[Bf-committers] what to do with roll for bones?

P. Visser p.visser at illusoft.com
Sun Aug 27 11:05:29 CEST 2006


That's my point,

In pose mode you can't translate the head and tail of a bone separately.

See http://colladablender.illusoft.com/screens/moveJoint1.jpg and
http://colladablender.illusoft.com/screens/moveJoint2.jpg

The selected node is translated to the right. This can be animated over
time. In Blender that is not possible without disconnecting the child bone
from its parent.

> -----Oorspronkelijk bericht-----
> Van: bf-committers-bounces at projects.blender.org [mailto:bf-committers-
> bounces at projects.blender.org] Namens Joe Eagar
> Verzonden: zaterdag 26 augustus 2006 20:53
> Aan: bf-blender developers
> Onderwerp: Re: [Bf-committers] what to do with roll for bones?
> 
> P. Visser wrote:
> > Ok thanks.
> >
> > I encountered a different problem:
> >
> > In Collada you have joints instead of bones. So in Collada It is also
> > possible to translate a joint over time in Collada.
> >
> > In Blender this is not possible, because in pose mode, you cannot
> translate
> > the head and tail of a bone. You can only scale this bone, but that has
> not
> > the desired effect...
> >
> > Any ideas?
> >
> What? you can translate bones, rotate and scale them.  Now, if the bone
> is set to link to it's parent, you can only rotate and scale.
> 
> Joe
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