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Showing posts with label blender graphics. Show all posts
Showing posts with label blender graphics. Show all posts

Tuesday 6 September 2022

ANIMATION IN BLENDER 2.79

 

 ANIMATION PART 1 -NOTES

INTRODUCTION - BASIC CONCEPT OF ANIMATION.

Animation is the process of making something appear to move  by showing a series of still images, one after another, each one slightly different from the previous one, creating an  illusion of motion. This is the concept used in movies. When the images are moved at a rapid speed of 24 pictures(frames) per second or more, then the human brain perceives such change as continuous, which is based on the concept of "Persistence of vision".

TECHNICAL DETAILS

FRAMES, FRAMES PER SECOND, DIFFERENT VIDEO STDS –NTSC,PAL ETC.


Each image in animation is called a frame. Normally 24 frames are shown per second (fps). In Blender we set up scenes using the different characters called object, which perform some action. To enhance the quality of the scene, colored back ground, lighting are included. The whole action is displayed on the computer screen. This is captured by the camera, set up inside Blender and converted into still images which when assembled sequentially becomes a video.
A series of videos assembled with proper sound effects becomes a movie. For display on television the American Standard NTSC specifies 30 fps and the Australian Standard PAL follows 25 fps.
A one minute video, will have 60X24=1440 frames, for 24 fps.


TIMELINE EDITOR.


Time line editor is basically used to set and visualize the frame movement, with its control to start, stop and rewind buttons and provision for setting the total number of frames. It is used for setting the key frames.

 PART 1

OBJECTIVE : BASIC ANIMATION -TO MOVE AN OBJECT FROM POINT A TO POINT B AND THEN TO POINT A.

STEPS

1.ADD AN OBJECT TO ANIMATE.


2.SET FRAME RATE AS 24 FPS, TOTAL NO OF KEY FRAMES 240. START FRAME IS 1 AND END FRAME IS 240.

3.SET KEY FRAME FOR THE OBJECT AT POINTS A, B AND  A AGAIN. SAVE FILE.


4. PLAY ANIMATION.

STEP 1 :ADD AN OBJECT TO ANIMATE

To add an object in 3D window, set your cursor in the 3D window and then press Shift+A keys. A pop-up menu will appear. Here select "Mesh" and then "Cube". A Cube will be added at the location where the cursor was last positioned.

Set the view to Front Ortho view, by pressing "1" and then "5", in the Numpad.

To see the x, y, z location coordinates of the cube,  press "N" key while the cursor is still in the 3D window. A  properties panel will appear on the right side where you should be able to see the location coordinates of the Cube. Set it to x=0,y=0, z=0. Let us assume that this will be point A where the Cube shall be located in  our animation.


STEP 2 : SET START AND END KEY FRAMES


The Start and End key frames are set to 1 and 240 by default. The frame Rate per second(fps) is set to 24fps, the default value.


STEP 3:SET KEY FRAMES

Key frames, are set in the 3d Window, key frame is visible in the Time line window. The current location of the cursor, indicated by the vertical green line in the Time line window is the frame number which we want to set as key frame. When a frame is set as key-frame, a small, vertical yellow line will appear along with the green line in the TimeLine Window.

To set a key-frame, SELECT the Cube, by clicking the Right Mouse Button(RMB) on the Cube. An yellow border-line will appear around the Cube. (If you want to deselect the cube,press "A" key). Let the Cube remain be selected. Note that the current location of the Cube is 0,0,0.

To SET KEY FRAME, press  the "I" button and then click on "Location", in the pop-up menu.A key frame is set  for this location of the Cube. This is indicated by the small yellow line, in the Time Line Window.

Save the File, by pressing Ctrl+S. In Blender, you need to save the file, frequently at regular intervals, to save your work.  

Now we need to repeat these steps for the two other location of the Cube at Point B and C.

