Differences
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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| 3d:animating [2025/04/14 22:42] – [Graph Editor] mh | 3d:animating [2025/08/21 11:44] (current) – [Exporting] mh | ||
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| It's good practice to do all the parenting before animating as parenting on an animated object is error-prone. | It's good practice to do all the parenting before animating as parenting on an animated object is error-prone. | ||
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| + | ===== Exporting ===== | ||
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| + | Use **'' | ||
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| + | To output a video file, before rendering, select in the **Output** panel > Output tab the FFMPEG Video File format. Then set up the properties. | ||
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| + | The rendered animation will go in whichever folder is targeted in this panel. | ||
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| Then using the same bone with the bone constraint select the **Armature** as **Pole** | Then using the same bone with the bone constraint select the **Armature** as **Pole** | ||
| - | For a leg, the pole would typically be in front of the knee (facing the leg) while for an arm, the pole would typically be behind the elbow. | + | For a leg, the pole would typically be in front of the knee (facing the leg) while for an arm, the pole would typically be behind the elbow. |
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| + | Set the **Chain Length** to the number of bones the pole should affect (or else the entire rig will be affected), and adjust the **Pole Angle** to straighten the armature back to desired orientation. | ||
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| + | === Example === | ||
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| + | {{: | ||
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| + | === Symmetrize === | ||
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| + | To symmetrize a modification to the other side of the rig, make sure the corresponding bones are present and the following nomenclature is respected : '' | ||
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| + | Then in **Edit** mode, right click on the rig and select **Symmetrize**. | ||
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| + | It is also a good idea when modifying the rig's position in **Edit mode** to activate a **Mirror** to copy modifications made on one side automatically to the other side. | ||
| === Copy Location ==== | === Copy Location ==== | ||