Graphics Programs Reference
In-Depth Information
16. Switch to Right View ( View → Right ), select the ankle joint (only the ip, not the
enire bone), extrude it ( E key), and then move it straight along the Y axis ( Y key).
17. After adding the bone, we must detach it from the chain. To do this, select the new
bone, go to the Bone tab of the Properties Editor , locate the Relations panel, and
clear the entry on the Parent field (Click on the entry, press Delete , and then press
Enter ).
The names of the bones are the default ones, so the next step we should do is
change them to more meaningful ones.
18. Let's make sure we have the Properties Sidebar open, then locate the Item panel
to have it at hand. What we must do is select each bone, set its name, and then go
for the next one. These are the names that we must set:
Spine chain: spine1, spine2, spine3, neck, head
Arm chain: shoulder.L, arm1.L, arm2.L, hand.L, fingers.L, thumb.L
Leg chain: leg1.L, leg2.L, foot1.L, foot2.L, footIK.L (bone extruded from
the ankle joint)
Main bone: root (irst bone, siing in between the feet)
The following screenshot shows the names of the bones besides each one:
 
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