Now we shall set key frame for point B.
In the Timeline Window, click on the green line using your Left Mouse Button(LMB) and drag it to frame number 120.This value is displayed on  the Current Frame Number button in the Time Line Window. We  can set the Current frame also by entering a value here. This is an alternate method to set current key frame.

Let us position the Cube at x=0,y=0,z=5, by entering these values  for location in the properties panel.

Make sure the Cube is selected, indicated by the yellow border line around the Cube. Click on "I" Button. Select "Location" in the pop-up menu. A small yellow line will be displayed at frame number 80, in the Timeline Window.

Save the File, by pressing Ctrl+S.


In the Timeline Window, click on the green line using your Left Mouse Button(LMB) and drag it to frame number 240.This value is displayed on  the Current Frame Number button in the Time Line Window. We  can set the Current frame by entering a value here. THis is an alternate method to set current key frame.

Let us position the Cube at x=0,y=0,z=0, by entering these values  for location in the properties panel.

Make sure the Cube is selected, indicated by the yellow border line around the Cube. Click on "I" Button. Select "Location" in the pop-up menu.

Save the File.


At this stage, four yellow lines must be displayed in the TimeLine Window at frame 1,120 and 240.In case you want to delete a key frame, select the key frame,with the Cursor positioned within the 3D window, press "Alt+I" key. Save the File.


STEP 4: PLAY ANIMATION

First set the current frame to frame 1 in the Timeline Window. Press Alt+A keys to play the Animation. The Cube must move from location A to B to C  and repeat the cycle.You can also press the > key, which is the play button in the Timeline Window. To stop the animation, press on the Play Button once more, or hit the "Esc" key.

This completes Part 1. Though the instruction may seem to be elaborate, it is meant to assist the first time learner. Once you get a hang of the steps, it is hardly a few minutes job.

Just play around. If some thing goes wrong, badly, start over again ! Nothing to loose.
 
 VIDEO LINK :ANIMATION USING BLENDER 2.79 PART 1 

 

VIDEO LINK : ANIMATION USING BLENDER 2.79 PART 2

 

VIDEO LINK : ANIMATION USING BLENDER 2.79 PART 3

 

VIDEO LINK : ANIMATION USING BLENDER 2.79 PART 4

 

VIDEO LINK: ANIMATION USING BLENDER 2.79 PART 5 

 

Thursday 30 December 2021

SINE WAVES-RED,YELLOW AND BLUE SCRIPT

#THIS SCRIPT WORKS WITH BLENDER 2.8 AND ABOVE.

 import bpy
from math import sin,cos,pi

radius=100
deg=2*pi

#TO DELETE ALL EXISTING OBJECTS
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete(use_global=False)


for t in range (0,360):
    
    #RED
    z=radius*sin(t*deg/360)
    x=t
    y=0
    bpy.ops.mesh.primitive_cube_add(location=(x,y,z))
    bpy.ops.transform.resize(value=(0.9,0.9,0.9))
    obj_matl=bpy.data.materials.new("obj_clr")
    obj_matl.diffuse_color=(1,0,0,1)
    mesh=bpy.context.object.data
    mesh.materials.clear()
    mesh.materials.append(obj_matl)
    #YELLOW
    z=radius*sin(t*deg/360)
    x=t+120
    y=0
    bpy.ops.mesh.primitive_cube_add(location=(x,y,z))
    bpy.ops.transform.resize(value=(0.9,0.9,0.9))
    obj_matl=bpy.data.materials.new("obj_clr")
    obj_matl.diffuse_color=(1,0.6,0,1)
    mesh=bpy.context.object.data
    mesh.materials.clear()
    mesh.materials.append(obj_matl)
    #BLUE
    z=radius*sin(t*deg/360)
    x=t+240
    y=0
    bpy.ops.mesh.primitive_cube_add(location=(x,y,z))
    bpy.ops.transform.resize(value=(0.9,0.9,0.9))
    obj_matl=bpy.data.materials.new("obj_clr")
    obj_matl.diffuse_color=(0,0,1,1)
    mesh=bpy.context.object.data
    mesh.materials.clear()
    mesh.materials.append(obj_matl)

The wave form generated by the script can be seen by clicking on the link given  below:

SINE WAVE LINK 

 


   


    
   

Sunday 26 December 2021

BPY SCRIPT TO ADD 50 CUBES AND ANIMATE THEM

In this script we add 50 cubes at random location, set random color to each cube and set key frames to each cube to animate them.

