Rigging and Scripting

Rigging and Scripting - Rigging and Scripting In at least...

Info iconThis preview shows pages 1–8. Sign up to view the full content.

View Full Document Right Arrow Icon

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
This is the end of the preview. Sign up to access the rest of the document.

Unformatted text preview: Rigging and Scripting In at least its most basic form, every object gets a rig of some sort. Every object is created with an editable pivot. The most basic task in rigging is adjusting a pivot (ie: for a door hinge). Transformation of some objects or attributes of objects automatically affects other objects or attributes, causing them to transform. This can be accomplished through parenting, grouping, constraining, driven keys, or expressions. In a parenting situation, one object directly controls the translation, rotation, and scale of another object. In a grouping situation, an invisible group node controls the translation, rotation, and scale of all objects within the group. In a constraint situation, one object controls at least one aspect of transformation of another object, but the amount of control can be eased on or off. Joints and Bones Joints are the primary component of the skeleton of most complex animatable objects. Joints are nodes that are connected through parenting situations, and are After placing the joints in a joint chain (typically done in an orthographic viewport), the orientation of the joints can then be assessed. After placing the joints in a joint chain (typically done in an orthographic viewport), the orientation of the joints can then be assessed. The orient joints command can then be used to properly orient most joints in the chain so that the X axis points directly at the next joint in the hierarchy. After placing the joints in a joint chain (typically done in an orthographic viewport), the orientation of the joints can then be assessed....
View Full Document

Page1 / 27

Rigging and Scripting - Rigging and Scripting In at least...

This preview shows document pages 1 - 8. Sign up to view the full document.

View Full Document Right Arrow Icon
Ask a homework question - tutors are online