Section outline

  • Blender 3D: Animation Notes and FAQ
    ::Blender 3D:动画笔记和常见问题

    IMPORTANT
    ::重要的是

    This page is under heavy construction. It will probably not be edited better until early May 2012. If someone sends me information on how to convert a OpenOffice odt file to a wikidoc format, then it may be done sooner. Until then this will be quite a work in progress.
    ::这页正在重建中.它可能不会在2012年5月初才更好地编辑.如果有人向我发送有关如何将OpenOffice odt文件转换为wikidoc格式的信息,那么它可能会更快完成.直到那时,这将是一个正在进行中的工作.

    Authors & Contributors
    ::作者和贡献者

    See  here .
    ::看看这里.

    Introduction
    ::引言 时间

    I found it quite cumbersome to find all of the little quirks, problems, and tricks in multiple sources whenever I would forget something. Therefore, I compiled all of the things I found important—primarily with character animation. Almost all the information here is consolidated from many sources. Some sources still need to be cited and any help on this would be much appreciated. For that reason I did not intend to make this public but I think there is enough need for this type of information so here it is.
    ::我发现在多个来源中找到所有小怪癖,问题和技巧是相当繁的.因此,我编译了我认为重要的所有东西,主要是与角色动画有关.几乎所有信息都来自许多来源.还需要引用一些来源,任何帮助都会非常感激.因此,我不打算公开这个信息,但我认为有足够的需要这种类型的信息,所以这里是.

    Just as a special aside, I made these notes to help myself with my animation project. Although I have organized them and posted them online for my and others benefit, I will not be dedicating any large amount of time to this website. All of my extra time needs to be allocated to the animation project. However, I do not mind suggestions and am willing to possible use them. I want to make sure that the viewer understands my time is very limited.
    ::作为一个特殊的旁边,我做了这些笔记,以帮助自己与我的动画项目.虽然我已经组织和在线发布他们为我和其他人的利益,我不会奉献任何大量的时间,这个网站.我所有的额外的时间需要分配给动画项目.然而,我不介意建议,并愿意可能使用它们.我想确保观众理解我的时间是非常有限的.

    There may be many typos or confusing areas of organization. I tried to organize the mess of notes as best as possible but I am sure there is an even better way. Feel free to fix any aspect of this.
    ::我试图尽可能地整理这些混乱的笔记,但我相信还有更好的方法. 请随时纠正任何方面.

    Any suggestions or comments feel free to e-mail me at wiki [at] pagodaproductions.com.
    ::任何建议或评论可以随时发送给我,

    Todo List
    ::工作列表

    See  here .
    ::看看这里.

    Animation FAQ
    ::动画常见问题

    Armatures
    ::骨架

    Q:  I managed to create an acceptable walk cycle finally, now when I reopend the file to add additional animation, It keeps falling back to walk cycle, is their something i am doing wrong. Even after adding the LocRotScale key frame, it still ignores them, and goes back the corisponding frame for the walk. Ugggghhhh!!!
    ::问:我终于设法创建了一个可接受的步行周期,现在当我重新打开文件以添加额外的动画时,它一直会回到步行周期,这是我做错的事情.即使添加了LocRotScale键框,它仍然会忽略它们,并返回步行的相应.

    Q:  What is the best approach for rigging a character in Blender?
    ::问:在Blender中操纵一个角色的最佳方法是什么?

    Q:  How do I attach a separate object to a bone?
    ::问:我如何将一个单独的物体连接到骨头上?

    Q:  When you try to scale the root bone of the armature(which scales the mesh), the bones move out of the natural placement causing unwanted positioning and distortion. Is there any way around this?
    ::问:当你试图缩放具的根骨 (这缩放了网状物) 时,骨头会移出自然位置,导致不必要的定位和扭曲.有没有办法绕过这个问题?

    Q:  What is a pole vector?
    ::问:什么是极向量?

    Q:  How do I know that my armature is correctly positioned in global space in edit, object, and pose mode with proper bone rolls and axis pointing in proper directions? What are the best methods for building? And what axis is up Y or Z?
    ::问:我如何知道我的具在编辑,对象和姿势模式下正确地在全球空间中定位,有适当的骨滚和轴向正确的方向? 构建的最佳方法是什么? 什么轴是Y或Z?

    Hotkeys
    ::热键

    Ctrl-C/Ctrl-V Trick One simple way to get the right name is to select the Lattice, go to F9, Link and Materials panel and where it says Ob:Lattice or Ob:Lattice.001 etc., move the mouse over this field and press Ctrl-C (don't click on it, just hover over it). This copies the Lattice name. Then select your object, go to the Lattice Modifier panel, hover the mouse over the Ob: field and press Ctrl-V to paste the name in. Now it should stay there and your Lattice should work in Edit Mode.
    ::Ctrl-C/Ctrl-V 技巧 获取正确名称的一个简单方法是选择格子,进入F9,链接和材料面板,在上面写着Ob:Grid或Ob:Grid.001等,将鼠标移动到这个字段上,然后按Ctrl-C (不要点击它,只需在上面移动). 这复制了格子名称. 然后选择你的对象,进入格子修改器面板,移动鼠标移动到Ob:字段上,然后按Ctrl-V粘贴名称. 现在它应该留在那里,你的格子应该在编辑模式中工作.

    H hides bones
    ::皮的骨头

    Alt+H shows all bones
    ::Alt+H显示所有骨头

    Shift+H hides everything except the chain
    ::转换+H 隐藏除了链的所有东西

    Ctrl+I [Pose Mode] will automatically add an IK contraint
    ::Ctrl+I [立场模式] 将自动添加一个 IK 约束

    M [Pose Mode] to move a bone to a bone-layer, select it in POSE mode then press "m" and click on the desired layer button. When the bone is selected, you can see which bone layer it is on in the Editing buttons / Selected Bones panel. Whichever of the 16 layer buttons is enabled is the layer the bone will be on.
    ::M [Pose Mode] 移动骨头到骨层,选择它在POSE模式,然后按"m"并点击所需的层按.当骨头被选择时,您可以在编辑按/选择的骨头面板中看到它在哪个骨层. 启用16个层按中的任何一个都是骨头将在哪个层.

