03 Blender EN

Hello everyone!

I’m Ayana, a Vtuber

Today I will explain about envelope deformation.


Let’s begin!

Let’s start!

By using envelope deformation, you can easily manipulate the influence range and weight of each bone, making editing work easier. It cannot be used for parts that require detailed editing, but it is a convenient function when you want to pose quickly.

First, prepare a model to be used for envelope deformation. This time, we will create an armature consisting of a rectangular parallelepiped and three bones as shown in the figure.

In [Object Mode], select the object. Then from [Modifier Properties] click “Add Modifier”.

Select “Armature” from the list.

Select the target armature from [Object].

Check “Bone Envelope” in [Bind to].

Select the armature and click “Pose Mode” from the menu at the top left of the 3D viewport.

Select bone, click [Object Data Properties] to open the [Viewport Display] panel.

Select “Envelope” from [Display As].

Then, the bone display switches from the octahedron to the envelope display in this way.

After switching the bone view, click [Bone Properties] to open the [Deform] panel. In this [Deform] panel, you can make various settings for the envelope.

In [Envelope distance], you can set the range of influence when the bone is deformed. The area of influence is what is drawn in white on the 3D viewport.

In [Envelope weight], you can set the weight when the bone is deformed. It is used to correct the unnatural distortion of the mesh.

[Radius Head/Tail] allows you to resize the bone’s head or tail. At this time, the range of influence changes according to the size of the head or tail.

After completing the settings, let’s actually deform the bones and check the movement.

If your model isn’t that complicated, you can easily pose it with just a few settings.

This is the end of the explanation about envelope deformation!


How is everyone doing?

Did you understand today’s lecture?

See you again for the next lecture!

See you soon! Bye bye!