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Modeling your first Anime Robot in 3d, part 4/4

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Modeling your first Anime Robot in 3d, part 4/4

4. Posing your 3d model and final rendering

4.1
First of all save all settings.
Press Enter to create a new keyframe; on the keyframes panel leave zero on keyframe number, then select "All Items" as "For:" values; in this way we saved on frame 0 a keyframe for all object included in you scene.

You can use this frame zero to back to the default settings, if you want to restart with posing your 3d robot.

To arrange a pose for our 3d robot, we'll use a new frame: because our goal is creating a static rendering (not an animation...), no matter what frame we'll use to set the pose for our robot: for this purpose, we'll use frame 10th.

We have to copy all the settings from frame zero to frame #10: select frame zero (use timeline to do this) and press Enter, a panel opens: in "Create key at" field insert 10, and select "All Items" in "For" field. We just created a new keyframe at frame #10 for all object included in the scene.

Now we can move at frame #10 and start with moveing our robot.
Don't forget to save sometimes your project...

4.2
To select each object we'll use Schematic View prepared previously; to move each object we'll use only their rotation properties H, P, B (heading, pitch e bank).

Select the waist, and rotate it (just some degree!) forward (use its PITCH property); now select the chest and rotate it backward (still using P property)... this to simulate "Stomach in, chest out" pose...;-) rotation values for the chest must be some degree greater than value used to rotate the waist.

Observe the result using Camera View.

Now select the head, and rotate it to simulate the robot look inside the camera: to do this, use its Headind and Pitch properties.

Now our robot is not properly in equilibium: we have to move its legs. Select each thigh and rotate it backward using Pitch controls, then move outward each one using Bank controls. Select l_thigh and rotate using its Heading control, to have foot "lookin" toward the camera.
Now we have to align foot to the ground... in fact, this tutorial uses Inverse Kinematics (IK), then our basic setup don't allow to have foots automatically aligned to the ground: we have to do this manually...

Change View for left side (where now there's Camera View) and select Front View (key "1"). The goal in this step is alignin the foots to the ground: to do this, use all rotation parameters H, P e B, and eventually move down on the Y axis the pelvis.

Change view another time and back to Camera View (key "4"), select shoulders and rotate them outward (heading control), and using pitch control rotate them backward, to give more equilibrium to the entire pose. To complete shoulders, use Bank control to move them a bit outward.
Now select arms and rotate them (pitch control) approssitively the same degree used for shoulders, but in the opposite direction, and made the same for Bank parameter; leave heading at 0.
Complete your 3d robot pose selecting the hands and rotate them some degree on the inside (bank control).

The table below show an example of parameters you can use for each object to create a pose for your robot.
But please, don't copy and paste them in your Lightwave Layout! Try to reach some good pose yourself, and if you want, try to create new poses...

# Layer 3d Object Name H P B
1 pelvis 0 -4.20 0
2 r_ thigh 6.30 -9.60 -9.30
3 r_leg -0.90 4.50 0
4 r_foot 0.10 4.90 8.80
5 l_ thigh -6.90 1.40 4.70
6 l_leg 0.20 -2.90 0
7 l_foot -1.40 5.00 -5.70
8 waist -1.70 4.40 0
9 chest -0.60 4.40 0
10 r_shoulder 13.10 -6.20 0
11 r_arm -8.60 17.70 0
12 r_hand 0 0 8.00
13 l_shoulder -5.20 -3.30 0
14 l_arm 7.20 16.40 0
15 l_hand 0 0 -12.20
16 neck 0 0 0
17 head -7.30 -4.80 0

Ok. I think we finished... Start a rendering (F9). You can see something as the image below:

How do you think about ? This is your first 3d robot... :-)
However, this tutorial is still not finished...

In fact, now you can use this "dummy" robot and use its parts to model new and more complex robots, then replace the object placed into Lightwave Layout in this tutorial with yours. In this way, you can just only model new parts and you have a scene ready to render your new robot.

I hope you enjoyed with this tutorial, and I'm sorry for my very bad english... :P
If you find some errors or you want suggest me some improvement, please contact me!

Bye and see you to the next 3d tutorial! :-)

Modeling your first Anime Robot in 3d
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