    Shift+M [Pose Mode] You can use the hotkey SH-M to display a floating bone-layer panel in the 3d viewport. Select the armature, change to POSE mode, then change to the Buttons/Editing panel (F9). Under the Armature-Panel, Display Options SH-LMB the 8th button under the Display Options Bone-Layer buttons to enable it. Check out  this  by BlenderArtists.com.
    ::转换+M [姿势模式] 您可以使用快键SH-M在3D视窗中显示浮动骨层面板. 选择具,切换到POSE模式,然后切换到按/编辑面板 (F9). 在具面板下,显示选项SH-LMB在显示选项骨层按下的第8个按以启用它. 查看此由BlenderArtists.com.

    Alt-N normalize the bone orientation This can fix problems sometimes.
    ::这有时可以解决问题.

    Alt+P clears parent
    ::关闭父组合

    Alt+S [Pose Mode] in edit mode allows b-bones shape to scale visual changes without affecting the bones.
    ::在编辑模式中,Alt+S (姿势模式) 允许b-bone的形状在不影响骨头的情况下进行视觉变化.

    W [Edit Mode] subdivides bones
    ::W [编辑模式] 分别骨

    W [Pose Mode] will calculate paths to see how a bones movement is mapped out along a path or If you've named your bones correctly ( with .L and .R at the end of the name ) , you can flip the mirrored bone name by pressing "W" and "flip name" . A relevant post on BlenderArtsists.com is available  here .
    ::按"W"和"翻转名字"就可以翻转骨头的名称.BlenderArtsists.com的相关文章可以在这里找到.

    Approaches, Techniques, Tips and Tricks
    ::方法,技术,技巧和技巧

    Constraining IK or FK In the Armature Bones Panel is where you can limit the movement of the bone for IK and Limit Rotation Constraint for FK
    ::在具骨面板是你可以限制骨的运动,以 IK 和限制旋转限制FK

    Customizing Frame Skipping Steps(F10 playback) allows for a customizable way of skipping frame in increments.
    ::定制跳转步骤 (F10播放) 允许在增加的跳转的可定制方式.


    Copying Constraints in pose mode 1. Select all bone(s) you wish to copy the constraints to, from a particular bone 2. Now, select the bone you wish to copy constraints from 3. Ctrl C --> Constraints (All)
    ::在姿势模式下复制限制 1. 选择所有骨 () 您希望复制限制,从特定的骨 2. 现在,选择您希望复制限制的骨 3. Ctrl C --> 限制 (全部)

    You can do CTRL-CKEY to copy stuff from a bone to bones. The options are location, rotation, scale and constraint. Constraint is very handy when you wan to copy a constraint to other bone. The way it works is easy. The WKEY menu get some neat options too: Select constraint target: Will select the target of the bone's constraint currently selected. Flip name: Yep, you can flip name in Posemode too. Calculate/Clear path: This is a visual way to see the action linked to your armature. You can select just some bones and ask Blender to show you the paths of the bones.
    ::您可以使用CTRL-CKEY从骨头复制到骨头. 选项是位置,旋转,尺度和约束. 当您想要将约束复制到其他骨头时,约束非常方便. 它的工作方式很简单. WKEY菜单也提供了一些简单的选项: 选择约束目标: 将选择当前选择的骨头约束的目标. 翻转名称: 是的,您也可以在Posemode中翻转名称. 计算/清除路径: 这是一个与具相关的动作视觉方式. 您可以选择一些骨头并要求Blender显示骨头的路径.

    It's possible to copy constraints from one object/bone to a bunch of objects/bones. A useful thing to know when doing a repetitive task like rigging all the fingers of a hand. Just select all bones/objects that you want to give a copy of the constraint, and then select the bone/object containing the constraints. Press CTRL-CKEY in 3DView, and select Object Constraints from the popup menu. The idea behind this is to copy the constraints of the active object to the selection.
    ::复制一个对象/骨的约束是可能的.当做重复任务时,如对手指进行改时,这是一件有用的事情.只需选择所有想要复制约束的骨/对象,然后选择包含约束的骨/对象.在3DView中按Ctrl-CKEY,然后从弹出菜单中选择对象约束.这背后的想法是将活动对象的约束复制到选择中.


    Rigging  Q:  What is the best approach for rigging a character in Blender?
    ::操纵问:在Blender中操纵一个角色的最佳方法是什么?

    A: Apollux Honestly, I don't think that there is a golden set-up that will solve all your problems. For example, when I design a character rig I need to know beforehand what type of actions he will perform.
    ::答:阿波罗克斯 坦白说,我不认为有什么金色的设置可以解决你的所有问题.例如,当我设计一个角色的装备时,我需要事先知道他将执行什么类型的行动.

    If you want general pointers, I guess this would do: Allways set your rigs in a half relaxed fashion.. totally relax your hand for a few minutes and see the position of the palm and fingers, that is position you should model and rig-them on the 3D world. Same goes for mouth, legs, arms, etc. etc. etc.
    ::如果您想要一般指针,我想这会做:总是设置你的钻机在半放松的方式...完全放松你的手几分钟,看看掌和手指的位置,这是位置你应该模型和-他们在3D世界.

    When in doubt over IK or FK always choose IK, since it is quite easy to switch a IK rig into FK when needed and then back to IK.
    ::对于 IK 或 FK 选择,请始终选择 IK,因为在需要时,很容易将 IK 钻机切换为 FK,然后再重新切换为 IK.

