Changeset View
Changeset View
Standalone View
Standalone View
manual/rigging/armatures/visualization.rst
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| .. admonition:: Reference | .. admonition:: Reference | ||||
| :class: refbox | :class: refbox | ||||
| | Mode: Object, Edit and Pose modes | | Mode: Object, Edit and Pose mode | ||||
| | Panel: *Display* *Object Data* context | | Panel: *Display* *Object Data* context | ||||
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| Names | Names | ||||
| When enabled, the name of each bone is drawn. | When enabled, the name of each bone is drawn. | ||||
| Colors | Colors | ||||
| This is only relevant for *Pose* mode, and is described in detail :doc:`there </rigging/posing/visualization>`. | This is only relevant for *Pose mode*, and is described in detail :doc:`there </rigging/posing/visualization>`. | ||||
| Axes | Axes | ||||
| When enabled, the (local) axes of each bone are drawn (only relevant for *Edit* and *Pose* modes). | When enabled, the (local) axes of each bone are drawn (only relevant for *Edit mode* and *Pose mode*). | ||||
| X-Ray | X-Ray | ||||
| When enabled, the bones of the armature will always be drawn on top of the solid objects | When enabled, the bones of the armature will always be drawn on top of the solid objects | ||||
| (meshes, surfaces, ...) - i.e. they will always be visible and selectable | (meshes, surfaces, ...) - i.e. they will always be visible and selectable | ||||
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| Very useful when not in *Wireframe* mode. | Very useful when not in *Wireframe* mode. | ||||
| Shapes | Shapes | ||||
| When enabled, the default standard bone shape is replaced, | When enabled, the default standard bone shape is replaced, | ||||
| in *Object* and *Pose* modes, | in *Object mode* and *Pose mode*, | ||||
| by the shape of a chosen object (see `Shaped Bones`_ for details). | by the shape of a chosen object (see `Shaped Bones`_ for details). | ||||
| Delay Refresh | Delay Refresh | ||||
| When enabled, the bone doesn't deform its children when manipulating the bone in pose mode. | When enabled, the bone doesn't deform its children when manipulating the bone in pose mode. | ||||
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| .. admonition:: Reference | .. admonition:: Reference | ||||
| :class: refbox | :class: refbox | ||||
| | Mode: Object and Pose modes | | Mode: Object and Pose mode | ||||
| | Panel: *Display* panel from *Bone* context. | | Panel: *Display* panel from *Bone* context. | ||||
| Blender allows you to give to each bone of an armature a specific shape | Blender allows you to give to each bone of an armature a specific shape | ||||
| (in *Object* and *Pose* modes), using another object as "template". | (in *Object mode* and *Pose mode*), using another object as "template". | ||||
| First of all, you have to enable the *Shapes* button (*Armature* panel). | First of all, you have to enable the *Shapes* button (*Armature* panel). | ||||
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| To assign a custom shape to a bone, you have to: | To assign a custom shape to a bone, you have to: | ||||
| - Switch to *Pose* mode (:kbd:`Ctrl-Tab`). | - Switch to *Pose mode* (:kbd:`Ctrl-Tab`). | ||||
| - Select the relevant bone (:kbd:`RMB` click on it). | - Select the relevant bone (:kbd:`RMB` click on it). | ||||
| - Go to the *Display* panel *Custom Shape* field and select the 3D object previously created in the scene; | - Go to the *Display* panel *Custom Shape* field and select the 3D object previously created in the scene; | ||||
| in this example we are using a cube and a cone. Tou can optionally set the *At* field to another bone. | in this example we are using a cube and a cone. Tou can optionally set the *At* field to another bone. | ||||
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| - The center of the shape object will be at the *root of the bone* | - The center of the shape object will be at the *root of the bone* | ||||
| (see the :doc:`bone page </rigging/armatures/bones/index>` for root/tip). | (see the :doc:`bone page </rigging/armatures/bones/index>` for root/tip). | ||||
| - The object properties of the shape are ignored | - The object properties of the shape are ignored | ||||
