On Sat, Jul 17, 2010 at 9:59 AM, mindrones <[email protected]> wrote: > Hi, > > since new documentation for rigging, constraints, and animation is going > to be put in the manual, sometimes ago in #blenderwiki we were talking > about rigging naming conventions (how to call bone ends) and after some > debate we ended up asking opinions in #blendercoders too. > > It seemed that all the present people agreed (including Ton) that it > makes more sense that a bone has a "root" and a "tip" rather than a > "head" and a "tail", because chains can go upward (spine) or downward > (legs) hence the concept of the tail being higher that the head seemed > weird. > > The Blender Summer of Documentation tutorials use "root" and "tip" too, > for example, see > http://wiki.blender.org/index.php/Doc:Tutorials/Animation/Armatures/BSoD/The_Armature_Object#Armature_Edit_Mode > > The new docs would use root and tip too: see the upcoming > http://wiki.blender.org/index.php/Doc_talk:Manual/Rigging/Armatures/Bones#Bones > > What's the general idea about change from "Head" and "Tail" to "Root" > and "Tip" in the UI and in the API? well why not root to leaf, or root to foliage/flora. As long as the analogy applies, then use it. to push urther, why parent> child, when you could use master>slave?
> > Regards, > Luca > > > _____________________________ > > http://www.mindrones.com > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
