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Softbody for Rigged Characters in Blender |
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This is just a simple and quick explanation on the making of the softbody effect for the SoftBird (or "PengZilla", as someone on ElYsiun renamed it). To know the bases of softbody in Blender you should also read the wiki pages at this address (raccomanded!). |
STEP 1Of course, model the character. |
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STEP 2 and 3Then, built a custom IK armature and rig the character to the armature in the usual way.NOTE: I usually do all these steps almost at the same time, to try to build the flow of the mesh's poly in the best way for the animation. |
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STEP 4Add materials and textures (in this case all Blender's procedurals) to the character. |
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STEP 5Build an animation library of Actions (walk, turn-the-head-to-the-left, flap, etc.), and then use them in the NLA to establish the final animation (well, you don't necessarily have to use the Non Linear Animation, of course). |
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STEP 6At this point create a new vertex group and name it "SOFT" (or whatever you want). |
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For PengZilla, this is what resulted after all the different weights had been assigned: |
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STEP 7Last, go in the "Object" window (F7) and select the softbody panel. Enable it (it will appear in the modifiers panel you see below) and tweak the different values; on the left is what I used for PengZilla.That's all, folks! |
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