Ikas Blender 3D ( 7 - Various tricks )
Introduction - Armature and Mesh - First animation - A little more - Constraints - Weight - Weight paint
Various
tricks:
This page, which could possibly be expanded if
you let me know of any tricks or tips concerning the use of
armatures, constraints and weight paint that you discover in the vast
quantity of information which did not find its way into the preceding
pages; which I wanted to limit to the bare minimum of contents so as
not to frighten the neophyte and preserve an acceptable legibility.
A
window too often ignored: the information window which opens
with the window selection button framed in red in the opposite image
or by lowering the border in the upper part of the screen when the
default setup of Blender is launched. You will find two new buttons
there which are very useful for animation. KeyAC and KeyOB.
KeyAC
relates only to the armatures and the curves of the new animation
system whereas KeyOB is limited to objects and the standard IPO
curves. When these buttons are engaged, any transformation performed
( Displacement, rotation, changes to the scale ) is automatically
registered as a key in the Ipo window, which avoids having to
continually press the ' i ' (Insert) key. Note: The transformation
cancelation operations ( ALT+G, ALT+R, ALT+S ) are not automatically
taken into account by these options. To remedy this, after having
cancelled one or several of the transformations, all that is required
is to make a ' empty operation ' on the object ( Select it, choose
the transformation that is wanted and press 'Enter' immediately
without changing anything ).
Centering
an armature: In the edit window for the 'bones', the 'Centre
New' option is cruelly absent. Successive manipulations to the
armature can sometimes place its center in an undesired position. In
this case, you can always switch to 'edit' mode ( TAB ) select all (
A ) and move the whole asembly until it is positioned correctly, but
attention! - If objects are already parented with the armature, or if
the latter is subjected to constraints related to external objects (
Emptys or others ), you will have a nasty surprise when you quit
'Edit' mode. When in doubt, always backup first and even better:
Ensure that you have the armature correctly centered and positioned
before parenting any objects to it or animating it.
The case
for OR: In case you haven't realized it yet, you can assign
different objects, as many as you want with an armature ( Then they
are parented with the 'bones' or the armature ). Now, you no longer
have any excuses to be unaware of this detail.
The
Animation Bug: The bug having been identified and announced
as corrected, it should be mentioned that these lines should only
concern 2.20. This bug relates to the parenting of objects to the
armature. When you parent an object with the option 'bone' which
assigns the entire object to the selected 'bone', as long as you do
not launch the rendered animation, everything seems well, but at the
time of rendering, one notes with despair that the objects parented
in this manner remain motionless. To circumvent this obstacle, never
use the 'bone' option when parenting to the armature, instead use the
standard option 'armature' and then assign all of the object's
vertices to the 'bone' concerned.
Download
the file bug.zip
and create a rendered animation to see an example.
The
Order of the Constraints: When working with a sequence of
complex constraints, it is important to note that the order of the
constraints is critical, otherwise the results may sometimes be
surprising. The "apparent" application of the constraints
is done from the bottom to the top. The image shows you an example of
a bone which is initially subjected to a constraint of type 'Track
To' plus a second one of type 'IK Solver'. Reversing the order of
these constraints will give a very different ( and incorrect )
result. To move a constraint in the list, it is initially necessary
to minimize the dialog box, which you want to move, by clicking on
the orange arrow and then left clicking on its title bar to bring up
a small pop-up menu with the choices ' Move up/Move down' which will
move the constraint in the required direction.
Note:
There are incompatible constraints beween the 4 types of constraints.
For example 'Track To' and 'Copy Rotation' which modify one and the
other orientation of the object. In this case, only the constraint
located lower in the list, will be taken into account.