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[https://docs.blender.org/manual/en/latest/animation/armatures/skinning/introduction.html In [[Blender]], you have two main skinning types:]
 
[https://docs.blender.org/manual/en/latest/animation/armatures/skinning/introduction.html In [[Blender]], you have two main skinning types:]
* Parent/Constrain Objects to Bones
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* [[Parenting|Parent]]/Constrain Objects to [[Bone]]s
 
when you transform the bones in Pose Mode, their “children” objects are also transformed, exactly as with a standard parent/children relationship… The “children” are never deformed when using this method.
 
when you transform the bones in Pose Mode, their “children” objects are also transformed, exactly as with a standard parent/children relationship… The “children” are never deformed when using this method.
* Armature Modifier on entire [[Mesh]] and [[bone]]s to Mesh parts => [[#vertex group]] (the only way to really deform the geometry)
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* Armature Modifier on entire [[Mesh]] and [[bone]]s to Mesh parts => [[#vertex group]] (the only way to really [[Deforming|deform]] the geometry)
  
  
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* 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]]
 
* 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]]
 
== vertex group ==
 
== vertex group ==
[https://docs.blender.org/manual/en/latest/animation/armatures/skinning/parenting.html [[armature]] will be the parent object of all the other child objects and each child object will have an Armature Modifier...  vertex groups on the child objects... and named after each deforming bone in the armature... Vertex groups will only be created for bones which are setup as deforming ]
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[https://docs.blender.org/manual/en/latest/animation/armatures/skinning/parenting.html [[armature]] will be the parent object of all the other child objects and each child object will have an Armature Modifier...  vertex groups on the child objects... and named after each [[deforming]] bone in the armature... Vertex groups will only be created for bones which are setup as deforming ]
 
* With Empty Groups
 
* With Empty Groups
 
If you had defined vertex groups using same names as skinned [[bone]]s, their content will be completely overridden by both Automatic and Envelope Weights. In this case With Empty Groups could be used instead.
 
If you had defined vertex groups using same names as skinned [[bone]]s, their content will be completely overridden by both Automatic and Envelope Weights. In this case With Empty Groups could be used instead.

Revision as of 14:10, 14 February 2020

skinning methods[edit | edit source]

In Blender, you have two main skinning types:

when you transform the bones in Pose Mode, their “children” objects are also transformed, exactly as with a standard parent/children relationship… The “children” are never deformed when using this method.


envelope[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

works with all available object types for skinning (meshes, lattices, curves, surfaces and texts).

  • 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

vertex group[edit | edit source]

armature will be the parent object of all the other child objects and each child object will have an Armature Modifier... vertex groups on the child objects... and named after each deforming bone in the armature... Vertex groups will only be created for bones which are setup as deforming

  • With Empty Groups

If you had defined vertex groups using same names as skinned bones, their content will be completely overridden by both Automatic and Envelope Weights. In this case With Empty Groups could be used instead.

  • Automatic Weights

similar to With Empty Groups, but it will not leave the vertex groups empty. It calculates how much influence a particular bone would have on vertices based on the distance from those vertices to a particular bone (“bone heat” algorithm)

  • Envelope Weights

similar way to With Automatic Weights. The difference is that the influences are calculated based on the Bone Envelopes settings. It will assign a weight to each vertex group the vertices... depending on their distance to this bone... newly included/excluded vertices or new envelope settings will not be taken into account