June 21, 2009

Armatures and skinning

The biggest difference Blender bones have is that each bone is not one object. One armature is actually made up of ‘N’ bones. When you link the mesh to a skeleton you use just one armature. And you don’t do that with a skinning modifier, but with an armature modifier where you specify which armature [...]

May 31, 2008

Pivot Points

Now it begins to get confused. There’s no way to move freely the pivont point (the pink dot) of an object, with a gizmo for example. You have to position first the 3d cursor to your liking then center the pivot to the 3d cursor. PLUS, sometimes the pivot is called “object’s origin”.
Extremely essential to [...]

Some extra content

  • Blender books some extensive library of books over different topics.

To read!

  • Composite Nodes
  • From release logs, plenty of good basic information and examples