![]() Once you have terminated to setup the bones of your skeleton, from the Layers Panel, right click on the Skeleton Deformation Layer and from the contextual menu choose "Reset Pose" to create the initial pose (without deformation) of the skeleton. Enable Width Handle ( Alt 5) and set the influence area for each bone. Once setup the armature, control the influence. ![]() Any child bones will follow recursively his parents position. Right click in any handle of bones and choose "Create Child Bone" to create another bone and adjust it with its handles. Now you can move the first bone using its "Origin" handle, change its orientation with the "Angle" handle and its length using the "Local Length Scale" handle. ![]() To setup the bones of the Skeleton Deformation Layer, first, deactivate the deformation unchecking the "Show" checkbox of from the Layers Panel. You can modify it by dragging the handles of the first and second corners ( "Point 1" up left and "Point 2" down right). The Skeleton Deformation Layer's bound rectangle define the distortion area. Usage of the Skeleton Deformation Layer Set the distortion area The parameters of the Skeleton Deformation Layers are: ![]() Parameters of Skeleton Deformation Layers The Layers Panel's Show/Hide checkbox of the Skeleton Deformation Layer activate/deactivate the deformation and the visibility of the distortion area. The Skeleton Distortion layer allows to set the distortion area and mesh resolution. Skeleton Deformation acts like a normal "raster" layer (i.e. Skeleton Deformation Layer is for raster deformation (pixel level) and can be used to image layers or whatever is in the context of the skeleton deformation layer (the rendered result of what's below it). ![]()
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