Graphics Programs Reference
In-Depth Information
5. Coninue by selecing the
foot1.L
bone, and rotaing it to get it lat over the
horizontal line of the grid, then select the
foot2.L
bone and rotate it to get the toes
bending upwards around 30º.
6. For the right foot, let's select the
foot1.R
bone, rotate it unil the only part passing
through the horizontal level of the floor is the toes, then rotate the
foot2.R
bone to
get the toes running horizontally on the level of the floor. This will give us the basic
pose for the lower part of the body.
7. For posing the torso, let's now select the
spine1
bone and rotate it -10º on the Z
axis (
R
key,
Z
key, then type
-10
); this will cause the torso to swing according to the
foot that is in front (left foot).
8. The upper part of the body must be posed by switching first to
Front View
(
View
→
Front
), then selecing the
shoulder.L
bone and rotaing it around 10º downwards
(clockwise).
9. Coninue by selecing the
arm1.L
bone and rotaing it down unil the arm gets very
close to the waist (around 70º).
10. For the right arm, let's perform the same operaions, but keep the shoulder a bit
higher than the left one, to break the symmetry.
11. Now let's switch to
Right View
(
View → Right
), select the
spine3
bone and rotate
it 20º on the Z axis (
R
key,
Z
key, then type
20
) to compensate the rotaion that we
did on the
spine1
bone.
12. Now let's work on the arms. Select the
arm1.L
bone, rotate it -30º (
R
key, then
type
-30
), then select the
arm2.L
bone and rotate it 20º (
R
key, then type
20
).
13. Finally, let's select the
hand.L
bone and rotate it -10º (
R
key, then type
-10
) to
indicate the fact that it has a swinging movement following the arm, but a bit
delayed.
14. For the right arm, let's start by selecing the
arm1.R
bone, rotate it 45º (
R
key, then
type
45
) and add a small rotaion (around 10º is okay) to each one of the
arm2.R
and
hand.R
bones.