Manual/PartIX/The Armature Object
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The Armature Object 骨架物体
The armature Object is the key Object of character animation. It is an object comprising several interconnected or not interconnected "bones". A series of interconnected bones is an "Inverse Kinematics (IK) Chain" or simply "Chain" of bones. An IK Chain is something more complex than a standard Parent relation inasmuch not only the movements of the "Parent" bone are transmitted to the children, but also the movements of the last child of the chain can transmit up in the chain to the parent bone if an Inverse Kinematics solution is asked for. Bones can be moved as if they were a set of rigid, undeformable Objects with perfect joints. Consider an armature to be like a skeleton for a living creature. The arms, legs, spine and head are all part of the same skeleton object.
骨架物体是制作人物动画的关键物体,是一种包含几个连接的或没有链接的“骨头”物体。几个互相关联的骨头称“反向运动(IK)链”或简单称为“链“,与父属关系相比,IK链更加复杂,不是所有的“父骨”的移动都能传到子骨。但是如果父骨请求,最末子骨的动作会通过IK链传送到父骨的。骨头可以刚硬的移动。带有完美结构的可变形物体,骨架就像人的骨骼。胳膊,腿,脊骨和头部都是相同的骨骼物体。
To create a new armature, select SPACE>>Add>>Armature from the Toolbox (Adding an Armature).A new bone will appear, aligned on the view, 1 unit in length, with its root at the location of the 3D cursor. The bone is in edit mode, with its tip selected : additionnal bones can be added at this moment by extrusion (EKEY) or by click_LMB. Pressing ESC will cancel the addition of the bone. You can add another bone to an armature while it is in Edit Mode with SPACE>>Add>>Armature from the toolbox again. This will start the bone-adding mode again, and the new bones you create will be a part of the current armature but will form a separate chain. You can also extrude bones from existing bones by selecting a bone joint and pressing EKEY. The newly created bone will be a child of the bone it is extruded from, but not of its IK chain. While in Edit Mode, you can perform the following operations to the bones in an armature.
添加一个新的骨架,按space >(选择)add>armature(添加一个骨架),一个新的骨头就会添加上,长度为一个单位,根部在3D指针上,骨头在edit mode中,尖端被选择:现在按E键或按LMB可以添加一个新的骨头,按esc取消添加。在edit mode中可以给骨架添加其他的骨块,space > add >armature再次添加。这样进入了再次添加模式,增加的新的骨头是当前骨架的一部分,但是会是一个新的骨链。也可以选择一个骨头按E键拉出另一个骨头,新的骨头会是原骨头的附属骨。但不是它的Ik链。在edit mode中,可以对骨架上的骨头进行以下操作:
- Adjusting - Select one or more bone joints and use any of the standard transformation operations to adjust the position or orientation of any bones in the armature. Note that IK chains cannot have any gaps between their bones and as such moving the end point of a bone will move the start point, or root of its child. You can select an entire IK chain at once by moving the mouse cursor over a joint in the chain and pressing LKEY. You can also use the boundary select tool (BKEY).
- Deleting - You can delete one or more bones by selecting its start and end points. When you do this you will notice the bone itself will be drawn in a highlighted colour. Pressing XKEY will remove the highlighted bones. Note that selecting a single point is not enough to delete a bone.
- Point Snapping - It is possible to snap bone joints to the grid or to the cursor by using the snap menu accessible with SHIFT-S.
- Numeric Mode - For more precise editing, pressing NKEY will bring up the numeric entry box. Here you can adjust the position of the start and end points as well as the bone's roll around its own axis. An easy way to automatically orient the z-axis handles of all selected bones (necessary for proper use of the pose-flipped option) is to press CTRL-N. Remember to do this before starting to create any animation for the armature.
- Undo - While in Edit Mode, you can cancel the changes you have made in the current editing session by pressing UKEY. The armature will revert to the state it was in before editing began.
