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Bendy Bones Dev Update

9

Check out the status of Aligorith's work on the 'Bendy Bones'.

It's been a busy few months since I first announced that I was working on bringing Pepeland's Improved Bendy Bones to Blender. After being tied up with many other projects for the past few months, I just spent the weekend having a fun hackathon to get this functionality polished up and ready for general use in Blender proper. Along the way, I've also added a few cool new features, which really take B-Bones to the next level! Here's a sneak peak of some of these in action!

And here's a new video by Daniel M. Lara that shows them in action:

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

9 Comments

  1. How can I bind mesh or vertex groups with B Bones? I watch in the video that you uses aramture modifier...

    • You use them exactly as you would use regular bones. Actually bendy bones (b-bones) are just regular bone but with multiple segments activated for curvature. In other words, you don't need to do anything special at all, just add some bones, go to the bone properties under the Bendy Bone section you'll see a segments parameter. Turn that up and mess with the controls.

  2. I now hope I never see a man with a nose like that. It makes me wonder if this is how Sony did Steve Jobs in Cloudy with a chance of meatballs 2. Now we can have less bones and finer control, very nice.

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