![]() ![]() “Circular dependency”: Programmers are intimately familiar with these. An arm with the IK solver applied means the poser merely needs to determine the position of the shoulder and hand, and the arm bends appropriately to match. Where Forward Kinematics has the poser work up or down the chain, using IK means the poser choses the orientations of the topmost and bottommost bones of a chain, and an IK solver figures the rest out. Inverse Kinematics (IK): A stark reinterpretation of the hierarchy. ![]() Posing with this style would involve working down the hierarchy chain. Like in the definition of Hierarchy, the topmost bones affect everything below it. Forward Kinematics (FK): The Hierarchy’s default operation. In an armature context, we talk about how much a vertex follows a bone around. Weights: How much a vertex of a mesh is affected by something. Another would be to keep the eyes rotated toward something. There are many constraints, but one example would be to limit the hand bone from going farther than the lengths of the two arm bones away from the shoulder bone. Constraints (aka rules): Constraints limit the movement of parts of the rig in useful ways. Moving your thigh also moves the shin and foot, moving the shin moves just the shin and foot, and moving the foot only moves the foot. To help visualize this: your foot would be parented to your shin, and the shin parented to your thigh. Moving this bone moves the entire rig, and thus the entire character. The Root bone is the bone highest on the hierarchy. Parents of bones move all child bones down the hierarchy. “The Hierarchy”: Bones and sets of bones can be “parented” to other bones. On top of transformation information, it may also have length and built in movement restrictions. Bone: A special type of empty that is specifically made for armatures in mind. Useful as targets for constraints and rules. Empty: An object whose only purpose is to contain transformation information (location, rotation, scale). Some terms you will see over and over: Armature (aka “the rig”): The entire collection of bones, rules, and transforms that are linked to the mesh. This tutorial is valid for the 1.58+ family of Blender releases (done in 1.61alpha). While button placement and vocabulary will vary from program to program, the process is mostly the same in other 3D software. Seeing your character run for the first time is heart stopping, to say the least! This tutorial assumes that you can model in blender, and can competently manipulate the viewports. On top of that, you can add animation to the rig so you can give your character the illusion of life. Intro So, you designed your character, you made them look fancy and awesome, you unwrapped and colored them in, what are you missing? Well, the ability to move, of course! Modeling is fun, and making scenes and statuettes is good and all, but your model becomes useful and reusable if you give a model some ability to move. ![]()
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