PBone and its ChildBone can be weighted as you wish to give the Prop better deformations.īone Hierarchies I tested and found working are these: The PBone as far as I know, can have only a child bone, that can be named as you wish, I'll name it "George", it helps to make a more "organic" movement of the prop. The Z+ area is defined only by the ROTATION, NOT by the location of the NBone, it can be anywhere in the 3D world, only where the Z Axis points is considered by Facerig about this bone. Here's a 2D section of what I'm trying to say: LINK. The PBone can go ONLY on the +Z of the NBone, everything else is a wall, think as the NBone as a wall and the PBone is a chain attached to this wall. In the screenshot I linked above, you can see an example of a NBone (is selected), in my case Blender asks for the Z axis to do its work: NBone uses its Y or Z axis (depending on the software) to make an invisible wall. ![]() Going into the detailsThe NBone as I said before, tells the PBone where it cannot go, what do I mean?
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