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What are
skelegons?
Skelegons are skeletal structures which are created in the Modeler, but
once created can be converted within the Layout for standard animation
as bones.
See also Animating with
Bones reference material.
The advantage of creating these structures in the Modeler is the exactitude
and malleability you have with the tools.
Steps to add skelegons one style
1. First, you need an object to create geometry to add skelgons to.
2. From the create tab, click Skelegons in the toolbar.
3. Draw skelegons by clicking with your left mouse once to place the starting
point. Click a second point to place the ending p defingint he position
and length of the skelegon.
4. With bone selected as active object, rotate and move bone in to place.
5. Set the Rest Length of bone by selecting the Tool function and
sizing the bone to fit the area of the object to influence. DO NOT USE
the SIZE function.
6. Create key frame at frame 0 to establish these initial parameters.
7. Add all other bones, including child bones, and set into place at this
time. It is much more effective to build the entire skeleton all at one
time.
To add child bones, (two methods)
a. press "=" or
b. select child bone from the Add Bones pop-up menu, or
Child bones behave just as child objects do.
8. When finished adding bones and creating their key frames, make bones
active by selecting each bone one at a time (two methods):
a. pressing "r" on the keyboard or
b. selecting each bone separately under Bone / Item Properties / and selecting
the "Bone Active" box.
Steps to add bones another style
To draw a bone in a view port:
1. In any Layout orthogonal-view view port, select the object, or existing
bone if you are drawing a child bone.
2. Select Items > Add > Bones > Draw Bones. (Since this is the
initial bone, you can alternatively choose Draw Child Bones.)
3. Place your mousepointer where you want to place the base of the bone.
4. Drag your mouse to create the bone. To open the Bones panel: Select
a bone and press the P key or click Item Properties.
NOTE
You can also borrow the bones from another object by selecting the lending
object in the Use Bones From Object pop-up menu.
Activating and Deactivating Bones
Using
the keyboard shortcut "r" activates the an selected bones. Multiple
bones can be selected simultaneously. "CTRL+r" toggles between
active and inactive status. The Bone Active option on the Bones Properties
panel is also an option, though much more tedious to use regularly.
NOTE "activating" or "deactivating" bones does not
reset their rest position.
Control of bones
How you control a bone's distortion of its assigned object's form is by
one of two means:
Limiting the area of influence or Offsetting a bones influence by using
other "control bones" to balance pull.
Limiting the area of influence
Under the bone properties menu, you can select "Limited Range."
The default setting is unlimited. Once you select "Limited Range"
you will be able to type in a minimum and maximum value/distance for each
bone. Once "Limited Range" is set, you will see an outline around
each bone in the Layout screen showing the maximum range (illustration
1A).
Offsetting bones
Offsetting bones is a method that simply pits one bone's unlimited influence
against another. The points closest to the bones will react to the closest
bone's movement.
This is the more intuitive and most would say the easiest method of applying
a skeletal structure, even though it may seem the most vague. The only
real tip for success using this method is to use "control bones"
to help limit the amount of distortion. These "control bones"
simply stay still but occupy space so that a portion of the form does
not distort as the active bones are moved or rotated (illustration
1B).
Bone features
The following features can be found within the bone / item properties
menu:
Joint Compensation
Limits the amount of distortion at the "joint" where bone meets
bone for the current bone selected (illustration 2A-C).
Joint Compensation for Parent
Limits the amount of distortion at the "joint" where bone meets
bone for the parent bone of the bone selected.
Muscle Flexing
Creates additional distortion in the shape of a bulge in the middle of
the form as the bone is moved or rotated into a compressed state. It is
generally more "realistic" for the parent of the moving bone
to flex (illustration 3A).
Muscle Flexing for Parent
Creates additional distortion in the shape of a bulge in the middle of
the form of the parent of the selected bone as it is moved or rotated.
This is generally more "realistic" for the as a muscular flex
(illustration 3B).
Setting the Rest Position
When you use the Record Bone Rest Position command, the rest current
position and rotation values assume a "natural state" and are
viewable as the Rest Position and Rest Direction values within the Bones
panel. This creates a point of reference, so if you later move the bone
(not the object), it can influence the object’s shape.
The Record Bone Rest Position command also activates the bone. If you
need to reset the rest position, you may want to deactivate the bone before
reapplying the Record Bone Rest Position command. Alternatively, you could
manually edit the Rest Position and Rest Direction values. |
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