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[[Category: Animation practices]]
 
[[Category: Animation practices]]
 
[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:]
* [[Parenting|Parent]]/Constrain Objects to [[Bone]]s => [[Envelope]]
+
* [[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  
 
* [[Armature Modifier]] on entire [[Mesh]] and [[bone]]s to Mesh parts  
 
the only way to really deform the geometry
 
the only way to really deform the geometry

Revision as of 14:22, 14 February 2020

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.

the only way to really deform the geometry