Intro to Animation in Blender – Animalada 2015

animalada_identidad_2014-03

Animalada is an animation festival that will happen in Seville, Spain, in December from 2nd to 4th. It tries to present to all the social fabric the world of animation, also trying to create relationships between professionals, and also giving novel animators the chance to present their works and meet people within the same sector.

There will be several good talks and presentations. Have a look at the schedule here: http://www.animalada.es/es/agenda/

I am lucky in that i’m going to do a little workshop introducing Blender 3D ( http://www.blender.org/ ), mainly focused on animation. As i said, it would be an introduction to the software, but for sure all people will learn something, including me.

Hope to see you there!! ^^

 

Cosmos Laundromat

https://gooseberry.blender.org/

Hi all:

With this name ( Cosmos Laundromat chapter 1 ) Blender institute brings to light his new Open Movie. As always, they sell several versions, all of them with all the Blender content used to render the movie inside. Its a super opportunity to learn a lot about Blender, about new capabilities, and to get the most of this amazing open source 3d software.

Althought i have not been using Blender for a long time i am still in love with it.

Impressive work guys!!

^^

some works .2 are coming!!

 

I have been spending my free time for the last months in order to improve some 3D skills, like morphing, composite, some particle simulations, and so on. In that time, i have started some little personal projects, that i have been compiling into a pseudo-demoreel. Now, i have works enough to fill a 2 minutes video, and … it’s about to be finished!! wooow!!. Only some days to refine a couple of details. However, i want to share the next funny renders.

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skinning and vertex filter in Blender

Last week, surfing to blenderartists.org forums, i have found some post speaking about influences of bones within Blender, and the way to limit them to a specific maximum number. This need is mainly due to the limits that some engines has: in this case, bone influences per vertex.
Some time ago i had the same problem exporting some characters to an external engine, and i wrote this little script to solve the problem.

The behavoir of the script is very simple. You can define the maximum number of weights modifying the global variable WEIGHT_MAX. You have to select the Mesh to be processed and execute the script. After the process, you are going to get the same number of influences in your vertex, but the influences with less weight would be set to 0,0. It doesn’t remove them. Then you’d have to apply the ‘Clean’ and ‘Normalize All’ inside Blender.

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skinning and vertex groups normalizing in Blender

The last weeks, i have been skinning some characters inside Blender 3D. In order to do it correctly, i’ve created some ‘vertex group’, that i use along with the ‘mask’ modifier to hide some parts of the mesh. it makes the job easier.

After skinning, i exported characters to display in a game engine, and therein lies the problem. The normalizing of the influences is not correct. In Blender, ‘vertex group’ that we use with ‘armature’, they mix with all ‘vertex group’ we create to do something else, so, when we normalize the influence, Blender takes this ‘vertex group’ in account, and the calculation is incorrect. The consecuence of this is simply a bad deformation inside the external game engine.

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