    Bone's axis orientation can't be an afterthought!! It is no coincidence that every self-respecting rigging tutorial for blender mention it... And don't trust blindly on the automatic axis orientation fix command (Ctrl-N), since it can introduce some odd solutions on complex armatures. Always check each bone by hand, even if Blender says they are fixed.
    ::骨的轴方向不能是事后的!! 没有偶然的,每一个自尊的调试教程都提到它... 不要盲目地相信自动轴方向修复命令 (Ctrl-N),因为它可以在复杂的具上引入一些奇怪的解决方案. 总是手动检查每个骨头,即使Blender说它们是固定的.

    Ultimate rig design is not the in-and-all of character animation. Sometimes I would spent crazy amounts of time preparing a rig for a special squence, and in the end realize that if I had used a simple FK rig tricked by hand during animation I would get the same results in half of the time and half the frustration. Not because it can be done means that it must be done. BlenderArtists post  here .
    ::终极轮设计不是角色动画的全部. 有时我会花费大量的时间来为特殊的动画编制轮,最后意识到如果我在动画中使用一个简单的手工的FK轮,我会在一半的时间和一半的挫折中得到相同的结果. 不是因为它可以做到,这意味着它必须做到. 混合器艺术家在这里发布.


    Item Pickup A good use of it is to ask a character to pick up something. By having a bone or empty for each side of the relationship (hand <-> glass), as the hand approaches the glass, you can align the two empties and fire the constraint up (1.00) to stick them together. You add another child-bone in the middle of the hand to tell where the glass will be. Thus moving the hand will move the glass. On the side of the glass just add an empty and make it parent of the glass. Add a copy location to the empty pointing to the bone in the hand we just did. There you go. Of course when the hand rotates the glass will not. For that you will need to add a Copy Rotation Constraint. Before Blender 2.40, the above method was a good way of faking parent relationship without rotation. But now we have the hinge option which does the same.
    ::取物件 很好的使用方法是让一个角色取东西.通过在关系的每一边 (手 <-> 玻璃) 设置一个骨头或空洞,当手接近玻璃时,你可以对齐两个空洞,并将约束 (1.00) 激活,将它们粘在一起.你在手的中间添加另一个子骨头来告诉玻璃将在哪里.这样移动手将移动玻璃.在玻璃的一边只需添加一个空洞,使其成为玻璃的父.在空洞的位置上添加一个复制位置,指向我们刚才做的手中的骨头.你就在那里.当然,当手旋转时,玻璃不会.为此,你需要添加一个复制旋转约束.在Blender 2.40之前,上述方法是假装父关系而不旋转的

    Problems and Questions
    ::问题和问题

    Separate Object/Bone Attachment  Q:  How do I attach a separate object to a bone?
    ::单独的物体/骨附着 Q:我如何将单独的物体附着到骨上?

    A: To do that simply Ctrl-Tab into Pose Mode with the armature selected then select the object/mesh you want to parent to a bone then shift-select the bone you want to be the parent and Ctrl-P>"MakeParent to">Bone .
    ::答: 为了做到这一点,只需在选择了具时,单击Ctrl-Tab进入"姿态",然后选择您想要对骨进行父对象/网格,然后移动选择您想要为父对象的骨,然后单击Ctrl-P>"MakeParent to">Bone.


    Armature Scaling Problems  Q:  I have been trying to scale my character which has many similarities to the mancandy and ludwig rigs. However, when you try to scale the root bone of the armature(which scales the mesh), the bones move out of the natural placement causing unwanted positioning and distortion. Both the mancandy and ludwig rigs have this same problem. Is there any way around this?
    ::装甲尺度问题:我一直在尝试将我的角色尺度化,它与曼坎迪和卢德维格钻机有很多相似之处.然而,当你试图将装甲的根骨 (这尺度是网状的) 进行尺度化时,骨头会移出自然位置,导致不必要的定位和扭曲.曼坎迪和卢德维格钻机都有同样的问题.有没有办法解决这个问题?

    A: Why are you trying to scale the root bone (to scale the whole model)? Are you doing this in pose mode or object mode? If you are trying to scale the whole model try it in Object Mode. Also check if you are scaling around the cursor instead of median point
    ::答:为什么你试图缩放根骨 (缩放整个模型)?你是在姿势模式或对象模式中做吗?如果你试图缩放整个模型,请尝试在对象模式中.还要检查你是否在光标周围缩放而不是中间点


    Q:  What is a pole vector?
    ::问:什么是极向量?

    A: Vertex Pusher 2) Pole vector is actually a term used in Maya. It refers to the direction a bone is set to point towards in Maya rigging. For example, the direction you want the knees to point towards can be set using pole vectors. Apparently, Blender should be getting this feature soon . Right now you have to add target bones so that the knees will only bend one way (see Ryan Dale's BSoD tutorial), but with the option to use pole vectors you won't need to do this in the future .
    ::答: Vertex Pusher 2) 极向量实际上是玛雅语中使用的术语.它指的是玛雅具中骨头设置的方向.例如,您想要膝盖指向的方向可以使用极向量设置.显然,Blender应该很快得到这个功能.现在您必须添加目标骨头,以便膝盖只能向一个方向曲 (参见Ryan Dale的BSoD教程),但随着使用极向量的选项,您将来不需要这样做.

    BlenderArtists  post about bones .
    ::艺术家们发表关于骨的文章.

    Bone Orientation  Q:  How do I know that my armature is correctly positioned in global space in edit, object, and pose mode with proper bone rolls and axis pointing in proper directions? What are the best methods for building? And what axis is up Y or Z?
    ::骨定向 问:我如何知道我的具在编辑,对象和姿势模式中正确地定位在全球空间中,有适当的骨卷和轴向正确的方向? 构建的最佳方法是什么? 什么轴是Y或Z?

    A: 1. Build up all the bones, as you did before. (Every foot, arm, etc. should be a bit bent, and drawn from the proper view.)
    ::答: 1. 像以前一样, 建立所有的骨头. (每一个脚,手臂等都应该稍微曲, 并从正确的视角画出来.

