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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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><H1
CLASS="section"
><A
NAME="character_animation_skinning"
></A
>Skinning</H1
><P
>&#13;			Once the Armature - the 'character skeleton' - is ready it is 
			necessary to parent the character 'skin' to it.
            	Skinning is a technique for creating smooth mesh deformations with an
      	      armature.  Essentially the skinning is the relationship between the
            	vertices in a mesh and the bones of an armature, and how the
            	transformations of each bone will affect the position of the mesh
      	      vertices.
		</P
><P
>&#13;	            When making a child of an armature, several options are presented:
	        </P
><P
></P
><DIV
CLASS="variablelist"
><DL
><DT
>Parent to Bone</DT
><DD
><P
>&#13;	                        In this case, a popup menu appears allowing you to choose which
	                        bone should be the parent of the child(ren) objects. This is great 
					for robots, whose body parts are <I
CLASS="emphasis"
>separate
					</I
> meshes which are not expected to bend and deform when moving.
	                    </P
></DD
><DT
>Parent to Armature</DT
><DD
><P
>&#13;	                        Choosing this option will deform the child(ren) mesh(es) according to
	                        their vertex groups.  If the child meshes don't have any
	                        vertex groups, they will be subject to automatic skinning.  
					Indeed a second menu appears, asking:
					<P
></P
><UL
><LI
><P
><TT
CLASS="literal"
>Don't create groups</TT
> - 
					does nothing else, automatic skinning is used;</P
></LI
><LI
><P
><TT
CLASS="literal"
>Name Groups</TT
> -  
					creates empty vertex groups whose names matches the bone names, 
					but no vertices are assigned to them;</P
></LI
><LI
><P
><TT
CLASS="literal"
>Create from closest bone</TT
> - 
					you want to create <I
CLASS="emphasis"
>and</I
> populate automatically vertex groups
					</P
></LI
></UL
>
	                    </P
></DD
><DT
>Parent to Armature Object</DT
><DD
><P
>&#13;	                        Choosing this option will cause the child(ren) to consider the
	                        armature to be an Empty for all intents and purposes.
	                    </P
></DD
></DL
></DIV
><P
>&#13;			If you are going for character animation then most of the times
			you will parent your character to the Armature using the "Armature"
			Option. You are strongly advised to use the 
			<TT
CLASS="literal"
>Name Groups</TT
> option.
			This will provide you with the groups already created, saving the 
			tedious operations of creating an naming them,
			and possibly avoiding typing errors. 
		</P
><P
>&#13;			The <TT
CLASS="literal"
>Create from closest bone</TT
> feature
			is currently under heavy development. It will use the
			"Bone types" which can be defined via the menu right of
			the <TT
CLASS="literal"
>IK</TT
> Tog Buttons (<A
HREF="x6508.html#BSG.CHA.F.S68.104"
>Figure 4 in the Section called <I
>Bones Naming</I
></A
>)
			for optimal result.
		</P
><P
>&#13;			Currently only the <TT
CLASS="literal"
>Skinnable</TT
> and 
			<TT
CLASS="literal"
>Unskinnable</TT
>
			options are working. The first option makes Vertex Group be 
			created (and populated, if this is asked for) for the given bone,
			the second option causes that bone to be ignored in the skinning process.
		</P
><DIV
CLASS="note"
><P
></P
><TABLE
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><P
>&#13;			The current vertex assignment algorithm creates non-optimal
			vertex groups, hence it is highly recommended to check
			each group, one by one.</P
></TD
></TR
></TABLE
></DIV
><P
>&#13;	            If a mesh does not have any vertex groups, and it is made the
	            armature-child of an armature, Blender will attempt to calculate
	            deformation information on the fly.  This is very slow and is not
	            recommended.  It is advisable to create and use vertex groups instead.
	        </P
><DIV
CLASS="tip"
><P
></P
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><TH
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><B
>Weight and Dist</B
></TH
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><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;	            The <TT
CLASS="literal"
>Weight</TT
> and <TT
CLASS="literal"
>Dist</TT
> 
			settings next to the <TT
CLASS="literal"
>IK</TT
>are only used by the 
			automatic skinning
	            which is a deprecated feature because it requires lot of CPU, produces
			slow downs and worse result than other methods.
