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[[Category:Posing]]
 
[[Category:Posing]]
 
[[Category:Blender concepts]]
 
[[Category:Blender concepts]]
[https://docs.blender.org/manual/en/latest/animation/armatures/posing/editing.html In [[Pose Mode]], [[bone]]s behave like objects... move/rotate/scale... The “transform center” of a given bone (i.e. its default pivot point, when it is the only selected one) is its root... local space for these actions is the bone’s own one (visible when you enable the Axes option of the Armature panel)... you can rotate around the bone’s main axis just by locking on the local Y axis... When you pose your armature, you are supposed to have one or more objects [[Skinning|skinned]] on it!]
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[https://docs.blender.org/manual/en/latest/animation/armatures/posing/editing.html In [[Pose Mode]], [[bone]]s behave like objects... move/rotate/scale... The “transform center” of a given bone (i.e. its default pivot point, when it is the only selected one) is its root... local space for these actions is the bone’s own one (visible when you enable the Axes option of the Armature panel)... you can rotate around the bone’s main axis just by locking on the local Y axis... When you pose your armature, you are supposed to have one or more objects [[Skinning|skinned]] on it!... Once you have transformed some bones, if you want to return to their rest position, just clear their transformations... you may define the current pose as the new [[rest]] pose (i.e. “apply”]
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Push
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Relax
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interpolates the pose ... [[keyframe]] is needed
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Propagate tool copies the pose of the selected bones on the current frame over to the keyframes delimited by the Termination Mode. It automates the process of copying and pasting.
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[https://docs.blender.org/manual/en/latest/animation/armatures/posing/bone_constraints/introduction.html Constraining bones can be used to control their degree of freedom in their pose transformations... You can also use constraints to make a bone track another object/bone... inverse kinematics feature is also mainly available through the IK Solver constraint]

Latest revision as of 14:34, 14 February 2020

In Pose Mode, bones behave like objects... move/rotate/scale... The “transform center” of a given bone (i.e. its default pivot point, when it is the only selected one) is its root... local space for these actions is the bone’s own one (visible when you enable the Axes option of the Armature panel)... you can rotate around the bone’s main axis just by locking on the local Y axis... When you pose your armature, you are supposed to have one or more objects skinned on it!... Once you have transformed some bones, if you want to return to their rest position, just clear their transformations... you may define the current pose as the new rest pose (i.e. “apply”

Push

Relax

interpolates the pose ... keyframe is needed
Propagate tool copies the pose of the selected bones on the current frame over to the keyframes delimited by the Termination Mode. It automates the process of copying and pasting.

Constraining bones can be used to control their degree of freedom in their pose transformations... You can also use constraints to make a bone track another object/bone... inverse kinematics feature is also mainly available through the IK Solver constraint