View Full Version : how do you use bones?
BryanR32 06-24-2009, 05:10 PM im new at this program
and was trying to study it on my own. thought i could use some of the tutorials on the web to figure out how to use this application.
having some trouble figuring out how the bone system works
(sorry, the "armature" system)
how do you rig a mesh to your bones and get the thing to move around and stuff???
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Ran13
06-24-2009, 05:22 PM
http://wiki.blender.org/index.php/Doc:Tutorials/Animation/Armatures/BSoD/Preface:_Rigging_in_Blender
BryanR32
06-24-2009, 06:19 PM
as i have stated before, i have consulted web tutorials to little avail
i parent the mesh to the armature
and i can translate the mesh from the root of the armature
but i cant rotate any of the bones, or translate any of the other armatures (besides the root armature)
Enter pose mode, it can be accessed the same way you would access sculpt mode,
the difference is that you have an armature object selected. :)
BryanR32
06-24-2009, 07:15 PM
oh i see, you have to parent the mesh to the bones specifically from "pose mode"
i had much difficulty finding that in any of the tutorials
and just discovered that now
no, I'm pretty sure you can parent a mesh to an armature in object mode as well,
but once you want to animate/pose you need to be in the pose mode.
it seemed to me from your second post like you weren't sure how to control the bones that make up an armature, sorry if I misunderstood. :)
BryanR32
06-25-2009, 03:12 PM
i attempted parenting it in other ways, but it didn't seem to want to move or work right
but it seems to move and work fine after i parent the thing in pose mode
don't know what to say : /
truenovice
06-27-2009, 08:57 PM
I've always used the armature with the parenting function. I've read that the modifier method is best, but I just can't find a tutorial that explains the basics. I'm not looking to rig a character or trying to get into anything complex .... all i want to do ..first ...is to simply add a tube (like an arm) ...add the bones and bend the arm. That all! I'm not looking for precision...don't care yet about creases/constraints etc.
I just want to get comfortable with the mechanics ..then I'll move on to more complex stuff.
But every tutorial/video I come across seem to leave out a very fundamental step that just leave me stumped. I add the object, I add the armature .... I select the object and add the armature modifier ....then what?
What's the the missing step that will allow the modifier function to move the object when I go to the "pose' mode?
What do I have to do to "PARENT" the object to the armature...so I can move the object in pose mode?
Mordachai
06-27-2009, 11:51 PM
In the Modifiers panel go to the Armature modifier and look for the 'Ob' field. You have to put the name of the armature object that you want to control the mesh.
A easy way to skinning:
1) creat a mesh;
2) creat a armature;
3) Parent the mesh to the armature (select mesh first, than armature last and hit CTRL+P) >> Select 'Armature' >> 'Creat from Bone Heat';
4) Select the mesh and go to the Modifiers panel. You'll see the 'virtual modifier' 'Armature parent deform'. Just click in the 'Make Real' button and the real modifier will appear. Simple like that. You can go to Pose mode and test your bones.
If you follow this steps all the vextex groups will be already created an you'll only have to do minor corrections in Weight Paint mode.
Hope that helps.
truenovice
06-28-2009, 05:26 AM
If you read the wiki ...though there's 2 ways to skin, it tries to explain that the modifier method (which was developed later) is a better way than using the parenting method. I believe the rationale they gave was what happens if you move the object thats parented using the parenting method as compared to the modifier method.
But the point is ..I know how to use the parenting method you've outlined. At least how to use it to do something as simple as I've described in the post you reply to.
But I still can't get the ....%$#@* ...MODIFIER approach to work! Essentially it comes down to what you outlined ....how to identify the name of the bone in the modifier panel.
I CAN'T FIND HOW TO DO THAT..... I can't find how to name the %$#@* ...F'KNG armature!!
In the "links and material" panel ...its not the object name ...or the datablock name. Yet when I click the armature panel and check the "names" button ..I see the generic name "Bone" ...WHERE THE %&*$#@** DO YOU GO TO CHANGE THAT NAME???
I am really PISSED now ... and when I surrender and try to use the name ...Bones ..in the modifier panel it doesn't work? I am digging around for tutorial ...but it seems the dam tutorials are so dated ..that it may not apply to 2.49.
dAfTiE
06-28-2009, 06:30 AM
Select the armature in object mode, hit "n", and change the name there?
And do the same in edit mode to change the names of individual bones.
Oh, and when entering the name, make sure you enter the armature name and not the name of any individual bone.
Ian Jones
06-28-2009, 10:12 AM
Only when necessary... such as getting up from the computer to go to the kitchen, bathroom or bedroom.
truenovice
06-28-2009, 04:09 PM
Select the armature in object mode, hit "n", and change the name there?
