![blender avastar bento rig attachment rig blender avastar bento rig attachment rig](https://i.pinimg.com/originals/f1/e3/50/f1e350cc9e95acafb8228a09162138a8.jpg)
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. It can’t go outside the circle it can’t go inside the circle. The tail of the bone can only move along the circumference of the circle. 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. 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. Uh, but that’s not what I wanted to talk about today. If the head of the bone is too close to the tail, you’re going to rip the skin.
![blender avastar bento rig attachment rig blender avastar bento rig attachment rig](https://i.ytimg.com/vi/wFdBoDIdYHY/maxresdefault.jpg)
You can grab the pin (try using R, R) and wiggle it around it’s anchor point.
#BLENDER AVASTAR BENTO RIG ATTACHMENT RIG SKIN#
I find it best to imagine the tail of the bone as a pin in the facial skin (ow). 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. This is obvious, right? But sometimes it’s not clear where to place bones to get the rig to move the way you want. Understanding Bone Arcs for Rigging and Animatingīones rotate from their Head (the base or starting point of the bone). In the example, the elbow is posed (or else you wouldn’t see anything happen). I’m referring to the position of the bone when it is UN-posed. 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).
#BLENDER AVASTAR BENTO RIG ATTACHMENT RIG HOW TO#
What is important is how to MOVE the rotation point to correct the bending of the mesh. Instead, it uses bend zones, represented by the red and green lines. Poser also doesn’t use weight paint (if it can help it). The blue lines represent where bones would be. Examine the image of an elbow joint, below.įirstly, Poser doesn’t have bones. Smugly, Poser allows us to do this, no problem. 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. In our last episode, we looked at creating linear(ish) movement with rotational joints. Understanding the Effect of Positioning the Joint Rotation Point (Bone Head) THIS, however, can help with that: Tapple’s Avatar Testing and Visualization Kit. or to know which bone is what, cuz they’re not labelled. You can see this is really a wreck, the length of the bone sticks remain at default size, no matter how the rig squashes/stretches them, they don’t necessarily point in the direction the rig has them going, and there’s no way to hide/show different bone groups and stuff. also for finding out exactly what bone is moving, on an animation you’re TRYING to lock to STOP moving.Īnd for seeing if bones got put out of place by a deformer.Ĭolours: I don’t have an official source for this, but i THINK… Red = a joint moved by the rig, and Green/Grey = a joint not controlled by a rig (default avatar joint locations). Good for seeing if something is animating, but you just don’t SEE it animating, because you don’t have a tail/wings/hinds or whatever. Show Bones: shows a mess of sticks where your bone joints are the * is new, i’m not sure what that means. (att) means it’s playing from an attachment. Good for finding out WTF is messing up your animations, and if they ARE playing, just overriden by something else. You can also see when animations start and stop, and when (if) they move up and down in the stack. but even more helpfully, shows what priority they are. Mainly for animation creators who are REALLY too obsessed with every frame being right… :X but allows you to see what the animations are doing, very slowly, so you can catch it all.Īnimation Info: shows your animation stack over your head, in floating textĪ lot of times it only shows UUIDs, unless you’re also editing the object that contains the animations. but now the developer menu is separate from the advanced menu, and firestorm says the shortcut for that is Ctrl-Alt-Q. If you don’t have these up, the shortcut is (or at least used to be) Ctrl-Alt-Shift-D. Using the Developer Tools to Check Animations