Showcase tomorrow
You better be there for at least 1 hour, You put in lots of work, time to show off what you have created.
Start with the warm up
Besides being born (and you being born is a wonderful thing!), tell me about the best thing that has ever happened to you.Where were you? Who were you with? What time of the year? Indoors? Weekend? Tell me the story and why it was so great. I want details... NOT JUST THREE SENTENCES!!!
Write a reflection on it and turn in to google classroom.
Worth 3 Points
125 words
Half Page
What are you learning?
Modeling
Why is it important?
We will be using these tools to create
How do you show that you understand? What is the assignment?
We will go over the tools then you will make a robot and then add armature
Knife Tool disengage - double click left mouse button
Make cuts permanent - enter or space
Remove cuts - right click
Turn in your posed robot
3pts
Career Exploration is due tomorrow
Armature
Make sure yiou are in modeling workspace
Add 8 loop cuts to all the arms and legs
This is where your bends will happen
Switch to OBJECT MODE
Select everything and join them all by pressing Control + J
Now we will add the Armature
Select Wireframe View
Next we will ADD Armature
The armature is sililar to the joints and bones
Switch from Object Mode to Edit Mode
Move your first piece to the center and scale it do that the top joint at the arm height
Select the top joint and press E to extrude the next pieceto the shoulder
Extrude that joint to the elbow and continue until all the bot is done
Once you have this done, switch back to object mode
Deselect all the armature
Select the object first
then select the armature by hitting control + shift
Press Control + P to make it a Parent
Set Parent to Automatic Weights
Deselect and select just the armature
Switch to Pose Mode
Press R to rotate and pose
If it does not work, try these fixes
This is the most common culprit. If you have two vertices occupying the exact same spot, the heat weighting math breaks.
Select your mesh and enter Edit Mode (Tab).
Select everything (A).
Press M and select Merge by Distance.
Check the bottom of the screen to see how many vertices were removed. Even removing 1 or 2 can fix the error.
If some of your mesh faces are pointing "inside out," Blender won't know how to calculate the heat from the bones.
In Edit Mode, select all (A).
Press Alt + N and select Recalculate Outside.
Tip: You can check for flipped normals by enabling Face Orientation in the Overlays menu (top right). Blue is good; Red means the faces are inside out.
If your mesh or armature has been scaled or rotated in Object Mode, their "internal math" might not match.
Go to Object Mode.
Select both the mesh and the armature.
Press Ctrl + A and select All Transforms. This resets the scale to 1.0 and rotations to 0.
Blender prefers "watertight" meshes for automatic weighting. Issues like holes in the mesh or internal faces (faces inside the body) can cause failures.
Remove Internal Faces: In Edit Mode, go to Select -> Select All by Trait -> Interior Faces, then delete them.
Scale it up: Sometimes, if a model is very small, the math fails. Try scaling both the armature and mesh up by 10 (S, 10, Enter), applying the scale (Ctrl + A), parenting, and then scaling back down.
Animation
Pull up your timeline
With your object selected, hover over it and press K (for Keyframe) at the first frame
Select Location, Rotation and Scale
Slide your scrubber to the 40th frame on your timeline/dopesheet
This is where we will be ending our location, rotation and scale
Move your cube to a different location (you can use the G Key to grab)
Shrink your cube to a different size (you can use the S Key to scale)
Rotate your cube (you can use the R Key to rotate)
Add another Keyframe at the 40th frame
Click Autokeyframing
Move your scrubber to 60
Repeat the process in a different L,R,S
Notice that it adds the keyframe for you
At the 40 mark, go to your keyframe
Hold the G Key
Move your keyframe to the 10th frame and move your keyframe on the 60th frame to 20
It completes the L,R,S in the time you set the keyframe to finish, making it faster
Scrub over to the 30th frame and add a keyframe without adding any L,R,S
This will stop all movement during this time
Slide your scrubber to the 60th frame on your timeline/dopesheet
This is where we will be ending our location, rotation and scale
Move your cube to a different location (you can use the G Key to grab)
Shrink your cube to a different size (you can use the S Key to scale)
Rotate your cube (you can use the R Key to rotate)
With Autokeyframe, one should be put in for you
Test it out
Click on the shading workspace
Click ADD>Texture>Checker Texture
Choose two colors for your pattern
Connect the color node to base color
Add a timeline into your workspace
Get between your two work areas (you will have a double arrow
Right Click and select Horizontal Split
Switch the editor to timeline
You will need to add a keyframe for your Texture
Hover over your texture node and press I to insert a Keyframe
You should have a Material in your Summary
Expand it and you should see Shader Nodetree with a keyframe
Add a keyframe by hovering over the texture node and pressing I key
Scrub over to frame 10
Change the color 1
test
repeat with frame 20, 30 and 40