The number of cubes added can be changed by setting the range value in the first for loop.Total number of frames is set in the beginning by setting the value for the variable total_frames. Key frame interval is adjusted by setting the third variable in the range setting of the second for loop.Here it is set to 10. The diffuse color setting has four values for Red, Green, Blue and Alpha.

import bpy
from math import sin, pi
from random import randint

total_frames=100

# clear meshes in the scene
for obj in bpy.data.objects:
    if obj.type == 'MESH':
        bpy.data.objects.remove(obj)

#CREATE 10 CUBES        
for i in range (50):
    x=randint(-10,10)
    y=randint(-10,10)
    z=randint(-10,10)    
    bpy.ops.mesh.primitive_cube_add( location=(x,y,z))
    cube=bpy.context.object
    # TO ADD NEW MATERIAL TO EACH CUBE
    matl=bpy.data.materials.new("mat_clr")
    matl.diffuse_color = (x*0.6,y*0.3,z*0.1,1)
    mesh=cube.data
    mesh.materials.clear()
    mesh.materials.append(matl)
    
    # SET KEYFRAMES FOR EACH CUBE
    for frame in range(0, total_frames,10):
        bpy.context.scene.frame_set(frame)
        x=randint(-10,10)
        y=randint(-10,10)
        z=randint(-10,10)

        cube.location=(x,y,z)
        cube.keyframe_insert(data_path='location')

 

A link to the rendered video file is given below:

https://drive.google.com/file/d/1ZSFBqbky9fEUKng0ZanPFgLFlcWgkLO1/view?usp=sharing

 

Tuesday 21 December 2021

BPY SCRIPT TO ADD MULTIPLE CUBES IN CIRCLES

This script adds multiple Cubes in concentric circles

-----------------------------------------------------------------------------------------------------------------------------
import bpy
import csv
from math import sin,cos,pi

d =pi/180 # FORMULA TO CHANGE RADIAN TO DEGREE
i=0 #  LOOP COUNTER


radius=4*1.1
x=0
y=0
z=0


for i in range (12):
  x=radius*sin(30*i*d)
  y=0
  z=radius*cos(30*i*d)
  bpy.ops.mesh.primitive_cube_add(radius=1, view_align=False, enter_editmode=False, location=(x,y,z))
 
radius+=5

for i in range (24):
  x=radius*sin(15*i*d)
  y=0
  z=radius*cos(15*i*d)
  bpy.ops.mesh.primitive_cube_add(radius=1, view_align=False, enter_editmode=False, location=(x,y,z))
radius+=5

for i in range (48):
  x=radius*sin(7.5*i*d)
  y=0
  z=radius*cos(7.5*i*d)
  bpy.ops.mesh.primitive_cube_add(radius=1, view_align=False, enter_editmode=False, location=(x,y,z))
radius+=5

for i in range (96):
  x=radius*sin(3.75*i*d)
  y=0
  z=radius*cos(3.75*i*d)
  bpy.ops.mesh.primitive_cube_add(radius=1, view_align=False, enter_editmode=False, location=(x,y,z))
radius+=5

-----------------------------------------------------------------------------------------------------------------------------





BPY SCRIPT TO ADD MULTIPLE CUBES

This script must have a cube object to start with. This object is duplicated and assigned random material.

