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This tutorial describes
how to design a simple character, make a walk cycle for it, and then have
it walk through a scene. It has three parts:
1) Building the body parts,In this first part, you will build the objects that will make the visible body parts of your final character. Since the main reason for this tutorial is to animate a character, the objects are rather simplistic. If you want to skip it, you can begin with another section. You can download the previous section's file (located at the end) and start from there. |
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Its always a good to have
an idea as to what your are building before you start. Here we'll
build a character based on a cartoon figure my friends and I used to draw
in junior high. You can tell why we didn't become artists by looking
at it, but we had fun.
In this tutorial, we'll only animate the legs. But there is no reason you can't carry it further. |
The Body | |
Let's begin by making the
body. It's simply a sphere, so it won't take long. Start with
in the Object Editor with the front view filling the screen. Select
Add Sphere ![]() |
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You should also
give the object a name. Otherwise it will get hard to remember what
is what when you are making your character. Select Setings->Object
from the menu, and enter something like "body" for it's name.
Next make a material for
the sphere. Select Options->Materials from the menu to make the materials
toolbar visible. Double click on the "new" entry and select your
material properties. Click "OK" and then click the Apply |
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One final thing that you can do that can make your later construction of your character a bit easier is to center it in it's coordinate system. You do this with the Edit->Locate->CenterAboutOrigin menu command. |
Feathers | |
Next you'll build a single feather. You can add it to your character multiple times, so you don't need but one. This is a rather stylized feather, built from a cone and a sphere, but it works on a bird that has a sphere for it's body. | |
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Select Object->New from
the menu and a new, empty object will be added to your project. Name
it "feather" with the Settings->Object menu command. Then select
the cylinder ![]() Next create a sphere ![]() ![]() ![]() Now open the Materials toolbar and double click the New button to add a new material. Choose a bright yellow color, and apply it to the feather. Keep both parts selected, and select the Build->Group menu item. This will lock the two parts of the feather together so that you won't accidentally move them apart. |
Feet | |
Now you'll build a foot. To keep thing simple it'll just be a tetrahedron that's been elongated. You can make a more sophisticated one if you like, of course. | |
Select Object->New and give
it the name "Foot" using the Settings->Object menu item. Then add
a tetrahedron. First select Build->Primitives-> Tetrahedron then
select Add Primitive ![]() ![]() ![]() ![]() ![]() |
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Now go back to Object Edit
mode ![]() ![]() |
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Beak | |
The beak is also a very simple object, just four triangles, two for the top and two for the bottom. You can build it for two squares. | |
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Select Object->New and give
it the name "Beak" using the Settings->Object menu item. Start in
the top view. Then add a square to make the upper part of
the beak. You do this by selecting Build->Primitives->N-Gon from
the menu and specifying 4 sides. Then select Add Polygon ![]() |
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Enter Point Edit mode ![]() ![]() ![]() |
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Now select the top point and switch to the front view. Move the point up about one grid line. Select the lower center point and move it up about 1/4 grid line. The front view is shown at the left. |
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Now switch back to Edit mode. Select the beak and center it over the origin with Edit->Locate->StandOnOrigin. Then create a mirror of it with the Build->Mirror menu command, selecting the Y direction to mirror. If you view the beak in filled mode, you may notice that the bottom part is always dark. This happens when the normals are facing in the wrong direction. You can fix the by first selecting just the bottom half and applying the Edit->FlipNormals command from the menu. |
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Finally, give the beak a color. I used the same color as the foot. You might want to group the two halves together with the Build->Group command so that you won't accidentally separate them. |
Note: Here you created a fixed position for the beak. If you wanted to animate it, you would make the top and bottom parts as different objects. |
The Eyes | |
The final object to build in the Object Editor is an eye. LIke the beak, it will be made of several parts. You can make them separate objects if you want to animate the eye opening and closing, but here we'll just make a fixed eye. | |
Select Object->New and name
the new object "Eye". In the front view, add a sphere ![]() Now switch to Point Edit mode ![]() ![]() |
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Then select the black pupil
color from the Materials toolbar and apply it ![]() |
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The eyelids are made of
the halves of spheres, and are just a bit larger in diameter than the eyeball.
Create a sphere of diameter 10.5, with the longitude and latitude divisions
also set to 18 and 8. Rotate it by 90 degrees around the X-axis and
convert it into a mesh. Center it with Edit->Locate-> CenterAboutOrigin
and change into Point Edit mode. Make sure that you have Point Selection ![]() ![]() ![]() |
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Now switch back into Object/Edit
mode and select the side view. Select the eye lid and Rotate it ![]() |
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Now hide both parts and make another half sphere in the same way, but this time keep the bottom half. When you're finished, unhide the other parts and your eye is finished! You might want to select all three parts and group them to keep them together. |
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Now you're ready to go to Part 2 of the tutorial where you will build a skeleton and flesh out your character. |
To download an Anim8or project containing the objects built in the tutorial, click here: tutorial_simplewalk_1.zip. |
This page was last updated on November 1, 2001. |
Copyright 2001
R. Steven Glanville
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