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˵Ã÷£ºÎÄÕÂÄÚÈݽö¹©Ô¤ÀÀ£¬²¿·ÖÄÚÈÝ¿ÉÄܲ»È«£¬ÐèÒªÍêÕûÎĵµ»òÕßÐèÒª¸´ÖÆÄÚÈÝ£¬ÇëÏÂÔØwordºóʹÓá£ÏÂÔØwordÓÐÎÊÌâÇëÌí¼Ó΢ÐźÅ:xxxxxxx»òQQ£ºxxxxxx ´¦Àí£¨¾¡¿ÉÄܸøÄúÌṩÍêÕûÎĵµ£©£¬¸ÐлÄúµÄÖ§³ÖÓëÁ½⡣

The complete armature after duplicating and flipping.

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ÏÖÔÚ·ÅÖÃÄãµÄ×¼ÐÄÔÚÖÐÐÄ(? ShiftC) È»ºó°´A¼üÑ¡ÔñËùÓеĹÇ÷À. ʹÓÃ? ShiftD ¸´ÖÆËüÃÇ£¬²¢Á¢¼´°´Esc Í˳öÒÆ¶¯Ä£Ê½. È·±£ÔÚÐýת/Ëõ·Å

£¨rotation/scaling£©Ö§ÖáÑ¡ÔñµÄÊÇ3D cursor ¡£ (ÔÚ3D´°¿Ú±êÌâµÄÏÂÀ­ÁбíÖ§Öá). °´×¡CtrlM ¸´ÖÆÎïÌåÈ»ºó°´XÑØ×ÅXÖᷭת. µã»÷Êó±ê×ó¼üÍê³É¾µÏñÑ¡Ïî. ½áÊøÈçͼ (The complete armature after duplicating and flipping).

µ±ÈκεĹÇ÷À±»Ñ¡ÔñÔÚÊý¾Ý¶ÔÏó£¨ Object Data £©Ñ¡Ï£¨context£©ÏÔʾÉèÖÃArmature ×÷Ϊһ¸öÕûÌå, ÈçArmature ÎïÌåÏÔʾÃû×ÖÊÇarmature, while the ¹Ç÷ÀÑ¡Ï£¨Bone context£©ÏÔÊ¾ÌØ¶¨Ñ¡ÔñµÄ¼¤»î¹Ç÷ÀµÄÃû×Ö.

Armature Bones context.

Armature context.

¹´Ñ¡Names Ñ¡Ïî(Armature context, Display Ãæ°å) ¿ÉÒÔÔÚ3DÊÓͼÏÔʾ¹Ç÷ÀµÄÃû×Ö, È»ºóÊó±ê×ó¼üÑ¡Ôñÿһ¸ù¹Ç÷ÀÔÚBones context¸Ä±äÃû×ÖÏñArm.R,

Arm.L, UpLeg.R, LoLeg.R, UpLeg.L and LoLeg.LÕâÑù, ¿´(Armature Bones context). Í˳ö±à¼­Ä£Ê½? Tab.

Naming Bones ¹Ç÷ÀÃû×Ö

¹Ç÷ÀÃû×Ö¼Óºó׺¡°.L¡± »ò ¡°.R¡± À´Çø·Ö×óÓÒÊǺÜÖØÒªµÄ,ÈÃÄãµÄÃüÁî±à¼­Äܹ»×Ô¶¯·­×ª×ËÊÆ.

Skinning ÃÉÆ¤

Now we must make it such that a deformation in the armature causes a matching deformation in the body. We do this with skinning, which assigns vertices to bones so that the formers are subject to the latter¡¯s movements. .

ÔÚÎïÌåģʽѡÔñGusµÄÉíÌå, È»ºó°´? ShiftÑ¡Ôñ¹Ç¼Ü ÕâʱÉíÌåÊǰµ³ÈÉ«µÄ¹Ç¼ÜÊÇÁÁ³ÈÉ«µÄ. ? Ñ¡ÔñÎÒÃǽ«ÉíÌåÁ¬½Óµ½¹Ç¼ÜÉÏ. ¿ÉÒÔͨ¹ý°´Ctrl+PÀ´ÊµÏÖ.ÔÚ³öÏֵIJ˵¥Ñ¡Ôñ Armature Deform Ï嵀 With Automatic Weights Ñ¡Ïî. Parenting menu.

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Armature parented.

¶¥µã×é, ·âÌ×ÐÞ¸Ä

µ±Íø¸ñÃÉÆ¤ºó£¬Íø¸ñ½«Ôڵײ¿µÄÐÞ¸ÄÁбíÌí¼ÓÒ»¸ö¹Ç¼Ü£¨Armature£©ÐÞ¸ÄÆ÷. GusÍø¸ñÔÚÁбíÒѾ­ÓÐÁËÒ»¸öϸ·Ö£¨ Subdivision£©±íÃæÐÞ¸ÄÆ÷¡£ÎªÁ˵õ½Ò»¸ö¹â»¬µÄ±äÐΣ¨deformation£©ÄãÓ¦¸ÃÒÆ¶¯¹Ç¼Ü£¨Armature£©ÐÞ¸ÄÆ÷µ½Ï¸·Ö±íÃæµÄÉÏÃæ¡£ ÄãÖ»Êǵã»÷ÄãÖ»ÐèÒªµã»÷ÒÆ¶¯ÐÞ¸ÄÆ÷Ãæ°åÈý½ÇÐÎÐÎ×´µÄÏòÉÏ»òÏòÏÂÒÆ¶¯ÐÞ¸ÄÆ÷

(The modifier stack in the Modifiers context).ÿһ¸ö¹Ç÷ÀÓÐÒ»¸öÓ°ÏìÇøÓò½Ð·âÌ×(Envelope). ¹Ç¼Ü½«Ê¹Íø¸ñµÄÐαäĬÈÏ¿ªÆôÁË2¸öÑ¡Ïî¶¥µã×飨vertex groups£© ºÍ¹Ç÷À·âÌ×£¨ bone envelopes£©. ÕâÒ²Ðí¿ÉÄܻᵼÖ²»ÏëÒªµÄ½á¹û¡£ËùÒÔÔÚÎÒÃǵÄÀý×ÓÈ¡ÏûÔÚ¹Ç÷ÀÐÞ¸ÄÃæ°å£¨Armature Modifier£©µÄ¹Ç÷À·âÌ×£¨ bone Ñ¡ÏîÊǺÜÖØÒªµÄ (The modifier stack in the Modifiers context).

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ÏÖÔÚÑ¡ÔñGusµÄÉíÌå²¢Çл»µ½±à¼­Ä£Ê½ (? Tab). ×¢ÒâÔÚObject Data Ñ¡Ï£¨context£©µÄVertex GroupsÃæ°å³öÏÖÁË¿ÉÒÔ¿ØÖƵĶ¥µã×é(The vertex groups controls in the Object Data context).

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