Skeleton Deformation Layer
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+ | {{Title|Skeleton Deformation Layer}} | ||
+ | {{Category|Layers}} | ||
+ | {{NewTerminology}} | ||
+ | <!-- Page info end --> | ||
+ | |||
+ | I'm a Draft please help me to be efficient ... | ||
+ | |||
+ | |||
+ | <!-- {{l|Image:Layer_other_skeleton_deformation_icon.png|64px}} --> | ||
+ | |||
+ | <!-- Page info --> | ||
+ | {{Title|Skeleton Deformation Layer}} | ||
+ | {{Category|Layers}} | ||
+ | {{NewTerminology}} | ||
+ | <!-- Page info end --> | ||
+ | {{l|Image:skeleton deformation icon.png|64px}} | ||
+ | |||
+ | == About Skeleton Deformation Layers== | ||
+ | |||
+ | {{l|Skeleton Deformation Layer}} is for raster deformation (pixel level) and can be used to image layers or whatever is in the context of the skeleton deformation layer (the rendered result of what's below it). | ||
+ | |||
+ | Skeleton Deformation acts like a normal "raster" layer (i.e. Blur, Warp), it is a raster deformation. | ||
+ | |||
+ | The Skeleton Distortion layer allows to set the distortion area and mesh resolution. | ||
+ | |||
+ | The {{l|Layers Panel}}'s Show/Hide checkbox of the Skeleton Deformation Layer activate/deactivate the deformation and the visibility of the distortion area. | ||
+ | |||
+ | ==Parameters of Skeleton Deformation Layers== | ||
+ | |||
+ | The parameters of the Skeleton Deformation Layers are: | ||
+ | |||
+ | {|border="0" align="none" style="border-collapse" cellpadding="3" cellspacing="0" | ||
+ | |-style="background:silver" | ||
+ | |'''Name'''||'''Value'''||'''Type''' | ||
+ | |- | ||
+ | ||{{l|Image:Real_icon.png|16px}} {{l|Z Depth Parameter|Z Depth}} | ||
+ | ||0.000000 | ||
+ | ||real | ||
+ | |-style="background:#eeeeee" | ||
+ | ||{{l|Image:Real_icon.png|16px}} {{l|Amount Parameter|Amount}} | ||
+ | ||1.000000 | ||
+ | ||real | ||
+ | |- | ||
+ | ||{{l|Image:Integer_icon.png|16px}} {{l|Blend Method|Blend Method}} | ||
+ | ||Composite | ||
+ | ||integer | ||
+ | |-style="background:#eeeeee" | ||
+ | ||{{l|Image:Integer_icon.png|16px}} {{l|Blur Layer|Type}} | ||
+ | ||Fast Gaussian Blur | ||
+ | ||integer | ||
+ | |- | ||
+ | ||{{l|Image:Bones_icon.png|16px}} {{l|Bones|Bones}} | ||
+ | || | ||
+ | ||list | ||
+ | |-style="background:#eeeeee" | ||
+ | ||{{l|Image:Vector_icon.png|16px}} Point 1 | ||
+ | || | ||
+ | ||vector | ||
+ | |- | ||
+ | ||{{l|Image:Vector_icon.png|16px}} Point 2 | ||
+ | || | ||
+ | ||vector | ||
+ | |-style="background:#eeeeee" | ||
+ | ||{{l|Image:Integer_icon.png|16px}} Horizontal subdivisions | ||
+ | ||32 | ||
+ | ||integer | ||
+ | |- | ||
+ | ||{{l|Image:Integer_icon.png|16px}} Vertical subdivisions | ||
+ | ||32 | ||
+ | ||integer | ||
+ | |} | ||
+ | |||
+ | |||
+ | == Usage of the Skeleton Deformation Layer == | ||
+ | |||
+ | === Set the distortion area === | ||
+ | |||
+ | The Skeleton Deformation Layer's bound rectangle define the distortion area. You can modify it by dragging the handles of the first and second corners ({{literal|Point 1}} up left and {{literal|Point 2}} down right). | ||
+ | |||
+ | === Build the skeleton === | ||
+ | |||
+ | To setup the bones of the Skeleton Deformation Layer, first, deactivate the deformation unchecking the {{literal|Show}} checkbox of from the {{l|Layers Panel}}. Now you can move the first bone using his {{literal|Origin}} handle, change his orientation with the {{literal|Angle}} handle and his length using the {{literal|Local Length Scale}} handle. Right click in any handle of bones and choose {{literal|Create Child Bone}} to create another bone and adjust it with his handles. Any child bones will follow recursively his parents position. | ||
