PSD Add Region: Select “ Auto Place Regions from Project” and type in 1 for the “ Layout Scale” to match your Photoshop reference. What happens next depends on whether you imported a PSD or PNG image file at the start. Now that we are in Rig mode our character has vanished! To add in your mesh regions click the “ Add Region” button towards the upper right. Step-By-Step guide on how to add bones to your 2D mesh using Creature.Ĭlick on the large Mesh button on the upper left and select Rig. You can select and modify each bone by selecting them from this window or by clicking on the bones and joints directly from within Creature. These are usually the bones that become the direct children of either the pelvis bone or Root bone.Ĭreature has a Bones Window used for managing the bone parenting hierarchy. It’s common to see a similar set up for a parent bone that goes up the spine and then a separate parent bone that goes down the legs. You can see how Bone I and L are both parents with children but they do not affect each other. It isn’t always used for animation, but rather as a reference point when you import into other software. Typically the Root bone is placed in the center either on the ground or near your character’s pelvic area. When I go into Test mode again, you can see how the Root affects all the other bones. I then re-parent the other bones to Bone H and then rename it as Root. In this example, Bone H initially has no child so it does not influence any other joints when it rotates. Root BoneĮvery rig has a Root bone that serves as a parent to the rest of the rig. However, when you do rotate the parent bone you will see the children Bones E, F, and G rotate along with it. Each child can rotate independently without affecting the other children or the parent Bone D. Parent of Multiple Childrenīone D is the parent of Bones E, F, and G. You can see how they influence each other when I enter “ Test Mode” and rotate each joint. Bone B is the child of Bone A and the parent of Bone C. Both a Parent and Childīone A is a parent of Bone B. These examples show a variety of different parent/child relationships to illustrate parenting in action. Below is an example of a skeletal hierarchy, with child bones nested underneath parent bones. The process of creating this parent/child relationship between bones is called “Parenting”. On the other hand, if you were to move or rotate a bone underneath another bone ( the child) it will not affect the parent bone. What this means is that if you rotate or move a bone higher up on the hierarchy ( the parent) it will affect all the bones under it ( the children). Bones can either be a parent or child of one another. Parenting is the process of creating a hierarchical system for your character rig that dictates how bones affect one another, specifically how bones on your character ‘inherit’ movement. For now, prop open some anatomy references and get cracking. Once you have a more advanced concept of bones, you will know when you can add joints in unusual places for special effects. Joints that are misplaced may result in strange limb rotation. Image from Weiss Orthopaedics)Ī character’s limbs will rotate around these joints, so it is important to double check and avoid any offset placement. (X-ray of human bones rotating at the joints. Connected to your character’s bones there are joints: these are at the ends of each bone and allow for rotation. Without bones, natural looking limb rotation would not be possible without hand drawing each frame. Bones are the most basic unit of a character’s skeleton, acting as handles used for creating animation. Aptly named, a character’s skeleton is designed to function much like real-world endoskeletons: moving and rotating connected limbs. In the world of skeletal animation, bones are part of your character ‘rig’: the structure underneath a character mesh that allows for fluid, hierarchical deformation of the character’s skin. When you pull on a person's hand, you will see a cascading motion forward from the elbow to the shoulder, following the structure of their bones and joints. Rigging is the process of creating your character’s skeleton and adjusting how strong each bone’s influence is on the mesh. Now that you’ve finished the mesh we are going to start the rig. Welcome back to Learning 2D Character Animation 101! Our second lesson will focus on the key concepts and process for adding bones to your 2D Mesh (read our first lesson on Creating a 2D Mesh here).
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