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10. Select the points on the front of the foot and Extrude ( E ) those by 10 units. It
might be easier to select these points by switching back to solid view mode
( Z ) for a moment and selecting ( right-click ) them one at a time while holding
the Shift key (remembering to clear the selection ( A ) before starting).
11. Exit Edit Mode ( Tab ).
12. Add a Boolean modifier to difference the PegHip from the leg.
13. Check in Wireframe mode ( Z ) that the Boolean modifier was correctly applied.
Forming the head
When the head is made it will need a hole in the back of it so the neck can be pushed
in but that will hold the joint snugly. Unlike the peg holes a tighter fit is preferable
for ball joints. To avoid stressing the part there must also be a way to guide the ball
joint in that starts wide and narrows before the ball. Because of the importance of
planning the hole properly the hole will be the first thing made.
1.
For the neck hole Add ( Shift + A ) a cube.
2.
Rename it Neckhole and Grab/Move ( G ) it 64 units along the z axis ( Z ).
3.
Scale ( S ) the cube by 3 .
 
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