Post by Anthony on May 10, 2015 16:57:49 GMT
Create panel > Systems > Bones button Tools menu > Bone Tools > Create Bones
A Bones system is a jointed, hierarchical linkage of bone objects that can be used to animate other objects or hierarchies. Bones are especially useful for animating character models that have a continuous skin mesh. You can animate bones with forward or inverse kinematics. For inverse kinematics, bones can use any of the available IK solvers, or through Interactive or applied IK
Dinosaur character modeled using bones
Bones are renderable objects. They have several parameters, such as taper and fins, that can be used to define the shape the bone represents. The fins make it easier to see how the bone is rotating.
For animation, it is very important that you understand the structure of a bone object. The bone's geometry is distinct from its link. Each link has a pivot point at its base. The bone can rotate about this pivot point. When you move a child bone, you are really rotating its parent bone.
It might be useful to think of bones as joints, because it is their pivot placements that matter, more than the actual bone geometry. Think of the geometry as a visual aid that is drawn lengthwise from the pivot point to the bone's child object. The child object is usually another
Any hierarchy can display itself as a bone structure (see Using Objects as Bones), by simply turning on Bone On in the Bone Editing Tools rollout.
A Bones system is a jointed, hierarchical linkage of bone objects that can be used to animate other objects or hierarchies. Bones are especially useful for animating character models that have a continuous skin mesh. You can animate bones with forward or inverse kinematics. For inverse kinematics, bones can use any of the available IK solvers, or through Interactive or applied IK
Dinosaur character modeled using bones
Bones are renderable objects. They have several parameters, such as taper and fins, that can be used to define the shape the bone represents. The fins make it easier to see how the bone is rotating.
For animation, it is very important that you understand the structure of a bone object. The bone's geometry is distinct from its link. Each link has a pivot point at its base. The bone can rotate about this pivot point. When you move a child bone, you are really rotating its parent bone.
It might be useful to think of bones as joints, because it is their pivot placements that matter, more than the actual bone geometry. Think of the geometry as a visual aid that is drawn lengthwise from the pivot point to the bone's child object. The child object is usually another
Any hierarchy can display itself as a bone structure (see Using Objects as Bones), by simply turning on Bone On in the Bone Editing Tools rollout.