Graphics Programs Reference
In-Depth Information
11. Let's rotate around to check that the sketched points are located inside the volume
of the mesh. When everything's okay, let's right-click to get the sketch converted
into actual bones. Let's now uncheck the Skeleton Sketching panel ( Properties
Sidebar ) to perform some manual tweaking on the generated bones.
12. To i m p ro v e t h e l e g c h a i n , l e t ' s n To w s w i t c h t To Right View ( View → Right ) and move
the root of the first bone (the one closer to the spine) along the Y axis to be closer
to the back part of the mesh. Let's also tweak around the ips of the other bones to
give a litle curvature to the chain. Take a look at the next screenshot to know what
shape we are aiming for:
13. Next, we must create the chain of bones for the arm. Let's again enable the
Skeleton Sketching panel (with the Quick Sketching opion enabled) and switch
to Front View ( View → Front ) to start sketching. Don't forget to hold the Ctrl key
pressed when clicking on the mesh.
14. Start the arm chain by clicking on it a bit to the right-hand side and below the ip
of the third spine bone (on the chest of the character). Then click on the shoulder
joint (a bit closer to the top than to the botom) and coninue by clicking on the
right-hand side in the joint of the upper arm and the forearm. Then click on the
wrist and finally, rotate the view and zoom it to add two bones to the simple hand
of our character. Finish the sketching by right-clicking anywhere and perform a fast
sketching by adding two points in the thumb of the hand, then right-clicking. Let's
now disable the Skeleton Sketching panel ( Properties Sidebar ) to perform some
manual tweaking.
 
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