    2. Select all these armatures, and with Ctrl-J join them into one armature. (Or with parent/child connection, as is necessary.)
    ::2. 选择所有这些具,并使用Ctrl-J将它们连接成一个具. (或根据需要使用父/子连接).

    3. Select this armature, go to "Editing" (F9), and then turn on "draw axes". Then you can see the axes of the bones. You will see, that the axes are different. Some bones has the Z-axis up, some has the Z-axis to the left, etc.
    ::3. 选择这个具,进入"编辑" (F9),然后打开"绘制轴".然后你可以看到骨头的轴.你会看到,轴是不同的.有些骨头的Z轴向上,有些骨头的Z轴向左,等等.

    4. First you should tell Blender that this is the original position of your skeleton/model by pushing Ctrl-A. This is applying rotation. This means, that now all the rotations of the bones will be "0, 0, 0", so if you push later Alt-R (clear rotation), you will get this position. (Turn on numerical menu with N, to see what happens when you make this apply rotation command.)
    ::4. 首先,你应该告诉Blender,这是你的骨架/模型的原始位置,按Ctrl-A. 这是在应用旋转. 这意味着,现在所有的骨头旋转将是"0,0,0",所以如果你稍后按Alt-R (清除旋转),你将得到这个位置. (打开数字菜单与N,看看当你使这个应用旋转命令时会发生什么.)

    5. Select the whole skeleton/model again. Go to edit mode. Then push A, to select all the bones. (They should be yellow now.) Then hit Ctrl-N, and you will see all the axises will be changed to stay on the same way.
    ::5. 再选择整个骨架/模型.进入编辑模式.然后按A,选择所有骨头. (现在它们应该是黄色的.) 然后按Ctrl-N,你会看到所有的轴会改变以保持相同的方式.

    6. That is, your skeleton now is ready to define the IK solvers, and then the skinning, and finally the animation.
    ::6. 现在你的骨架已经准备好定义了智能解决器,然后是剥皮,最后是动画.

    http://blenderartists.org/forum/showthread.php?t=25653
    ::通过一个新的平台,

    A: Vertex Pusher 4) Yes you should always add in top view[numpad 7]. An armature bone always has its axes set (Y is always up X side to side and Z depth) and you cannot change this like you can with mesh objects, so it seemingly won't matter which view you add a bone while in Edit Mode but in Object Mode your armature object will have a 90 degree rotation around the X axis (if you add it in front view) which can and usually does create problems down the road . If for some reason you want to add bones in front view simply start by adding the first armature bone in top view ad then switch to front view to add additional bones . You can just delete the first bone or rotate it while in Edit Mode .
    ::答: Vertex Pusher 4) 是的,你应该总是在顶部视图中添加. 具骨头总是设置了它的轴 (Y总是X侧向侧和Z深度),你不能像网状物体一样改变这个,所以在编辑模式下,你添加骨头的视图看起来并不重要,但在对象模式下,你的具物体将在X轴周围旋转90度 (如果你在前视图中添加它),这通常会造成问题. 如果出于某种原因,你想在前视图中添加骨头,那么简单地开始添加顶部视图中的第一个具骨头,然后切换到前视图中添加额外的骨头. 在编辑模式下,你可以删除第一个骨头或旋转它.

    Blender's default views have the Z as the "up" axis while the armature system is coded with the Y as the "up" (like most 3D apps)
    ::混合器的默认视图有Z作为"上"轴,而具系统是用Y作为"上" (像大多数3D应用程序)

    When you rotate a bone in the front view, when the bone is aligned to that view and the Z is the up axis, you will give a roll value the bone because it is rotating perpendicular to its coded up axis ... this can cause you problems in some situations when you want a "neutral" roll value in Pose Mode... in most cases you'll want to recalculate the roll value with Ctrl-N (which will remove the visible rotation and insert a value in the "Roll:" field in the Transform Properties subwindow) and give it a non zero roll value in Edit Mode so that in Pose Mode it is properly aligned and rotated for poses and constraints ...
    ::当你在前视图中旋转一个骨头,当骨头与该视图对齐,Z轴是上方的轴时,你会给骨头一个滚动值,因为它是垂直于它的编码轴旋转...这会在某些情况下给你带来问题,当你想要在姿势模式中"中性"的滚动值时...在大多数情况下,你会想用Ctrl-N重新计算滚动值 (这将删除可见的旋转,并插入一个值在"Roll:"字段中) 在转换属性子窗口中,并给它一个非零滚动值在编辑模式中,以便在姿势模式中它正确对齐并旋转为姿势和约束...

    You won't get that behavior if you rotate in either the top or side views if the bone is aligned to the view ...
    ::如果骨头与视图对齐, 则不会出现这种行为.

    It's just that if you have the Y axis (the axis the bone rolls on) perpendicular to the Global Y axis then you will have to recalculate the bone roll angles to get it aligned properly for pose space .
    ::只有在Y轴 (骨头滚动的轴) 与全球Y轴垂直, 那么你必须重新计算骨头滚动的角度,

    By "bone is aligned to the view" I mean what it is like when you first add a bone in a preset view, i.e. head at bottom and tip up at top in Edit Mode with no rotation applied .
    ::意思是你在预设的视图中第一次添加骨头时, 意思是在编辑模式下, 头部在底部, 头部在顶部,

    http://blenderartists.org/forum/showthread.php?t=110721
    ::通过一个新的平台,

    A: Fligh If you look at your left hand, palm down, from above, and assume for this exercise that all four fingers have their X-Axis pointing towards the thumb and have a Roll Angle of zero (same as if you created an Armature in Top View), but the thumb would need a Roll Angle of about 90. So if you rotate the first digit of the fingers around their Local X (R-XX) they would go down perpendicular to the back of the hand, but if you rotate the thumb (Roll Angle 90 and again around the Local X) it would go Left, towards the fingers.
    ::答: 飞行 如果你从上面看你的左手,手掌向下,并假设这项练习中所有四个手指的X轴指向指,并且滚动角度为零 (与你在顶部视图中创建一个具一样),但指需要一个滚动角度约为90.所以如果你把手指的第一个数字旋转在它们的局部X (R-XX) 周围,它们将垂直向手的后面,但如果你把指旋转 (滚动角度90并再次绕着局部X),它将向左,指向手指.