And do the same in edit mode to change the names of individual bones.
Oh, and when entering the name, make sure you enter the armature name and not the name of any individual bone.
...oh man ...it didn't work. I hit "N" with the armature selected and the "transform properties" pops up. There are two fields to populate. The "PAR" field I think is looking for the object name thats supposed to be controlled by the armature. The "OB" field, pre-populated with the name "armature" I think is what you want me to change. Well that field looks like an Object data field ....and it still doesn't tell me where the generic name ...."Bones" is coming from when I hit the "names" button in the armature panel.
But the bottom line is ...today...I'm no more closer to understanding the mechanics of what is supposed to be a fairly simple operation. Something is a-miss .... how the $#@%** is anybody supposed to know to ...hit ..."n" ... that's so ..%$#@*&% ...arbitrary!
Again ..here's what I want to do ...use the generic cube that Blender starts with ...extrude it a bit on any one axis to give it some geometry to allow it to deform much like an arm (or use a simple cylinder instead).
Add one to two armatures to it ...go into the pose mode and bend the object. I don't care about creases, deformities ..ect ..I just want to do this to understand the mechanics so I can do more detailed and complex stuff.
I can do this using the parenting method ...but in reading the wiki ...the modifier method is the better/prefferred method to use and was implemented in the later versions of blender.
And I think the reason is ...when you use the parenting method ...the child-parent relations works well when you move the parent and the child follows. But if you move the child (which would be your rigged character) instead ...you can blow things up since the parent doesn't follow. So all your settings could be mis-alligned ...I think this is what the modifier method solves.
Is there no where ...no one ..who can just outline the 4 or 5 steps to do this...please before I lose my #@$*& ....mind!
Nifty
06-28-2009, 08:10 PM
Maybe this will help. I had similar problems at one time.
A. create armature link to mesh object.
1. make mesh.
2. make armature.
3. select mesh "object mode" and use armature modifier.
4. In armature modifier panel type in objects name, normally "Armature"
B. Create bone links to vertex groups.
1. now select armature "Object mode" and switch to pose mode.
2. In pose Mode, select all "A key" then hold shift and select mesh.
3. switch mode to weight paint.
4. select a single bone and use W key for bone heat or you can weight paint.
now quick test.
move bone, "G key" if mesh follows save and start working.
Hope that gets you started.
BUZZFX
06-29-2009, 03:59 PM
If you read the wiki ...though there's 2 ways to skin, it tries to explain that the modifier method (which was developed later) is a better way than using the parenting method. I believe the rationale they gave was what happens if you move the object thats parented using the parenting method as compared to the modifier method.
But the point is ..I know how to use the parenting method you've outlined. At least how to use it to do something as simple as I've described in the post you reply to.
But I still can't get the ....%$#@* ...MODIFIER approach to work! Essentially it comes down to what you outlined ....how to identify the name of the bone in the modifier panel.
I CAN'T FIND HOW TO DO THAT..... I can't find how to name the %$#@* ...F'KNG armature!!
In the "links and material" panel ...its not the object name ...or the datablock name. Yet when I click the armature panel and check the "names" button ..I see the generic name "Bone" ...WHERE THE %&*$#@** DO YOU GO TO CHANGE THAT NAME???
I am really PISSED now ... and when I surrender and try to use the name ...Bones ..in the modifier panel it doesn't work? I am digging around for tutorial ...but it seems the dam tutorials are so dated ..that it may not apply to 2.49.
Sue, it's evident your "pissed" by your use of profanity in every one of your posts and quite frankly I'm sick of it! 3D by nature is a difficult medium to master but don't think you are the only one who has difficulty learning it, others do as well but we take the time to cool off and then ask our questions in a professional manner.
What makes CGTalk such a good forum is that the people conduct themselves as professionals. You use of profanity is not professional and if everyone here used the same amount of profanity you use in your posts then this forum would not be the professional place it is.
Maybe you shouldn't be in 3D if you find it to be so frustrating all of the time. 3D is very technical and it's not for everyone. Or maybe you just need to get away from your computer and cool down a little before posting, either way please respect others by acting more professional or find another forum.
Ramon
07-19-2009, 02:30 PM
I'd have to agree with Lorne (buzzfx), maybe you can just say that you're extremely frustrated with it. I have also been frustrated with all the nuances related to the fluid dynamics - all sorts of funkiness. Blender is relatively new to me. I am a LW and 3DS Max guy and started using Blender for the Fluid solution.
Anyway, best of luck in your efforts.
toontje
07-19-2009, 03:18 PM
You can download the Mancandy FAQ and there is also a Blender magazine to download that explain rigging.
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