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Ok.
We're ready to start building
a skeleton for our friend here.
THE
SKELETON
Let's
first create some bones for
our friend. This is the first
step when rigging a character...
creating the bones AND making
sure they're correctly oriented.
THE
SPINE
In the front viewport, create
a straight bone chain to create
the spine. I usually snap to
the grid so I can make sure
the chain goes up straight.
You can adjust bone positions
afterwards if necessary. If
you need to do so after creating
the spine, just open the Bone
Tools floater (found in the
character menu), turn on Bone
Edit Mode, and move your bones
vertically to their proper position.
To check for orientation, just
turn on bone fins, and make
sure the front fin is actually
facing to the front. Adjust
the fin sizes so that they actually
give you a visual representation
of your model's volume. Name
the bones clearly (I used the
Bones_spine01 through 04 I normally
use). You should end up with
something like this...
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THE
ARMS
Let's now create the arms...
create the bone chain in the
top viewport, using the model
as a reference. As you might
have noticed earlier, the model's
arms are pointing downwards
a bit (in my case), so you'll
need to rotate the arms downwards
(rotate the root bone) afterwards,
and move the bones into their
proper positions. It's very
likely your joints will be short
(in this case). So you'll need
to enter Bone Editing mode,
select the move tool, change
your referece coordinate system
to local, and move the bones
in their local x axis to position
them properly. Check ALL your
viewports ALWAYS to ensure proper
bone positioning. Name these
bones (I use 'Bone_armRT', 'Bone_forearmRT'
and 'Bone_armTermRT' respectively...
changing the RT suffix to LT
for the left side). Adjust fins
and overall properties to suit
your particular model and/or
needs and preferences. Here's
what you should have right now...
(NOTE: You can mirror bone chains
to create the opposite side
chains, but apparently, there
are some issues with doing this...
caution is recommended if you
do this. If you decide to mirror
the arm, just create a point
helper and align it to the root
bone in the chain... in this
case, it's be Bone_arm. Now,
move it to X=0 [looking at it
from the front viewport]. Link
this bone to the helper. Double
click on the helper to select
the whole hierarchy. Set you
coordinate system to parent,
and your transform center to
pivot point. Now mirror the
bones. This will give you a
symmetrical mirror along the
center of the universe [that
is, coords 0,0,0]. I hope you
modeled your character this
way in the first place!... you
can delete the point helpers
when you're done mirroring ).
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THE
HANDS
Ok. The hads are an important
and kinda tricky area to bone
the first time you do it. The
general workflow (the "easy"
approach) is to bone the fingers
first and the actual hand bones
lastly. Again, do this in the
top viewport, and move/rotate
your bones into place. Here
are the bone fingers...
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