テンプレート:Release Notes/2.40/Deformation methods

提供: wiki
移動先: 案内検索

<section begin=2.40-Modelling-Deformation />

ARMATURE DEFORMATION

New Armature deform options

 Control over Armature deform. Three new options are added for it;
 
 Armature Panel
 - "Vertex Groups"
 - "Envelope"
 
 Bones Panel
 - "Mult"
 
 The logic works as follows;
 - Set "Vertex Groups" will enable vertex group based deform (default)
 - Set "Envelope" will enable Bone Envelopes to deform
 - Set both will apply Envelope deform on vertices without VertexGroups
 
 - Set the per-Bone "Mult" option to have Envelopes work on top of a
   VertexGroup
 - The per-Bone "Deform" option (was called "Skinnable") will dis/enable
   the Bone to deform for all situations.
 
 The old convention was that, without any vertex groups, the Bones deformed
 with bone-distances. I can't patch that... so you have to enable it by
 hand in older files. Not too bad, since this option was unusable before
 anyway. :)


Armature deform control

 Another option for more Armature deform control;
 
 The "Use VGroup" or "Use Envelope" options now are in Modifier Panel
 for Armature deform.
 If Modifiers are in use, they override the Armature settings for it.
 (Cannot get rid of the Armature panel options yet, since Blender still
 allows parenting to be deforming too, which is displayed as a Virtual
 modifier now)
 
 This now allows to - for example - make a Envelope deform on a Lattice,
 and have same Armature use vertexgroups on Mesh.
 

Lattice and Curve deform vertex groups

 Curve and Lattice deform Modifiers now accept optional Vertex Group name
 to finetune deform further as well.
 Note that curve deform requires object buttons 'track' and 'up' axes set
 properly. Curve deform can twist/flip a lot, making Vertex Group based
 deform hard to set up.

RVKS work for Curve objects

 RVK (relative vertex keys) work for Curve objects.


Hook supports vertex groups

 New!
 Hooks now support vertex groups. With weight painting it looks very
 interesting. Almost z-painting! :) Try a sphere with all vertices in a
 group, hook it, and scale empty in object mode a bit.
 Works as follows now; in Mesh editmode, when no vertices are selected, it
 tries to assign on CTRL+H command the active Vertex Group. (Menu is getting
 to long now... need to think over). Only works when vertices are assigned
 to a Vertex Group, this to calculate the Hook center.

<section end=2.40-Modelling-Deformation />