fram
ames.
351
The four Track buttons, essential for the marker tracking, fro
from left
to right, are:
352
The two Refine buttons respectively improve the positions
p of the
markers previous and next to the position of the present
pre frame.
353
B) The Solve tab collects all the data and parameters relev
levant to
the tracking and the 3D scene reconstruction.
e solving
- The Keyframe flag generates keyframes during the
process;
354
- Keyframe A and Keyframe B must be set according to the
sequence initial and final frame inside which you want to
perform the computation;
The Clean Up panel contains the tools useful for cleaning the
tracks with errors. In particular, Clean Tracks deletes the tracks
with many errors starting from the frame indicated in the Frames
counter.
355
- 3D Markers To mesh, inserting in the 3D view a clo
cloud of
vertices in the space in correspondence of the mark
arkers;
356
distance (Distance). You need to define the metric scales
in the World tab of the Properties editor;
Like for the 3D view, the Properties Bar supplies the information
relevant to all the topics present in the work area of the Movie
Clip Editor, i.e. concerning the markers, the tracks, the video
sequence and the original camera. It can be enabled and
disabled with N.
357
fig. 454 the Properties Bar
358
fig. 456 the Track panel
On the top you can define the marker name me and its fine
placement on the sequence frame, the visualiz alization options
d tthe lock (lock
(visible or invisible, icon depicting an eye) and
icon) preventing the selection and transformation.
359
From the Color Presets drop-down menu you can choo oose the
track color as a function of the background, wherea reas the
Custom Color flag forces the personalized coloration inste
stead of
the default one.
360
fig. 458 the Plane Track panel
The Camera and Lens panels are essential becaus use they collect
all the information relevant to the real camera whic
hich has framed
the sequence.
361
All the parameters can be automatically recompute uted by
Blender in the Solve panel of the Tools Shelf, such h as to
determine the focal length, the sensor (sensor), the len ens type
(optics) and the lens distortion (K1, K2 and K3 parameters).
s).
362
fig. 461 Camera Presets
363
fig. 462 the Lens panel
364
It can be visualized with colors or filtered by the R, G and B,
components straight in black and white (B/W) or even not
visualized (removing the flag from the icon depicting an eye).
fig. 464 visualization options, from left to right and from top to bottom: standard
visualization, black and white; disabled (you can see only the markers and the
tracks); Lock To Selection; Grid; scaling of x
365
- Display Aspect ratio, allows you to scale the e image
independently along the x and/or y direction, varyin
rying the
sequence aspect ratio.
- the Search Area, the pixel search area to the next frame;
fra
fig. 466 from left to right: Pattern; Search Area; Info; Thin
366
Moreover, you can visualize:
367
fig. 468 the 2D Stabilization panel
368
The Proxy / Timecode panel, if the flag is activated, contains the
options used for the image proxy and the video timecodes.
369
fig. 469 the Proxy / Timecode panel
In the Footage Settings panel you can find the settings relevant
re
to the uploaded sequence, i.e., to the path (File Path), the color
370
(Color Space), the starting frame (Start Frame)) and
a the Offset
Frame.
Focal Length
371
rarely expressed in centimeters or inches, or in the case
se of the
CG, in pixels.
Sensor length
Defines the width of the camera CCD sensor. This value can
c be
read in the camera technical sheets.
Pixel proportions
Optic center
K1, K2 and K3
372
6.3. Video Sequence Editor
6.3.1. Introduction
373
The Video Sequence Editor interface appears with a header
(where menus are shown with the visualization tools and
modalities) and a work area containing the tracks in the
channels.
The tracks (stripes) in the top area are dominant with respect to
the ones on the bottom.
For exporting the mixed video you only need to click on Render
Animation in the Render tab of the Properties editor.
Obviously, you can navigate inside the area where the tracks
are represented, translating or scaling the view in horizontal or
vertical direction and moving the cursor.
More specifically:
374
- ALT + WM: makes a cursor fine grab;
In the header all the tools for the Videoediting g are collected.
Like for the other editors, it is subdivided in menuss a
and buttons.
In the first two menus (View and Select) all the tools useful,
respectively, for the object visualization and d selection are
present, identical to those defined in the other hea
eaders.
