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소개

캐릭터를 완성하고 난 후에는 애니메이션을 위해서, 혹은 단순히 자세를 잡기 위해 조작해 줄 필요가 있습니다. 리깅(Rigging)은 변형하거나 다른 방법으로 자세를 취할 수 있도록 캐릭터의 매쉬 오브젝트에 골격을 연결하는 과정입니다.

이 동작은 근본적으로 매쉬를 고치지 않으며, 쉽게 바꾸고, 되돌리고, 다른 자세와 연결할 수 있습니다.

아래는 리깅을 할 때의 전형적인 작업흐름입니다:

  1. Add an armature, which starts out with a single bone.
  2. Add more bones as needed and link them together to form "limbs".
    (you can either extrude an existing bone, which parents it to the extruded bone automatically; or add new bones first and then link them together.)
  3. Edit the bones to give proper proportions to the skeleton
  4. Apply constraints to the joints
    (e.g. a human elbow can bend through about 170 degrees in one plane only)
  5. Give a 'rest' (default) position to the skeleton.
  6. Apply a mesh (body) to the armature (skinning)
  7. Define how the movement of the armature affects the skin
    (folding, flexing, bulging)
  8. Give poses to the armature.
    (There are multiple methods: By arranging each bone of the armature manually, or by copying a template armature, or by arranging the bones to follow a curve, or by making the armature follow externally collected motion-capture data.)
  9. Check how the armature movement affects the skin, and adjust the parameters.
    (adjust the topology of the skin to make it look more natural)

이 모든 단계는 밑에서 세부적으로 설명하고 있습니다.

뼈대(Armatures)

뼈대는 실제 골격과 비슷합니다; 그리고 자세잡기(posing)나 애니메이션(animation)을 목적으로 하는 매쉬 구조물(structure)을 제공합니다.

뼈대와 뼈 패널(Armature and Bone Panels)
뼈대(Armature)와 뼈(bone)를 조정하기 위해 패널들을 어떻게 사용하는지 보여줍니다.
뼈(Bones)
뼈대(Armature)의 기본 요소가 되는 뼈(bone)의 성질에 관해 설명합니다.
시각화(Visualization)
네 가지 다른 방법으로 뼈를 표시하는 것을 설명합니다.
구조(Structure)
뼈대(armature) 안에서의 뼈 구조물(structure)에 관해 설명합니다.
선택(Selecting)
뼈대에서 다루기 원하는 일부분만 선택합니다.

편집(Editing)

뼈(Bones)
블랜더에서 어떻게 정확하게 뼈를 수정하는가를 배웁니다 .그리고 그것이 무엇을 초래하는가 봅니다.
스케치(Sketching)
골격(Skeleton) 스케치 도구를 사용합니다. 쉽게 뼈를 그리고 그것을 블렌더에서 어떻게 실제로 적용하는지를 봅니다.
견본사용(Templating)
이미 만들어진 것을 빠르게 재사용하는 좋은 방법으로 견본(Tenplate)을 제안합니다.

씌우기(Skinning)

이 장은 캐릭터를 만들기 위해 주어진 뼈대에 어떻게 "살을 붙이는지" 보여줍니다.

일반적인 영어에서 "to skin"은 피부껍질을 벗긴다는 뜻이지만, 여기에서는 완전히 반대입니다. (뼈대에 피부를 씌운다는 뜻으로 사용합니다) 뼈대(armature)에 몸체(mesh)를 붙이게 됩니다.

뼈에 오브젝트를 잇기(Linking Objects to Bones)
How to parent a bone to an object, so that the bone controls that object. This type of linking is used to simulate mechanical linkage (for example, Newton's cradle) or where the parts of the mesh are not deformed when the armature moves, as in case of modeling an insect body, crab, etc.
Skinning to Objects' Shapes
How to attach the armature so that each of its bones controls a specific part of the “skin” object’s geometry. This type of linkage is used when the object surface flexes when the armature moves, such as bulging of biceps when the arm is folded.
Retargeting
How to apply motion-capture data (acquired from real world) to a rig, so that it mimics the original movements realistically. This method also avoids laborious programming of each movement.

Posing

Posing means shaping and arranging the objects in your scene in a particular way to create an interesting composition. For example, look at the body language of The Thinker, or think of a scorpion raising its tail to strike.

Poses are also used to create animation. For example, to create animation of a tennis player serving a ball, you would have to create poses at different moments of the stroke: (a) when she holds the ball and racket at waist height (b) when she tosses the ball up, (c) when she strikes the ball, and (d) when her racket reaches at the lowest point after the strike (follow through). Then Blender creates all the intermediate poses to create the animation.

Visualization
describes the visual aids that help you in posing the armature; especially for animation.
Editing Poses
how to create a pose, and how to edit it to create the snapshots of an animation at different moments.
Pose Library
storing frequently used poses or existing poses from another armature, so that they can be quickly accessed and applied.
Using Constraints
how to apply constraints to bones so that they cannot form an unnatural pose.
Inverse Kinematics
a feature where you move the last bone in a chain, and Blender automatically moves the whole chain accordingly. This is like lifting someone's finger: His whole hand automatically follows that movement.
Spline IK
a feature where you can align a chain of bones along a curve.