Skeleton Layer
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To deform raster images : {{l|Skeleton_Deformation_Layer}}. | To deform raster images : {{l|Skeleton_Deformation_Layer}}. | ||
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A SIF-file of a rigged character using bones can be found {{l|Media:freeriggedchar.sifz|here}}. | A SIF-file of a rigged character using bones can be found {{l|Media:freeriggedchar.sifz|here}}. |
Revision as of 13:36, 6 March 2015
I'm a Draft please help me to be efficient ...
Contents
Parameters of Skeleton Layers
The parameters of the skeleton layers are:
Name | Value | Type |
Z Depth | 0.000000 | real |
Amount | 0.500000 | real |
Name | skeleton | string |
Bones | list (Static List) | list |
Summary
In the skeleton layer, each vertex is influenced by a weighted average combination of bones maybe from different skeletons?.
There are two ways to make a vector be influenced by bone(s). First is the Skeleton Layer action that would give a 100% of influence of one bone to one vector. Second is the Skeleton Layer that is a semiautomatic way to give weighted influence to a vector from all the bones that overlaps its influence area over the vector position. The more covered the vector is by the influence area, the higher is the influence weight. In any case you can manually specify the bone and the influence that you want by editing the values in the vector (sub)parameters. We need to modify the bone(s) with handles to perform the indirect movement to the vectors that are influenced by it(them)
Skeleton construction
Add a "Skeleton layer", if your Canvas is empty you can do that from the global or caret menus "<Layer> → <New Layer> → <Other> → Skeleton". If your canvas is not empty, right clicking inside the Layers Panel. You have create the first bone of your Skeleton, this is your first parent bone.
Once you have a "Skeleton layer", the first bone appears. Each bones have few handles to control them : Origin, Angle, Length, Bone Wight and Tip Width. Take a look inside the Parameters Panel of the "Skeleton layer", those handles are relative to some of those values (with some advanced parameters). So with the Bones handles you can easily move and adjust part of your Skeleton.
Now, you can had child bone. Right click on any handles of the parent bone you want and select "Create Child Bone".
"Skeleton layer" when created, are Disabled from rendering.
Parameters of a Bone
The parameters of a bone are:
Name | Value | Type |
Name | Bone 1 | string |
Parent | No Parent | bone_valuenode |
Origin | 0.00000, 0.00000 | vector |
Angle | 0.00° | angle |
Local Length Scale | 1.00000 | real |
Bone Width | 0.10000 | real |
Recursive Length Scale | 1.00000 | real |
Tip Width | 0.10000 | real |
Z-Depth | 0.00000 | real |
Length Setup | 1.00000 | real |
Angle
Local Length Scale
Bone Width
Recursive Length Scale
Tip Width
Z-Depth
This parameter can be used to change the 'depth' (order) of a Bone in a Skeleton Layer.
Length Setup
Skeleton / Bones actions
Create Child Bone
When you add a "Skeleton Layer", only one bone is created. In order to create a usable skeleton, you will need to add more bones.
Right clicking on any handles of bone display a contextual menu. From this menu select "Create Child Bone" and a new child bone will be created. This child bone will move accordingly to his parent.
Link to Bone
"Link to Bone" link artwork, for example handles of a shape created with the Spline Tool, to a bone.
Select a single or multiple handles from your artwork, right click on a bone and from the contextual menu, select "Link to Bone". Now when you move the Bone, the selected handles also move.
Link to Skeleton
Select one or more handles from your artwork, select the "Skeleton layer" right click on it and from the contextual menu, select "Link to Skeleton". All the handles covered by the bone shape will be automatically linked.
See Also
To deform raster images : Skeleton Deformation Layer.
A SIF-file of a rigged character using bones can be found here.
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