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Bone-driven texture animation


This is a neat little demonstration of IPO drivers used to control textures. The demonstration uses the Mancandy model and rig. Video after the cut or you can find the video on vimeo.

Bone-driven Textures from Eku Kostritz on Vimeo.

Quote from author:

This video test shows Blender's bone-driven texture IPO in action on the Mancandy model and rig. I've added a bone that is constrained to scale with the finger controller bone, which drives a bump and color texture channel. The bump map is just at the knuckles and finger joints, the color map is just at the knuckles.


  1. Jhoolmans, my lady was wondering why I was so impressed with that part.

    Thanks for the video, and thanks for exposing blendernation.

  2. This is in fact very old conpet desribe in detail in books from Jason Osipa. Mainly it is cool for facial animation (creases, wrinkles etc.).

  3. Jose the wrinkles are more visible when the fingers are straight than bend. This is because there is in fact bump map texture which visibility (alpha) is bode driven. When the bones are straight - bump map texture is visible, when the bones are bended - bump map texture goes to alpha (invisible).
    This could be used mostly for face animation.

  4. Very nice technique, In fact I recently thought about doing something similar (also for bumps on fingers, but additiuonally showing the idden bones on the back of hte hand when the hand is stretched out a lot) ... unfortunately I never found the time.
    Cool to see how good it can work :D

    Small question though: Is is just me or is the bump map on the pinky (or rather orang-y) getting more visible when the finger is bent?

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