3d:animating

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3d:animating [2025/04/14 22:42] – [Graph Editor] mh3d: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.
 +
 +----
 +
 +===== Exporting =====
 +
 +Use **''CTRL'' + ''F12''** to render an animation.
 +
 +To output a video file, before rendering, select in the **Output** panel > Output tab the FFMPEG Video File format. Then set up the properties.
 +
 +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**  and the **Pole bone** as **Bone**. Then using the same bone with the bone constraint select the **Armature** as **Pole**  and the **Pole bone** as **Bone**.
  
-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
 + 
 +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. 
 + 
 +=== Example === 
 + 
 +{{:3d:ik-rig-setup.png?direct&500|}} 
 + 
 +=== Symmetrize === 
 + 
 +To symmetrize a modification to the other side of the rig, make sure the corresponding bones are present and the following nomenclature is respected : ''bone name.L'' and ''bone name.R'' with identical names for both sides. 
 + 
 +Then in **Edit** mode, right click on the rig and select **Symmetrize**. 
 + 
 +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 ====
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