骨架约束

The Armature constraint transforms an "owner" object or bone based on the weighted pose transformations of one or more "target" bones. It's similar to the 骨架修改器, which performs this operation for every vertex in a mesh.

Unlike the modifier, the constraint also uses bones whose Deform option is disabled.

See also

The 子级约束 is an alternative if there's only one parent. Unlike with the Armature constraint, this parent can also be an object.

选项

../../../_images/animation_constraints_relationship_armature_panel.png

骨架约束。

维持体积

Prevents the owner from shrinking when the target bones rotate relative to each other.

使用骨骼封套

Uses Envelopes to weaken the influence of target bones that are further away. For best results, set the Weight of all bones to 1.0.

Note

Unlike the modifier, the constraint does not automatically detect nearby bones. Every bone has to be added manually.

使用当前位置 仅限骨骼约束

By default, the constraint uses the rest location of the owner bone to find nearby envelopes and B-Bone segments. This option uses the bone's current location instead (so including the pose transformation and prior constraints).

Objects don't have a rest location, so for them, the constraint always uses the current location.

添加目标骨骼

Adds a new entry to the Bones list.

规格化权重

骨骼 列表中的 权重 进行规格化,使其总和为 1.0.

影响

How strongly the constraint affects the owner.

骨骼

The list of target bones used to transform the owner.

目标

The armature object containing the bone. Unlike the modifier, the constraint can use bones from different armatures.

子目标

The name of the bone.

(移除目标)

Removes the entry from the list.

权重

Weight associated with the bone. With the modifier, this weight would come from a vertex group instead.