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Git Commits -> Revision 49aeee5

Revision 49aeee5 by Joshua Leung (master)
May 17, 2016, 15:19 (GMT)
Bendy Bones: Advanced B-Bones for Easier + Simple Rigging

This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15

Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
instead of being restricted to trying to indirectly control them through the
neighbouring bones. See the "Bendy Bones" panel...

* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
This is useful for things like eyebrows and mouths/eyelids

* You can now make B-Bones use custom bones as their reference bone handles,
instead of only using the parent/child bones. To do so, enable the
"Use Custom Reference Handles" toggle. If none are specified, then the BBone will
only use the Bendy Bone properties.

* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
just linearly interpolating between the endpoints of the bone.

For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html



-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)

Commit Details:

Full Hash: 49aeee5a3dfa9fc0ae29e99f7c5c0cc0124e560e
Parent Commit: 29a17d5
Lines Changed: +829, -117

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