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The perfect marriage:
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Welcome to this basic
walk-through into how to set up and use bones in Curvy 3D 2.0.
In Curvy 3D version 2.0, you can attach mesh objects to bones. Or, if
you prefer to look at it from the other end: you can attach bones to
mesh objects. This is
called 'skinning', and so, there is a property you'll find on some
objects, and particularly on mesh objects, which can be enabled or
disabled: Skinned (SK).
Once an object is skinned, you will want to enable a special mode of
operation, called Posing mode, where you can rotate a
bone, and see the attached (skinned) mesh bend and flex with it
accordingly.
This comes in very handy when you have something like a multi-segment
arachnid
leg, or just a human leg and foot, and you wish to bend the knee and
foot into various poses, without loosing the original shape.
Here are the most essential steps involved in doing just that, first as
a brief summar:
- Create the multiple body parts, and merge them, or if
there's just one part, turn it into a Mesh. Merging multiple parts will
also make that into a mesh. There are probably other possible cases or
scenarios, but to keep it simple, we'll look at this case first: just
one part.
- Now, lay down (draw) a few bone objects over the mesh
object. You can optionally also set the size (sphere of influence) of
the bone, both at the start and at the end of the bone. Use SPACEBAR to
finish the bone's definition and start a new bone.
- In the object list, arrange the bones into a
hierarchy: Drop the most recent (child) bone into its prior or parent.
Then drop that one into its parent, etc... all the way back to the
first bone. At this point you can move (translate) all bones if you
move just the top-level parent bone. This is plain and simple forward
kinematics.
- Now drop the mesh object under the top-level bone.
- Finally, skin the mesh. Set its attribute to named
'Skinned' to enabled. This will direct it to look for and be controlled
by nearby bones that have a sphere of influence which reaches the mesh
object's polygons
- And truely finally, enable Posing mode from the Edit
menu (keyboard shortcut: U). Now you can't move the other bones (only
the top level bone. But, you can rotate a bone, any bone in the
hierarchy of linked bones, and the attached (skinned) mesh will bend
with it.
It may help to occasionally hit 'U' again, twice, in order to detach
and re-attach the skin. This also is useful in order to see the
original shape vs. the bone-affected shape.
Ok, now for a real practical scenario and exercise. We will create a
leg like this one:
... and we will use bones to modify (bend) it at the knee and then
create something like this with it:
Of course, in the above example, we did more than bend the leg at the
knee. We also used some tools to mess with the feet and put some spikey
thorns on the lower leg.
step 1: Creating the Leg...
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