Doc talk:2.4/Tutorials/Animation/Armatures/BSoD/Some Beginner Rigs

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2018年6月29日 (金) 02:52時点におけるYamyam (トーク | 投稿記録)による版 (1版 をインポートしました)
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Some information in the "Squash n' Stretch Ball" is rather incomplete or unexplained:

  • When using the . key to set the pivot point, the tutorial fails to explain whether or not the user should press , to set the pivot back. Otherwise, following the tutorial in a perfectly linear fashion causes the pivot to always follow the cursor. Upon creation of the two bones this causes some odd behavior in the pivot and scaling.
  • According to the orientation of the illustrations on the ZY view, clearing the rotation of the bones after creating them in this view causes them to suddenly point another direction. Is there a step missing to prevent this from happening? Should we re-orient the bone or should we be doing this in the top view instead which will avoid that altogether? Or should we simply just not clear the rotation?
  • When scaling the bone in envelope mode it should tell the reader to actually use the S key. It might seem obvious, but even I was a little confused when it said to "scale as shown".
  • There either needs to be a link to a section explaining how to make constraints or a brief excerpt telling specifically how to make the constraints mentioned in the article. For an article about making beginner rigs, one can't assume the reader will know what to do in that step.
  • At least in Blender 245, when creating constraints on the mesh, there is no "Ob:" field for naming the constraints. Are you referring to the name box to the right of the "Limit Location/Rotation/Scale" label?

--Tybee 22:31, 25 October 2007 (CEST)


More Information for Clarity on The Squash n' Stretch Ball

Clearing Rotation on the bone called "stretch"

Clear the rotation of the bone in ~Object~ mode. Important: Now switch to *edit mode* to reposition the bone as shown. This insures that the bone now has a rotation of 0,0,0, when in object mode.

Constraints: ( missing information )

Hit F7 and give the Obj. 3 constraints. "Copy" Location, "Copy" Rotation, "Copy" Scale.

Now add "Armature" to the OB: field for each constraint.

Select the Armature and enter Pose Mode. Select the (bone called) "stretch" and give it a "Stretch to" constraint.

Put "Armature" in the OB: Field and then after that is done you will see the BO: field appear.

Now put "target" in the BO: field.

To make the rig easy to work with, ~ Hit F9 ~ and then choose to put it back into octahedron display mode.

--Nousndthem 21:11, 1 March 2008 (CET)