利用者・トーク:Mstram/BookAnimTools1
Questions's / confirm
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- Armature Center - set at creation time ? .. unalterable ?
It is set at creation time. You cannot adjust the center as you can with a mesh. The only way to change it is to go into edit mode and move all other bones relative to it.
- relation between EDIT / (created position) and OBJECT position (after CTR-A) and REST POSITION and ALT-G/ALT-R
Quats
- (What is the "W" curve?
If you're wondering about quats as Ipos, I would say not to address this. Working with quat Ipos is a pretty advanced thing. Ton and I have talked about it, and about how it's really not the preferred workflow when working with bones. He's surprised that people even try to do it.
Roll angle affects ?
B-Bones ??
B-Bone view is good for doing visualization of your armature without attaching a mesh. As you can scale bones in pose mode in b-bone view on independent axes, you can create a nicely formed "block person" this way, whcih gives nice OpenGL animation previews. They don't render at this time, though.
Armature
- EDIT/ New bone, transform properties shows LOCAL transform
- root -> tip = Yaxis (in Top View)
There are still some issues with coordinate systems regarding different displays of bone info (and within Python). Because of that, bone rotations are best done visually in the 3D view, as opposed to numerically with panels.
- Object mode - CTR-A will reset armature to "TOP" view alignment ? (If the armture was not created in TOP view)
Well, Ctrl-A actually applies the object-level transformations within edit mode. It's like writing down it's object-level transform, clearing transform with Ctrl-R,Ctrl-S, then going into edit mode and applying the rotation and scale to the edit mode data. People doing pose work should always do a Ctrl-A before they start attaching constraints and animating.
- Armature Center - set at creation time ? .. unalterable ?