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[https://docs.blender.org/manual/en/latest/animation/armatures/introduction.html just like a real skeleton an [[Armature]] can consist of many [[bone]]s. These bones can be moved around and anything that they are attached to or associated with will move... A [[rig]] is the controls and strings that move a marionette (puppet)... All animation you do in Object Mode is only working on the whole object, not the armature’s bones (use the [[Pose Mode]] to do this)]
 
[https://docs.blender.org/manual/en/latest/animation/armatures/introduction.html just like a real skeleton an [[Armature]] can consist of many [[bone]]s. These bones can be moved around and anything that they are attached to or associated with will move... A [[rig]] is the controls and strings that move a marionette (puppet)... All animation you do in Object Mode is only working on the whole object, not the armature’s bones (use the [[Pose Mode]] to do this)]
  
= editing =
 
[https://docs.blender.org/manual/en/latest/animation/armatures/bones/editing/introduction.html [[armature]] editing is that you edit the [[rest]] position of your armature]
 
  
[https://docs.blender.org/manual/en/latest/animation/armatures/bones/editing/transform.html [[bone]]s can have two types of relationships: They can be [[Parenting|parented]], and in addition connected. Parented bones behave in Edit Mode exactly as if they had no relations... connected bones must always have parent’s tips connected to child’s roots, so by transforming a bone, you will affect all its connected parent/children/siblings... it is advisable to place all the bones first, and only then edit their properties.]
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editing is named as [[Envelope]] process
  
[https://docs.blender.org/manual/en/latest/animation/armatures/bones/editing/bones.html Extrude... a new [[bone]] is created... Ctrl-RMB-clicking adds a new bone.]
 
 
= Naming Conventions =
 
= Naming Conventions =
 
[https://docs.blender.org/manual/en/latest/animation/armatures/posing/editing.html#armature-posing-x-mirror When you have pairs of bones of the same name with just a different “side suffix” (e.g. “.R”/”.L”, or “_right”/”_left” …), once this option is enabled, each time you transform (move/rotate/scale…) a bone, its “other side” counterpart will be transformed accordingly, through a symmetry]
 
[https://docs.blender.org/manual/en/latest/animation/armatures/posing/editing.html#armature-posing-x-mirror When you have pairs of bones of the same name with just a different “side suffix” (e.g. “.R”/”.L”, or “_right”/”_left” …), once this option is enabled, each time you transform (move/rotate/scale…) a bone, its “other side” counterpart will be transformed accordingly, through a symmetry]

Revision as of 14:24, 14 February 2020