Viewport Display – Показ Оглядвікна

Reference – Довідка

Mode – Режим

Object and Pose Mode

Panel – Панель

Bone ‣ Viewport Display – «Кістка > Показ Оглядвікна»

../../../../_images/animation_armatures_bones_properties_display_custom-shape-field.png

Панель Viewport Display – «Показ Оглядвікна».

Display panel lets you customize the look of your bones taking the shape of another existing object.

Hide – Схов

Hides the selected bone.

Custom Shape – Кастомна Форма

Blender allows you to give to each bone of an armature a specific shape (in Object Mode and Pose Mode), using another object as «template». In order to be visible the Shapes checkbox has to be enabled (Armature ‣ Viewport Display panel).

Custom Object – Кастомний Об’єкт

Об’єкт, що визначає кастомну форму вибраної кістки.

Масштаб – Scale X, Y, Z

Додатковий фактор масштабування для застосування до кастомної форми.

Translation X, Y, Z

Additional translation factor to apply to the custom shape.

Обертання – Rotation X, Y, Z

Additional rotation factor to apply to the custom shape.

Override Transform – Заміщення Трансформи

Кістка, що визначає показ трансформи кастомної форми.

Scale to Bone Length – Масштаб за Довжиною Кістки

Option not to use bones length, so that changes in Edit Mode don’t resize the custom shape.

Wireframe – Каркас

When enabled, bone is displayed in wireframe mode regardless of the viewport display mode. Useful for non-obstructive custom bone chains.

Workflow – Робпотік

To assign a custom shape to a bone, you have to:

  1. Switch to Pose Mode Ctrl-Tab.

  2. Select the relevant bone by clicking on it.

  3. Go to the Display panel Custom Shape field and select the 3D object previously created in the scene; in this example we are using a cube and a cone. You can optionally set the At field to another bone.

../../../../_images/animation_armatures_bones_properties_display_custom-shape-example.png

The armature with shape assigned to bone. Note the origin of the Cone object.

Примітка

  • These shapes will never be rendered, like any bone, they are only visible in the 3D Viewport.

  • Even if any type of object seems to be accepted by the Object field (meshes, curves, even metas…), only meshes really work. All other types just make the bone invisible.

  • The origin of the shape object will be at the root of the bone (see the bone page for root/tip).

  • The object properties of the shape are ignored (i.e. if you make a parallelepiped out of a cube by modifying its dimensions in Object Mode, you will still have a cube-shaped bone…).

  • The «along bone» axis is the Y one, and the shape object is always scaled so that one unit stretches along the whole bone length.

  • If you need to remove the custom shape of the bone, just right-click in the Custom Shape field and select Reset to default value in the pop-up menu.

So to summarize all this, you should use meshes as shape objects, with their center at their lower -Y end, and an overall Y length of 1.0 unit.