This is how I layout Blender for Animation with a dual screen front and right view with the Timeline below I won’t go over the modelling or rigging procedure there is plenty of help with that out there – but if you need it I would recommend the Riven Phoenix courses because they are so dense (these tutorials are no quick start or tricks videos but deep deep dives into the process and reasons behind it and how stuff works in Blender at a very technical level). In this case I’ve imported an existing fbx of a hand with supporting armature ready for animation. Select everything (the default cube and lamp) x –> delete. Blender Workflow for Saving the Animations An imported mesh with multiple animations being called independently. This is one of those workflows that is always a bit fiddly to get right so I’ve documented how to do it here in case I forget! One of the downsides to being a solo developer is that your skillset is always being stretched by the available time so you can end up getting proficient in once aspect of game building and then by the time you get back to that phase you forget everything you’ve learned and all the tricks of efficiency and process.
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