    Ahh.... but who bothers to pose bones like that? You just grab the IK Target and move it!. Well the Transform Matrix is divided into four chunks (I think? I'm not sure of this but it helps to think of it [or look at it] this way and if you actually test it in Blender it works), Bone Space (the structure of the bone including Roll Angle), Armature Space (the structure of the Armature = the sum of all BoneSpace), Pose Space (transforms relative to Rest Position = recorded changes in BoneSpace within ArmatureSpace) and World Space (the sum of all the above relative to the (transforms of) the Armature Object.
    ::转换矩阵分为四个部分 (我认为?我不确定,但它有助于思考它 [或看它] 这样,如果你真的在混合器中测试它它工作),骨空间 (骨结构包括滚角),具空间 (具结构=所有骨空间的总和),姿势空间 (转换相对于休息位置=在具空间内记录骨空间的变化) 和世界空间 (所有以上相对于具对象的 (转换的) 总和.

    http://blenderartists.org/forum/showthread.php?t=102209
    ::通过一个新的平台,

    A: Fligh Anyhow, In Blender, In Top View (always add armatures in Top view) the Z-Axis is Facing you and Y is Up. So when you add the first Bone it lies along the Y-Axis. You cannot change that parallel-to-Y and any future Bones you extrude will use that bones axis as reference. If you add an Armature in Front view the bone's (local) Z-axis will point to the Global -Y (Y-Negative) and can lead to problems later on.
    ::答:无论如何,在混合器中,在顶部视图中 (总是在顶部视图中添加具),Z轴正面向你,Y轴是上方.所以当你添加第一个骨头时,它沿Y轴.你不能改变平行到Y的位置,任何将来的骨头都将使用骨头轴作为参考.如果你在前视图中添加具,骨头的 (本地) Z轴将指向全球-Y (Y负) 并可能导致以后的问题.

    http://blenderartists.org/forum/showthread.php?t=102609&highlight=bone+orientation
    ::通过一个新的平台,我们可以在这个平台上找到更多的用户.

    A: Vertex Pusher Well I guess I may have a little something to contribute to this ... but I have been trying to learn the armature system in depth for the past few months and this particular issue came up with a complicated rig I was working with ... and I basically "discovered" that you really shouldn't have any other axis other than the Y as the "up" axis . And precisely because the bone roll angle issue .
    ::答: 顶点推进器 好吧,我想我可能有点东西可以为此做出贡献...但我一直在努力学习具系统在过去几个月的深度和这个特定的问题出现了一个复杂的钻机我正在工作...我基本上"发现"你真的不应该有任何其他轴除了Y作为"上"轴.正是因为骨滚角问题.

    It seems that despite how the view ports are configured (with the Z as the "up" axis) the default "up" axis is the Y ... for everything ... This is a bit annoying but if you have, like me, configured Blender to start with the front view open and have the Transform Properties window always open, you will see that everything when created in the front view is actually rotated 90 degrees along the X axis once you tab into Object Mode and that you need to Ctrl-A all objects so created (I guess Blender "out of the box" has the top view open ? ... it's been a while so I can't remember ...) . This isn't all that important for most things but for the armature system this does create a problem - bone roll values that you don't want .
    ::尽管视图端口配置 (Z作为"上"轴) 默认的"上"轴是Y...对于所有东西...这有点烦人,但如果你像我一样,配置了Blender以开启前视图并让变换属性窗口始终打开,你会看到在前视图中创建的东西实际上是沿X轴旋转90度,一旦你进入对象模式,你需要Ctrl-A所有创建的对象 (我想Blender"出箱"有顶部视图打开了吗? ...已经有一段时间了,所以我记不起...) 这对大多数东西来说并不重要,但对于具系统来说,这确实会产生一个问题 - - 你不想要的骨滚值.

    Just as a simple test : Open up Blender and add an armature in the front view . Grab the tip and move it to a corner of the grid so that it is angled 45 degrees . Tab into Object mode . Open up the Transform Properties window . You will notice that your armature is rotated 90 degrees along the X axis . So ... Ctrl-A the armature to have it's "up" axis as Z ... And suddenly you will see the bone rotate along its roll axis . Tab back into Edit Mode, select the entire bone and Ctrl-N to recalculate the bone roll angles ... the bone will rotate back to the way it was ... but with a change in its roll value (-45 or 45 depending on which way it is angled) ... Now repeat the above but this time create the armature in top view ... And you will realize that despite being angle at 45 degrees to the view like above no roll value ... not even after recalculating the bone roll angles (Ctrl-N) ...
    ::像一个简单的测试:打开混合器,在前视图中添加一个具.抓住尖端并将其移动到网格的角落,使其以45度的角度.切换到对象模式.打开转换属性窗口.您会注意到您的具沿X轴旋转90度.所以...Ctrl-A具以使其"向上"轴为Z...突然你会看到骨头沿其滚动轴旋转.切换回编辑模式,选择整个骨头和Ctrl-N重新计算骨头滚动角度...骨头将旋转回原来的位置...但其滚动值将改变 (-45或45取决于它是以何种角度旋转)...现在重复上述操作,但这次创建具在顶部...您会意识到尽管在45度以上

    Now I am assuming that this occurs because the Y axis is the one used to calculate the bone's roll ... and that if you have anything other than the Y as the "up" axis the roll values get screwed up because now the roll axis (Y) is tangent to the up axis instead of being the up axis . Just turn on "Draw Axes" and look at what the "up" axis is for an individual bone is ... the Y .
    ::现在我假设这是因为Y轴是用来计算骨头的滚动而发生的...如果你有其他东西,而不是Y作为"上"轴,则滚动值会被搞,因为现在滚动轴 (Y) 与上轴接触而不是上轴.只要打开"绘图轴"并看看"上"轴是什么个别骨头是...Y.

