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[[Category: Animation practices]]
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[[Category: Armature animation]]
 
[https://docs.blender.org/manual/en/latest/animation/armatures/bones/structure.html have three elements: The “start joint” named root or head. The “body” itself. And the “end joint” named tip or tail... They also have a radius property, only useful for the [[envelope]] deformation... The Y axis is always aligned along the bone, oriented from root to tip. So, this is the “roll” axis of the bones.]
 
[https://docs.blender.org/manual/en/latest/animation/armatures/bones/structure.html have three elements: The “start joint” named root or head. The “body” itself. And the “end joint” named tip or tail... They also have a radius property, only useful for the [[envelope]] deformation... The Y axis is always aligned along the bone, oriented from root to tip. So, this is the “roll” axis of the bones.]
 
= types =
 
= types =

Revision as of 16:52, 14 February 2020

have three elements: The “start joint” named root or head. The “body” itself. And the “end joint” named tip or tail... They also have a radius property, only useful for the envelope deformation... The Y axis is always aligned along the bone, oriented from root to tip. So, this is the “roll” axis of the bones.

types[edit | edit source]

Deforming Bones Are bones which when transformed will result in vertices associated with them also transforming... Control Bones Are Bones which act in a similar way to switches, in that, they control how other bones or objects react

grouping, bendying[edit | edit source]

Bone Groups can be used for selection or to assign a color theme

Bendy Bones (B-Bones) are an easy way to replace long chains of many small rigid bones... Blender treats the bone as a section of a Bézier curve passing through the bones’ joints... B-Bones have two sets of the Bendy Bone properties – one for Edit mode (i.e. the Rest Pose/Base Rig) and another for Pose Mode – adding together their values to get the final transforms.