Ossos maleáveis¶
Reference
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Bendy Bones (B-Bones) are an easy way to replace long chains of many small rigid bones. A common use case for curved bones is to model spine columns or facial bones.
Detalhes técnicos¶
Blender treats the bone as a section of a Bézier curve passing through the bones” joints. Each of the Segments will bend and roll to follow this invisible curve representing a tessellated point of the Bézier curve. The control points at each end of the curve are the endpoints of the bone. The shape of the B-Bones can be controlled using a series of properties or indirectly through the neighboring bones (i.e. first child and parent). The properties construct handles on either end of the bone to control the curvature.
Durante as utilizações dos ossos maleáveis como um alvo de restrição, o Identificador de dados fornecerá uma opção para seguir a curvatura ao invés do meão direto entre a cabeça e a base.
Nota
However, if the bone is used as a target rather than to deform geometry, only Armature and Copy Transforms constraints will use the full transformation including roll and scale.
Modo de visualização¶
Você somente poderá ver estes segmentos, caso os ossos sejam visualizados como ossos Maleáveis.
When not visualized as B-Bones, bones are always shown as rigid sticks, even though the bone segments are still present and effective. This means that even in e.g. Octahedron visualization, if some bones in a chain have several segments, they will nonetheless smoothly deform their geometry.
Pose de descanso¶
O formato inicial de um osso maleável pode ser definido no Modo de edição como uma pose de descanso desse osso. Isto é útil para as funcionalidades de animações faciais curvilíneas como as regiões da boca ou sobrancelhas.
Os ossos maleáveis possuem dois conjuntos de propriedades para que o usuário os controle – um para o Modo de edição (ou seja, para a base dos arranjos de animação e pose de descanso), e um outro exclusivo para o Modo de pose – para a adição de valores em conjunto para obtenção das transformações finais.
Exemplo¶
na imagem Bones with just one segment in Edit Mode. nós conectamos três ossos, cada um deles composto de cinco segmentos.
Observando na imagem A mesma armação de ossos no Modo de edição., nós podemos ver como os segmentos dos ossos são «mesclados» entre si de maneira suave, mesmo para a rolagem.
Opções¶
Segmentos¶
The Segments number field allows you to set the number of segments, which the given bone is subdivided into. Segments are small, rigid linked child bones that interpolate between the root and the tip. The higher this setting, the smoother «bends» the bone, but the heavier the pose calculations.
Deslocamentos de curva em X e Y¶
Applies offsets to the curve handle positions on the plane perpendicular to the bone’s primary (Y) axis. As a result, the handle moves per axis (XY) further from its original location, causing the curve to bend.
Rolagem¶
- Rolar para dentro ou para fora
- The roll value (or twisting around the main Y axis of the bone) is interpolated per segment, between the start and end roll values. It is applied as a rotational offset on top of the previous rotation.
- Herdar rolagem das terminações
- If enabled, the Roll Out value of the Start Handle bone (connected parent by default) will be implicitly added to the Roll In setting of the current bone.
Escala¶
- Scale In X/Y, Scale Out X/Y
- Scaling factor that adjusts the thickness of each segment for the X and Y axes only, i.e. length (Z axis) is not affected. Similar to Roll it is interpolated per segment.
Facilitação¶
- Aplicação de mais ou menos facilitações
The Ease In/Out number fields, change the «length» of the «auto» Bézier handle to control the «root handle» and «tip handle» of the bone, respectively.
These values are proportional to the default length, which of course automatically varies depending on bone length, angle with the reference handle, and so on.
Custom Handles¶
B-Bones can use custom bones as their reference bone handles, instead of only using the connected parent/child bones.
- Start, End Handle Type
Specifies the type of the handle from the following choices:
- Automatic
- The connected parent (or first connected child) of the bone is chosen as the handle. Calculations are done according to the Absolute handle type below.
- Absolute
- The Bézier handle is controlled by the position of the head (tail) of the handle bone relative to the head (tail) of the current bone. If the handle is also a B-Bone, additional processing is applied to further smooth the transition, assuming that the bones in effect form a chain.
- Relativo(a)
- The Bézier handle is controlled by the offset of the head (tail) of the handle bone from its rest pose. The use of this type is not recommended due to numerical stability issues near zero offset.
- Tangent
- The Bézier handle is controlled by the orientation of the handle bone, independent of its location.
- Custom Handle
For types other than Automatic, a bone to use as handle has to be manually selected. Switching to a custom handle type without selecting a bone can be used to effectively disable the handle.
It is valid for two bones to refer to each other as handles – this correlation is applied in connected chains with Automatic handles.
Dica
Conjunto de inserção de chaves
The «BBone Shape» Keying Set includes all Bendy Bones properties.