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The
Bones of the fingers with nomenclature
on the right.
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When
regulating the hair mesh, rather than
using traditional Bones objects we can
use Splines. Each spline is seen as
a bone but a bone which we can move
the points of controls freely.
Here all 5 splines correspond to mesh.
3DTotal
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The
loincloth with two splines
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And
also finish the skirt with 3 splines
as well as the belt with a spline.
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To
finish the preparation of the hierarchy
of the skeleton it is necessary to create
what is called the ROOT. A relative
object all of bones use which is used
to move the character as a whole.
Go into Create/Helpers then Point.
Select and Draw one Signal and make
this Point object quite visible over
the other objects.
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Create
it at the base of the character between
the feet opposite.
Name it ROOT.
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Make
another the same way for the sword while
placing a Point on the handle as opposite.
This point will be the manipulator of
the sword to direct it or move it for
example.
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Nomenclature
for the bones splines, should be as
comprehensible as possible.
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