Graphics Programs Reference
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5. Let's select the ip of it and move it -0.6 units along the Z Axis ( G key, Z key, then
type '-0.6'). Now let's perform two successive extrusions of the selected ip (to
create a new bone each ime) and move each newly extruded bone around 0.33
units upwards ( G key, Z key, then type 0.33 ). This should leave us with the ip of
the last bone around the same level as the shoulders. Then coninue with two
successive extrusions to create the neck and head bones. Remember that these
bones must be moved only along the Z axis.
6. Now switch to Right View ( View → Right ) to tweak the posiion of the bones.
Start by selecing the ip of the bone located between the feet. Then move it so
that the bone is running horizontally, with the ip oriented towards the right
(posiive direcion of the Y axis).
7. Next, select the ips of the bones forming the spine-neck-head of our character
to perform some ine tweaking. Coninue tweaking to get them to look like the
next screenshot. Noice that the "sicks" opion has been acivated ( Display panel,
Object Data tab of Properties Editor ) to make it easier to understand the image:
Once the spine is done, let's switch back to Front View ( View → Front ) to create
the chain of bones for the character's left leg.
This ime we'll be working with a very nice and intuiive tool for creaing chains of
bones automaically inside the volume of a mesh.
8.
 
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