(c) copyright Zehne Ziba Co., Ltd. For more information, please refer to copyright notice.
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.
Let’s stay in touch!
Never miss a single tutorial, sign up for our monthly newsletter. You can unsubscribe at any time if you wish to stop receiving email newsletters from vanda3d.com
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)