    And just another bit of proof ... The really great new "limit" constraints (loc,rot and scale) added in the last release ... Try and apply the limit rotation constraint to the first armature (the one with Z up and rotation applied) . Now turn LimitX on with no min or max values and do not turn on the "local" co-ordinate space ... it will fall flat along the Y axis as if created in the top view ... This is occurring because despite the fact that you have applied the 90 degree rotation along the X axis to the object, the constraint is enforcing the global up axis ... which is ... the Y .
    ::只是另一个证明...在上一个版本中添加的真正伟大的新"限度"约束 (loc,rot和scale)...试着将限度旋转约束应用到第一个具 (Z上和旋转应用的).现在打开LimitX,没有最小值或最大值,不要打开"本地"坐标空间...它将沿Y轴平行,就像在顶部视图中创建一样...这发生,因为尽管你已经沿X轴90度旋转对象,但约束正在强制全球上轴...即...Y.

    Now the only work around that I could come up with was to create an empty and parent a Y up armature to it then rotate the empty 90 degrees to be able to use the Z up view ports and also making sure the mesh also had the proper orientation as the armature . This prevents me from accidentally applying the rotation to the armature and I can use the numbpad hotkeys to navigate the views ... ... Else you could just clear the roll values manually if you insist on having the Z as the up axis ... though you won't be able to get rid of the rotation that is caused by being tangent to the Y axis without odd roll values ...
    ::现在我唯一能想到的方法是创建一个空的,然后对它进行Y向上的,然后旋转空的90度以使用Z向上的视图端口,并确保网格也具有正确的方向作为. 这阻止了我不小心将旋转应用到,我可以使用Numbpad热键来导航视图......否则,如果你坚持将Z作为上轴,你就可以手动清除滚动值......尽管你无法摆脱因与Y轴接触而引起的旋转,如果没有奇数滚动值......

    Sorry for the long winded response, but this has been bugging me for a while ... Hopefully with the refactoring for v2.5 later this year there will be an option as to which axis will be the "up" axis with regards to the various views ..
    ::希望今年晚些时候的v2.5重构将有选择, 关于哪个轴将是"上"轴的不同视图.

    http://blenderartists.org/forum/showthread.php?t=93578
    ::通过一个新的平台,

    General Armature Information
    ::总体装备信息

    Armature Object is like any other object type: It has a center, a position, a rotation and a scale factor. It can be edited. It can be linked to other scenes, and the same armature data can be reused on multiple objects. All animation you do in object mode is only working on the object, not the armature's contents like bones. Link and Materials panel: The AR: field let you rename your armature Datablock. The dropdown is a quick way to select which Armature datablock you want to connect to this armature. You can keep more than one version for the same character. Useful when you have a special move to achieve in a shot, you can turn on an armature for a special purpose. The F button is an option to assign a Fake user to the Armature. Again if you have more than one armature for your character, it's a good idea to turn the Fake on, because if your armature datablock is not used (linked) it's not going to be saved in your .blend files. You can always do batch Fake-assignment of armatures by opening the Datablock browser (SHIFT-F4KEY), go in Armature datablock, select all the armatures you want to keep, and Press the FKEY. The OB: field is just to Rename your armature Object to something more cool and useful than Armature... Armature.001...
    ::装甲对象和任何其他对象类型一样:它有中心,位置,旋转和尺度因子.它可以编辑.它可以与其他场景链接,并且相同的装甲数据可以在多个对象上重复使用.在对象模式中,您所做的所有动画只在对象上工作,而不是装甲的内容,如骨头.链接和材料面板:AR:字段允许您重命名您的装甲数据块.下拉式下拉式是快速选择您想要连接到这个装甲的装甲数据块的快速方法.您可以为同一角色保留多个版本.当您在镜头中要实现特殊动作时,您可以为特定目的启动装甲.F按是将虚假指派给装甲的选项.如果您的角色有多个装甲,

    Delay Deform: This was useful before as the old system was very slow. What it does is when you do a manipulation to the rig, it waits until you finish to update the view. Can still be useful though.
    ::延迟变形:这以前很有用,因为旧系统非常慢.它所做的就是当你对钻机进行操作时,它会等到你完成更新视图.尽管如此,它仍然可以有用.

    Weight: This specifies how strongly this bone will influence the geometry around it, relative to the other bones. If two bones crossing each other, both with envelope influence, have the same weight (like 1:1) they will influence the surrounding geometry equally. But if you set one to 0.5, the geometry will be affected more significantly by the other one, with weight 1. For example, in this image, 2 bones using envelope influence try to move the same geometry. The 2 on the left have the same weight, you can see the geometry didn't move. On the right, one of the bones has 0.5 so the bone with weight 1 is winning the tug-of-war!: Deform: This lets you say if you want the bone to deform the geometry at all. Switching it off is like setting the weight to 0, except it's faster this way. Useful when using a bone as a target or a controller, i.e. a bone you just want to use to control other bones, but not the geometry itself. Mult: to deform geometry you can use vertex group and/or Envelope. The ability to mix both of these methods is handy for using one to tweak the other. For example, you might use envelope everywhere but tweak difficult places manually with vertex group. We'll discuss this in more detail later on. There are two number fields to better tweak the effect of B-Bones. The in/out is used to tell the scale of the virtual handle of the bezier curve. In is the Root of the bone, and Out is the Tip. The bigger the value, the bigger the effect of rotation. You can do ALT-SKEY on one or more bones while in Envelope display mode to tweak the envelope size in real time while animating. Useful when for example you move the hand and some part of the character isn't in the influence zone; the result will be that some vertices will stay behind.
    ::权重:这说明这个骨头将如何强烈地影响其周围的几何,相对于其他骨头.如果两块骨头相互交叉,两块骨头都有封面影响,具有相同的重量 (如1: 1),它们将同样影响周围的几何.但如果你设置一个为0.5,几何将会受到另一块,重量1的影响.例如,在这个图像中,使用封面影响的2个骨头试图移动相同的几何.左边的2个骨头有相同的重量,你可以看到几何没有移动.右边,其中一个骨头有0.5,所以重量1的骨头正在赢得拉!: 变形:这让你知道你是否希望骨头改变几何.关闭它就像重量为0,除了它更快.当使用骨头作为控制器时,

