5 Figure Editor |
| The figure
editor is where you design animated characters to put into
Anim8or's scenes. The main difference between a figure and
an ordinary object is that a figure contains a bone structure,
or
skeleton, that you use to bend and shape it in different poses. By
setting
the pose of a character in a few key frames of an animation,
you
can bring it to life. Anim8or will smoothly fill in all the in-between
poses
by bending the joints of the skeleton just the right amount. You can
enter
the figure editor at any time by selecting Mode->Figure in the menu. |
| The
basic screen is similar to the Object Editor and is shown below. You
can also view multiple viewpoints simultaneously, as with the other
editors. |
|
| Notice
the bones that are faintly visible inside of the character's
body and legs. You can control the visibility of bones, your
character's body parts, and other aspects to help with the design. This
character doesn't have any particularly interesting bones in his body,
but does have animatable legs and feet. |
| The figure editor has two modes: edit and viewpoint.
You click on one of the icons to switch between these
two modes. |
|
| Figure/Edit
mode button. This is the initial mode that the figure
editor starts in. You use it to do all of your character design. |
|
| Figure/Viewpoint
mode allows you to pan, scale, rotate, and size-to-fit
any or all of your views of your workspace. |
|
|
Once you have made your character's parts, you switch into
the Figure Editor and build a skeleton. Starting at the initial root
bone, you add bones one at a time to make the movable structure of your
character. For example, if you want human like legs, you need to add a
bone for each of the thigh, lower leg, and foot. You can give each
joint its own range of motion which makes animation a lot easier. |
|
| Once the skeleton is designed you can add the character's
visible parts. You link each part to a specific bone, and when that
bone moves, so does the body part. You can also move, scale and rotate
each part individually within the coordinate space of
its bone. |
|
|
| You use the next set of buttons to edit the bones of your
character's skeleton once it has been built. |
|
| |
This
mode allows you to rotate your characters joints into their nominal
position. This position defines the zero value for all rotations that
this joint can perform. It is not the same as the default
position of the joint, which is where the joint is when it's "relaxed",
but is used to define the bone's coordinate system. |
| |
You
use this button to change the length of a bone. When it is
pushed, you can click on the end of a selected bone and stretch or
shorten it with the mouse. You have to be sure that you click directly
on the end of the bone or it will not change. You can also double click
on a bone and set the length directly with a dialog box. |
| |
You
use this mode to add new bones to a skeleton. To add a new
connecting bone, you click on the end of a bone and drag to set
the bone's length. It will always align in the same direction of its
parent. So if you want it oriented in another direction, you must use
the rotate button shown above. |
| Note:
You have to click on the tip of the bone or nothing will
happen. If you want to attach a new bone to the end of an unselected
bone, click on the tip and it will become selected. Then click
a second time
on the tip, and drag until your new bone is the right length. You can
also
double click on a bone to bring up its parameter dialog and set the
length
manually. |
|
| |
This
button allows you to skin part or all of a skeleton with a
single Object. Then when the joints of a bone bend the object deforms
and bends
seamlessly along with the skeleton. There is more detail on how to use
this
skinning tool later on. |
| You use the final group of buttons to control what is
visible in the edit window. You may find it easier to manipulate your
character's skeleton without its body getting in the way, or want to
see the final, solid look without the bones showing. These controls
will do just that. |
|
| |
You
use these two buttons to toggle the visibility of bones and
body parts. If both of them are enabled then your character's
body will be shown in a sort of transparent view with the bones visible
inside. You will find this indispensable when arranging your
character's
parts. If only one is enabled, the corresponding items are shown as
solid
objects. |
| |
|
| |
This
shows a character with a simple skeleton. Only the legs have bones, so
you could only animate the legs. The face would be frozen in that silly
look unless you added additional bones to animate the eyes, wings,
beak,
etc. |
| |
This
button toggles a visible axis for any selected bones. It also
shows you the range of movement for their joints. |
| Working
with a lot of small bones, such
as in a hand, can create a confusing jumble of overlapping bones.
You can change the diameter use to show each bone in the Bone
Editor by changing the value in the Dia. field to help clear up
the view. |
|
|
This
is a side view of a skeleton. The show axis The bone selected here is the lower part of the right leg and forms the right knee. It can only bend in the x-axis and like a human knee can only bend backwards in this case a maximum of 135 degrees backwards. |
|
To
skin an object you first attach it to a bone called its base
bone. You should pick it carefully since only the base bone's
descendants
will be able to bend your object. Then enter Skinning mode by pressing
the
skinning button on the toolbar |
| You
can adjust the size of a bone's influence in two ways. You can double
click on it and enter numeric values, or you can edit the influence
regions directly on the screen. You can set the size if the inner and outer range for each end of the bone. You can also set the position along the bone where they start and end as a percentage of the bone's length. Changing sizes directly on the screen is often more effective but it can sometimes be tricky to do because things are often cluttered with several overlapping regions. |
|
| There
are six control points on each bone, three at each end. If you
turn off the visibility of both bones and objects by clicking on the
buttons at the bottom of the toolbar you will get a clearer picture of
what's there. You use the one at the tip of the orange area adjust the
size
of the outer region, and the one at the tip of the yellow area for the
inner
one. The inner yellow point adjusts the offset. |
|
| One
final note: Don't attempt to adjust your bone's positions in the Figure
Editor and expect to see your mesh bend! It doesn't work that way. You
will
only be adjusting the bone's position, and area of influence, relative
to
your object. You must go to the Sequence editor to start animating your
character. |
| Now you're ready to go to the Sequence Editor to make some animated sequences. Then on to the Scene Editor for your final movie! |
|
To
paint weights enable skinning
and
select an object. The display will show the object's bones in
contrasting colors. You then right-click on a bone to paint its weight
on the object. The brush is a green circle with a cross in the
center. Hold the left mouse button down and drag the brush across
your object and the influence of the bone will be increased for the
points that you paint. The color of the object will change to show the
new weights. |
|
| The center of the brush has the most "paint" and will make the biggest change in weights where it passes. It decreases to the edge where the change stops. You can change to size and strength of the brush with the Build->WeightBrush command. | |
| This page was last updated on
May 21, 2006 |
Copyright 2006 R. Steven Glanville |