		      </P
></TD
></TR
></TABLE
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="character_animation_skinning_vertex_weights"
></A
>Vertex Groups</H2
><DIV
CLASS="figure"
><A
NAME="BSG.CHA.F.S68.106"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/VertexGroups.png"></P
></DIV
><P
><B
>Figure 6. Vertex Groups</B
></P
></DIV
><P
>&#13;	            Vertex groups are necessary to define which bones deform which
	            vertices.  A vertex can be a member of several groups, in which case
	            its deformation will be a weighted average of the deformations of the
	            bones it is assigned to.  In this way it is possible to create smooth
	            joints.
	        </P
><P
>&#13;	            To add a new vertex group to a mesh, you must be in Edit Mode.  Create
	            a new vertex group by clicking on the <TT
CLASS="literal"
>New</TT
> button 
			in the mesh's
	            Edit Buttons <TT
CLASS="literal"
>Mesh Tools 1</TT
> Panel
			(<A
HREF="x6613.html#BSG.CHA.F.S68.106"
>Figure 6</A
>). 
	        </P
><P
>&#13;	            A vertex group can be subsequently deleted by clicking on the
	            <TT
CLASS="literal"
>Delete</TT
> button.
	        </P
><P
>&#13;	            Change the active group by choosing one from the pull-down group menu.
	        </P
><P
>&#13;	            Vertex groups must have the <I
CLASS="emphasis"
>same</I
>
			names as the bones that will
	            manipulate them.  Both spelling and capitalization matter.  
			This is why automatic name creation is so useful!
			Rename a
	            vertex group by <B
CLASS="keycap"
>SHIFT-LMB</B
> on the name button and 
			typing a new
	            name.  Note that vertex group names must be unique within a given
	            mesh.
	        </P
><P
>&#13;	            Vertices can be assigned to the active group by selecting them and
	            clicking the <TT
CLASS="literal"
>Assign</TT
> button.  Depending on the setting of the
	            <TT
CLASS="literal"
>Weight</TT
> button, the vertices will receive more or less influence
	            from the bone.  This weighting is only important for vertices that are
	            members of more than one bone.  The weight setting is not an absolute
	            value; rather it is a relative one.  For each vertex, the system
	            calculates the sum of the weights of all of the bones that affect the
	            vertex.  The transformations of each bone are then divided by this
	            amount meaning that each vertex always receives exactly 100%
	            deformation.
	        </P
><P
>&#13;	            Assigning 0 weight to a vertex will effectively remove it from the
	            active group.
	        </P
><P
>&#13;	            To remove vertices from the current group select them and click
	            the <TT
CLASS="literal"
>Remove</TT
> button.
	        </P
><P
>&#13;	            Pressing the <TT
CLASS="literal"
>Select</TT
> button will add the 
			vertices assigned to the
	            current group to the selection set.  Pressing the <TT
CLASS="literal"
>Deselect</TT
> 
			button
	            will remove the vertices assigned to the current group from the
	            selection set. This is handy to check which vertices are in which group.
	        </P
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="character_weight_painting"
></A
>Weight Painting</H2
><P
>&#13;            Weight painting is an alternate technique for assigning weights to vertices in 
            vertex groups.  The user can "paint" weights onto the model and see
            the results in real-time.  This makes smooth joints easier to achieve.
        </P
><P
>&#13;	            To activate weight-painting mode, select a mesh with vertex groups and
	            click on the weight paint icon (<A
HREF="x6613.html#BSG.CHA.F.S68.107"
>Figure 7</A
>). 

	        </P
><DIV
CLASS="figure"
><A
NAME="BSG.CHA.F.S68.107"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/WeightPaintIcon.png"></P
></DIV
><P
><B
>Figure 7. Weight Paint Button.</B
></P
></DIV
><P
>&#13;	            The active mesh will be displayed in Weight-Colour mode.  In this mode
	            dark blue represents areas with no weight from the current group and
	            red represent areas with full weight.
	            Only one group can be visualized at a time.  Changing the active
	            vertex group in the Edit Buttons will change the weight painting
	            display.
	        </P
><P
>&#13;	            Weights are painted onto the mesh using techniques similar to those
	            used for vertex painting, with a few exceptions.
	            The "colour" is the weight value specified in the mesh's
	            Edit Buttons.  The <TT
CLASS="literal"
>opacity</TT
> slider in the vertex paint Buttons is
	            used to modulate the weight.
	            To erase weight from vertices, set the weight to "0" and start painting.
	        </P
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>&#13;			It is quite easy to change the weigth since <B
CLASS="keycap"
>TAB</B
> will take you out of Weight
			Paint Mode into Edit Mode and Panels will automatically match the Context.
		</P
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