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Part 2: Creating the Armature
We will need to position the bones we add inside the worm mesh. Press Z to enter Wireframe View. Because of the Subsurf modifier we added before the mesh is still too dense to see through. Let’s disable the modifier in the Viewport for now. Press 7 on the Numpad to view your mesh from above.
Select the worm mesh. Press Shift-S and select Cursor to Selected. Press Shift-A to and select Armature -> Single Bone. In the Add Armature panel on the left, set the bones X rotation to -90.
With the bone selected press Tab to enter Edit mode. Move the balls on the end to opposite ends of the worm mesh.
Subdivide the bone 4 times.
Under Armature settings, set the display type to B-Bone. Check the X-Ray box. You will now be able to see the bones through the mesh in Solid View mode.
Press Ctrl-Tab to enter Pose Mode. Under deform settings set curved bone to 3 for each bone.
Enter Object Mode. Select the Mesh and then Shift select the armature. Hit Ctrl-P and select With Automatic Weights.
Select the mesh and move the subdivision modifier so it’s after the armature.
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Patrick is an independent game designer interested in absolutely every aspect of making games. He does a little of everything involved in game development and a lot of conceptual design and 3d modelling. He is currently studying computer science and psychology and hopes work in research using games.
[/alert]Animating an Object in Blender Using Armatures and Exporting to COLLADA Format (Part 2)