[Bf-committers] Proposal: renaming Head/Tail into Root/Tip in armatures

David Hutto smokefloat at gmail.com
Sat Jul 17 16:04:15 CEST 2010

On Sat, Jul 17, 2010 at 9:59 AM, mindrones <mindrones at gmail.com> wrote:
> Hi,
> since new documentation for rigging, constraints, and animation is going
> to be put in the manual, sometimes ago in #blenderwiki we were talking
> about rigging naming conventions (how to call bone ends) and after some
> debate we ended up asking opinions in #blendercoders too.
> It seemed that all the present people agreed (including Ton) that it
> makes more sense that a bone has a "root" and a "tip" rather than a
> "head" and a "tail", because chains can go upward (spine) or downward
> (legs) hence the concept of the tail being higher that the head seemed
> weird.
> The Blender Summer of Documentation tutorials use "root" and "tip" too,
> for example, see
> http://wiki.blender.org/index.php/Doc:Tutorials/Animation/Armatures/BSoD/The_Armature_Object#Armature_Edit_Mode
> The new docs would use root and tip too: see the upcoming
> http://wiki.blender.org/index.php/Doc_talk:Manual/Rigging/Armatures/Bones#Bones
> What's the general idea about change from "Head" and "Tail" to "Root"
> and "Tip" in the UI and in the API?
well why not root to leaf, or root to foliage/flora. As long as the
analogy applies, then use it. to push urther, why parent> child, when
you could use master>slave?

> Regards,
> Luca
> _____________________________
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