    Tip: Bake envelope to vertex groups The workflow is very simple. When you are done with the envelope's tweaking and you have gotten the best out of it, delete the Armature modifier and parent the mesh to the armature(CTRL-PKEY). Parent it to "armature" when asked and "Create From Closest Bones". Do ALT-PKEY and redo the Armature modifier. Now all the envelope influence are converted to Vertex Groups. This way you can further tweak influence zone using Weight paint. More info in the following pages. You can edit this white zone in Editmode or posemode by going in Envelope display mode, selecting bones and using SKEY or ALT-SKEY The Mult option will tell Blender to multiply the weight it get from envelope (let say 0.7) with the weight you painted in weight paint (let say 0.5). The result will be 0.5*0.7=0.35 so in fact you just tweaked the envelope influence to 0.3 when it was at 0.7. If you don't want vertices to be part of the zone, you can always paint it with 0, as 0*(something) will always give 0. This way you can give custom shape to your envelope. More on weight paint on next page.
    ::提示:将信封调整为顶点组 工作流程非常简单.当你完成信封的调整并从中获得最佳效果时,删除 Armature 修改器并将网格与 armature 进行父级调整. 当被要求时将其调整为"armature"并"从最近的骨创建". 执行 ALT-PKEY 并重复 Armature 修改器. 现在所有信封影响都转换为 Vertex 组. 这样,你可以使用 Weight paint进一步调整影响区域. 更多信息在下面的页面. 您可以通过进入 Envelope 显示模式,选择 SKEY 或 ALT-SKEY 来编辑这个白色区域. 下一个选项会告诉 Blender 将信封的重量从信封中乘以 (例如 0.7) 与

    Deform with only things weight painted Deform + Multiply with only things that are weight painted within the envelope radius
    ::变形 + 乘以只有在信封半径内被涂的重量

    Process: Make bones. Make good envelope transformations(including some overlap). Alt+P to make virtual parent(from nearest bones)this will already weight paint parts based on envelope influence
    ::过程:制造骨头. 制造良好的包裹转换 (包括一些重叠). Alt+P 制造虚拟父 (从最近的骨头) 这将根据包裹影响对油漆部分进行权重

    "All faces" tells Blender if you want to paint on all faces in the mesh or just the visible one. "Vertex Dist" tell blender to use vertex distance instead of faces. When active, the painting will only check if the vertex is in the brush, then apply a weight value. If it's off, all vertice part of the faces in the brush will receive weight value. Turning on Vertex Dist can give good results when you have a lot of polys in your mesh. Constraints are calculated from first to last. So if you have two Constraints working on the same channel, let say Location, The last one will most probably win the chance to move the object. But... Most of the constraints have influence slider to tell how much it influence on the stack. If the last constraint have an influence of 0.5 it will mix the result with the one before. Most of the time this little constraint is useful to stick objects to one another. By playing with the Influence you can tell when it will work, when it will remain motionless.
    ::"All faces"告诉Blender,你是否想在网格中的所有面上画或只在可见面上画. "Vertex Dist"告诉Blender使用顶点距离而不是面.当激活时,画只会检查顶点是否在画笔中,然后应用权重值.如果它关闭,画笔中的所有面的顶点部分将获得权重值.当你在网格中有很多多重点时,打开顶点距离可以获得良好的结果.限制从头到尾计算.所以如果你有两个限制在同一道上工作,比如位置,最后一个很可能会赢得移动对象的机会.但是...大多数限制有影响滑块来告诉它对堆的影响有多大.如果最后一个限制有0.5的影响,它将与前一个结果混合.大多数时候,这是一种很有用


    Building Armatures
    ::建筑装备

    Ludwig's Stretchy Spine In the spine Ludwig model keep in mind the following things. The SpineStretch.null is necessary. It must be set to Hinge and Deform to keep the bones from scaling. IKSpine must have Deform turned off(none selected). Spine 4 or the last bone child in the chain(closest to the neck) must have Deform turned off(none selected). Scaling problem is usually tied(maybe always) tied to an improper child/parent relationship to a bone that is involved with stretching.
    ::路德维格伸展脊柱 在脊柱路德维格模型中,请记住以下几点. 脊柱伸展.null是必要的. 它必须设置为Hinge和Deform以防止骨缩小. IKSpine必须关闭Deform (未选). 脊柱4或链中的最后一个骨子 (最接近部) 必须关闭Deform (未选). 缩小问题通常与与与伸展有关的骨有不当的子女/父母关系有关.

    Created a mirrored copy without using X-Axis Mirror select the bones that you want to mirror , put the 3D cursor at the center : And make shift + d , and directly , S , X , -1 ...
    ::创建一个镜像副本没有使用X轴镜像选择你想要镜像的骨头 , 把3D光标放在中心: 并使转移 + d , 和直接 , S , X , -1 ...

    Other Information You can extrude a new bone from the selection using EKEY. This will create a bone connected to the original one, meaning the Root of the new bone will follow the Tip of the original one. You can also CTRL-LMB to extrude a new bone. It will extrude to where you clicked.
    ::其他信息 您可以使用 EKEY 从选择中挤出一个新的骨头. 这将创建一个与原始骨头连接的骨头,这意味着新骨头的根将遵循原始骨头的提示. 您也可以 CTRL-LMB 挤出一个新的骨头. 它将挤出到您点击的地方.