- 调整:选择一个或多个骨结合点,使用任何的调校操作来进行调整骨骼上骨头的位置或方向。笔记:IK链在骨头之间不能有 任何裂口,移动最后一个骨头要牵动最前的骨头,或最根部的子骨,我们可以把鼠标放在结合点然后按L键来全部选择整个IK链,也可以用边线选择工具(E键)。
- 删除:可以在起点或终点位置删除一个或多个骨头,当骨头被选择边线会变亮,这时按X键会删除变亮的骨头。笔记:选择一个骨头不能删除,要删除请选择一个以上骨头。
- 缝合点 : 可以缝合骨头结合点的格子上或使用snap(shift +S)
- 数字模式:要更精确的编辑,按N键出现一个窗口,在这里可以调整Ik链两边骨头的位置,还有一种比较容易的方法可以就是选择所有的骨头,按CTRL + N,可以校正到Z-轴位置.记住一定要在给骨架做动画之前做这一步.
- 取消操作:在edit mode,按U键可以取消上一个操作.会回到上一步操作前的样子.
It is also possible to join two Armatures together into a single Object. To do this, ensure you are in Object Mode, select both armatures and press CTRL-J.
可以在一个物体上使用2个骨架,在object mode,选择2个骨架按CTRL + J.
Naming Bones 命名骨头
Assigning meaningful names to the bones in your armatures is important for several reasons. First it will make your life easier when editing Actions in the Action Window. Second, the bone names are used to associate Action channels with bones when you are attempting to re-use Actions, and third, the names are used when taking advantage of the automatic pose-flipping feature. Note that bone names need only be unique within a given armature. You can have several bones called "Head" so long as they are all in different armatures. To change the names of one or more bones, select the bones in Edit Mode and switch to the Editing Context Buttons with F9. A list of all the selected bones should appear in the Armature Bones Panel (EditButtons for an Armature). Change a bone's name by SHIFT-LMB in the bone's name box and typing a new name.
在骨架中命名主骨头有几个重要因素: 首先容易在动作窗中制作动作; 其次,当重复动作的时候,骨头的名字与骨头的动作是相关联的; 第三,在制作自动姿势的时候用处很多,笔记:骨头的名字在骨架内是唯一的.改变一个或多个骨头的名字,在editmode 中选择骨头,换到editing context button(F9).在armature bones面板中一个选择骨头的列表会出现(),按 SHIFT-LMB 在name box上,然后输入新的名字.
It is easier to name the bones by either only editing one bone at a time, or by making sure the DrawNames option is enabled in the EditButtons F9 (Draw options for Armatures.
在编辑骨头时可以给骨头起名,或在editbuttons中DrawNames(在视图上显示bone名字) 选项可用。
| Pose Flipping Conventions: Character armatures are typically axially symmetrical. This means that many elements are found in pairs, one on the left and one on the right. If you name them correctly, Blender can flip a given pose around the axis of symmetry, making animation of walk-cycles much easier. For every bone that is paired, suffix the names for the left and right with either ".L" and ".R" or ".Left" and ".Right". Bones that lie along the axis of symmetry or that have no twin need no suffix. Note that the part of the name preceding the suffix should be identical for both sides. So if there are two hands, they should be named "Hand.R" and "Hand.L".
轴镜像: 人的骨架是一个很有代表性的轴向对称。也就是说许多元素都是成对的。左右各一个,如果正确命名,blender将会给一个轴向对正的姿势,创建转圈散步的动画会很简单。如果所有的骨头都对称,那么骨头的后缀左边右边分别是”.L””.R”或”.left”和”.right”。骨头的轴对称向前延伸或没有必要需要一对骨头的时候,不需要加后缀。 笔记:前边说的名称后缀应统一在两边,如果有2支手,那么应该是“hand.R”和"hand.L". |
Parenting and IK chain 父子属性和IK链
To change parenting relationships within the armature, select the bone that should be the child and switch to the Armature Bones Panel of the Edit Buttons Window. Next to the bone there should be a menu button labelled Child Of. To make the bone become the child of another bone, pick the appropriate parent from the list. Note that this is much easier if the bones have been correctly named. To dissolve a parenting relationship, choose the blank entry in the list. Note that the parenting menu only contains the names of valid parents. Bones that cannot be parents (such as children of the current bone) will not be displayed.
