A limb (arm or leg)
can be made up of between 1 and 20 arm bones, each of which can
contain up to 20 segments for creating twist effects.
The interface for editing
limb bones comprises two rollouts: Bone Setup and Bone Twist Weight.
Bone Setup rollout
Access the setup parameters
for a particular bone or segment by selecting it in the viewport.
- Seg Name
View and edit the name of
the bone segment. This applies only to bones with more than one
segment (Num Segs; see following). See
- Copy/Paste/Paste Mirrored
- Use Custom Mesh
Use this when you’ve baked
bone mesh edits into the bone (see
Customizing the Geometry on CATBones). When
on, the bone displays as the edited mesh. When off, the bone displays
in its original, unedited form, as a simple box.
- Num Segs
The number of bone segments
in the bone.
Segments are useful for
effects such as twisting forearms.
The size of the bone
in three dimensions.
- Add Bone
linked to the selected bone. The extra bone is created at the origin
of the bone, at its endpoint.
- Add Rigging
Bone Twist Weight rollout
This graph controls the
amount each segment twists relative to those around it.
You edit the spline by
adjusting the Tangent and Value settings at the bottom of the rollout.
For more information, see
Spine Curvature Graph rollout.
The Tangent settings control
the shape of the curve at its left and right ends, respectively.
The Value settings control
the start and end values of the rotation weights.