Sophie

Sophie

distrib > Arklinux > devel > i586 > media > main > by-pkgid > 2c46997be5021ee3173c5af9332905d7 > files > 948

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

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN">
<HTML
><HEAD
><TITLE
>The Armature Object</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
REL="HOME"
TITLE="Blender Documentation Volume I - User Guide"
HREF="book1.html"><LINK
REL="UP"
TITLE="Character Animation"
HREF="c6466.html"><LINK
REL="PREVIOUS"
TITLE="General Tools"
HREF="x6482.html"><LINK
REL="NEXT"
TITLE="Skinning"
HREF="x6613.html"></HEAD
><BODY
CLASS="section"
BGCOLOR="#FFFFFF"
TEXT="#000000"
LINK="#0000FF"
VLINK="#840084"
ALINK="#0000FF"
><DIV
CLASS="NAVHEADER"
><TABLE
SUMMARY="Header navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="x6482.html"
ACCESSKEY="P"
>&#60;&#60;&#60; Previous</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
>Character Animation</TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="x6613.html"
ACCESSKEY="N"
>Next &#62;&#62;&#62;</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><DIV
CLASS="section"
><H1
CLASS="section"
><A
NAME="character_animation_armature"
></A
>The Armature Object</H1
><P
>&#13;		The armature Object is the key Object of 
		character animation. It is an object comprising
		several interconnected or not interconnected "bones".
		A series of interconnected bones is an "Inverse Kinematics 
		(IK) Chain" or simply "Chain"   
		of bones. An IK Chain is something more complex than a 
		standard Parent relation
		inasmuch not only the movements of the "Parent" bone are transmitted
		to the children, but also the movements of the last 
		child of the chain can
		transmit up in the chain to the parent bone if an Inverse Kinematics
		solution is asked for.
		Bones can be moved as if they were a set of rigid, undeformable
		Object with perfect joints. 
            Consider an armature to be
	      like a skeleton for a living creature.  The arms, legs, spine and head
	      are all part of the same skeleton object.
        </P
><DIV
CLASS="figure"
><A
NAME="BSG.CHA.F.S68.103"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/ToolboxArmature.png"></P
></DIV
><P
><B
>Figure 3. Adding an Armature</B
></P
></DIV
><P
>&#13;	            To create a new armature, select <B
CLASS="keycap"
>SPACE</B
>&#62;&#62;Add&#62;&#62;Armature from the
	            Toolbox (<A
HREF="x6508.html#BSG.CHA.F.S68.103"
>Figure 3</A
>).
			A new bone will appear with its root at the location
	            of the 3D cursor.  As you move the mouse, the bone will resize
	            accordingly.  <B
CLASS="keycap"
>LMB</B
> will finalize the bone and start a new
	            one that is the child of the previous one.  In this way you can make a
	            complete chain.  Pressing <B
CLASS="keycap"
>ESC</B
> will cancel the addition of
	            the bone.
	        </P
><P
>&#13;	            You can add another bone to an armature while it is in Edit Mode with
	            <B
CLASS="keycap"
>SPACE</B
>&#62;&#62;AddDgt;&#62;Armature from the toolbox again.  
			This will start the
	            bone-adding mode again, and the new bones you create will be a part of
	            the current armature but will form a separate chain.
	        </P
><P
>&#13;	            You can also extrude bones from existing bones by selecting a bone
	            joint and pressing <B
CLASS="keycap"
>EKEY</B
>.  The newly created bone will be a
	            child of the bone it is extruded from, but <I
CLASS="emphasis"
>not</I
> of
			its IK chain. 
	        </P
><P
>&#13;	            While in Edit Mode, you can perform the following operations to the
	            bones in an armature.
	        </P
><P
></P
><UL
><LI
><P
><I
CLASS="emphasis"
>Adjusting</I
> - 
	            Select one or more bone joints and use any of the standard
	            transformation operations to adjust the position or orientation of any
	            bones in the armature.  Note that IK chains cannot have any gaps
	            between their bones and as such moving the end point of a bone will
	            move the start point, or <I
CLASS="emphasis"
>root</I
> of its child.
	        </P
><P
>&#13;	            You can select an entire IK chain at once by moving the mouse cursor
	            over a joint in the chain and pressing <B
CLASS="keycap"
>LKEY</B
>.  You can also use
	            the boundary select tool (<B
CLASS="keycap"
>BKEY</B
>).
	        </P
></LI
><LI
><P
><I
CLASS="emphasis"
>Deleting</I
> -
	            You can delete one or more bones by selecting its start and end
	            points.  When you do this you will notice the bone itself will be
	            drawn in a highlighted colour.  Pressing <B
CLASS="keycap"
>XKEY</B
> will remove the
	            highlighted bones.  Note that selecting a single point is not enough
	            to delete a bone.
