{"id":1657,"date":"2017-03-14T21:03:20","date_gmt":"2017-03-14T21:03:20","guid":{"rendered":"http:\/\/avastar.online\/?page_id=1657"},"modified":"2017-03-14T21:03:20","modified_gmt":"2017-03-14T21:03:20","slug":"bone-constraints","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/279\/help\/toolshelf\/posing-panel\/bone-constraints\/","title":{"rendered":"Bone Constraints"},"content":{"rendered":"<h4><image src=\"\/avastar\/279\/wp-content\/uploads\/2019\/07\/approve_logo_250.png\" style=\"width:120px;vertical-align:middle;margin-left:0px;margin-right:10px;\"><\/image> Bone Constraints (Pose- &amp; Edit-mode)<\/h4>\n<p>The Avastar Rig tries to keep most of its complexity under the covers. The most important and unfortunately also the least understood part of the rig is its control bone section together with its set of Bone constraints. Here is a bit of information to shed some light on this.<\/p>\n<p>The (green) Animation Bones and the (blue) Deform Bones of the Avastar rig are closely related to each other. Actually the Deform Bones by default inherit the Animation Bone&#8217;s Transformation matrices. So the animation bone skeleton and the deform bone skeleton are like almost perfectly synchronized twins. You can see this best with Bone display mode set to Octahedral:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<div id=\"attachment_22296\" style=\"width: 299px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_04.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22296\" class=\"wp-image-22296 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_04.png\" alt=\"rigging_04\" width=\"289\" height=\"429\" \/><\/a><p id=\"caption-attachment-22296\" class=\"wp-caption-text\">The Green Animation Bones are the master bones used for Animation<\/p><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_22297\" style=\"width: 299px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_05.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22297\" class=\"wp-image-22297 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_05.png\" alt=\"rigging_05\" width=\"289\" height=\"429\" \/><\/a><p id=\"caption-attachment-22297\" class=\"wp-caption-text\">The Deform Bones are used for Skinning (Weighting). They normally follow the green animation bones<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> \nDue to the Bone constraints the Deform bones can normally not be directly moved or rotated. So you have to move (animate) the Animation bones and weight the Deform bones.<br \/>\n<\/div>\n<p>However there are 2 situations where you want to change the default behavior:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li>When you Skin your Mesh (When you do weight painting tasks) then you almost always want to unlock the Bone Rotations of the <strong><span style=\"color: #0000ff;\">Blue Deform Bones<\/span><\/strong>. Then you are free to pose the Deform bones for testing purposes.<\/li>\n<li>When you Animate your Character, then you may want to unlock the Location Constraints of the <strong><span style=\"color: #339966;\">Green Animation bones<\/span><\/strong>, so that you can also perform Location animations.<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> Hint: Although the Locking of Rotations and the Locking of Locations seems to be related, they actually are not. The unlocking is used to handle 2 completely different situations! It is important to get this sorted out and understand the difference as explained briefly above!<\/div>\n<\/div>\n<\/div>\n<h4>Bone Constraints Panel (in Edit\/Pose Mode)<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li><em><span style=\"color: #ff6600;\">Bone Constraints Selector:<\/span><\/em> Here you can specify if you want to affect\n<ul>\n<li>All Pose Bones<\/li>\n<li>Same Group<span style=\"color: #ff6600;\"><sup>(1)<\/sup><\/span><\/li>\n<li>All Visible Pose Bones<\/li>\n<li>All Selected Pose Bones<\/li>\n<\/ul>\n<\/li>\n<li><em><span style=\"color: #ff6600;\">SL Bone Rot:<\/span><\/em> Lock\/Unlock the rotation of the Deform Bones (good for weighting tasks)<\/li>\n<li><em><span style=\"color: #ff6600;\">Anim Bone Trans:<\/span> <\/em>Lock\/Unlock the Location of the Control Bones (good for special animations i.e. face animation)<\/li>\n<li><em><span style=\"color: #ff6600;\">Vol Bone Trans:<\/span> <\/em>Lock\/Unlock the Location of the Volume Bones (experimental)<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\"><a href=\"http:\/\/avastar.online\/wp-content\/uploads\/2016\/06\/reference-069.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1687 size-full\" src=\"http:\/\/avastar.online\/wp-content\/uploads\/2016\/06\/reference-069.png\" width=\"273\" height=\"334\" \/><\/a><\/div>\n<\/div>\n<p><em><sup><span style=\"color: #ff6600;\">(1)<\/span><\/sup>Same Group<\/em> relates to the Pose Bone groups which you can find in the Rig Data Properties window (on the right side of the Blender screen)<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><strong>Note:<\/strong> The Bone <em><span style=\"color: #ff6600;\">Workflow Presets<\/span> <\/em>affect the Bone Constraints in a subtlew way. When you select the <span style=\"color: #ff6600;\"><em>Skin &amp; Weight<\/em><\/span> preset for example, then the constraints are automatically set appropriate for the Weighting workflow.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/08\/Image424.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-3846\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/08\/Image424.png\" alt=\"\" width=\"247\" height=\"242\" \/><\/a><\/p>\n<\/div>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":2,"featured_media":0,"parent":1638,"menu_order":5,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[4],"tags":[],"class_list":["post-1657","page","type-page","status-publish","hentry","category-help"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/1657","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/comments?post=1657"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/1657\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/1638"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/media?parent=1657"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/categories?post=1657"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/tags?post=1657"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}