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[[Category:Deformation]]
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[[Category:Armature animation]]
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[https://docs.blender.org/manual/en/latest/animation/armatures/bones/properties/deform.html [[Envelope]]s is the most general [[skinning]] method. It works with all available object types for skinning (meshes, [[lattice]]s, curves, surfaces and texts).]
 
[https://docs.blender.org/manual/en/latest/animation/armatures/bones/properties/deform.html [[Envelope]]s is the most general [[skinning]] method. It works with all available object types for skinning (meshes, [[lattice]]s, curves, surfaces and texts).]
  

Revision as of 16:51, 14 February 2020


Envelopes is the most general skinning method. It works with all available object types for skinning (meshes, lattices, curves, surfaces and texts).

bones can have two types of relationships: They can be 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.

armature editing is that you edit the rest position of your armature

Extrude... a new bone is created... Ctrl-RMB-clicking adds a new bone.

properties[edit | edit source]

define the strength of influences a bone has on a certain vertex. The simplest way is to have each bone affecting those parts of the geometry that are within a given range from it. This is called the envelope technique

  • Distance defines a volume which is the range within the bone has an influence on vertices
  • Weight A bone property, that controls the global influence of the bone over the deformed object... only useful for the parts of geometry that are “shared”, influenced by more than one bone (generally, at the joints…)
  • Radius... Inside this volume, the geometry if fully affected by the bone.
  • Multiply... “deformation influence” that this bone would have on a vertex (based from its envelope settings) is multiplied with this vertex’s weight in the corresponding vertex group for Armature Modifier