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Making of a robot: step 2 Animating |
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Written by Dzordz
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Sunday, 11 June 2006 |
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Page 1 of 2 Next step after modeling a robot is making a skeleton and animating it. This is what this tutorial is about.
1. First we make a skeleton object for our robot. In the command menu find "helpers" and than "biped" and create it anywhere in the scene (looks like a tiny stick man)
2. After that go to the control panel and find a tab called "motion". Now press the "figure" button under "biped" rollout and center it to aproximately the hight of the figure so that the bones will come close to aligning to the model of the robot. And now press alt + x to get a wireframe object.
3. The parts you can not fit automaticaly to the model you can align by pressing the symetrical button as shown in picture 1. go to scale and scale it on the x axis to the right.

4. Now select the complete model without the bones and convert it to polygons and attach all objects so that they now represent one object. After that in the dropdown menu on tab "modify" find the "skin" option. Under parrameter rollout find "edit envelope" and press it, press "h" on your keyboard and select all the bones you can find in the list.
5. Now click on the skin to switch to envelope and than select a bone (for instance a leg bone) while the "vertices" checkbox under rollout parameters must be turned on. Now select a couple of vertices on the model around the bone (when you select bone edit "vertices" must be off or otherwise you will select some that you should not), and by pressing "grow" it will pick up all the vertices of that single object or just check the check box named "element" and it will select the whole leg. Than we go on to set the influence of the bone on each of the selected vertices and will do this: scroll the list on command panel and find a button wich has a wrench on it "wieght tool" and press "set weight" and than on button "1" like in the picture. Do this for all the bones in the system, if a vertex or two is in the way you can exclude it by selecting them and clicking on "exclude" but later on you must include them again so you will not stall your program or whave faulty animations.



6. Hands are more or less simple to implement, select first the palm of the hand and put all the vertices on it and just select the ones with the finger bones and using the minus next to the "set weight" click once or twice (depending on how smooth you want your transition ti be, although MAX will put something by default but that is no good).
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