-------------------------------------------------------------------------------------------------------------------------------------------------------
import bpy
from random import randint
import random

number=100


#TO DELETE ALL EXISTING OBJECTS

bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete(use_global=False)

#TO ADD CAMERA
bpy.ops.object.camera_add(view_align=True, location=(0,-45,0), rotation=(1.5708,0,0))
bpy.ops.transform.resize(value=(9.42627, 9.42627, 9.42627))


#TO ADD BG PLANE
bpy.ops.mesh.primitive_plane_add( location=(0,10,0))
bpy.ops.transform.resize(value=(10, 10, 10))
bpy.ops.transform.rotate(value=-1.55203, axis=(-1, 0,0))
bpy.ops.transform.resize(value=(2,2,2))

#TO ADD MATERIAL TO PLANE
obj_matl=bpy.data.materials.new("obj_clr")
obj_matl.diffuse_color=(0,0.9,0.8)
mesh=bpy.context.object.data
mesh.materials.clear()
mesh.materials.append(obj_matl)

#TO CREATE MULTIPLE TORUS AND ASSIGN MATERIAL
for i in range(0,number):
    x=randint(-10,10)
    y=randint(-5,5)
    z=randint(-10,10)
    p=randint(1,10)
    bpy.ops.mesh.primitive_cube_add(location=(x,y,z))
    bpy.ops.transform.resize(value=(p*0.1,p*0.1,p*0.1))
    bpy.ops.transform.rotate(value=1.5708, axis=(1, 1, 0))
    p=randint(0,9)
    #print(p)
    obj_matl=bpy.data.materials.new("obj_clr")
    obj_matl.diffuse_color=(0.8,p*0.3,0)
    mesh=bpy.context.object.data
    mesh.materials.clear()
    mesh.materials.append(obj_matl)

--------------------------------------------------------------------------------------------------------------------------------

Monday 20 December 2021

BPY SCRIPT TO DRAW A SPIRAL

The script will draw a spiral using the cube object which is repeatedly positioned along a spiral path. The spiral is visible in the Top ortho view(7).

-----------------------------------------------------------------------------------------------------------------------------

import bpy
from math import sin,cos,pi

bigdeg=pi*2
smalldeg=pi/100
radius=2
for i in range(0,500):
    x=radius*sin(smalldeg*i)
    y=radius*cos(smalldeg*i)
    z=0
    bpy.ops.mesh.primitive_cube_add(location=(x,y,z))
    bpy.ops.transform.resize(value=(1,1,1))
    mat_red=bpy.data.materials.new("red")
    mat_red.diffuse_color=(0.8, 0, 0)
    mesh=bpy.context.object.data
    mesh.materials.clear()
    mesh.materials.append(mat_red)
    radius +=.07
 
-----------------------------------------------------------------------------------------------------------------------------

 


BPY SCRIPT TO ADD MATERIAL TO AN EXISTING OBJECT.

To run this script open blender, add a cube object and select it.Copy and paste these codes into you text editor and run it to add a material to the cube. Here Red material(color) is added to the Cube.

-------------------------------------------------------------------------------------------------------------------------------

 import bpy

mat_red=bpy.data.materials.new("red")

mat_red.diffuse_color=(0.8, 0, 0)

mesh=bpy.context.object.data

mesh.materials.clear()

mesh.materials.append(mat_red)

-------------------------------------------------------------------------------------------------------------------------------

BPY SCRIPT TO POSITION AN OBJECT AT RANDOM LOCATION.

 The script below positions the monkey object at random position between _20 and +20 units along the X and Y axis. Along Z axis the location varies between -2 and +2 units.

