PREREQUISITES:
- Ensure all transforms are applied [Ctrl + a]
- Set origin to the center of the object [Shift + Ctrl + Alt + c]
- Origin to Geometry
CREATE SKELETON:
Add bones [Shift+a], Armature >> Single Bone
Make the bones viewable through the mesh by enable X-Ray in the Object pallete for the bone object.
It is common and useful to have an overall parent bone to provide control of the entire skeleton.
EDIT SKELETON:
In Edit
Mode, you can select either node of the bone to extrude [e] or to use the
normal transform functions.
To create a
disconnected bone, select the two bones and parent by [Ctrl+P], and choose Keep
Offset, to create a disconnected relationship.
Connecting
Bones (Parent selected last): [Ctrl + P]
Disconnecting
Bones: [Alt+P]
POSING THE SKELETON:
Enter Pose Mode [Ctrl + TAB]
Enable Auto IK to have child bones affect parent bones
SKINNING:
Select the mesh, then [Shift+Click] the Armature.
Parent the mesh to the armature [Ctrl + P]. Armature Deform: With Automatic Weights
Enable Quaternion in the Armature pallette.
For weight painting, select the mesh (in Pose Mode) then hit [Ctrl + TAB] to enter Weight Paint Mode.
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