+ | |||
+ | Once setup the armature, control the influence. Enable {{l|Width Handle}} ({{shortcut|Alt|5}}) and set the influence area for each bone. | ||
+ | |||
+ | === Reset the Pose === | ||
+ | |||
+ | Once you have terminated to setup the bones of your skeleton, from the {{l|Layers Panel}}, right click on the {{l|Skeleton Deformation Layer}} and from the contextual menu choose {{literal|Reset Pose}} to create the initial pose (without deformation) of the skeleton. | ||
+ | |||
+ | Now you can animate your skeleton ! | ||
+ | |||
+ | == Specific parameters for Skeleton Deformation Layers == | ||
+ | |||
+ | Some of the parameters of Skeleton Deformation Layers are common parameter that are shared for several types of Layers. Click on the links to see their definitions. Only the particular parameters for the Skeleton Deformation Layers are described here. | ||
+ | |||
+ | === Bones === | ||
+ | The {{literal|Bones}} parameter is a list of Bone elements. | ||
+ | |||
+ | The parameters of a {{literal|Bone}} are: | ||
+ | |||
+ | {|border="0" align="none" style="border-collapse" cellpadding="3" cellspacing="0" | ||
+ | |-style="background:#C0C0C0" | ||
+ | |'''Name'''||'''Value'''||'''Type''' | ||
+ | |-style="background:#" | ||
+ | ||{{l|Image:Type_string_icon.png|16px}} Name | ||
+ | ||Bone 1 | ||
+ | ||string | ||
+ | |||
+ | |-style="background:#eeeeee" | ||
+ | || {{l|Parent Parameter|Parent}} | ||
+ | ||No Parent | ||
+ | ||bone_valuenode | ||
+ | |||
+ | |-style="background:#" | ||
+ | ||{{l|Image:Type_vector_icon.png|16px}} {{l|Origin Parameter|Origin}} | ||
+ | ||0.00000, 0.00000 | ||
+ | ||vector | ||
+ | |||
+ | |-style="background:#eeeeee" | ||
+ | ||{{l|Image:Type_angle_icon.png|16px}} {{l|Angle Parameter|Angle}} | ||
+ | ||0.00° | ||
+ | ||angle | ||
+ | |||
+ | |-style="background:#" | ||
+ | ||{{l|Image:Type_real_icon.png|16px}} {{l|Local Length Scale Parameter|Local Length Scale}} | ||
+ | ||1.00000 | ||
+ | ||real | ||
+ | |||
+ | |-style="background:#eeeeee" | ||
+ | ||{{l|Image:Type_real_icon.png|16px}} {{l|Bone Width Parameter|Bone Width}} | ||
+ | ||0.10000 | ||
+ | ||real | ||
+ | |||
+ | |-style="background:#" | ||
+ | ||{{l|Image:Type_real_icon.png|16px}} {{l|Recursive Length Scale Parameter|Recursive Length Scale}} | ||
+ | ||1.00000 | ||
+ | ||real | ||
+ | |||
+ | |-style="background:#eeeeee" | ||
+ | ||{{l|Image:Type_real_icon.png|16px}} {{l|Tip Width Parameter|Tip Width}} | ||
+ | ||0.10000 | ||
+ | ||real | ||
+ | |||
+ | |-style="background:#" | ||
+ | ||{{l|Image:Type_real_icon.png|16px}} {{l|Length Setup Parameter|Length Setup}} | ||
+ | ||1.00000 | ||
+ | ||real | ||
+ | |||
+ | |} | ||
+ | |||
+ | === Point 1 === | ||
+ | The parameter {{literal|Point 1}} is a Vector point defining the upper left corner of the distortion area. | ||
+ | |||
+ | === Point 2 === | ||
+ | The parameter {{literal|Point 2}} is a Vector point defining the bottom right corner of the distortion area. | ||
+ | |||
+ | === Horizontal Subdivisions === | ||
+ | Horizontal definition of the meshes. This integer value affect the distortion quality. | ||
+ | |||
+ | === Vertical Subdivisions === | ||
+ | Vertical definition of the meshes. This integer value affect the distortion quality. | ||
+ | |||
+ | == See also == | ||
+ | |||
+ | Vector art specific {{l|Skeleton Layer}}. |
Revision as of 19:30, 8 February 2015
I'm a Draft please help me to be efficient ...