The IK toggle next to each bone with a parent is used to determine if the IK solver should propagate its effects across this joint. If the IK button is active, the parent's end point will be moved to match its child's start point. This is to satisfy the requirement that there are no gaps in an IK chain. Deactivating the IK button will not restore the child's start point to its previous location, but moving the point will no longer affect the parent's end point.
改变骨架内部的父子关系,选择一个子骨头,转到editbuttons窗口的armature bones面板,在selected bones下边有一个child of标签,把以选择的骨头变为其他骨头的子骨。在下拉菜单中找到合适的父骨,如果骨头的名字都已经起好,那么这个很容易就会完成。取消子属关系,重新选择菜单,然后点空白的选项。父子属性菜单里边只包含有效的命名骨头,如果骨头不可以父子化,那么就不会显示在这里。
| Setting Local Axes:
To get the best results while animating, it is necessary to ensure that the local axes of each bone are consistent throughout the armature. This should be done before any animation takes place. It is also necessary that when the armature object is in its untransformed orientation in object Mode, the front of the armature is visible in the front view, the left side is visible in the left view and so on. You can ensure this by orienting the armature so that the appropriate views are aligned and pressing CTRL-A to apply size and rotation. Again, this should be done before any animation takes place.
做动画时为达到最好效果,要确定每一个骨头的局域轴在其骨架中是否保持一致。在作动画之前必须要完成这一项,当骨架物体在object mode中转换方向的时候也会用到。在前视角看到的是前边的骨架,左边视角看到的是左半部分的骨架…调节好位置后,CTRL+A应用所有的旋转,变形等,这一步骤也是在作动画之前作。 |
The orientation of the "roll handles" of the bones is important to getting good results from the animation system. You can adjust the roll angle of a bone by selecting it and pressing NKEY. The exact number that must be entered here depends on the orientation of the bone. The z-axis of each bone should point in a consistent direction for paired bones. A good solution is to have the z-axis point upwards (or forwards, when the bone is vertically oriented). This task is much easier if the "Draw Axes" option is enabled in the Armature Panel in the Edit Buttons Window.
在动画系统中,骨头的滚轴方向是很重要的,选择滚轴按Nkey可以调节滚轴角度,这里要输入精确的数字定义骨头的方向,每一个骨头的z轴都是一对骨头是否对称得关键。最好的解决方法就是让Z轴向下(或向上,骨头时垂直的时候),这个很简单,如果editbuttons窗口的armature面板下的draw names选项已经打开。
The Armature Panel 骨架面板
This panel just contains a few toggle buttons. When the Rest Pos toggle is activated (Draw options for Armatures), the armature will be displayed in its rest position. This is useful if it becomes necessary to edit the mesh associated with an armature after some posing or animation has been done. Note that the Actions and poses are still there, but they are temporarily disabled while this button is pressed. Draw Axes and Draw Names toggle buttons allow the local axes of each bone and its name to be displayed in the 3D Viewport. The X-Ray toggle prevents the armature bones from being hidden by your model when in solid/shaded mode.
这个面板只有不多的几个套索按钮,当rest pos套索启动,骨架将为不可见,这个在需要编辑一个带有骨架的网格(为形成pose或动画之前)的时候很有用。注意的是动作和姿势还在,按钮按下后,它们临时不可见,Draw axes和draw names套索按钮允许每一个骨头的局域轴和它的名字在3D视角消失,在solid/shaded模式下X-ray套索防止骨架骨头消失隐藏。
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