Graphics Reference
In-Depth Information
Finally, select each of these bones in turn
and assign them useful names in either the
Bone panel of the Properties window, or
the Item panel of the N-key shelf in the
3D view. Figure 9.7 shows both. Naming
your bones is important, especially later
when you might have dozens of bones in
your armature. Descriptive names will
make the task much less frustrating than it
can be. In the example files, the bones are
named pelvis , spine_lower , spine_upper , neck ,
and head.
With the bones for the trunk in place, let's
move into a front view and add the arms.
RMB select only the joint between the
upper spine and neck bone. Press the T
key to bring up the tool shelf and enable
the X-Axis Mirror setting in the Ar-
mature Options section. This property
allows you to create only one side of the
armature and have the actions automati-
cally duplicated and mirrored on the other
side. Even with a simple armature like this one, it is a great timesaver.
Figure 9.7 Don't be a fool—name your bones!
Make sure again that you're in a front view (Numpad-1), and press Shift-E . This is a modification of the
extrude command. When used with Shift and X-Axis Mirror enabled, this extrudes two new bones in
opposing directions. Pull one of the new bone's tail the whole way over to the character's elbow. The
second bone should proceed to the opposite elbow on its own. RMB select one of the new bones—it
doesn't matter which, but I tend to keep all of my direct work on the right side of the armature—and
use Alt-P to break its parent-child relationship to the spine (“Clear Parent”). Now, you should be able
to grab the entire bone, move it away from the spine, and adjust its size and position to properly create
an upper arm. Figure 9.8 shows the result.
RMB select the tail of the upper arm bone and use Shift-E to extrude another bone along the lower arm,
ending at the base of the hand. Because you used Shift-E to extrude instead of just the E key, the opposite
arm has also grown a new bone. Shift-E again on the lower arm, and pull the new bone to cover the
length of the hand (not the fingers). Switch to a top view (Numpad-7) and RMB select and move the
various joints and end points of these new bones so that they fall inside the character's body.
The important thing to keep in mind when placing joints is that these will be the pivot points of your
mesh during animation. For example, the head of the upper arm bone should be located exactly where
the real bony ball of the character's humerus would fit into the socket of the shoulder muscles, if he had
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