利用者:Mont29/NewAnimation/Rigging

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This is User:Mindrones' and User:Roger's review of Meta:Sandbox/NewAnimation#The_Rigging_Section

Rigging

Armatures

Doc:Manual/Rigging/Armatures
Doc:Manual/Rigging/Armatures/Building
Doc:Manual/Rigging/Armatures/Selecting
Doc:Manual/Rigging/Armatures/Standard Editing
Doc:Manual/Rigging/Armatures/Sketching
Doc:Manual/Rigging/Armatures/Templating ?

Skinning

Doc:Manual/Rigging/Skinning
Doc:Manual/Rigging/Skinning/To_Objects
Doc:Manual/Rigging/Skinning/To_ObData
Doc:Manual/Rigging/Skinning/Retargeting ?

Posing

Doc:Manual/Rigging/Posing
Doc:Manual/Rigging/Posing/Visualization
Doc:Manual/Rigging/Posing/Editing
Doc:Manual/Rigging/Posing/Constraints
Doc:Manual/Rigging/Posing/IK



Here we find all about STATIC rigging: Armatures, Skinning, Posing. Animating armatures will be explained under the Animation chapter.

Rigging

INTRODUCTION

Rapid intro about armatures (their uses), skinning and posing (armature modes). Plan of whole chapter. Insist on armatures being useful not only for animation, but also to statically deform (pose) objects…


Armatures

ARMATURES

Intro about armatures themselves. Few words about armature in object mode (same possibilities/features as other object types). Plan of this sub-section.

VISUALIZATION

X-ray, layers, axes/names/shapes/colors… Hiding bones.


Building

General ideas/principles.



BUILDING AN ARMATURE

Intro: Types (octahedron/stick/B-bone), bones, chains of bones…

BONES

Head, tail, “weights”/envelopes…

CHAINS OF BONES

Relations between bones (parent/connected/IK…).


Selecting Bones

How to select armatures elements



SELECTING BONES

Selecting bones in Edit mode versus Pose mode. How to get to either mode
Two selection “types”: whole bones, and heads/tails. How they interact.

SELECTING WHOLE BONES

How to select whole bones (rmb, linked bones, …)

SELECTING BONES HEADS AND TAILS

How to select bones’ heads and tails…


Standard Editing

In this page I should use crosslinks to Modeling chapter, since many editing techs are similar/the same as those for vertices… It might be splitted if too long.


EDITING BONES

Intro. Locking bone editing. The X-axis mirror option. Crosslink to Etch-a-ton page. Address how placing the tip of the bone in the middle of mesh affects deformation. e.g. the shoulder issue

ADDING BONES

Extruding, ctrl-lmb, duplicating, …

DELETING BONES

Deleting, merging.

TRANSFORMING BONES

Grab/move/rotate of whole bone(s), grab of heads/tails… Influence of bones relations. Snapping.

INSERTING BONES

Fill between joints, subdivides… practical uses for IK and Poles

BONE ROLL

How to control bone roll angle.

CHAIN EDITING

How to control/modify bone chains (aka parent/child bones).

USING LAYERS

Moving bones to layers…

NAMING

The auto-naming features…

PROPERTIES

Weight, Segments (for B-Bones, also In and Out in Pose mode – sic!), Hinge… A sub-part for Envelopes properties (dist, head/tail radius).

Sketching with Etch-a-Ton

ETCH-A-TON

Intro, presentation of this tool/method (simple creation of whole bone chains).

DRAWING CHAINS
Drawing. Visualization (future bones, …).
CONVERTING TO BONES
Converting to bones. Sub-parts for each conversion methods (Fixed, Adaptive, Length and Template)

Templates

Keep an eye on:Templating
Let's keep and eye on Templating stuff so that Rigify can easily be added when it comes to converting the manual to 2.5/2.6


Rigify (2.5)

TITLE
To be written


Skinning

INTRODUCTION

Intro about skinning. Two types (to meshes/lattice/curves/…vertices/edit points, and to objects themselves). Plan of this sub-section.

To Objects

LINKING OBJECTS TO BONES

Intro.

WORKFLOW
Need to be in Pose mode. Stress similarities with standard object parenting.
Two possibilities: “old” bone parenting, and using Child of constraint.

To ObData

SKINNING TO SHAPES

Intro. How bones affect shapes.

COMMON OPTIONS
Mult (using envelopes and vertex groups together), Quaternion, B-Bone Rest…
ENVELOPES
The Base skinning behavior, working with meshes/curves/surfaces/texts/lattices
VERTEX GROUPS
A skinning behavior available for meshes and lattices only. Weights. Groups names. etc.

Retargeting?

Keep an eye on: Retargeting
Let's keep and eye on all the retargeting techniques we have in 2.4 (scripts if it's the case) and also structure the chapter so that Rigify can easily be added when it comes to converting the manual to 2.5/2.6


Etch-a-ton?

TITLE
To be written

Rigify? (2.5)

TITLE
To be written

Automatic Generation

Some scripts exist which can automatically create an armature based in information about the mesh or from a data file that is processed. See C3D import and processing.


Posing

Intro about posing, pose mode (something like “object mode for bones”), rest position. “pose library” i.e. actions; bone groups. Few words about needing of quaternions in rotations. Using Ipo, Actions, NLA (crosslinks). Few words about advanced features (IK, Action NLA modifier, Stride). Plan of this sub-section.

Visualization

Intro.

COLORS

bone “types” (i.e. action, IK, constraint, …)
bone group.

SHAPES

How to give a specific shape to a bone. Suggest common best-practices (glasses for gaze, H for hips, pushpins, pole shapes.

GHOSTS

Display of ghost frames…

CURVES

Display of temporal motion curves…

Motion Paths

Editing

EDITING POSES

Intro. Similarities with animation of objects (each bone being like an object).

BASICS
Grab/rotate/scale of bones, inserting keys (i.e. poses).
Rest Position, Delay Deform options.
(Bastien)
POSE LIBRARY
Using actions as pose libraries.
The pose markers in Action editor.
The pose library controls in Link and Material panel.
(suggested by roger)
POSE LIBRARY
Creating
Adding and Removing Poses
Pose-to-Pose Animation


Constraints

APPLYING CONSTRAINTS TO BONES

Intro. Generalities about controlling bones’ possible movements (i.e. degree of freedom, DoF) with constraints. Crosslinks to Action and IK pages.


IK

INVERSE KINEMATICS

Intro. Two types (with and without targets). Chain of bones.

AUTO IK
“Simplest” IK tool, only useful for creating poses. No extra options.
TARGETLESS IK
The IK constraint without target. Also only a posing tool, but with rotation control on each bone of the chain.
STANDARD IK
IK constraint with target. No need of posing bones in the chain (even though it is possible), but rather to animate the target (another, non-related bone, or another object).
CONTROLLING BONE ROTATION AND SCALE
How to control/limit each bone’s rotation and scale in an IK chain.