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Blender 2.49 Scripting by Michel J. Anders

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Bones

An armature might be considered the backbone of animation because deforming a mesh in a controllable way, which can be keyed at given frames, is necessary to enable animators to pose their characters in a well-controlled way.

Blender's armature implementation provides the rigger and animator with an overwhelmingly large amount of possibilities, but at the end of the day an armature is foremost a collection of connected bones where each bone will deform part of a mesh. The movements of these bones in respect to each other can be governed by several different constraints.

While bones may be configured to work their influence via an envelope, thereby basically deforming any vertex of the target mesh within a certain radius, they may also be ...

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