![blender 3d animation curve blender 3d animation curve](https://i.ytimg.com/vi/plXeWIcPedM/maxresdefault.jpg)
Do not press Endpoint V (they are uniform now), because it will ruin the tubular shape of our creation. If you move one junction the surface changes, but smoooothly.Įnter editmode, select all ( ) and press "Endpoint U" in the editbuttons menu. Think of them of some kind of a smooth grid with silk skinned on top of it. When we skinned them, we (or to be exact, Blender) added U isocurves. When we performed the first part of this tutorial, we prepared V isocurves. Isocurves are parametric curves that form the surface.
#BLENDER 3D ANIMATION CURVE SKIN#
When skinning nurbs curves you have to make sure that they all have the same amount of CV's or else blender can't skin them.
![blender 3d animation curve blender 3d animation curve](https://www.blender.org/wp-content/uploads/2019/06/blender_280_danielbystedt.png)
![blender 3d animation curve blender 3d animation curve](https://cdn.educba.com/academy/wp-content/uploads/2018/08/Maya-vs-Blender.png)
Now that all the curves are one object we can add the so called skin to the nurbs, so first go into editmode and then select all CV's ( ) then press + to skin the nurbs curves. So lets select all the curves with and join them together using +. We want to create one object out of those curves. What you see now are basicly a few nurb circles as separate objects. You don't have to be to precise, asany mistakes can be easily corrected later on.
![blender 3d animation curve blender 3d animation curve](https://images.prismic.io/demando/b02394df-1efc-469f-a640-9c2e83254d9e_Dark.png)
It can also come in handy to look at the next few steps before doing this one, as it will give you an idea of what we're trying to do here. If your 3D imagination isn't yet advanced enough to imagine what to do exactly at this point, just make something like what you see. Now leave edit mode ( ) so we can duplicate some curves with + and give them some shape, you can use rotate, scale and grab to do this. So now you can model the basic shape of the mouth (as you can see on the image). Never move CV's left or right, instead, always select two and scale with. It's also vitally important to maintain horizontal symmetry. Subdivision ruins the geometry of our curve hence it is important to adjust it after every subdivision. Now we have a nice amount of control vertices (CV's). Watch out that you only press once, if you press it twice, the curve will open again.įirst we'll start by making the mouth of the mouse, we will need a bit more control, so we'll subdivide the curve. However we want the curve to be closed, so simply press once to close the curve. This is our base curve and we will create the entire model out of this single curve by using modeling tools like extrusion, subdivision and smoothing. The difference between the 2 is basically that with a surface curve, blender can calculate the so called skin of the object, but we'll get to that later on in this tutorial. It's very important to use a surface curve and not a regular curve. I hope you'll have a lot of fun while working on this tutorial.Īll this starts exactly like Bart's cave tutorial on skinning.įirst delete everything in the scene (by selecting everything and pressing ), then make sure you're in front view ( ) and press then add > surface > curve. If you don't have this knowledge try some of the simpler tutorials first. To be able to do this tutorial you are required to have some knowledge about the basics of Blender. When you finish this tutorial you will know the basics of Nurbs and then you can try to apply your knowledge and make your own cool models. Why nurbs? Because it's a very fun and relatively easy way to make nice and detailed characters. In this tutorial you'll be making your own cartoon style mouse head like you see on the image, using the blender Nurbs feature. By Viacheslav Slavinsky (svo) and Timothy Kanters (Kib_Tph).