变换¶
变换¶
We will not detail here the various transformations of bones, nor things like axis locking, pivot points, and so on, as they are common to most object editing, and already described in the mesh section. The same goes for mirroring, as it is nearly the same as with mesh editing. Just keep in mind that bones' roots and tips behave more or less like meshes' vertices, and bones themselves act like edges in a mesh.
As you know, bones can have two types of relationships: They can be parented, and in addition connected. Parented bones behave in Edit Mode exactly as if they had no relations. They can be moved, rotated, scaled, etc. without affecting their descendants. However, connected bones must always have parent's tips connected to child's roots, so by transforming a bone, you will affect all its connected parent/children/siblings.
而与其他变换工具,“局部轴”是指物体的轴,这里它们是骨骼自己的轴(当你锁定到局部轴时,通过按相关键两次,约束将沿所选骨骼的局部轴应用而不是骨架物体的轴)。
Finally, you can edit in the Transform panel in the Sidebar region the positions and radius of both joints of the active selected bone, as well as its roll rotation.
Scale Radius 球形半径¶
参考
模式: | 编辑模式 |
---|---|
菜单: | |
快捷键: | Alt-S |
您可以通过选择骨骼的头部,身体或尾部来改变骨骼的半径,然后按 Alt-S ,向左或向右移动鼠标。如果选择了身体,意味半径将被缩放。像往常一样,通过相连的骨骼,你可以同时缩放父级的尾端和子级的首端的半径。(封套模式)。
You can also alter the bone radius by selecting the tail or head of the bone you wish to alter, then navigate to
and entering new values for the Tail and Head number fields.需要注意的是当调整骨(通过直接进行缩放,或者通过移动其关节中的一个)大小时,Blender自动校正它的封套的末端半径。因此,建议首先放置所有骨骼,然后才能编辑这些属性。
Scale Envelope Distance 缩放封套间隔¶
参考
模式: | 编辑模式和姿态模式 |
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菜单: | |
快捷键: | Ctrl-Alt-S |
你可以通过单击要更改的骨骼的主体来更改骨骼封套体积的大小,快捷键 Ctrl-Alt-S ,然后向左或向右拖动鼠标,骨骼封套体积将相应更改。
您还可以通过选择要修改的骨骼来更改骨骼封套体积,然后导航到
然后在其中输入一个新值。改变骨骼封套体积不会改变骨骼的大小,它只能影响子对象顶点的范围。
Align Bones 对齐骨骼¶
参考
模式: | 编辑模式 |
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菜单: | |
快捷键: | Ctrl-Alt-A |
Rotates the selected bones to achieve the same orientation as the active one.
Bone Roll 骨骼扭转¶
在 编辑模式 中,可以控制骨骼滚动(即围绕骨骼的Y轴旋转)。
然而,在编辑骨架之后 或当使用欧拉旋转( euler rotation ), 你可能想要设置骨骼扭转。
Set Bone Roll 设置骨骼扭转¶
参考
模式: | 编辑模式 |
---|---|
菜单: | |
快捷键: | Ctrl-R |
This is a transform mode where you can edit the roll of all selected bones.
Recalculate Bone Roll 重新计算骨骼扭转¶
参考
模式: | 编辑模式 |
---|---|
菜单: | |
快捷键: | Ctrl-N |
- Axis Orientation 轴向
- Local Tangent
与骨骼及其父级定义的轴对齐。
X, Z
- Global Axis 全局轴向
对齐滚动(扭转)到全局X,Y,Z轴。
X, Y, Z
- Active Bone 激活骨骼
- 遵循活动骨骼的旋转。
- View Axis 视图轴
- 将滚动设置为与视图对齐。
- Cursor 游标
- 设置滚动朝向3D游标。
- Flip Axis 翻转轴
- 反转轴方向。
- Shortest Rotation 最短旋转
- 避免将骨骼从其当前值滚动超过90度。
Switch Direction 切换方向¶
参考
模式: | 编辑模式 |
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菜单: | |
快捷键: | Alt-F |
This tool allows you to switch the direction of the selected bones (i.e. their root will become their tip, and vice versa).
切换骨骼的方向通常会破坏它所属的链条。但是,如果你换整个(一部分)链,则切换的骨骼仍将保持父子和链接关系,但是以“相反的顺序”。见图。 Switching example. 切换示例。 。