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manual/rigging/skinning/introduction.rst
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| In Blender, you have two main skinning types: | In Blender, you have two main skinning types: | ||||
| - You can :doc:`Parent/Constrain Objects to Bones </rigging/skinning/objects>` - then, | - You can :doc:`Parent/Constrain Objects to Bones </rigging/skinning/objects>` - then, | ||||
| when you transform the bones in *Pose* mode, their "children" objects are also transformed, | when you transform the bones in *Pose mode*, their "children" objects are also transformed, | ||||
| exactly as with a standard parent/children relationship... | exactly as with a standard parent/children relationship... | ||||
| The "children" are **never** deformed when using this method. | The "children" are **never** deformed when using this method. | ||||
| - You can :doc:`Using the Armature modifier on entire Mesh </rigging/skinning/obdata>`, | - You can :doc:`Using the Armature modifier on entire Mesh </rigging/skinning/obdata>`, | ||||
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