⟟Rigging & physics

Armatures, weights, IK, rigid bodies, cloth, particles — move things with bones and let simulations drop them. — 10 entries

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Armature아마추어

A hierarchy of bones and joints that moves a mesh. A pose change travels through the hierarchy and deforms the bound mesh.

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Vertex Groups정점 그룹

Named sets of mesh vertices with per-vertex weights. Armatures and modifiers use them to decide which vertices they affect and by how much.

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Weight Paint웨이트 페인트

An editing mode that paints vertex-group weights as colors. It helps reveal which parts of a mesh each bone will move and by how much.

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Inverse Kinematics역운동학

A constraint that solves connected joint rotations backward from a target position for the chain endpoint.

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Rigid Body강체

Simulates mass, collisions, and motion for objects that do not deform. Use Active for moving bodies and Passive for fixed surfaces.

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Cloth천 시뮬레이션

Simulates a mesh as fabric that folds and stretches under gravity, wind, and collisions. A pin group marks vertices that stay fixed.

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Collision충돌

Registers a mesh as a surface for cloth, soft bodies, or particles to hit. Collision settings control how those simulations pass through or lose motion at the surface.

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Particle System파티클 시스템

Emits small particles over time and calculates their motion, lifetime, and render form. Render types vary by engine; Cycles supports only Object and Collection.

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Force Field힘 필드

An object that adds external forces to particles, cloth, or soft-body simulations. Wind, vortex, magnetic, and turbulence fields produce different directions and motion.

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Soft Body소프트 바디

A physics simulation where mesh vertices move as if linked by springs, bending and bouncing the surface. A goal group can pull it toward its original shape.

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