0:00:01.500,0:00:05.750 Welcome to another tutorial for Wolfire's ninja rabbit fighting game Overgrowth. 0:00:05.750,0:00:12.750 Today we're going to be talking about rigging and animation. 0:00:19.740,0:00:24.140 Pop open the object browser and pick out your favorite 3D mesh. 0:00:24.140,0:00:26.930 Here I'm using the rabbit guard model. 0:00:26.930,0:00:32.439 Make sure your object is selected then click on the "Meep Meep Meep Meep" tab. 0:00:32.439,0:00:34.050 Then click the rigging tool button. 0:00:35.050,0:00:40.000 Now if you hold control, anywhere you click, a joint will spawn. 0:00:40.000,0:00:45.579 And you can place them wherever you feel they are appropriate. 0:00:47.579,0:00:52.579 Individual joints can be selected and repositioned using the same old controls we had in the 0:00:53.010,0:00:54.980 map editor. 0:00:54.980,0:00:57.190 Alright, this guy need some bones! 0:00:57.190,0:01:01.949 By holding alt, and clicking on one joint, then another, you'll draw a bone connecting 0:01:01.949,0:01:03.789 the two. 0:01:03.789,0:01:07.210 Ok, this skeleton is looking pretty good! 0:01:07.210,0:01:11.950 When you're all set, pushing control-T rigs the skeleton to the 3D character mesh. 0:01:11.950,0:01:13.250 High five! 0:01:13.250,0:01:17.610 You can now move whatever parts of the skeleton you want and the rest will follow in accordance 0:01:17.610,0:01:18.430 with their constraints. 0:01:24.000,0:01:25.890 I know kung fu! 0:01:25.890,0:01:28.360 Let's click the reset pose button, 0:01:28.360,0:01:33.570 and by pressing control-A we can pop open the animation editor. 0:01:33.570,0:01:39.000 Pressing the diamond button with create a keyframe that stores the current pose information. 0:01:39.020,0:01:43.340 Keyframes will always spawn to your current time position within the animation sequence, 0:01:43.340,0:01:46.540 and this is designated by the little blue line. 0:01:46.540,0:01:51.680 The adjustable grey area marks off the designated length of your animation. 0:01:51.680,0:01:55.960 And of course when you push play you get to watch the smooth transition between your keyframes. 0:02:01.160,0:02:06.360 I'm going to edit my animation to incorporate a little arm action here. 0:02:09.130,0:02:11.730 Awww yeah, getting jiggy with it. 0:02:14.230,0:02:18.310 A lot of people have been asking what kinds of character meshes will work with the animation 0:02:18.310,0:02:19.160 system. 0:02:19.840,0:02:23.970 The answer is that any object that can be loaded into the Phoenix Engine can be rigged 0:02:23.970,0:02:25.040 and animated. 0:02:26.040,0:02:30.040 Check out our friend, Mr. Stone Column, for example. 0:02:36.260,0:02:40.260 God help us if someone tries to animate the fan-made whaleman model. 0:02:59.220,0:03:03.300 If you'd like to start playing with these tools yourself, you can preorder Overgrowth 0:03:03.310,0:03:04.950 to get our weekly alphas. 0:03:04.950,0:03:08.760 Be sure to keep up with the latest Overgrowth development news on the Wolfire Blog!