135 lines
5.2 KiB
ReStructuredText
135 lines
5.2 KiB
ReStructuredText
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*********
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Transform
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*********
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.. figure:: /images/animation_armatures_bones_editing_transform_panel.png
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:align: right
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:width: 165px
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:figwidth: 165px
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The Transform panel for armatures in Edit Mode.
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We will not detail here the various transformations of bones, nor things like axis locking, pivot points, and so on,
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as they are common to most object editing, and already described in
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the :doc:`mesh section </scene_layout/object/editing/transform/control/index>`.
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The same goes for mirroring,
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as it is nearly the same as with :doc:`mesh editing </modeling/meshes/editing/mesh/mirror>`.
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Just keep in mind that bones' roots and tips behave more or less like meshes' vertices,
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and bones themselves act like edges in a mesh.
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As you know, bones can have two types of relationships: They can be parented,
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and in addition connected. Parented bones behave in *Edit Mode* exactly as if they
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had no relations. They can be moved, rotated, scaled, etc. without affecting their descendants.
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However, connected bones must always have parent's tips connected to child's roots,
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so by transforming a bone, you will affect all its connected parent/children/siblings.
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While with other transform tools, the "local axes" means the object's axes,
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here they are the bone's own axes (when you lock to a local axis,
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by pressing the relevant key twice, the constraint is applied along the selected bone's local axis,
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not the armature object's axis).
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Finally, you can edit in the *Transform* panel in the Sidebar region
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the positions and radius of both joints of the active selected bone,
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as well as its :ref:`roll rotation <armature-bone-roll>`.
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Scale Radius
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============
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.. reference::
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:Mode: Edit Mode
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:Menu: :menuselection:`Armature --> Transform --> Scale Radius`
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:Shortcut: :kbd:`Alt-S`
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You can alter the radius that a bone has by selecting the head, body or tail of a bone,
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and then press :kbd:`Alt-S` and move the mouse left or right.
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If the body is selected the mean radius will be scaled.
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And as usual, with connected bones, you scale at the same time the radius
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of the parent's tip and of the children's roots.
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You can also alter the bone radius by selecting the tail or head of the bone you wish to alter,
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then navigate to :menuselection:`Properties --> Bone --> Deform --> Radius Section`
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and entering new values for the *Tail* and *Head* number fields.
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.. list-table:: Bone Scale and Scale Radius comparison.
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* - .. figure:: /images/animation_armatures_bones_selecting_single-bone.png
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A single selected bone in Octahedron visualization.
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- .. figure:: /images/animation_armatures_bones_editing_transform_scaling-bone-radius-2.png
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After normal scale.
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* - .. figure:: /images/animation_armatures_bones_editing_transform_scaling-bone-radius-3.png
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A single selected bone in Envelope visualization.
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- .. figure:: /images/animation_armatures_bones_editing_transform_scaling-bone-radius-4.png
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After Scaled Radius. Its length remains the same, but its joints' radius are bigger.
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Note that, when you resize a bone (either by directly scaling it, or by moving one of its joints),
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Blender automatically adjusts the end-radii of its envelope proportionally to the size of the modification.
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Therefore, it is advisable to place all the bones first, and only then edit their properties.
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Scale Envelope Distance
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=======================
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.. reference::
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:Mode: Edit Mode and Pose Mode
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:Menu: :menuselection:`Armature --> Transform --> Scale Envelope Distance`
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:Shortcut: :kbd:`Ctrl-Alt-S`
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You can alter the size of the Bone Envelope volume by clicking on the body of the bone you want to alter,
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:kbd:`Ctrl-Alt-S` then drag your mouse left or right and the Bone Envelope volume will alter accordingly.
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You can also alter the Bone Envelope volume by selecting the Bone you wish to alter and
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then navigate to :menuselection:`Properties --> Bone --> Deform --> Envelope --> Distance`
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then enter a new value into it.
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Altering the Bone Envelope volume does not alter the size of the bone just the range
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within which it can influence vertices of child objects.
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.. list-table:: Envelope scaling example.
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* - .. figure:: /images/animation_armatures_bones_editing_transform_scaling-bone-radius-3.png
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A single bone selected in Envelope visualization.
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- .. figure:: /images/animation_armatures_bones_editing_transform_scaling-bone-radius-5.png
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Its envelope distance scaled.
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.. list-table:: "Bone size" scaling example.
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* - .. figure:: /images/animation_armatures_bones_editing_transform_scaling-bone-size-1.png
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A single "default size" bone selected in B-Bone visualization.
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- .. figure:: /images/animation_armatures_bones_editing_transform_scaling-bone-size-2.png
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Its envelope distance scaled.
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- .. figure:: /images/animation_armatures_bones_editing_transform_scaling-bone-size-3.png
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The same armature in Object Mode and B-Bone visualization, with Bone.004's size scaled up.
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.. _bpy.ops.armature.align:
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Align Bones
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===========
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.. reference::
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:Mode: Edit Mode
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:Menu: :menuselection:`Armature --> Transform --> Align Bones`
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:Shortcut: :kbd:`Ctrl-Alt-A`
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Rotates the selected bones to achieve the same orientation as the active one.
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