bluedeviltron wrote:Then in the tutorial it says to use the "offset bones" tool. This is the part I don't understand. What exactly am I doing when I offset the bones? And why is it that in the tutorial's file (the character setup tutorial), all of the body parts stick together (when it's not in frame zero) perfectly?
The Offset Bones tool can be thought of as a special setup-only variation of the Translate Bones tool.
It only works on frame 0, and is designed to "stick" body parts together correctly for the rest of the animation.
When you set up your body parts separately (don't forget to change to Region binding and to adjust Bone Strength), let's say a leg with bones, the bones only influence the isolated limb. If you set up your character all in one place (like drawing a character on paper) the leg bones would possibly influence other nearby or overlapping anatomy such as the other leg, possibly the nearest hand, and maybe part of the torso.
Once you've got each body part working correctly, you need to stick them together into one complete puppet/mannequin, so that you aren't constantly moving body parts around for the rest of the animation, but can just bend parts naturally at the joints.
It is important to have the bone hierarchy correct for this to work correctly for puppet-like animation in later frames.
Sticking the parts together as one complete character is the job of the Offset Bones tool (think of it as a "parts assembler" tool), and the last step of your character set-up.
If your setup is okay this far, you just grab the thigh bone with the Offset Bone tool, and move the entire leg (thigh, shin, and foot bone, plus vector geometry) into place at the bottom of the torso (and thereby "offsetting" the bone from its original setup position).
Likewise for all other body parts.
If you have made a mistake and need to change an individual limb, changing back to another tool (not Offset Bone) should show the pieces in their separated state again, while choosing the Offset Bone tool should once again show the character joined.
Bones stuck together with the Offset Bone tool, unlike the Translate Bone tool, will not influence nearby anatomy. This is what sets the Offset Bone tool apart from the Translate Bone tool (oh, and on frame 0 the Offset Bone tool also drags its associated vector geometry with it - the Translate Bone tool doesn't do this on frame 0, only on non-0 frames).
Then, in later non-0 frames, you animate the bones only with the Rotate Bone tool (forward kinematics rotation) and Manipulate Bone tool (inverse kinematics rotation), bending the limbs naturally at their joints (translate shouldn't be necessary for the limbs unless your character gets cut/pulled/broken into pieces, although you might still use translate on the uppermost patriarch bone to move the entire character).
bluedeviltron wrote:When I manipulate the bones, the body parts stay in the same form on the body. For example, when I try to move the leg away from the body, it's as if the hip is actually attached to the lower torso of the body, and I can only move the leg around, but not away from the torso. In the tutorial, I don't think it explains how exactly it's perfectly attached to that point. Does that have something to do with offsetting the bones?
Unless you are using the Translate Bone tool (or the Offset Bone tool on frame 0), bones should stay in place, only rotating at their base.
No other tools, apart from Offset Bone and Translate Bone, have "translate" capabilities.
Of course, if a bone is the "child" of a "parent" bone, it also "inherits" the parent's rotation, centered around the parent's base point.
This is the whole point of inverse kinematic bone chains and hierarchies.
This is more the result of the bone hierarchy (visually represented when you use the Reparent Bone tool), than the Offset Bone tool.
If your character is a toy and gets hit with a large hammer, you could (in non-0 frames) use the Translate Bone tool to move the limb bones (and attached vector anatomy) away from the body as your toy breaks into pieces, but in most animation you want the bones to stay anchored in place and just rotate at their base point (the joints of the limbs), by using the Rotate Bone tool and Manipulate Bone tool (IK rotation).
Regards, Myles.