Difference between revisions of "Talk:Skeleton Layer"

From Synfig Studio :: Documentation
Jump to: navigation, search
m (add summary (from forum http://www.synfig.org/forums/viewtopic.php?f=12&t=5585&sid=3cdc93911a3c73cb1b2a0a44f205e162#p23358))
m (clear done work)
 
Line 1: Line 1:
Rewrite preparation for 0.65
 
  
  I'm a Draft please help me to be efficient ...
 
 
==Parameters of Skeleton Layers==
 
 
The parameters of the skeleton layers are:
 
 
{|border="0" align="none" style="border-collapse"  cellpadding="3" cellspacing="0"
 
|-style="background:#C0C0C0"
 
|'''Name'''||'''Value'''||'''Type''' 
 
|-style="background:#"
 
||{{l|Image:Type_real_icon.png|16px}} {{l|Z Depth Parameter|Z Depth}}
 
||0.000000
 
||real
 
 
|-style="background:#eeeeee"
 
||{{l|Image:Type_real_icon.png|16px}} {{l|Amount Parameter|Amount}}
 
||0.500000
 
||real
 
 
|-style="background:#"
 
||{{l|Image:Type_string_icon.png|16px}} Name
 
||skeleton
 
||string
 
 
|-style="background:#eeeeee"
 
||{{l|Image:type_list_icon.png|16px}} {{l|Bones|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 {{l|Skeleton_Layer#Link to Bone}} action that would give a 100% of influence of one bone to one vector. Second is the {{l|Skeleton_Layer#Link to Skeleton}} 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 {{Literal|Skeleton layer}}, if your {{l|Canvas}} is empty you can do that from the {{l|Global Menu|global}} or {{L|Caret|caret}} menus {{c|<Layer>|<New Layer>|<Other>|Skeleton|}}. If your canvas is not empty, right clicking inside the {{l|Layers_Panel}}. You have create the first bone of your Skeleton, this is your first parent bone.
 
 
Once you have a {{Literal|Skeleton layer}}, the first bone appears. Each bones have few {{l|Handle|handles}} to control them : Origin, Angle, Length, Bone Wight and Tip Width. Take a look inside the {{l|Parameters Panel}} of the {{Literal|Skeleton layer}}, those handles are relative to some of those values (with some advanced parameters). So with the Bones {{l|Handle|handles}} you can easily move and adjust part of your Skeleton.
 
 
Now, you can had child bone. Right click on any {{l|Handle|handles}} of the parent bone you want and select {{Literal|Create Child Bone}}.
 
 
{{Literal|Skeleton layer}} when created, are {{l|Canvas Layer Menu|Disabled from rendering}}.
 
 
==Parameters of a Bone==
 
 
The parameters of a 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
 
 
|}
 
 
== Link to Bone ==
 
 
Select a single or multiple handles from your artwork, right click on a bone and from the contextual menu, select {{Literal|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 {{Literal|Skeleton layer}} right click on it and from the contextual menu, select {{Literal|Link to Skeleton}}. All the handles covered by the bone shape will be automatically linked.
 
 
== See Also ==
 
 
{{l|Skeleton_Deformation_Layer}}
 

Latest revision as of 20:37, 8 February 2015