Commit 8c445deb authored by Vidya Narayanan's avatar Vidya Narayanan
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fix link

parent 5c6570d0
...@@ -10,10 +10,10 @@ When you select the Animate tab, a timeline window will show up at the bottom of ...@@ -10,10 +10,10 @@ When you select the Animate tab, a timeline window will show up at the bottom of
[picture here]() [picture here]()
Animation is performed by creating **keyframes** and **interpolating** along those keyframes. Animation is performed by creating **keyframes** and **interpolating** between them.
### Posing Action ### Posing
If you have [rigged](rig) an object with a skeleton, it can now be posed by selecting a bone and changing its pose i.e., joint rotation. Once you have [rigged](../rig) an object with a skeleton, it can now be posed by selecting a joint and changing its pose i.e., joint rotation.
Once you've implemented **inverse kinematics** and **skinning**, as you change the pose, the mesh will deform. Once you've implemented **inverse kinematics** and **skinning**, as you change the pose, the mesh will deform.
[picture/video here](TODO) [picture/video here](TODO)
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...@@ -6,7 +6,7 @@ permalink: /guide/rig/ ...@@ -6,7 +6,7 @@ permalink: /guide/rig/
# Rig # Rig
### Rigging Action ### Rigging Setup
Select the `Rig` tab to create a skeletal rig for an object. Select the `Rig` tab to create a skeletal rig for an object.
...@@ -24,7 +24,7 @@ Once you've implemented **inverse kinematics** the skeleton should be setup like ...@@ -24,7 +24,7 @@ Once you've implemented **inverse kinematics** the skeleton should be setup like
Each joint has an associated `Radius` which controls the part of the mesh influenced by the selected bone during animaton. The radius is visualized by the blue capsule around each bone and can be edited using the menu. The position of the joint can also be edited using the `Extent` values in the menu. Each joint has an associated `Radius` which controls the part of the mesh influenced by the selected bone during animaton. The radius is visualized by the blue capsule around each bone and can be edited using the menu. The position of the joint can also be edited using the `Extent` values in the menu.
After setting up the skeleton and assigning radii, the mesh can be posed in the [animate](animate) mode. After setting up the skeleton and assigning radii, the mesh can be posed in the [animate](../animate) mode.
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