----------------------------------------------------------------------------------------------------------------------------

'''POSITIONS MONKEY OBJECT AT RANDOM LOCATIONS BETWEEN -20 AND +20 UNITS ALONG X & Y AXIS, -2 TO +2 UNITS ALONG Z AXIS '''

import bpy

bpy.ops.object.select_all(action="SELECT")
bpy.ops.object.delete(use_global=False)


from random import randint
number=200
for i in range(0,number):
    x=randint(-20,20)
    y=randint(-20,20)    
    z=randint(-2,2)
    bpy.ops.mesh.primitive_monkey_add(location=(x,y,z))

----------------------------------------------------------------------------------------------------------------------------
  

Saturday 18 September 2021

BRIDGE EDGE LOOPS


 Let us say we want to add  faces between the two edge loops in the gear shown in image 1 to get a final output as shown in image 2. We can use the Bridge Edge loops option to get this result.

STEPS
1. In Image -1, select the gear and go to edit mode. Set selection to Edge selection mode. Select an edge on one of the circular edge. Then on the 3D header, click on "Select" and then click on "Edge Loop". The complete circular edge will be selected.

 


                                                                Image-1

 
2. Holding Shift key down, click on an edge on the second circular edge, Click on "Select" and then click on "Edge Loop". Now both the circular edges would be selected.
3. Now on 3D header click on "Mesh" and then click on "Edge" and select "Bridge Edge Loop" in the popup menu. Now faces will be added between the two circular edges as shown in Image -2.

 


                                                                Image -2

 
4. Note this option  works only  if the two edges are part of a single object.

Thursday 16 September 2021

DECIMATE MODIFIER

  Let us say we created a mesh object, but ended up with a lot more number of vertices than you think is the optimal number. To maintain the overall shape and still reduce the vertex count, decimate modifier can be used. The way to use it is explained below:

  Add a Monkey object and change to edit mode. In the info editor header the number of vertices is shown as 507. Change to solid mode. Having the monkey object selected, go to Properties Editor and click on the Modifier icon(Spanner), then click on Add modifier button.  In the drop down menu under "Generate" click on "Decimate". Under the "Collapse-Un-Subdivide-Planar" buttons,  "Ratio    1.0000" is visible  which is a slider control. Click LMB and drag to change the value from 1.0000 to say 0.700. Next click on Apply button. The number of vertices would have reduced to 360.

  As you reduce the ratio value, the vertex count will reduce, but beyond a point the details of the mesh shape will tend to be lost.



Tuesday 14 September 2021

TO ANIMATE THE COLOR SETTING OF A LAMP

 TO ANIMATE THE COLOR SETTING OF A LAMP

Blender 2.79b
Open a new Blender file with the default objects - A Cube, Camera and lamp.Set up the objects as per details given below.
Settings:

1. Cube- location 0,0,0, rotation to 0,0,0.
2. Camera- location, 7.5,-6.5,5.5 ,rotation 65,0,45.
3. Lamp- location  4,1,6 , rotation  40,0,110. on the  Properties Editor window set lamp  energy to 10 and   diffuse (RGB) value to 1,0,0.
4. View - Camera view by pressing 0 on the Numpad.
5. Viewport shading - Rendered - In the 3D window header.
6. Time line editor window-Set cursor (green line) at frame number 1. End frame to 100.


In 3D window select the Lamp, then in  Properties Editor window,click on the Lamp icon, and then, below the Point lamp button, click RMB on the Red color band which opens up a pop-up menu. Click on Insert keyframe. An yellow line appears at frame one indicating that a key frame is inserted. Now move the cursor to frame 100. Change the color setting of the lamp to 0,0,1. Click RMB on the color band,in the popup menu , click on insert keyframe, a key frame will be inserted at frame 100. Now save the file.Position the cursor at frame number 1.

On the info Editor header, Click on "Render" and then click on "Render Animation". The animation will  be rendered. Once the rendering is done, click on "Render" once again and click on Play Animation. The light color of the Lamp will change from Red to Blue, as the cursor moves from frame 1 to 100.
This effect will be visible with the color of the cube  changing from Red to Blue due to animation of color setting of the Lamp.


