And so, the points should have a setup values and a calculated values when the bone influence is applied. Following that reasoning, the bone should have two sets of values, the setup values and the animated values. So, there must be a "setup" position of the point relative to the bone where the calculations are made from. For example, when the bone rotates, the distance of the point to the bone's origin is very important, because it determines the rotation radius. When a bone modifies its length or width, the point scales in the length or width direction of the bone relative to the bone's origin.Īll the above point modifications under bone influence needs some other information to allow know the exact position of the point after the influence.When a bone modifies its origin, the point translates the same amount than the bone's origin.When a bone modifies its angle, the point rotates around the origin.Let's see how do those parameters affect to a point that is under the influence of a bone: This means that when a bone is modified it can affect to points that are under its influence.Īlthough they can look to be a lot of parameters, we can concentrate only on some of them: origin, angle, length/width (we will talk later about the recursive ones). Currently it is possible to not have any Skeleton layer (this is how it is called in the Bone Layer page) and the bones can be working on a Synfig document.īones affect points (blinepoints or individual vertexes). During the bones development we realized that the concept of bone layer is not strictly needed. At first stage the idea of a Bone layer was around because most of the features of Synfig are applied in the form of layer on a stack. The firsts seeds of the bones development are the notations in the Bone Layer. Once finished the bones development, this pages should be moved to the talk page and the Dev namespace should be removed from the article to turn it into a regular documentation page. This article will introduce you in the knowledge of how are currently the bones feature implemented and how should it continue its development. At the time of writing this article, only the core of the bone feature is implemented with a very primitive user interface. The core of the bones feature and the graphical user interface of the bones feature. Finally, the decision of include the bones feature was taken and a core bones implementation is already available in the Synfig code.īones feature has two main parts. The original developer didn't implement bones in Synfig because it could become a restriction to the freedom of the animator to give expression to the creation. One of the most wanted features for a 2D animation software is the bones feature. 5 Appendix: How does bones feature work?.3 Value Node Bone, BoneInfluence, BoneWeightPair, Skeleton.
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