Rigging-and-Skinning Flashcards
It is a process of placing a bone structure as rigs of 3D mesh.
RIGGING
What do you call the controls and strings
that move a marionette
Rig
Rigging is a process which is divided into what parts
▪ Bone/Joint Placement
▪ Skinning/Enveloping
What are the 2 Classification of Bones
DEFORMING BONES & CONTROL BONES
It is a Classification of bones where it directly deforming the associated vertices of the
mesh.
DEFORMING BONES
This is a classification of bones which is usually embedded inside the mesh.
DEFORMING BONES
This is a classification of bones which Control other bones reaction when transform
CONTROL BONES
This is a classification of bones which Act as Switch
CONTROL BONES
This is a classification of bones which Indirectly alter vertices and often no associated vertices
CONTROL BONES
This is a type of 3D object
used for rigging, borrowed the idea
of real-world skeleton.
Armature
Armature have 3 elements named
▪ Start Joint also known as root or head.
▪ Bodyitself.
▪ End Joint named tip or tail
What are the 4 characteristics of armature
▪ Transform Factor
▪ Object Data data-block
▪ Reusable
▪ Control a 3D mesh
This is a characteristic of armature that has an origin, a position, a rotation and a scale
Transform Factor
This is a characteristic of armature that can adjust it setting on Edit mode
Object Data data-block
This is a characteristic of armature that It can be linked to other scenes and armature data can be
reused on multiple.
Reusable
This is a characteristic of armature which the Animation works on mesh not the armature’s bones
Control a 3D mesh
What are the armature visual/viewport displays
Octahedral bone display, Stick bone display,
B-Bone bone display, Envelope Bone display,
Wire bone Display
This is the default visualization
Well suited for most of editing tasks.
It materializes as big root and small tip.
OCTAHEDRAL
Simplest and most non-intrusive visualization.
It constant thickness gives no information about root and tip.
STICK
Visualization shows the curves of “smooth”
multi-segment bones. Used for Bendy Bones
B-BONES
Visualization materializes the bone deformation
influence. Best visualization for Skinning
ENVELOPE
Simplest visualization shows
the curves of “smooth”
WIRE
in armature toolbar:
This tool is used to easily rotates a bone
around its local Y axis.
Roll
in armature toolbar:
This tool is used to Resize the scale of the armature.
BONE SIZE
in armature toolbar:
This tool is used to Resize the armature viewport display.
BONE ENVELOPE
in armature toolbar:
This tool is used to Add new armature from the selected armature.
EXTRUDE
in armature toolbar:
This tool is used to Add new armature from the last selected armature to the
mouse cursor
EXTRUDE TO CURSOR
All rigs are based on a hierarchy of systems and controls working in a sequential order to create the articulation of your object.
Parenting
true of false:
Armature can be disconnect to its parent.
True
Armature can be disconnect to its parent. is also known as
Keep Offset
To prevent an armature from being
transformed in Edit Mode
LOCKING BONES
It is use to initial adjust the
deform coverage of the armature
RADIUS SCALING
it is the easy way to replace
long chains of many small rigid bones.
BENDY BONES
Common practice on rigging to
added a meaningful _________ _______ to easy work on it.
naming convention
What is the 2 types of positions of skeleton
Rest and Pose positions
This is the position that setup position a rigger assign on the Edit Model
REST POSITION
This is the position that manipulated position of armature in Pose Mode. Visible on Object and Pose Mode.
POSE POSITION
What is the 2 types of Layers of skeleton
BONE LAYERS & PROTECTED LAYERS
This is the Layer that regroups armature into sets of bones
BONE LAYERS
This is the Layer that Lock a given bone layer for all proxies of your armature.
PROTECTED LAYERS
What is the 2 types of Groups of skeleton
BONE GROUP & POSE LIBRARY
Another way to reorganized your armature. The different is you can assign color per bone group.
Note: An armature can only be assign
on one bone group.
BONE GROUP
Store the Pose Position of the Armature.
POSE LIBRARY
the process of binding object to another object,
commonly to an armature
Skinning
What is the main concept of skinning
weight painting
What are the two main skinning types
- Parent/Constrain Objects to Bones
- Armature Modifier
this is the type of skinning where you connect the mesh on a armature
(or any 3D object), commonly apply
not for deforming but to have
controls on transform the mesh.
Parent/Constrain Objects to Bones
this is the type of skinning where its a type of parent/constrain objects. Main goal is for deforming a mesh.
Armature Modifier
In Skinning, it groups the
vertices of a mesh according
to the influence weight of
an armature.
WEIGHT GROUP
The Armature Deform Parenting directly affect
your vertex group.
With Empty Group
It automatically create a vertex group
according to the envelope scale of influence.
With Envelop Weight
It automatically create a vertex group.
With Automatic Weight
a method to maintain large amounts
of weight information in a very intuitive way.
Weight Painting
To access the weight painting, change your
interaction mode to what mode
Weight Mode
True or False
Weights usually have to be normalize, for it to not exceed to the value of 1.
True
In WEIGHT PAINT TOOLS: DRAW
It defines in which way the weight value
is applied to the vertex group while painting.
Blend
In blend option what is the default and most commonly used variety
Mix
In WEIGHT PAINT TOOLS: DRAW
Indicates the weight value, use the
color spectrum as the basis.
Weight
In WEIGHT PAINT TOOLS: DRAW
Option controlling the radius scale of
the brush. It is measured in pixel.
Radius
In WEIGHT PAINT TOOLS: DRAW
Controls the opacity of the brush.
Strength
In WEIGHT PAINT TOOLS
Smooths out the weighting of adjacent
vertices while ignoring the weight value.
BLUR
In WEIGHT PAINT TOOLS
Smooths weights by painting the average
resulting weight from all weights under
the brush
AVERAGE
In WEIGHT PAINT TOOLS
Similar to Finger Painting
Smudges weights by grabbing the weights under the brush and “dragging” them
SMEAR
In WEIGHT PAINT TOOLS
Blends the weights of selected vertices with
unselected vertices.
GRADIENT
In WEIGHT PAINT TOOLS Sets the brush Weight as
the weight selected under the cursor
SAMPLE
In WEIGHT PAINT TOOLS
Set a new cursor location.
Cursor
it can be used to control their degree of freedom in their pose transformations.
BONE CONSTRAINTS