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

Mike Belanger mikejamesbelanger at gmail.com
Sat Jul 17 16:35:06 CEST 2010


That actually makes sense.  I few times I've been confused over Head/Tail.

And hair, grass have Roots > Tips, so I think the analogy makes sense.
 Maybe Start > End too.

On Sat, Jul 17, 2010 at 9:04 AM, David Hutto <smokefloat at gmail.com> wrote:

> 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
> >
> >
> > _____________________________
> >
> > http://www.mindrones.com
> > _______________________________________________
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> > Bf-committers at blender.org
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> >
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