| (i.e. if you make a parallelepiped out of a cube by modifying its dimensions in *Object* mode, | (i.e. if you make a parallelepiped out of a cube by modifying its dimensions in *Object mode*, | ||||
| you'll still have a cube shaped bone...). | you'll still have a cube shaped bone...). | ||||
| - The "along bone" axis is the Y one, | - The "along bone" axis is the Y one, | ||||
| and the shape object is always scaled so that one Blender Unit stretches along the whole bone length. | and the shape object is always scaled so that one Blender Unit stretches along the whole bone length. | ||||
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| .. admonition:: Reference | .. admonition:: Reference | ||||
| :class: refbox | :class: refbox | ||||
| | Mode: Object, Edit and Pose modes | | Mode: Object, Edit and Pose mode | ||||
| | Panel: *Skeleton* panel, *Object data* context | | Panel: *Skeleton* panel, *Object data* context | ||||
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| - In all modes, use the row of small buttons at the top of the *Display Options* group, *Armature* panel. | - In all modes, use the row of small buttons at the top of the *Display Options* group, *Armature* panel. | ||||
| If you want to enable/disable several layers at once, as usual, hold :kbd:`Shift` while clicking... | If you want to enable/disable several layers at once, as usual, hold :kbd:`Shift` while clicking... | ||||
| - In *Edit* and *Pose* modes, you can also do this from the *3D View* s, | - In *Edit mode* and *Pose mode*, you can also do this from the *3D View*, | ||||
| either by using the menu (:menuselection:`Armature --> Switch Armature Layers` or | either by using the menu (:menuselection:`Armature --> Switch Armature Layers` or | ||||
| :menuselection:`Pose --> Switch Armature Layers`), or the :kbd:`Shift-M` shortcut, | :menuselection:`Pose --> Switch Armature Layers`), or the :kbd:`Shift-M` shortcut, | ||||
| to display a small pop-up dialog containing the same buttons as described above | to display a small pop-up dialog containing the same buttons as described above | ||||
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| .. admonition:: Reference | .. admonition:: Reference | ||||
| :class: refbox | :class: refbox | ||||
| | Mode: Object, Edit and Pose modes | | Mode: Object, Edit and Pose mode | ||||
| | Panel: *Relations* panel *Bone* context | | Panel: *Relations* panel *Bone* context | ||||
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| Moving bones between layers | Moving bones between layers | ||||
| --------------------------- | --------------------------- | ||||
| Obviously, you have to be in *Edit* or *Pose* modes to move bones between | Obviously, you have to be in *Edit mode* or *Pose mode* to move bones between | ||||
| layers - note that as with objects, bones can lay in several layers at once, | layers - note that as with objects, bones can lay in several layers at once, | ||||
| just use the usual :kbd:`Shift-LMB` clicks... First of all, | just use the usual :kbd:`Shift-LMB` clicks... First of all, | ||||
| you have to select the chosen bone(s)! | you have to select the chosen bone(s)! | ||||
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| .. admonition:: Reference | .. admonition:: Reference | ||||
| :class: refbox | :class: refbox | ||||
| | Mode: Edit and Pose modes | | Mode: Edit and Pose mode | ||||
| | Panel: *Display* panel, *Bone* context | | Panel: *Display* panel, *Bone* context | ||||
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| *Bone* context). | *Bone* context). | ||||
| Note that hidden bones are specific to a mode - i.e. | Note that hidden bones are specific to a mode - i.e. | ||||
| you can hide some bones in *Edit* mode, | you can hide some bones in *Edit mode*, | ||||
| they will still be visible in *Pose* mode, and vice-versa. | they will still be visible in *Pose mode*, and vice-versa. | ||||
| Hidden bone in *Pose* mode are also invisible in *Object* mode. | Hidden bone in *Pose mode* are also invisible in *Object mode*. | ||||
| And in *Edit* mode, the bone to hide must be fully selected, | And in *Edit mode*, the bone to hide must be fully selected, | ||||
| not just his root or tip... | not just his root or tip... | ||||
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