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Modeling, Rigging, and Animating a Low Poly Character in Blender and Godot 4

In this comprehensive tutorial, we will delve into the process of creating, rigging, and animating a low-poly character in Blender. Subsequently, we will explore how to integrate this character into a third-person controller in Godot 4. This step-by-step guide is designed for individuals with some level of familiarity with Blender or Godot to successfully model, rig, animate, and implement a character for a game project.

Setting Up Reference Images and Modeling the Character

Setting Up Reference Images

To begin, set up reference images for the character model. Import turnaround reference photos for the front and side views. Position the images to align properly with the character model you aim to create.

Model Development Process

  1. Modeling the Torso:

    • Modify a cube to form the torso shape.
    • Add loop cuts to define the torso's structure.
  2. Creating Limbs:

    • Design arms, forearms, legs, and feet using cubes and extrusions.
    • Adjust the vertices to match the reference images closely.
  3. Developing the Head and Neck:

    • Sculpt a head by scaling down a cube and shaping it.
    • Add loop cuts for facial details.
    • Craft the neck structure to connect with the torso seamlessly.
  4. Rigging the Character:

    • Place bones for the skeleton, including the head, torso, arms, legs, and feet.
    • Set up mirroring for the bones to ensure symmetry.
    • Apply a mirror modifier and configure clipping for seamless rigging.

Animating the Character

Creating Idle and Run Animations

  1. Idle Animation:

    • Design an idle pose that reflects the character's stationary state.
    • Utilize keyframes to set the initial idle animation.
  2. Run Animation:

    • Develop a dynamic run cycle by adjusting the limbs and torso positions.
    • Check and adjust knee and foot positions to enhance realism.

Rigging and Animation in Blender

  • Establish inverse kinematics for the legs to maintain stability during movement.
  • Assign bone constraints to ensure proper deformation and movement coordination.
  • Implement smooth animation transitions and looping for both idle and run sequences.

Exporting to Godot 4 and Setting Up the Environment

  1. Setting up Godot Project:

    • Configure project settings and input maps for character movement controls.
    • Integrate a character body, ground mesh, directional light, and camera within the world scene.
  2. Importing the Character:

    • Load the character model exported from Blender into Godot.
    • Ensure proper animation setup and functionality within Godot's animation system.
  3. Character Controls and Camera Movement:

    • Implement movement controls based on player input and character velocity.
    • Enable camera rotation based on mouse movements for an immersive gameplay experience.
  4. Fine-Tuning Animation and Gameplay:

    • Refine animation transitions and blending using the animation tree in Godot.
    • Optimize character movement and camera behavior for a smooth gaming experience.

By following these detailed steps, you can successfully create and incorporate a low-poly character model into a game environment using Blender and Godot 4. This tutorial provides a solid foundation for aspiring game developers and enthusiasts looking to enhance their skills in character modeling, rigging, and animation for gaming projects.

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