Friday 27 August 2021

ANIMATE ANYTHING IN BLENDER

 ANIMATE ANYTHING IN BLENDER

 

 While you animate the normal parameters associated with an object with Blender like its location, rotation and scale, have you ever wondered whether it would be possible to animate other parameters, which are in plenty in Blender, like the color of the material, the texture applied, the brightness and color of the lamp, the alpha settings or  the shape of a mesh ? 

 The big answer is YES. Practically almost all parameters in Blender can be animated. You want to know how? Just get in touch, or keep watching for my next post.

Monday 26 July 2021

QUERY ON BLENDER BASICS

 1. Do you have any query on Blender Basics ? Do you want want  to know how to do some thing in Blender ?

Send a mail to iblnd300@gmail.com.


2. We also conduct online classes on Blender Basics. Get in touch for more details.

Wednesday 30 June 2021

BISECT AN OBJECT

 BISECT AN OBJECT


    The steps listed below will guide you to bisect an object into two pieces.


1. Add an object in Object mode. Now switch to edit mode and select all the vertices of the object.

2. If tool shelf is not visible in the 3D window, press "T" key to make it visible on the left side of your 3D window.

3. In the tool shelf, click on Tools > Mesh>Add>Bisect.

4. Place the cursor near the object and draw a line across the object so as to cut across it.Press Enter key to confirm.

5. In the tool shelf, look below, under the panel named "Bisect" you will find three check boxes, Fill, Clear Inner, Clear outer. Selecting clear inner will delete the lower half of the object, selecting Clear outer, will delete the upper half of the object.  Selecting the Fill check box will cover the cut edge with a face.

6. In edit mode, select all the vertices (eight) of  the upper piece, then press "P" key and click on "Selection" option.

7. Go to object mode, Object>Transform>Origin to Geometry.

8. Deselect both objects, select the upper portion and pull it away.



Thursday 27 May 2021

VERTEX GROUP

TO MAKE A VERTEX GROUP FOLLOW THE STEPS GIVEN BELOW:

1. Add an object, go to edit mode and sub divide the mesh once.

2. Go to the properties window in the right, and click on the data block icon which is high-lighted with blue color.
Go down to vertex group panel , click on the  " + "  sign in the right. A "Group" will be added. Select some vertices, in the 3D window on the object which you sub divided and press on the "Assign" button below in the Vertex group panel.. Now the selected vertices will be assigned to a group called "Group" as a default.
Click on the Group name, it will get  into edit mode, delete it and add a new name like "Head-top".






3. The same procedure may be followed to create additional vertex groups.

4. Once vertex groups are formed, any vertex group may be selected here and used for further activities. One example can be adding hair particles to the vertex group called "Head top" to form the hair.


Saturday 24 April 2021

TO COPY AND PASTE KEY FRAMES

 TO COPY AND PASTE KEY FRAMES


Delete the Cube and add a Monkey. Go to frame one set up a key frame. Do changes in  location and rotation settings. Go to frame 125 and set up another keyframe. Now if you want to copy the key frame at frame 1 and paste it at frame 250 follow the following steps.

To copy/paste keyframes for the same object,go to the Dope sheet, press "A" key to de-select all action points (yellow squares). Then select the action points which corresponds to the key frame you want to copy by right clicking each action point while holding down the "Shift" key.Once you have selected all the desired points  press Ctrl+C to copy, go to the key frame where you want to paste then press Ctrl+V. Save the file.Run animation to check for the desired result.


Wednesday 7 April 2021

LIMIT LOCATION/ROTATION/SCALE/DISTANCE CONSTRAINT

Three separate constraints to limit location, rotation and scale are provided to limit the respective transformation of an object. All these three constraints do not require a target object. The limiting parameter is set for the source/owner object. 

Let us consider the limit location constraint. The lower and upper limit can be set for each axis- X,Y and Z separately or in combination like X and Y, Y and Z or Z and X or X ,Y and Z. Setting an upper limit of 5 along X axis would limit the movement of the object along  X axis up to  5 units. The distance is considered from the initial position of the object origin  to the limiting value  set by us for the origin, of the source object. Setting the minimum and maximum value to zero along any axis will lock the movement of the object along that axis.

