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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 =
[https://docs.blender.org/manual/en/latest/animation/armatures/bones/introduction.html Deforming [[Bone]]s Are bones which when transformed will result in vertices associated with them also transforming... Control [[Bone]]s Are Bones which act in a similar way to switches, in that, they control how other bones or objects react]
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[https://docs.blender.org/manual/en/latest/animation/armatures/bones/introduction.html Deforming [[Bone]]s Are bones which when [[Armature Modifier|transformed will result in vertices]] associated with them also transforming... Control [[Bone]]s Are Bones which act in a similar way to switches, in that, they control how other bones or objects react]
 
= grouping, bendying =
 
= grouping, bendying =
 
[https://docs.blender.org/manual/en/latest/animation/armatures/properties/bone_groups.html Bone Groups can be used for selection or to assign a color theme]
 
[https://docs.blender.org/manual/en/latest/animation/armatures/properties/bone_groups.html Bone Groups can be used for selection or to assign a color theme]
  
 
[https://docs.blender.org/manual/en/latest/animation/armatures/bones/properties/bendy_bones.html Bendy [[Bone]]s (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.]
 
[https://docs.blender.org/manual/en/latest/animation/armatures/bones/properties/bendy_bones.html Bendy [[Bone]]s (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.]

Latest revision as of 16:54, 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.