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Once you have parented the character to the armature, you’re almost ready to start animating. However, you will find that things won’t work perfectly, so you’ll need to modify the “wight” of the bones using a mode called “weight painting.”

 

 

Importing a Fuse Character into Blender

Once you have finished your character in Fuse, it’s time to export it as a .OBJ file and then import it into a Blender file. Now, there are a couple of major differences between this demo and what you will be doing. (This is because I originally did this demo for my Video Game Design class) The biggest one is that you do NOT need to do any Booleans. This just makes a horrible mess. You also, of course, do not need to make a bone for a bow/arrow or some other kind of weapon (again, that was just for Game Design).

 

 

Making a Character in Adobe Fuse

Here is a demo I did on how to use Adobe Fuse to make a character and import it into Blender:

 

 

Rendering Your Video with Blender

Below is a new demo that I recorded about rendering your animation with Blender in the Cycles Renderer. Below that are screen shots of the settings that you should – most likely – be using.

 

 

Here are screen shots of the settings:

 

 

 

Here is the demo I did on the five basic lights in Blender:

 

So, finally, I was able to re-do my demo about Cycles Render in Blender. Blender does crash at the end, so take that as a lesson as well and make sure that you are saving on a regular basis!

 

 

Both of these videos show kinda tha same thing – the bottom one is newer and shows a door, the top one is older, but shows a window. The process is exactly the same thing, though:
 

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Adding Motion in Blender

Animating Objects in Blender

Blender Basics