blender bone binding

blender bone binding

Here directly through a case to test!

Before that, we are familiar with some shortcut keys!

shift+a Jump out of the application box!

ctrl+p Bind objects!

alt+p Unbind the object

alt+g restore location

alt+r restore rotation

alt+s Resume zoom!

About these! This is something we rarely use in modeling!

but! In animation binding, it is often used!

first! Let's create a scene! Very simple, robotic arm scene! Balls for tracking objects!

 Then start creating a new bone!

 Create bones! Then display it on top of the front! 

Enter the edit mode of the bone! Then you can press e to extrude the bone!

There is a problem here!

Bones need to be broken! 

 Press and hold alt+p to break the bone link! Then press g to fine-tune!

 This is the perfect fit!

 Next we start ik binding!

Before that, we have to enter the object mode and perform all the application of the skeleton!

Then we can do ik binding!

Enter pose mode!

 

 Perform ik binding! You can directly shift+i! 

 ​​​​​​​

 Now ik has been bound successfully!

 

 Bind the bones!

 

 In turn, all the bones are bound together!

 Now the test can still be done together!

 but! We point it to move up and down on the z-axis!

Then lock the xy axis!

each one is

 At this time, what we think is that the base will not rotate, only the large column will bend and rotate! It's time to change the chain!

This is better, the base will not move!

 

If you want the base to face the ball, then give the base a gaze binding! Just add it to the bone!

Note: this modifier can only add bones! It cannot be added to others! 

This way you can lock and track!

 Um! Almost low, that's it!

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Origin blog.csdn.net/m0_46449592/article/details/126735858