Kenzden
Conceptual Computing
Creating the Skeleton
Now we have completed the basic modeling and we need to add the skeleton structure so that we can move the face the way that we want to.
Switch the modeler to the top view by clicking on the top view window and then on the single-pane window button (Fig. 8)
Create a bone by going to Insert --> Bone (Fig. 8b).
Select the Bones tool (Fig. 8a) and click on the bone we just created.
This will select the bone. Then we create a new one by clicking on or near one of the upper eye ridges (Fig. 09).
Click on the main bone again and click on the other upper eye ridge. (Fig. 10)
Switch the view back to the four-pane window.
Move the Central bone to the center of our "head" (Fig. 11).
Notice that when we move the central or "root" bone, the others come with it.
Move the other two bones so that they are on the upper eye ridges (Fig. 12)
Now we have the upper ridges taken care of. Duplicate the process to create the lower ridge bones. The finished product should look similar to Fig. 13.
Move into the sequencer tray and check out your skeleton.
Notice how they are listed in numerical sequence? This could be confusing when we start refining the skin of the model, so let's change the names a bit.
Click on the top Bone in the Sequencer Tray.
In the Properties Tray, select the General Tab and change the name of the object.
Repeat with all the other bones.
Use Fig. 14 as a model to name the bones.
Our sojourn is nearly complete. With the model and the skeleton done there is just the attachment and final tweaking to complete.
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