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This is done with the 'Priority'=DATAX|+setting which is highest at 0 and consecutively lower at higher numbers (see below).cDATA+DATA\,,The 'Blending' setting specifies the number of frames that will be used to blend between DATA ,animations.DATA,WarDATA`-The armature has been parented to a dynamic Empty so that the character will appear to collide DATA`-with walls etc. Using the walkthrough_template.blend system, this Aramture would be parented toDATA4,.that Empty at the desired range from the camera.ndDATA.DATA$.Armature Animation and Skinning:DATA /nimDATADATAl/DATAH/First of all, there are two standard ways of 'skinning' an armature,}DATAX 0one by letting blender create the certex groups, the other by specifying them manually.DATA0GHqDATAX0The first method is quite well suited to a character model made up of a single mesh,y.DATA`<1though the vertices of the mesh need to be as close as possible to the bones of the Armature DATA1itself.DATA1DATA\$2The second method gives you more control, but is laborious. It is also much better suitedDATAX2to figures like robots and machines, as otherwise they may fall in a heap on the floorDATA ,3at runtime.DATAd3o fDATA`3Regardless, whichever method used, existing animated armatures can be uncoupled from the meshDATA\4and a new parenting technique tried; if you've already animated your armature and parentedEDATAX4the mesh to it, you can simply ALT-A to unparent it. If you are working on a characterDATA<$5made up of many objects, you'll need to unparent each one.EDATA5O DATA45This is how the vertex group technique is applied:EDATA6o DATA(L6First, name all your bones sensibly.DATA6DATAX6Now select the object you want to make specific vertex groups for. Go into edit mode.dDATA\L7In the edit bottons (F4), you will see the words 'Vertex Group'. Select the vertices youDATAT7want to control with a bone and click 'New', give the vertex group the same namegn'DATADT8as the bone you want to use for that group and then click 'Assign'.DATAT8Now in Object mode, select the object, then the armature and CTRL-P to parent it. DATAXD9Choose 'Armature' and 'Don't Create Groups'. This is the inverse of the other parentingDATA`9technique, where Blender creates vertex groups based on the nearest bones. This is the methodDATA4L:we went through in the Armature tutorial in class.dDATA:anDATAX:Do that for all the vertices (in my case here, individual objects) in your character.dDATA\;owDATA\;Go to the IPO timeline and your animation should start moving the portions of the objectDATA$<or objects they were assigned to.DATAd<DATAd<Now we can create a new action and then go about making a new IPO for the bones we want to animate.DATA\$=Try the 'K' key in the IPO window. This new feature allows us to align keyframes, acrossDATA(=a range of IPO curves, copy, move etc.DATA=maDATA,>#<---DATA\>o DATA>DATA>DATA> rsARPDCARArmature.001CCDATACERroot bone!;AϽᏱнᏱ ??????????$"@~"?`LrîT'?1%ȗ-??~ʼ# /sz?`L'p.?7uP-??d1AϽ1?$sz"`LT?7AϽpy?DATAE290??????????K޽&&҃&?ӥ& ե?.v1??]/̂!?a'<ȧ?Fe0i'&tP-?t!?o!;_,?=C,+1?o!??_.t!#Ǭ?@e0нqy?DATAGEJJleft thigh7O@(:0????????#p?ź[=l:?f8;eO;[7g?R ɻQ;m?ߍ/ /q'??z8;Ȼ܃7f?RHT;>;&Sm?엹:5b?Ob_ȷOb;M)3[ȷ)F9?F|ҽ?&:;++pRu;t'So??6Gн?DATAJGleft shinzȷ'p \?)p0????????Z? Go߷0?_Ƃ1<-8?,{0?IjȽ+?|?8;ʻ7d?KHT;J;$Si?[:le?,U8A,UK_ZAT_?Hӵ ?z(<(;:;bsNTJ;$Si?G~ ܼ?DATA;3?;3/.&L,2?н 16@1?;3.?>;32?,?2нpy?DATA\NK13cȐ0?????????xM?6=_4`4V?}D;V?106^Y??<_Z9´B`4V?;4V?X2Lhջ9?4{$= #-!?IM>нT}P?< 42Vg4hV?IM>нVF?DATA|P\Nright shin|?J0?????????{R;+3)4?$ɖ4D-@?;RF4??F+2|--??3<Y󛳿?80<48;? 6i?4@:d%= -!-!?IM>` X}P?׸q=448;0<48;?IM> ?DATAR+_0??????????ɇ230????????H?N2{?GV2? O G3 O ;?K2&??^^H32? 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