挤出

参考

模式

编辑模式

菜单

骨架 ‣ Extrude

快捷键

E, Shift-E

当您按下 E 时,对于每个选定的末端(显式或隐式),将创建一个新骨骼。 这个骨头将成为“它的”末端所有者的子级,并与之相连。 像往常一样,一旦完成挤压,只选择了新骨骼的末端,并且在选择模式下,您可以根据自己的喜好放置它们。 见图 挤出实例。

挤出实例。
../../../../_images/animation_armatures_bones_editing_extrude_example-1.png

选择了三个尾端的骨架。

../../../../_images/animation_armatures_bones_editing_extrude_example-2.png

三个挤出的骨骼。

你也可以使用旋转/缩放挤出,如网格那样,分别的按 E R 和 E S —— 以及沿一个全局或局部轴锁定( locked )的挤压。

镜像挤出示例。
../../../../_images/animation_armatures_bones_editing_extrude_mirror-1.png

单个选定的骨骼的尾端。

../../../../_images/animation_armatures_bones_editing_extrude_mirror-2.png

两个镜像挤出的骨骼。

Bones have an extra “mirror extruding” tool, called by pressing Shift-E. By default, it behaves exactly like the standard extrusion. But once you have enabled X 轴镜像 editing option, each extruded tip will produce two new bones, having the same name except for the “_L”/ “_R” suffix (for left/right, see the naming conventions). The “_L” bone behaves like the single one produced by the default extrusion — you can move, rotate or scale it exactly the same way. The “_R” bone is its mirror counterpart (along the armature’s local X axis), see Fig. 镜像挤出示例。.

Important

Canceling the extrude action causes the newly created bones to snap back to the source position, (creating zero length bones). These will be removed when exiting Edit Mode, however, they can cause confusion and it’s unlikely you want to keep them. If you realize the problem immediately, undo the extrude action.

In case you are wondering, you cannot just press X to solve this as you would in mesh editing, because extrusion selects the newly created tips, and as explained below the Delete tool ignores bones’ joints. To get rid of these extruded bones without undoing, you would have to move the tips, then select the bones and delete them.

鼠标点击

参考

模式

编辑模式

快捷键

Ctrl-RMB

如果选择了超过一根骨骼,按下 Ctrl-RMB -点击添加一根新骨骼。

关于新的骨骼尾端:

Ctrl-RMB -单击后,它成为骨架的活动元素,正好就在单击的位置,但是 (与网格编辑一样) 它将位于与视图平行且穿过3D游标的平面。

新骨骼的首端和父骨骼的位置取决于激活的元素:

../../../../_images/animation_armatures_bones_editing_extrude_mouse-clicks-1.png

Ctrl-clicking when the active element is a bone.

如果激活元素是一根 骨骼 :

../../../../_images/animation_armatures_bones_editing_extrude_mouse-clicks-2.png

Ctrl-clicking when the active element is a tip.

如果激活的元素是 尾端 :

../../../../_images/animation_armatures_bones_editing_extrude_mouse-clicks-3.png

Ctrl-clicking when the active element is a disconnected root.

如果激活的元素是 分离的首端:

因此,新骨骼将 不会 连接到任何骨骼上。

../../../../_images/animation_armatures_bones_editing_extrude_mouse-clicks-4.png

Ctrl-clicking when the active element is a connected root.

如果激活的元素是 连接的首端:

这是很明显的。因为如果激活的元素是连接到首端,然后激活元素也是父骨骼的尾端,所以这和第二种情况是一样的。

新骨骼的尾端变成了激活元素,如果你重复按住 Ctrl-RMB 几次,将连续添加几个骨骼到同样的链的尾端。