Graphics Reference
In-Depth Information
tioned earlier in the chapter.
The goal is that when you
begin to animate, you only
see bones that you directly
manipulate.
Skinning
The process of binding your
mesh objects to your control
armature is called skinning .
Before you bind them,
though, there is an armature
and object preflight you
should perform:
Make sure that your
mesh objects and arma-
ture are unrotated and
unscaled. If necessary,
apply any scaling and
rotation with the Apply
Transformation operation
(Ctrl-A).
In Edit mode in the
armature, make sure that
bone roll has been con-
trolled. In most cases, this
is accomplished by select-
ing all bones and using
the Recalculate Roll:
Axis Up operation (Ctrl-
N). You may have to
readjust certain things
like the IK pole target
after performing this step.
Review each bone by selecting it in Pose or Edit mode to make sure that the Deform option in the
Bone panel is set correctly. Only structural bones should be set to Deform.
Figure 9.31 Setting a data target for a driver.
If your meshes use array, mirror, or other geometry-generating modifiers, you should consider applying
them. While many of the skinning operations will work with these modifiers in place, fine-tuning the
deformation can be difficult or impossible. If you're worried about applying these modifiers, make
duplicates of your objects and place them on an unused layer in case you need them later.
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