	        </P
></LI
><LI
><P
><I
CLASS="emphasis"
>Point Snapping</I
> -
	            It is possible to snap bone joints to the grid or to the cursor by
	            using the snap menu accessible with <B
CLASS="keycap"
>SHIFT-S</B
>.
	        </P
></LI
><LI
><P
><I
CLASS="emphasis"
>Numeric Mode</I
> -
	            For more precise editing, pressing <B
CLASS="keycap"
>NKEY</B
> will bring up the
	            numeric entry box.  Here you can adjust the position of the start and
	            end points as well as the bone's roll around its own axis. 
	        </P
><P
>&#13;	            An easy way to automatically orient the z-axis handles of
	            all selected bones (necessary for proper use of the
	            pose-flipped option) is to press <B
CLASS="keycap"
>CTRL-N</B
>.  Remember
	            to do this before starting to create any animation for the
	            armature.
	        </P
></LI
><LI
><P
><I
CLASS="emphasis"
>Undo</I
> -
	            While in Edit Mode, you can cancel the changes you have made in the
	            current editing session by pressing <B
CLASS="keycap"
>UKEY</B
>.  The armature will
	            revert to the state it was in before editing began.
	        </P
></LI
></UL
><P
>&#13;	            It is also possible to join two Armatures together into a single Object.
	            To do this, ensure you are in Object Mode, select both armatures and
	            press <B
CLASS="keycap"
>CTRL-J</B
>.
	        </P
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="character_animation_armature_renaming"
></A
>Bones Naming</H2
><P
>&#13;	            Assigning meaningful names the bones in your armatures is important
	            for several reasons.  First it will make your life easier when
	            editing Actions in the Action Window.  Second, the bone names are
	            used to associate Action channels with bones when you are attempting
	            to re-use Actions, and third the names are used when taking
	            advantage of the automatic pose-flipping feature.
	        </P
><P
>&#13;	            Note that bone names need only be unique within a given armature.  You
	            can have several bones called "Head" so long as they are all in
	            different armatures.
	        </P
><P
>&#13;	            To change the names of one or more bones, select the bones in Edit
	            Mode and switch to the Editing Context Buttons with <B
CLASS="keycap"
>F9</B
>.  
			A list of all
	            the selected bones should appear in the <TT
CLASS="literal"
>Armature Bones
			</TT
> Panel (<A
HREF="x6508.html#BSG.CHA.F.S68.104"
>Figure 4</A
>). 
			Change a bone's name by <B
CLASS="keycap"
>SHIFT-LMB</B
> in the bone's name
	            box and typing a new name.
	        </P
><DIV
CLASS="figure"
><A
NAME="BSG.CHA.F.S68.104"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/ArmatureEditButtons.png"></P
></DIV
><P
><B
>Figure 4. EditButtons for an Armature</B
></P
></DIV
><P
>&#13;	            It is easier to name the bones by either only editing one
	            bone at a time, or by making sure the <TT
CLASS="literal"
>DrawNames</TT
> option
	            is enabled in the EditButtons <B
CLASS="keycap"
>F9</B
> (<A
HREF="x6508.html#BSG.CHA.F.S68.105"
>Figure 5 in the Section called <I
>The Armature Panel</I
></A
>.
	        </P
><DIV
CLASS="tip"
><P
></P
><TABLE
CLASS="tip"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/tip.gif"
HSPACE="5"
ALT="Tip"></TD
><TH
ALIGN="LEFT"
VALIGN="CENTER"
><B
>Pose Flipping Conventions</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;	            Character armatures are typically axially symmetrical.  This means
	            that many elements are found in pairs, one on the left and one on the
	            right.  If you name them correctly, Blender can flip a given pose
	            around the axis of symmetry, making animation of walk-cycles much
	            easier. 
	        </P
><P
>&#13;	            For every bone that is paired, suffix the names for the left and right
	            with either ".L" and ".R" or ".Left" and ".Right".  Bones that
	            lie along the axis of symmetry or that have no twin need no suffix.
	            Note that the part of the name preceding the suffix should be
	            identical for both sides.  So if there are two hands, they should be
	            named "Hand.R" and "Hand.L".
	        </P
></TD
></TR
></TABLE
></DIV
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="character_animation_armature_basic_parenting"
></A
>Parenting and IK chain</H2
><P
>&#13;	            To change parenting relationships within the armature,
	            select the bone that should be the <I
CLASS="emphasis"
>child</I
> 
			and switch to the <TT
CLASS="literal"
>Armature Bones</TT
> Panel of the 
	            Edit Buttons Window.  Next to the bone there should be a
	            menu button labelled <TT
CLASS="literal"
>Child Of</TT
>.  To make the bone become
	            the child of another bone, pick the appropriate parent from
	            the list.  Note that this is much easier if the bones have
	            been correctly named.  To dissolve a parenting relationship,
	            choose the blank entry in the list.
