In our last episode, we looked at creating linear(ish) movement with rotational joints. In fact, you MUST UNBIND your mesh before editing the bones! Remember this, foolish mortal, or pay the price in irredeemably screwed up meshes!! Now I want to look at regular, long-limb joints, and how their positioning affects the bending of the mesh.īlender does not allow us to edit the bones while viewing the posed mesh. Smugly, Poser allows us to do this, no problem. Examine the image of an elbow joint, below.įirstly, Poser doesn’t have bones. The blue lines represent where bones would be. Poser also doesn’t use weight paint (if it can help it). Instead, it uses bend zones, represented by the red and green lines. What is important is how to MOVE the rotation point to correct the bending of the mesh. #BLENDER AVASTAR BENTO RIG ATTACHMENT RIG HOW TO# NOTE: I’m going to talk about Lateral movement (across the bone, like the X or Z axis) and Axial movement (along the length of the bone, like it’s Y axis). I’m referring to the position of the bone when it is UN-posed. In the example, the elbow is posed (or else you wouldn’t see anything happen). Understanding Bone Arcs for Rigging and Animatingīones rotate from their Head (the base or starting point of the bone). This is obvious, right? But sometimes it’s not clear where to place bones to get the rig to move the way you want. Mostly, you place them in the center of joints, right? In the elbow, in the knee.īut sometimes it is unclear where the bones really go. I find it best to imagine the tail of the bone as a pin in the facial skin (ow). #BLENDER AVASTAR BENTO RIG ATTACHMENT RIG SKIN# You can grab the pin (try using R, R) and wiggle it around it’s anchor point. If the head of the bone is too close to the tail, you’re going to rip the skin. Uh, but that’s not what I wanted to talk about today. I wanted to talk about bone arcs, and sticking the head of your bone far away from where you think it should go, to take advantage of Bone Arcs. Realize this: the head of the bone is the center of a circle (sphere, really, but 2D circles are easier to imagine), and the bone is the radius of that circle. The tail of the bone can only move along the circumference of the circle. It can’t go outside the circle it can’t go inside the circle. When people run into a situation where they want to move something not-in-a-circle, they often turn to using bone translation (location keyframes) for their animation control. #BLENDER AVASTAR BENTO RIG ATTACHMENT RIG SKIN#.#BLENDER AVASTAR BENTO RIG ATTACHMENT RIG HOW TO#.
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