Clicking the For transform option will limit the movement with in the set minimum and maximum value, which we can see in the location parameters displayed in the properties  panel. By unchecking the Transform option, you will see that the object is visually limited to move within the set parameters, but the actual value can go beyond the set limits. This again you can see under the location parameter.

Setting the Influence value to zero will make the limits set to become in-effective, setting it to 1 will make it effective on a100% basis. If the maximum value is set to 5, the object movement will be limited to 5. If influence is set to 0.5 and maximum value is set to 6, the object will be limited up to 3 units.

Similar logic is applicable to limit Rotation and Scale constraint.

Limit Distance constraint requires a target object with respect to which the limit operates.    

 

RIGHT OBJECT SCALE FACTOR FOR RIGID BODY PHYSICS SIMULATION



 When you want to do rigid body physics  simulation make sure that all the objects created for the scene must have a scale  factor of 1,1,1 along all three axes. To do this, select an object after scaling, and press Ctrl+A and select scale. You can see the scale factor set to 1 along all three axes in the properties panel by pressing N and looking under the head  "Scale".

 This is essential for the objects to perform properly when you do the rigid body physics simulation.

Friday 26 March 2021

TRACK TO CONSTRAINT

 

When we talk about constraints we talk about a source/owner and the target object. Constraint is applied to the source object. The source object, when it has to pickup  the control parameters from another object, then a target object is added. Some constraints of this type are transformation constraint, action constraint, copy location/rotation/scale constraint. Some  constraints which do not require a target object are limit location, limit distance, limit rotation and so on.

 Track to constraint, in simple terms means  a "Look at"  sort of constraint. When you have an object say a monkey(target) and the camera (source) on which the constraint is applied, the camera is set to face the monkey, irrespective of the movement or rotation of the Monkey or the camera. If the "Up" and "To" axis setting is the same, the constraint will not work. The influence setting can vary from 0 to 1. Zero means no effect, 1 means maximum effect.

 



The three images above shows how the Camera is always facing the Monkey.


The settings to activate the Track-to constraint is shown above. Some other examples of using this constraint are given below:

1. Let us say a ball is bouncing across the ground and the player's eye balls are continuously following the ball, then the constraint  is applied to the eye ball with the ball as the target.

2. Let us say a singer is moving around on the stage and a focus light is set such that the light beam always follows the singer, then the target will be the  singer and the constraint will be applied on the light(source/owner).

Experiment with the settings to get a hang of how it works.


Sunday 21 March 2021

TO SHIFT ORIGIN OF AN OBJECT TO ANY POINT

 

Origin of an object can be shifted  to any point on the object or outside it.

 

TO SHIFT ORIGIN OF AN OBJECT TO ANY POINT ON THE OBJECT

 Follow the steps given below:

1 Select the object and go to edit mode by pressing Tab key.

2. If all the vertices are selected, press  "A" key to de select all vertices.

3. Click on the desired vertex on which the Origin needs to be positioned and go to Mesh-> Snap->Cursor to selection.

4. Press Tab key to go to object mode. Now press Object->Transform-> Origin to 3D Cursor.

TO SHIFT ORIGIN OF AN OBJECT TO ANY POINT OUTSIDE THE OBJECT.

1. Let us consider a Cube for this example.

2. Select Cube and press Tab key to go to  Edit mode. 

3. Select all the vertices, including the ones hidden from your direct view.

4. Assume that we want the Origin to be 3 Blender units away from the geometric Centre of the cubes. Press G-> X-> 3 and hit Enter key.

 

TO MIRROR ARMATURE BONES ON X AXIS 1. Assume that we are making a human rig in standing position. 2. Set the view to front view. 3. Create t...