B-bones: where did the idea come from?

This is a bit of a random question, and perhaps more appropriate to the animation or interface forums, but anyway…

I was wondering where the idea for B-bones came from? I know they were implemented in 2.40, but I can’t find any documentation or white papers about how the idea came about.

I mostly ask because I have not seen this implementation in rigging anywhere else! I just came from doing a Maya course where we all sorts of headaches with things like forearm twists that are easily dealt with, by using b-bones.

Of course, for an advanced rigger, who wants the utmost control over their rig, I would imagine they wouldn’t use b-bones, even if they were available, but for everybody else, they are a god send, and I’m really surprised they haven’t been used in other 3D programs.

Anyway, I’m just interested to know how they came about?


B-bones are really awesome, yeah. I have used something similar before in 3dsmax called “Twist Links”, but it can be used only on the integrated Biped system (Character Studio):


It’s used especially on the arm joints, because it helps twist the hand more smoothly without messing up the forearm. It’s way more limited than B-Bones though, which can be used absolutely anywhere. I know some people like to subdivide their forearm / neck bones and add special constraints in order to get that B-bone effect. I also don’t think one can be “so advanced” that they wouldn’t need B-bones, as i’ve seen them used in the BBB files.

B-Bones = Bendy Bones.
I guess you won’t be finding papers on everything. I still have to see a paper about using bones for animation (let alone b-bones) or lattice etc.

First time I saw them was in the CAT plugin for 3dsmax a lot of years ago. After that everyone, even max implemented them.

there are some videos produce in Durian project showing how to use theses B bones on characters
but also you can find this on CG cookie videos tut!

happy 2.5