    Alternatively, you can connect two existing bones by selecting them one after the other and pressing CTRL-PKEY. You can then choose either 'Connected' (the child bone - the one you selected second - will automatically be moved so that it touches the parent) or 'Keep offset'. aa Using the WKEY menu, You can subdivide your bone or flip the name of the bone between Left-Right (See Naming convention below). You can delete the bone with XKEY You can select a chain of bones (connected together) using LKEY, when you hover your mouse over a bone. In many cases, rigs are symmetrical and can be mirrored in half. In these cases, it is helpful to use a left-right naming convention. This is not only useful for your own sake, but it gives Blender a hint that there is a pair of equivalent bones, and enables the use of some very cool tools that will save you some significant work. It's helpful to name your bones with something useful telling you what it's there for, such as leg, arm, finger, back, foot, etc. If you get a bone that has a copy on the other side, however, like the arm (you have 2 arms right?), then the convention is to call them arm.Left and arm.Right. Other alternatives are also possible, like _L, _LEFT, _left, .L, and .Left. Anyway, when you rig try to keep this left-right thing as accurate as possible; it will pay off later on. You can copy a bone named blah.L and flip it over using WKEY --> flip name. So the bone will be blah.L.001 after you copy it, and flipping the name will give you blah.R. Blender handily detects if the .001 version already exists, and increments the number for you.
    ::选择一个"连接" (子骨 - - 您选择的第二个 - - 将自动移动,使其触及父骨) 或"保持偏移".使用WKEY菜单,您可以将骨头分为子骨或将骨头的名称翻转到左右之间 (见下面的命名规则).您可以使用XKEY删除骨头.您可以使用LKEY选择一个链条的骨头 (连接在一起),当您滑鼠移动到骨头上时.在许多情况下,具是对称的,可以在两半之间反射.在这些情况下,使用左右具是有帮助的.这不仅是为了您自己的利益,但它给了Blender一个暗示,有骨头,并使一些骨头会被移动,这样它会触及父骨头.使用WKEY菜


    Useful Rigs
    ::有用的电梯

    Bassam's(slikdigit) Mancandy 1.0  http://freefactory.org/posts/candy-for-everyone
    ::贝萨姆的脏数字) 糖果 1.0

    Bassam's(slikdigit) Mancandy 2.0 One of the most complex rig I have available for Blender. It has lattice based stretching.  http://freefactory.org/posts/candy-for-everyone
    ::贝萨姆的 ((slikdigit) Mancandy 2.0 是我为Blender提供的最复杂的设备之一. 它具有基于格子的伸展.

    Calvin's 05, 2017 This is an alternate foot roll method to Ludwig's rig.
    ::这是路德维格的轮的替代脚滚方法.

    Calvin's handy02
    ::卡尔文的手动02

    Clean3D's Mouserig  http://blenderartists.org/forum/showthread.php?t=79305
    ::清洁3D的Mouserig http://blenderartists.org/forum/showthread.php?t=79305 没有任何的东西可以让你更好地理解.

    Cognis's AnimTest Interesting use of empty's as a bone.
    ::很有趣的使用空的骨头.

    Daniel Martinez Lara's 3-plender leg This is a complex leg rig. It has many IPO driven bones.  http://www.daniel3d.com/pepeland/misc/3dstuff/blender/rig/3-plender_leg_v0-1.zip
    ::丹尼尔·马丁内斯·拉拉的三脚脚这是一个复杂的腿. 它有很多IPO驱动的骨头. http://www.daniel3d.com/pepeland/misc/3dstuff/blender/rig/3-plender_leg_v0-1.zip

    Jason Pierce's(sketchy) Ludwig  http://jasonpierce.animadillo.com/resource/ludwig/ludwig.html
    ::杰森·皮尔斯的 (略) 路德维格

    Kugyelka's Walkcycle
    ::库吉耶卡的自行车

    Martin Georgiev's(Animarto) Walk_anim
    ::马丁·乔治耶夫的动画漫画

    Master Yoda
    ::大大师

    Michael Thoenes's Suzanne Rigged  http://creationanimation.com/sites/thoenes/animation/3dtutorials.htm
    ::迈克尔·图恩斯的苏珊娜 http://creationanimation.com/sites/thoenes/animation/3dtutorials.htm

    Nathaniel Shaw's Generi
    ::纳撒尼尔·肖的 格内里

    Noodlesgc's (Mike Roberts) W1r3z  http://www.esnips.com/doc/276d8bd1-0070-4ee4-bd8c-e787b507d6a9/W1r3z.blend
    ::的 (迈克罗伯茨) W1r3z http://www.esnips.com/doc/276d8bd1-0070-4ee4-bd8c-e787b507d6a9/W1r3z.blend

    Nozzy's Driven hand  http://blenderartists.org/forum/showthread.php?t=18754
    ::诺兹的驱动手

    Nozzy's Skinny Guy  http://blenderartists.org/forum/showthread?t=30994
    ::的瘦男 http://blenderartists.org/forum/showthread?t=30994 的瘦男

    Otothecleaner's Flor
    ::毛清洁器的花

    Virgilio's Otto 1.6 Interesting constraint to keep the feet on the floor.  http://uploader.polorix.net//files/99/otto_v1.6.zip
    ::维吉利奥的奥托 1.6 有趣的限制是让脚在地板上.

    Rbackman's Bounce9
    ::人跳跃9

    Rbackman's Zeyne
    ::拉巴克曼的泽伊恩

    Simple's Character
    ::简单 的 性格

    Tugkan's Sharlo
    ::图加的夏洛

    Woodman5k's Bunny  http://web.pdx.edu/~wlf/Bunny.rar
    ::子的木匠 http://web.pdx.edu/~wlf/Bunny.rar

    Yagapayanata's Rig
    ::雅加帕亚纳塔的船

    Yagapayanata's Rig(2, 4, 6 legs)
    ::雅加帕亚纳塔的 (两,四,六条腿)