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Editace armatur

Mód: Editační mód (Armatura)

Panel: Editing Context → Armatura

Popis

Armatury jsou složeny z Kostí. Editace armatur v editačním módu vám dovoluje manipulovat s kostmi z jejich základní polohy.

Volby

Edit panel: Bones


BO
Přejmenuje vaši kost.


Child of
Child of
Roleta: Zde si můžete vybrat, jakou kost chcete spárentovat s touto kostí. Pokud zde bude zobrazeno malé tlačítko "con", významově znamená spojit, což nastaví vzájemný vztah mezi kostmi. Jestliže sparentujete tuto kost s nějakou jinou, bude dělat vše to, co vedoucí kost, včetně rotace, pohybu a změny velikosti. Mezi rodičem a potomkem se zobrazí přerušovaná čára. Pokud vyberete spojit "con", kořen rodičovské kosti se spojí se špičkou kosti potomka a tak vznikne spojení obdobné, jako jsou 2 kosti v paži. (Potomek od)
Segmented Bone
Segm
Toto se především vztahuje k B-Bones. Pokud bude nastavení > 1, kost bude rozdělena na spoustu malích částí, které se poté budou deformovat dle bezierovy křivky. Podívejte se na názornou ukázku, 1 segment (vpravo) a 3 segmenty (vlevo). (Po návratu do objektového módu, bude tento efekt patrný). (Rozčlenění kosti)
Envelope
Dist
Určuje oblast vlivu kosti v souvislosti s Envelope. We generally don't touch this field as there is a more easy and fast way to change this option. Turn Envelope drawmode on and select a bone. Then using AltS, you can scale the zone of influence. Better: you can do it on multiple bones and you can do it in EditMode and PoseMode. (Envelope)
Weight
Weight
This gives you the liberty to tell if this bone will work more or less on the geometry. For example if you have 2 bones working with envelope and crossing each other, you can tell one of them to get more power by lowering the weight of the bone you don't want to use much. If both bones have the same weight (like 1:1) they will influence the geometry equally. But if you set one to 0.5. The other one at 1 will influence more. For example in this image, 2 bones using envelope influence try to move the same geometry. The 2 on the left have the same weight, you can see the geometry didn't move. On the right one of the bones has 0.5 so the bone with 1 of weight is winning the pulling contest!. (Weight)
Hinge
Hinge
This tells the bone to remain motionless in a chain. It doesn't copy the rotation and scale of the parent. Useful for mechanical rig I would say, as you can animate the rotation of the hinge bone without having to correct it because the parent rotated. (Hinge)
Deform
This lets you tell if you want the bone to deform at all. It's like setting weight to 0, except it's faster this way. Useful when using a bone as a target or a controller, i.e. a bone you just want to use to work on other bones.
Mult
To deform geometry you can use vertex group and/or Envelope. The fact that you can mix both ways gets interesting when you can use one to better tweak the other one. Like using envelope everywhere but tweaking a difficult place manually with vertex group. It's gonna be shown more in details in the Skinning section.
Hide
This option lets you hide the bone. You can use it to hide useless bones when you try to see what you're doing or just to get a functional rig for an animator when everything is done, kind of "hiding the useless". For example, when you animate you don't need the entire chain of the leg, just the controllers. This option is valid for both EditMode and PoseMode. It's possible to directly Hide bones in the 3Dview by selecting the bones to hide and do H. You can turn all bone visible with AltH too.


Selecting Bones

Mode: Edit Mode (Armature)

Hotkey: RMB Template-RMB.png

Menu: Select → Select/Deselect All, Select → Border Select

Description

Bone parts

Bones in Edit mode consist of the tip (the end pointing to) and the root (the end pointing from), and these can be moved independently. RMB Template-RMB.png clicking on the tip or the root selects either, or clicking on the bone's body selects the entire bone. Selecting both the tip and root selects the entire bone implicitly.

L selects a chain of connected bones under the mouse pointer

Adding and Deleting Bones

Mode: Edit Mode (Armature)

Hotkey: ⇧ ShiftA, E, ⇧ ShiftD

Menu: Armature → Extrude, Armature → Duplicate

Description

In Edit mode, you can add a new bone at the cursor location via the Add menu (⇧ ShiftA).

E extrudes a new bone from a selected root or tip. This will create a bone connected to the original one, meaning the Root of the new bone will follow the Tip of the original one. You can also CtrlLMB Template-LMB.png to extrude a new bone. It will extrude to where you clicked.

⇧ ShiftD duplicates selected bones. An entire bone must be selected, not just the root or tip.

X deletes selected bones

Subdivide

Mode: Edit Mode (Armature)

Hotkey: W

Menu: Armature → Subdivide

Description

You can subdivide a bone (Before/After subdivision) with the W menu.

Before subdivision
After subdivision


X-Axis Mirror Edit

Mode: Edit Mode (Armature)

Panel: Editing Context → Armature

Description

X-axis mirroring replicates edits to one side of an Armature, mirrored on the other side. This works many of Blender's armature editing tools, including manipulations such as move, rotate, scale, for extrude and subdivide. It's a clean way to just do half the job.

The axis of mirroring is X so left<-->right in frontview (1 NumPad) and the center is the center of the armature object.

Flipping Left and Right Bone Names

Mode: Edit Mode (Armature)

Hotkey: W

Menu: Armature → Flip Left & Right Names

Description

Blender can flip left or right markers in bone names. This can be useful if you've constructed half of a symmetrical rig (marked for a left or right side) and duplicated and mirrored it, and want to update the names for the new side. Blender will swap text in bone names according to the following naming conventions.

Naming conventions

An example of left/right bone naming in a simple rig

Naming conventions in Blender are not only useful for you to find the right bone, but also to tell Blender when any two of them are counterparts.

In case your rig can be mirrored in half (i.e. it's bilaterally symmetrical), it's worthwile to stick to a left-right naming convention. This will enable you to use some tools that will probably save you time and effort.

  • First you should give your bones meaningful base-names. Like leg, arm, finger, back, foot, etc...
  • If you have a bone that has a copy on the other side (a pair), like an arm, give them one of the following seperators...
    • Left/right seperators can be either the 2nd position (L_calfbone) or last-but-one (calfbone.R)
    • If there is an lower or upper case L, R, left or right blender handles the counter part correctly. For a list of seperators see below. Pick one and stick to it as close as possible when rigging, it will pay off. For example:
Lefthand -> Righthand
L Hand.005 -> R Hand
hand.r -> hand.l
Foot-l -> Foot-r
pelvis LEFT -> pelvis RIGHT
  • Before Blender handles an armature for mirroring or flipping it first removes the number extension, if it's there (like .001)
  • You can copy a bone named bla.L and flip it over using W >> flip name. Blender will name the copy bla.L.001 and flipping the name will give you bla.R. Extensions such as .001 are also preserved.

Possible seperators for Left-Right extensions:

  • space " "
  • dot "."
  • minus "-"
  • underscore "_"
  • If no 'switch' done yet, it tries if a name starts or ends with left or right, case insensitive. It replaces this, disregarding separator.