- Doc:Manual/Rigging/Armatures/Standard Editing
- Doc:Manual/Rigging/Armatures/Templating ?
- Doc:Manual/Rigging/Skinning/Retargeting ?
Here we find all about STATIC rigging: Armatures, Skinning, Posing. Animating armatures will be explained under the Animation chapter.
- Rapid intro about armatures (their uses), skinning and posing (armature modes). Plan of whole chapter. Insist on armatures being useful not only for animation, but also to statically deform (pose) objects…
- Intro about armatures themselves. Few words about armature in object mode (same possibilities/features as other object types). Plan of this sub-section.
- X-ray, layers, axes/names/shapes/colors… Hiding bones.
BUILDING AN ARMATURE
- Intro: Types (octahedron/stick/B-bone), bones, chains of bones…
- Head, tail, “weights”/envelopes…
CHAINS OF BONES
- Relations between bones (parent/connected/IK…).
How to select armatures elements
- Selecting bones in Edit mode versus Pose mode. How to get to either mode
- Two selection “types”: whole bones, and heads/tails. How they interact.
SELECTING WHOLE BONES
- How to select whole bones (rmb, linked bones, …)
SELECTING BONES HEADS AND TAILS
- How to select bones’ heads and tails…
In this page I should use crosslinks to Modeling chapter, since many editing techs are similar/the same as those for vertices… It might be splitted if too long.
- Intro. Locking bone editing. The X-axis mirror option. Crosslink to Etch-a-ton page. Address how placing the tip of the bone in the middle of mesh affects deformation. e.g. the shoulder issue
- Extruding, ctrl-lmb, duplicating, …
- Deleting, merging.
- Grab/move/rotate of whole bone(s), grab of heads/tails… Influence of bones relations. Snapping.
- Fill between joints, subdivides… practical uses for IK and Poles
- How to control bone roll angle.
- How to control/modify bone chains (aka parent/child bones).
- Moving bones to layers…
- The auto-naming features…
- Weight, Segments (for B-Bones, also In and Out in Pose mode – sic!), Hinge… A sub-part for Envelopes properties (dist, head/tail radius).
Sketching with Etch-a-Ton
Intro, presentation of this tool/method (simple creation of whole bone chains).
- DRAWING CHAINS
- Drawing. Visualization (future bones, …).
- CONVERTING TO BONES
- Converting to bones. Sub-parts for each conversion methods (Fixed, Adaptive, Length and Template)
Keep an eye on:Templating
Let's keep and eye on Templating stuff so that Rigify can easily be added when it comes to converting the manual to 2.5/2.6
- To be written
Intro about skinning. Two types (to meshes/lattice/curves/…vertices/edit points, and to objects themselves). Plan of this sub-section.
LINKING OBJECTS TO BONES
- Need to be in Pose mode. Stress similarities with standard object parenting.
- Two possibilities: “old” bone parenting, and using Child of constraint.
SKINNING TO SHAPES
Intro. How bones affect shapes.
- COMMON OPTIONS
- Mult (using envelopes and vertex groups together), Quaternion, B-Bone Rest…
- The Base skinning behavior, working with meshes/curves/surfaces/texts/lattices
- VERTEX GROUPS
- A skinning behavior available for meshes and lattices only. Weights. Groups names. etc.
Keep an eye on: Retargeting
Let's keep and eye on all the retargeting techniques we have in 2.4 (scripts if it's the case) and also structure the chapter so that Rigify can easily be added when it comes to converting the manual to 2.5/2.6
- To be written
- To be written
Some scripts exist which can automatically create an armature based in information about the mesh or from a data file that is processed. See C3D import and processing.
Intro about posing, pose mode (something like “object mode for bones”), rest position. “pose library” i.e. actions; bone groups. Few words about needing of quaternions in rotations. Using Ipo, Actions, NLA (crosslinks). Few words about advanced features (IK, Action NLA modifier, Stride). Plan of this sub-section.
- bone “types” (i.e. action, IK, constraint, …)
- bone group.
- How to give a specific shape to a bone. Suggest common best-practices (glasses for gaze, H for hips, pushpins, pole shapes.
- Display of ghost frames…
- Display of temporal motion curves…
Intro. Similarities with animation of objects (each bone being like an object).
- Grab/rotate/scale of bones, inserting keys (i.e. poses).
- Rest Position, Delay Deform options.
- POSE LIBRARY
- Using actions as pose libraries.
- The pose markers in Action editor.
- The pose library controls in Link and Material panel.
- (suggested by roger)
- POSE LIBRARY
- Adding and Removing Poses
- Pose-to-Pose Animation
APPLYING CONSTRAINTS TO BONES
- Intro. Generalities about controlling bones’ possible movements (i.e. degree of freedom, DoF) with constraints. Crosslinks to Action and IK pages.
Intro. Two types (with and without targets). Chain of bones.
- AUTO IK
- “Simplest” IK tool, only useful for creating poses. No extra options.
- TARGETLESS IK
- The IK constraint without target. Also only a posing tool, but with rotation control on each bone of the chain.
- STANDARD IK
- IK constraint with target. No need of posing bones in the chain (even though it is possible), but rather to animate the target (another, non-related bone, or another object).
- CONTROLLING BONE ROTATION AND SCALE
- How to control/limit each bone’s rotation and scale in an IK chain.