commit c57ef08a9f4c81a260e650dc925d6ab3c3e4a707
parent 09048c44656309b8495ca416b3892bde396f1c08
Author: Andrew <andrewlaack1@gmail.com>
Date: Mon, 6 May 2024 12:37:53 -0500
Completed friday lecture
Diffstat:
3 files changed, 26 insertions(+), 3 deletions(-)
diff --git a/Armature.md b/Armature.md
@@ -0,0 +1,11 @@
+:blender: :cs331:
+# Armature
+
+
+## Notes
+
+**Definition:** An armature is a set of bones with parent child relationships. This set can be disjoint where not all bones can be traversed do by moving from parents to children or vice versa.
+
+An armature also has a default pose (generally t pose), which is the state of all it's bones when imported (transform).
+
+See [[SkeletalAnimation.md]] for more.
diff --git a/KeyframeAnimation.md b/KeyframeAnimation.md
@@ -24,3 +24,11 @@ Animators used to draw just a few "key" frames hence the term. The goals is to h
Now, this is a bit different because of interpolation which makes it so we simply need to ensure correct motion between the keyframes instead of ensuring each position at each time.
See [[Animation.md]] which is related to this topic.
+
+### Creation
+
+The "Dope Sheet" is the sheet at the bottom of the screen that shows the timeline for keyframe rendering (this is blender specific, but maybe can be extrapolated).
+
+When creating keyframe animations we select a frame from the dopesheet then we specify the pose at the given time. Rinse and repeat.
+
+
diff --git a/SkeletalAnimation.md b/SkeletalAnimation.md
@@ -13,12 +13,16 @@ Additionally, bones are rigid, but they can rotate about their local y-axis, but
A joint is another way to refer to a root or tail as that is where bones are joined together (join -> join+t)
+Sometimes, an [[Armature.md]] will be disjoint, but we should generally try not to do this.
+
## Steps to Implement
-1. Create armature (allows building of skeleton)
+1. Create [[Armature.md]]
2. Add bones (root bottom, tip top, body middle, and connected by joints)
- Start with one bone then extrude the rest of them
- When extruding, the root of the new bone will create a joint with the tip of the prior one
- When extruding a bone from the tip of another there is a parent child relationship. As such, there can be multiple children for a single parent.
- - Name all bones in an apt way (ehh, I guess there is some value to this).
-3.
+ - Name all bones in an apt way (ehh, I guess there is some value to this).
+3. Create [[Mesh.md]]
+4. Embed Armature into mesh
+