	        </P
><P
>&#13;	            Note that the parenting menu only contains the names of
	            valid parents.  Bones that cannot be parents (such as
	            children of the current bone) will not be displayed.
	        </P
><P
>&#13;	            The IK toggle next to each bone with a parent is used to
	            determine if the IK solver should propagate its effects
	            across this joint.  If the IK button is active, the parent's end point
			will be moved to match its child's start point.
	            This is to satisfy the requirement that there are no gaps in
	            an IK chain.  Deactivating the IK button will not restore
	            the child's start point to its previous location, but moving
	            the point will no longer affect the parent's end point.
	        </P
><DIV
CLASS="note"
><P
></P
><TABLE
CLASS="note"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/note.gif"
HSPACE="5"
ALT="Note"></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>There can be only one IK relation between a Bone and it's child
			so only one of the <TT
CLASS="literal"
>IK</TT
> Tog Buttons of the
			children of a given bone can be set at a time.</P
></TD
></TR
></TABLE
></DIV
><DIV
CLASS="tip"
><P
></P
><TABLE
CLASS="tip"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/tip.gif"
HSPACE="5"
ALT="Tip"></TD
><TH
ALIGN="LEFT"
VALIGN="CENTER"
><B
>Setting Local Axes</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;	            To get the best results while animating, it is necessary to ensure
	            that the local axes of each bone are consistent throughout the
	            armature.  This should be done before any animation takes place.
	        </P
><P
>&#13;	            It is also necessary that when the armature object is in its
	            untransformed orientation in object Mode, the front of the
	            armature is visible in the front view, the left side is visible in the
	            left view and so on.  You can ensure this by orienting the armature so
	            that the appropriate views are aligned and pressing <B
CLASS="keycap"
>CTRL-A</B
>
	            to apply size and rotation.  Again, this should be done before any
	            animation takes place.
	        </P
></TD
></TR
></TABLE
></DIV
><P
>&#13;	            The orientation of the bones' <I
CLASS="emphasis"
>roll 
			handles</I
> is important to getting
	            good results from the animation system. 	        
	            You can adjust the roll angle of a bone by selecting it and pressing
	            <B
CLASS="keycap"
>NKEY</B
>.  The exact
	            number that must be entered here depends on the orientation of the
	            bone. 
	        </P
><P
>&#13;	            The z-axis of each bone should point in a consistent direction for
	            paired bones.  A good solution is to have the z-axes point upwards (or
	            forwards, when the bone is vertically oriented).  
	            This task is much easier if the "Draw Axes" option is enabled in the
	            <TT
CLASS="literal"
>Armature</TT
> Panel in the Edit Buttons Window.
	        </P
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="character_animation_armature_toggle_buttons"
></A
>The Armature Panel</H2
><DIV
CLASS="figure"
><A
NAME="BSG.CHA.F.S68.105"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/DrawOptions.png"></P
></DIV
><P
><B
>Figure 5. Draw options for Armatures</B
></P
></DIV
><P
>&#13;			This panel just contains few toggle buttons.
	            When the <TT
CLASS="literal"
>Rest Pos</TT
> toggle is activated
			(<A
HREF="x6508.html#BSG.CHA.F.S68.105"
>Figure 5</A
>), the armature will be
	            displayed in its rest position.  This is useful if it
	            becomes necessary to edit the mesh associated with an
	            armature after some posing or animation has been done.  Note
	            that the Actions and poses are still there, but they are
	            temporarily disabled while this button is pressed.
	        </P
><P
>&#13;			<TT
CLASS="literal"
>Draw Axes</TT
> and <TT
CLASS="literal"
>Draw Names</TT
> toggles 
			allow the local axes of each bone and its name 
	            to be displayed in the 3D Viewport.
	        </P
><P
>&#13;	            The <TT
CLASS="literal"
>X-Ray</TT
> toggle prevents the armature bones to be hidden
			by your model when in solid/shaded mode. 
	        </P
></DIV
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
SUMMARY="Footer navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="x6482.html"
ACCESSKEY="P"
>&#60;&#60;&#60; Previous</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="book1.html"
ACCESSKEY="H"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="x6613.html"
ACCESSKEY="N"
>Next &#62;&#62;&#62;</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>General Tools</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="c6466.html"
ACCESSKEY="U"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>Skinning</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>