Contents
About Skeleton Deformation Layers
Skeleton Deformation Layer is for raster deformation (pixel level) and can be used to image layers or whatever is in the context of the skeleton deformation layer (the rendered result of what's below it).
Skeleton Deformation acts like a normal "raster" layer (i.e. Blur, Warp), it is a raster deformation.
The Skeleton Distortion layer allows to set the distortion area and mesh resolution.
The Layers Panel's Show/Hide checkbox of the Skeleton Deformation Layer activate/deactivate the deformation and the visibility of the distortion area.
Parameters of Skeleton Deformation Layers
The parameters of the Skeleton Deformation Layers are:
Name | Value | Type |
Z Depth | 0.000000 | real |
Amount | 1.000000 | real |
Blend Method | Composite | integer |
Type | Fast Gaussian Blur | integer |
16px Bones | list | |
Point 1 | vector | |
Point 2 | vector | |
Horizontal subdivisions | 32 | integer |
Vertical subdivisions | 32 | integer |
Usage of the Skeleton Deformation Layer
Set the distortion area
The Skeleton Deformation Layer's bound rectangle define the distortion area. You can modify it by dragging the handles of the first and second corners ("Point 1" up left and "Point 2" down right).
Build the skeleton
To setup the bones of the Skeleton Deformation Layer, first, deactivate the deformation unchecking the "Show" checkbox of from the Layers Panel. Now you can move the first bone using his "Origin" handle, change his orientation with the "Angle" handle and his length using the "Local Length Scale" handle. Right click in any handle of bones and choose "Create Child Bone" to create another bone and adjust it with his handles. Any child bones will follow recursively his parents position.
Once setup the armature, control the influence. Enable Width Handle (Alt5) and set the influence area for each bone.
Reset the Pose
Once you have terminated to setup the bones of your skeleton, from the Layers Panel, right click on the Skeleton Deformation Layer and from the contextual menu choose "Reset Pose" to create the initial pose (without deformation) of the skeleton.
Now you can animate your skeleton !
Specific parameters for Skeleton Deformation Layers
Some of the parameters of Skeleton Deformation Layers are common parameter that are shared for several types of Layers. Click on the links to see their definitions. Only the particular parameters for the Skeleton Deformation Layers are described here.
Bones
The "Bones" parameter is a list of Bone elements.
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 |
Length Setup | 1.00000 | real |
Point 1
The parameter "Point 1" is a Vector point defining the upper left corner of the distortion area.
Point 2
The parameter "Point 2" is a Vector point defining the bottom right corner of the distortion area.
Horizontal Subdivisions
Horizontal definition of the meshes. This integer value affect the distortion quality.
Vertical Subdivisions
Vertical definition of the meshes. This integer value affect the distortion quality.
See also
Vector art specific Skeleton Layer.
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