Read first Parts/Bone for more information regarding bones and posing.
MarbleCLAY bones are not intended for animation or export to other applications. Bone specs are
This is because each application is different, so if you design on the premise of exporting, it will be the greatest common divisor and the restrictions will be large.
(However, since the bone weight information for each vertex is written in the MCL file, I think it is possible to create converter software for other applications)
MarbleCLAY bones were sometimes posed close to the final image while modeling simple pose objects
By checking the shape of the model, it is assumed that it is mainly used to correct deviations from the image and to maintain motivation for modeling work.
For this use,
1.Bones are easy to incorporate
2. You can easily go back and forth between the deformed state and the normal state.
3. Modeling can be done while deformed. (not yet achieved)
conditions can be considered. As shown in conditions 1 and 2, I wanted to pursue "simplicity", so I named it "simple" bone.
preparation
1. Prepare and open a suitable mesh model. (Open Bone_Tut.mcl if there is no suitable model)
1. Set the workplane to the XZ plane, select Bone Creation Tool, and left-drag the center of the object to draw a bone.
You can change the thickness of the bone by right dragging while left dragging.
2. At this time, the bone may snap to the object, and you may not be able to create the bone in the center as shown below.
(You can turn off filter etc. in Select Filter and create it so that it does not snap to the object when drawing the bone, but here it is said that it has shifted from the center
assume)
3. If the character is a symmetrical model, the first bone should be located on the center plane of symmetry, so
Parts/Bone->%PartsToWorRun kplane%.
(Bone moved to symmetry plane.)
4. Drag to a new location (the base of the lizard's neck in this example) and draw the bone, creating a new bone as a child of the previously created bone.
5. Continue to draw bones in this manner.
6. Next, create the arm bones. Keep the XY plane as your workplane.
Then click on a bone (the torso in the example below) to select it.
7. If you then create a new bone, it will become a child of the selected bone.
Create the arm bone in the same way.
8. If the position of the arm bone is misaligned when viewed from the front, select the Move(1) tool, select the bone at the base of the arm, and move it to an appropriate position.
9. If the object is difficult to see, select "Root" in Object window to activate the object and bone at the same time.
In addition, if necessary, rotate the bone with 2D Rotate(8) etc. to make fine adjustments.
10. Make the right arm bone.
Selecting the base bone of the arm and executing Parts/Bone->Make mirror Parts/Bone will mirror copy the left arm bone configuration and create the right arm bone.
11. Create all the bones in the same way as before.
12. Select "Root" in Object window again to activate the object and bones at the same time, and check if there is any part of the mesh protruding from the bones.
In this example, the jaw bone was thin and the mesh protruded, so I selected Move(1), clicked on the jaw bone, and dragged the Y-axis expansion handle to make the bone larger.
Similarly, change the size of the palm bone, etc.
(If the handle is difficult to see, turn off Manipulator, and if it is difficult to grasp the handle, change the viewpoint appropriately)
Bone
1. After creating bones, select the bones and mesh model in the highest hierarchy and press
In v2, you can assign bones per vertex, and deactivate/activate only deformation state without releasing bone allocation.
However, this is not yet documented because the specifications may change.