Editing Arcane University:Editing Animation Skeletons

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==Step 5: Apply transforms to the proxy nodes==
 
==Step 5: Apply transforms to the proxy nodes==
 
I’ll just go over the technical details of *how* here, I’ll give advice about shaping these skeletons later.
 
I’ll just go over the technical details of *how* here, I’ll give advice about shaping these skeletons later.
 
 
1) Select a proxy node in the tree
 
1) Select a proxy node in the tree
 
 
2) Right click -> Transform -> Edit
 
2) Right click -> Transform -> Edit
 
 
3) Adjust the Translation and Rotation as necessary
 
3) Adjust the Translation and Rotation as necessary
 
 
4) Accept and save file
 
4) Accept and save file
  
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• Each bone node should be thought of anatomically as a joint, not a bone. A node named “thigh” must actually be placed at the position of the hip joint. It’s called the “thigh” bone because, when rigging, the vertices of the thigh should move according to the rotations of that joint.
 
• Each bone node should be thought of anatomically as a joint, not a bone. A node named “thigh” must actually be placed at the position of the hip joint. It’s called the “thigh” bone because, when rigging, the vertices of the thigh should move according to the rotations of that joint.
 
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• Ignore the positions of the proxy nodes. Since they really encode “offsets” in transformations, they are not very visually meaningful. In your head just imagine the child bones are connected directly to their parent bones.  
• Ignore the positions of the proxy nodes. Since they really encode “offsets” in transformations, they are not very visually meaningful. In your head just imagine the child bones are connected directly to their parent bones.
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[[File:14_ignoreProxies.png]]
 
[[File:14_ignoreProxies.png]]

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