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blender - 编辑Armature (2)
北鼎K105养生壶 进口加厚玻璃水果茶花草茶煎药壶电水壶养身壶
    2018-6-7 15:3:20    作者: blenderFans      进入评论页

https://docs.blender.org/manual/en/dev/rigging/armatures/bones/editing/bones.html

也许你困惑,为什么不用x键来处理这个问题呢?因为extrusion选中的这些新生成的尾部,类似下面解释的,删除工具
会忽视这些bones的关节,为了不依靠撤销来删除这些新生成的bones,你需要必须移动这些尾部,并且选中这些bones并且
删除它们。


Mouse Clicks

Mode:Edit Mode
Hotkey:Ctrl-LMB

If at least one bone is selected, Ctrl-LMB-clicking adds a new bone.  按ctrl加鼠标右键点击可以生成
新的bone.



Fill between Joints


Mode:Edit Mode
Menu:Armature ? Fill Between Joints
Hotkey:F



复制


Mode:Edit Mode
Menu:Armature ? Duplicate
Hotkey:Shift-D



Split 分割


Mode:Edit Mode
Menu:Armature ? Split
Hotkey:Y




Delete Selected Bone(s) 删除被选中的Bones

Mode:Edit Mode
Menu:Armature ? Delete Selected Bone(s)
Hotkey:X


Dissolve

Reference

Mode:Edit Mode
Menu:none
Hotkey:Ctrl-X

ToDo 2.76.

Merge Bones

Reference

Mode:Edit Mode
Menu:Armature ? Merge Bones
Hotkey:Alt-M
You can merge together several selected bones, as long as they form a chain. Each sub-chain formed by the selected bones will give one bone, whose root will be the root of the root bone, and whose tip will be the tip of the tip bone.

Subdivide

Mode:Edit Mode
Menu:Armature ? SubdivideSpecials ? Subdivide


You can subdivide bones, to get two or more bones where there was just one bone. The tool will subdivide all selected bones, preserving the existing relationships: the bones created from a subdivision always form a connected chain of bones.

To create an arbitrary number of bones from each selected bone in the Subdivide Multi Operator panel.

Number of Cuts
Specifies the number of cuts. As in mesh editing, if you set n cuts, you will get n + 1 bones for each selected bone.

Locking Bones

You can prevent a bone from being transformed in Edit Mode in several ways:

  • All bones can be locked clicking on the Lock checkbox of their Transform panel in the Bones tab;
  • Press Shift-W Toggle Bone Options ? Locked
  • Select Armature ? Bone Settings ? Toggle a Setting.

If the root of a locked bone is connected to the tip of an unlocked bone, it will not be locked, i.e. you will be able to move it to your liking. This means that in a chain of connected bones, when you lock one bone, you only really lock its tip. With unconnected bones, the locking is effective on both joints of the bone.

X-Axis Mirror


Mode:Edit Mode
Panel:Tool Shelf ? Options ? Armature Options ? X-Axis Mirror

This option enables automatic mirroring of editing actions along the X axis. Another very useful tool is the X-Axis Mirror editing option by Tool panel ? Armature Options, while Armature is selected in Edit Mode. When you have pairs of bones of the same name with just a different “side suffix” (e.g. “.R”/”.L”, or “_right”/”_left” …), once this option is enabled, each time you transform (move/rotate/scale…) a bone, its “other side” counterpart will be transformed accordingly, through a symmetry along the armature local X axis. As most rigs have at least one axis of symmetry (animals, humans, …), it is an easy way to spare you half of the editing work!

Separate Bones

You can, as with meshes, separate the selected bones in a new armature objectArmature ? SeparateCtrl-Alt-P and of course, in Object Mode, you can join all selected armatures in one Object ? Join ObjectsCtrl-J.
你可以把选中的bones放到一个新的armature里。











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