Bender/Documentation/1.0/Modules/Armatures: Difference between revisions

From KitwarePublic
Jump to navigationJump to search
Line 31: Line 31:
{| width="100%"
{| width="100%"
| valign="top"|
| valign="top"|
=== Overall ===
== Overall ==


| align="right"|
| align="right"|
Line 39: Line 39:
{| width="100%"
{| width="100%"
| valign="top"|
| valign="top"|
=== Armature ===
== Armature ==


| align="right"|
| align="right"|
Line 47: Line 47:
{| width="100%"
{| width="100%"
| valign="top"|
| valign="top"|
=== Bones ===
== Bones ==


| align="right"|
| align="right"|
Line 55: Line 55:
{| width="100%"
{| width="100%"
| valign="top"|
| valign="top"|
=== Bone ===
== Bone ==


| align="right"|
| align="right"|

Revision as of 15:15, 27 March 2013

Introduction and Acknowledgement

Author: Johan Andruejol, Kitware
Contributor #1: Julien Finet, Kitware
Acknowledgements: This work is supported by the Air Force Research Laboratories.
Contact: Julien Finet

Module Description

The Armatures module creates, edits and animates (poses) bone armatures using forward kinematic.

A bone is defined by its head (start point) and its tail (end point). Bones are organized in an armature structure that handles interaction between bones.

An armature has two modes:

  • Rest mode: bones are added, edited or removed.
  • Pose mode: bones are animated with forward kinematic. In this mode, the user can only rotate the bones around its head.

The module is split in three parts:

  • The panel Armature controls the properties of all the bones of the armature.
  • The panel Bones lists the bones hierarchy of the current armature.
  • The last panel Bone controls the properties of the currently selected bone.

Use Cases

Armature of a skeleton


Tutorials

Panels and their use

Overall

Overall armature panel

Armature

Overall armature panel

Bones

Overall armature panel

Bone

Overall armature panel

Similar Modules

References

Information for Developers