Graphics Programs Reference
In-Depth Information
Human program ( www.makehuman.org/ ) to create a figure then import it into
Blender and rig for animation, but unless you have a reasonable computer you
may be disappointed. Make Human models have a pretty high vertex count so
there is a lot of stuff to move about in an animation. You would also have to go
find a rigging tutorial on the internet and study this topic in detail. What we have
covered so far is the very basics; while on the subject of armatures, let's demon-
strate a few more basics.
Figure 15.19
Bones appear
disconnected.
15.8 Disconnected Bones
You may have noticed that in the humanoid armature, some of the bones appear to
be disconnected because they are separated from adjoining bones (Figure 15.19).
To demonstrate how this occurs, follow this procedure. In a new scene, add a single
bone armature, tab into edit mode, select the tip, and extrude another bone. Select
the body of the new bone and, in the properties window - “Bone” button - “Rela-
tions” tab, untick “Connected” (Figure 15.20). The new bone
may now be translated (use the G key to grab) and reposi-
tioned away from the original bone, although it remains part
of the armature (Figure 15.21). If “Connected” is reticked,
the new bone will be repositioned with its base connected to
the original bone.
In the previous examples of deforming a mesh with an
armature, the mesh vertices had to be located within the
field of influence of the armature. An alternative to this is
to manually nominate which vertices will be affected by the
armature. There are basically two methods:
Figure 15.20
Figure 15.21
1. Select and assign vertices to a vertex group and nominate the control
armature bone.
2. Perform this same operation using Blender's weight paint tool.
15.8.1 Method 1: Manually Assign Vertices
In a new scene, construct a finger as previously described. Add a two bone arma-
ture as before, but position it as shown in Figure 15.22. Select the armature and
in the properties window - “Object Data” button - “Display” tab, tick “Names”
to show the bones named “Bone” and “Bone.001.” Deselect the armature. Select
the finger, tab into edit mode, and press the A key to deselect the vertices. In
the properties window - “Object Data” button - “Vertex Groups” tab, click the
+ sign to add a new vertex group; a vertex group is added and named “Group”
(Figure 15.23). The aim here is to select vertices and add them to the vertex group.
The movement of the group is to be controlled by a bone in the armature. By re-
naming “Group” to “Bone.001,” the vertex group will automatically be controlled
by the bone named “Bone.001.” Groups and bones may be renamed to whatever
you want, but for a group to be controlled by a bone, the names must be identical.
The bone
repositions
but remains
part of the
armature.
 
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