Animation Using Blender

IK and Basic Animation

In Chapter 5, we took an in-depth look at creating bones using Blender as they pertain to animating a character game asset for your Unity iOS or iPad game. In this chapter, we are going to continue where we left off with Tater and finish up his rig. We are going to look at adding constraints and IK to the Armature, and we’ll also do some additional organization to the rig to make things easier when animating.

Once the rig is completed, we’ll talk about creating animations for our character in Blender and exporting the animations to an FBX file for use in Unity iOS. Let’s get ...

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