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Blender Summer of Documentation: Contents | Manual | Blender Version 2.42

[edit] The B-Bone Spine

This is probably the easiest way to make something curvy and animated. B-Bones have to be perfectly in line with both the parent and child bones in order to be straight in rest position.

Image:spine1image1.jpg Image:spine1image2.jpg Image:spine1image3.jpg Image:spine1image4.jpg

Segmented B-Bones are best used for cartoon-like characters, because b-bones change length as bend angle increases.

You should never change the scale length of a bent, segmented b-bone. If you do, it will sheer the bone segments and thus sheer the area of the mesh those deforms. Of course, you can do this if that's the effect you want.

B-bones are very useful in rigs to do things such as twisting. If you set the blend-in and blend-out values to 0, it will cause the bone to remain completely straight, but still twist.


Image:spine1image10.jpg Image:spine1image11.jpg

As you can see in the image on the left, the last segment is never quite as far rotated as the child bone. For this reason, it is sometimes a good idea to have an extra bone after the segmented bone.


Image:spine1image13.jpg Image:spine1image14.jpg Image:spine1image15.jpg

In the last image of this sequence, you see a small green bone. It's copying the local rotation of its parent, which is why the b-bone is arched nicely in that image and not in the second image. The arms and neck are children of the green bone. If you parent them to the b-bone, they won't have the orientation of the last segment of the b-bone, and will be as they are in the second image.

[edit] This Rig in Review

Now lets consider the benefits and drawbacks of this design.

[edit] The Pros

  • Way easy to use.
  • Very useful for twisty areas, like human forearms and upperarms.

[edit] The Cons

  • B-Bones change length when bending and are therefore, not a good choice for realistic character spines.
  • Input is limited to two rotations and so the possible curvatures are limited.
  • Movement is unnatural because the segments stretch to reach around the rotation points. It's more like a slinky than a spine.


--Wavez 08:34, 17 July 2006 (CEST)







Redirects to fix

  • BSoD/Introduction to Rigging/Spine Rigs → Doc:Tutorials/Animation/Armatures/BSoD/Spine Rigs
  • BSoD/Introduction to Rigging/The Propagating Rotations Spine → Doc:Tutorials/Animation/Armatures/BSoD/The Propagating Rotations Spine
  • Blender Summer of Documentation → BSoD
  • Manual/Manual → Manual