简介
一旦骨架被物体 蒙皮 后,你需要一种将骨架放置到特定位置的方法也就是摆姿势。基本上,通过变换骨骼,你可以变形或变换蒙皮物体。但是,你将注意到在 编辑模式 中不可以这样做 - 请记住, 编辑模式 用于编辑默认,基础或“重置”位置的骨架的。你也可能会注意到,在 物体模式 也不可以这样做,因为你只能在此模式下变换整个物体。
So, armatures have a third mode dedicated to the process of posing known as Pose Mode. In rest position (as edited in Edit Mode), each bone has its own position/rotation/scale to neutral values (i.e. 0.0 for position and rotation, and 1.0 for scale). Hence, when you edit a bone in Pose Mode, you create an offset in the transform properties, from its rest position. This may seem quite similar if you have worked with relative shape keys or Delta Transformations.
尽管可以用于完全静态的用途,但是姿态很大程度上是与动画特性和技巧相关的。所以如果一点不了解Blender中的动画,最好先看一下 动画章节 ,然后再回来阅读本节。
可视化
Bone State Colors 骨骼的状态颜色
The color of the bones are based on their state. There are six different color codes, ordered here by precedence (i.e. the bone will be of the color of the bottom-most valid state):
灰色: 默认的。
Blue wire-frame: in Pose Mode.
绿色: 用于约束。
黄色: 用于 IK解算约束)。
橙色: 用于无目标解器约束。
Note
当 骨骼组 颜色被启用时,状态颜色将被覆盖。