Sophie

Sophie

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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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><DIV
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><H1
CLASS="section"
><A
NAME="quickstart_posing"
></A
>Posing</H1
><P
>&#13;		Once you have a rigged and skinned Gus
		you can start playing with him as if he were
		a doll, moving his bones and viewing the results.
	</P
><P
>&#13;		1. Select the armature only, then select <TT
CLASS="literal"
>Pose Mode</TT
>
		from the "Mode" Menu
		(<A
HREF="x1925.html#BSG.QIK.F.S68.059"
>Figure 59</A
>). This option
		only appears if an armature is selected.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.059"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick59.png"></P
></DIV
><P
><B
>Figure 59. The toggle button to switch to pose mode in the 3D Window 
		toolbar.</B
></P
></DIV
><P
>&#13;		2. The armature will turn
		blue. You are in Pose Mode. If you now select a bone it will turn 
		cyan, not pink,
		and if you move it (<B
CLASS="keycap"
>GKEY</B
>), or rotate
		it (<B
CLASS="keycap"
>RKEY</B
>), the body will deform!
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.060"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick60.png"></P
></DIV
><P
><B
>Figure 60. You are in pose mode now!</B
></P
></DIV
><DIV
CLASS="tip"
><P
></P
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><IMG
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><TH
ALIGN="LEFT"
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><B
>Original position</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;			Blender remembers the original position of the bones.
			You can set your armature back by pressing the
			<TT
CLASS="literal"
>RestPos</TT
> button in the Armature
			Edit Buttons (<A
HREF="x1798.html#BSG.QIK.F.S68.052"
>Figure 52 in the Section called <I
>Rigging</I
></A
>).
		</P
></TD
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><P
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><IMG
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ALT="Tip"></TD
><TH
ALIGN="LEFT"
VALIGN="CENTER"
><B
>Forward and Inverse Kinematics</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;			While handling bones in pose mode you will notice
			that they act as rigid, unextensible bodies
			with spherical joints at the end. You can actually
			grab only the first bone of a chain and all the
			other will follow it. All subsequent bones in the chain cannot 
			be grabbed and moved, you can only rotate them, so that the selected bone 
			rotates with respect to the previous bone in the chain while
			all the subsequent bones of the chain follow its rotation.
		</P
><P
>&#13;			This procedure, called <I
CLASS="emphasis"
>Forward Kinematics (FK)</I
>
			is easy to follow, but it makes precise location
			of the last bone of the chain difficult.
			We can use another method, <I
CLASS="emphasis"
>Inverse 
			Kinematics (IK)</I
> where you
			actually define the position of the <I
CLASS="emphasis"
>last</I
> 
			bone in the chain, and all the other assume a position,
			automatically computed by Blender, to keep the chain 
			without gaps. Hence precise positioning
			of hands and feet is much easier.
		</P
></TD
></TR
></TABLE
></DIV
><P
>&#13;		We'll make Gus walk by defining
		four different poses relative to four different stages of 
		a stride. Blender will do the work of creating a fluid
		animation.
	</P
><P
>&#13;		1. First, verify that you are at frame 1 of the timeline.
		The frame number appears in a NumButton on the right
		of the Buttons Window Toolbar (<A
HREF="x1925.html#BSG.QIK.F.S68.061"
>Figure 61</A
>). 
		If it is not set to 1, set it to 1 now.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.061"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick61.png"></P
></DIV
><P
><B
>Figure 61. The current frame Num Button in the Buttons window Toolbar.</B
></P
></DIV
><P
>&#13;		2. Now, by rotating only one bone
		at a time (<B
CLASS="keycap"
>RKEY</B
>),
		we'll raise UpLeg.L and bend LoLeg.L backwards while 
		raising Arm.R a little and lowering
		Arm.L a little, as shown in <A
HREF="x1925.html#BSG.QIK.F.S68.062"
>Figure 62</A
>.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.062"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick62.png"></P
></DIV
><P
><B
>Figure 62. Our first pose.</B
></P
></DIV
><P
>&#13;		3. Select all bones with <B
CLASS="keycap"
>AKEY</B
>.
		With the mouse pointer on the 3D Window, press <B
CLASS="keycap"
>IKEY
		</B
>. A menu pops up <A
HREF="x1925.html#BSG.QIK.F.S68.063"
>Figure 63</A
>. 
		Select <TT
CLASS="literal"
>LocRot
		</TT
> from this menu. This will get the position and 
		orientation
		of all bones and store it in a pose at frame 1. This pose represents 
		Gus in the middle of his
		stride, while moving his left leg forward
		and above the ground.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.063"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick63.png"></P
></DIV
><P
><B
>Figure 63. Storing the pose to the frame.</B
></P
></DIV
><P
>&#13;		4. Now move to frame 11 either by entering the number in the
		NumButton or by pressing <B
CLASS="keycap"
>UPARROW</B
>. Then move Gus to 
		a different position, like <A
HREF="x1925.html#BSG.QIK.F.S68.064"
>Figure 64</A
>, with his
		left leg forward and right leg backward, both slightly
		bent.	Gus is walking in place!
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.064"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick64.png"></P
></DIV
><P
><B
>Figure 64. Our second pose.</B
></P
></DIV
><P
>&#13;		5. Select all bones again and press <B
CLASS="keycap"
>IKEY</B
>
		to store this pose at frame 11.
	</P
><P
>&#13;		6. We now need a third pose at frame 21, with the right
		leg up, because we are in the middle of the other half
		of the stride. This pose is the mirror of the one we
		defined at frame 1. Therefore, return to frame 1 and, in
		the <TT
CLASS="literal"
>Armature</TT
> Menu in the 3D Window header
		select the <TT
CLASS="literal"
>Copy Pose</TT
> entry. (<A
HREF="x1925.html#BSG.QIK.F.S68.065"
>Figure 65</A
>). 
		You have copied the current pose to the buffer.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.065"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick65.png"></P
></DIV
><P
><B
>Figure 65. Copying the pose to the buffer</B
></P
></DIV
><P
>&#13;		7. Go to frame 21 and paste the pose with the <TT
CLASS="literal"
>Paste Flipped Pose</TT
>
		option in the <TT
CLASS="literal"
>Armature</TT
> Menu(<A
HREF="x1925.html#BSG.QIK.F.S68.066"
>Figure 66</A
>).
		This button will paste the cut pose, exchanging
		the positions of bones with suffix .L with those
		of bones with suffix .R, effectively flipping it!
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.066"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick66.png"></P
></DIV
><P
><B
>Figure 66. Pasting the copy as a new, flipped, pose.</B
></P
></DIV
><P
>&#13;		The pose is there but it has not been stored
		yet! You must press <B
CLASS="keycap"
>IKEY</B
>
		with all bones selected.
	</P
><P
>&#13;		8. Now apply the same procedure to copy the pose
		at frame 11 to frame 31, also flipping it.
	</P
><P
>&#13;		9. To complete the cycle, we need to copy the pose at frame 1 	
		<I
CLASS="emphasis"
>without</I
> flipping to frame 41.
		Do so by copying it as usual, and by using <TT
CLASS="literal"
>Paste Pose</TT
>
		entry.
		End the sequence by storing the pose with <B
CLASS="keycap"
>IKEY</B
>.
	</P
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><B
>Checking the animation</B
></TH
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><TD
>&nbsp;</TD
><TD
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VALIGN="TOP"
><P
>&#13;			To preview your
			Animation, set the current frame to 1
			and press <B
CLASS="keycap"
>Alt-A</B
>
			in the 3D window.
		</P
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