Ikas Blender 3D ( 3 - A little more )
Introduction - Armature and Mesh - First animation - Constraints - Weight - Weight paint -Various Tricks -
A little
more:
The
previous example is perfectly appropriate for character animation,
but if it is a question of representing a type of mechanical motion,
it is a little weak. Use the file from the previous example for the
following. Erase the initial cylinder and then create three of them.
They do not need to be extruded. Then lay them out, as is shown in
the image below.
One by one,
parent them with the armature, but this time we will select the
option 'Use Bone' from the pop-up menu and then parent the first
cylinder with B1, the second with B2, and the last with B3, before
launching the animation.
Also,
we may be interested in the IK buttons in the Edit Buttons window for
the armatures:
Select
the armature and switch to Edit mode ( TAB ) before selecting all of
the components.
Deactivating
the 'IK' buttons allows you to separate the 'bones' (Still in Edit
mode) as shown in the image below. It will also be necessary to move
the cylinders a little in order to adjust them to what is shown in
the image. As long as you remain in edit mode, none of the different
animation poses are accessible.
The 'Rest Pos'
button : It is only useful in 'pose' mode (In blue). When this button
is pressed, it allows you to revise the position of the origin of the
entire chain. If it is critical that you find the position of the
origin in a definitive way, it will be necessary to select the
concerned ' bones ' and press ALT + R or ALT + S ( or both ), but at
least two times in succession.
The
new animation methods apply only to Ika's and not with normal
objects. However, there is no need to worry. To apply these new
options to any standard object, all that is required is that you
create an ika with only one branch and then parent to it, any object
by selecting the option 'Use object' from the pop-up menu.
To
ensure that the object is centered perfectly: