[Music]
quick and dirty animated horses or other
quadrupeds for that matter here's how we
do it once you've downloaded the riggy
box add-on and installed it you'll see
this tab labeled ra over here to the
right inside of blender click on horse
to generate a horse
and what you see is you have a base mesh
that's already rigged and if i hit horse
walk i generate a cyclical animation
well of a horse walking what's great
about this is you'll notice that even
after i increase the timeline we find
that the cycle continues over and over
and this already saves us heaps of time
so now we have the horse walking in
place
what we're going to want to do is
animate a forward movement
i'm using the main root controller of
the rig to do that
right so here's my quick
forward movement i can use the graph
editor to change the
handles because as we see the walk cycle
is moving in
more or less consistent intervals and we
don't really want any easing so linear
handles will do the job nicely in
approximating like an accurate forward
movement
now it's just a matter of making sure
that we minimize sliding by adjusting
the curve
[Music]
i'll click on the x direction of the
front feet controllers
and move the curves until i get the feet
converging a little more closely to the
center
this is just a personal choice it just
felt it would make the horses walk look
a little more graceful
so now we have an animation inside of a
rig and we have the horse base mesh next
thing we're going to want to do is
unparent the
horse from the rig remove the armature
modifier
and in sculpt mode begin to move all of
the disconnected areas together
ctrl r to remesh and as you can see we
have all of what were separate
components merged into one base mesh
from here i'll begin sculpting
this isn't a sculpting tutorial but
the idea is to follow
the main musculature of the horse as
closely as you can what you get
as an end result is proportional to the
amount of time and attention you put
into it
and here we have
the reed apologized version of the horse
that
i've put seams on and that i'm going to
unwrap so that i can texture it later
but this is generally
the way our horse is looking right now
and
because i follow the exact shape of the
base mesh
all i need to do is re-parent this new
mesh to the riggy box armature and as
you can see we have our horse
moving along with the mesh
um here's the final version of the horse
with texture applied i didn't go ham on
this for the sake of speed i just used
the
particle system to create um hair for
the tail and the main
and yeah that's what we got
i then went ahead and brought in a
character i made previously i instanced
the character's collection and parented
that into
one of the
spine controllers on the rig
and i did that so that as the spine
moves up and down the character does
well i also made some small animations
to the character to try to give it a
sense of like shifting weight like
sculpting this is just something that
will yield better and better results the
more time you put into it i built a
quick scene around it
added some lights
sent it over to
garage farm to render and this is how i
was able to make this scene in a
ridiculously short amount of time i hope
this was useful and
as always
happy
[Music]
rendering you