テンプレート:Release Notes/2.40/Deformation methods
< テンプレート:Release Notes | 2.40
2009年2月18日 (水) 06:37時点におけるwiki>Mindronesによる版 (Dev:Ref/Release Notes/.DPL share/2.40/Deformation methods moved to Template:Release Notes/2.40/Deformation methods: move to Template:)
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目次
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.
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