375
The tools of the Marker menu allow you to insert and manage
ma
the markers, useful for defining specific events in time.
e. These
markers, both in the Timeline and in the Video Sequence e Editor,
are represented by yellow triangles and with an index,, d
defined
by the syntax F_frame_number.
376
- Delete Marker (X) deletes the selected marker;
377
Add (or the shortcut SHIFT + A) is probably the main menu
nu of the
Video Sequence Editor. It is used for adding audio or video
contents, but also special effects, fades or images. Each inserted
in
event is defined by a specific color and, in detail:
378
The track copies are visualized in gray color.
For adding an effect track, you only need to select a base track
(image, video or scene) clicking on it with the LBM. For some
effects, like the Cross fade effect, for example, two sequential
tracks must be selected typing SHIFT + LMB, and then the desired
effect must be chosen from the drop-down menu. The effect
track will be inserted in a channel above the selected tracks.
For all the other effects, the duration will be equal to that of the
track where they are applied. This means that the effect tracks
cannot be moved, but are influenced by the original track.
Finally, for some effects, like AlphaOver, the order for the strip
selection is extremely important.
The Frame menu has two only items: Set Preview Range (P),
defining the range between two frames for setting playback;
379
and Clear Preview Range (ALT + P), deleting the previous
operation.
380
The Strips menu contains all the tools regarding the
he tracks.
381
- Clear Strip Offset (ALT + O) deletes the offset betwee
een the
tracks going from the initial and final frame;
382
- Swap Inputs (ALT + S) swaps the first two
o inputs in the
effect track;
383
- Swap Sequencer Strips swaps the position of
o two
sequence tracks;
384
fig. 489 the three preset views, from top to bottom: Sequence
cer, Image Preview,
Sequencer and Image preview
385
- Image Preview, whose icon represents a grid with
ith white
and red squares, where the interface appears with
wi the
sequence video clip preview;
386
- The second one visualizes a graph with lum
luminance wave
form della luminance (Luma Waveform);
387
- The fourth and last one visualizes the histo
istogram
(Histogram).
388
6.3.3. The Properties bar of the Video Sequence Edit
ditor
389
In the Edit Strip panel, the information and specific proper
erties of
the selected tracks are contained.
390
- The button with the eye hides the track content such that
it is not rendered in the final mix.
- the trim of the track content from the start to the end of
the track (Trim Duration).
391
fig. 498 the Strip Input panel
392
fig. 499 the Filter panel
- Multiply multiplies the colors of the value sett iin the field;
393
fig. 500 the Proxy / Timecode panel
394
fig. 502 the View Settings panel
395
cutting margin along x and along y, expressed in pixels (Til
Tile Safe
Margins) specific for texts and graphical elements or, che
hecking
Center Cut Safe Area, defining the margins in a rectanglegle from
the image center.
Alternatively, you can specify the Safe Area for all the ele
elements
in general (Action Safe Margin) specifying the margin ins with
respect to x and y.
396
These margins will be represented by dashed rec
ectangles inside
the preview window.
fig. 506 the Modifiers panel with two modifiers in cascade assigne
ned to the selected
track
397
Bu selecting a track, you can add one or more modif
difiers in
cascade, available among those contained in the Add
dd Strip
Modifier menu.
With these tools you can correct the color, the contratrast, the
luminosity and add masks to the images contained in the
e tracks.
tr
fig. 507 image correction outcome through the Curves and Color Balance modifiers
m
398
7
CONCLUDING
REMARKS
399
400
7.1. Conclusions and acknoledgements
Thanks.
Andrea
401
7.2. Bibliography
For the writing of this volume all the following digital and print
sources have been consulted:
402
www. blender.org (Cloud)
www.blenderguru.com
www. blendtuts.com
www.francescomilanese.com
www.blenderclick.it
www.blender.it
cgcookie.com/blender
www.blenderhighschool.it
403
7.3. About the Author
404
As consultant he has developed catalogs for or kitchen firms
(together with Alan Zirpoli) and for the Mars Societ
iety of Bergamo,
an interactive project using the real maps of the th red planet
provided be the NASA (together with Francesco An Andresciani).
Contacts:
blenderhighschool@gmail.com
www.blenderhighschool.it
405
406