The
Bones of the fingers with nomenclature
on the right.
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
And
also finish the skirt with 3 splines
as well as the belt with a spline.
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.
Create
it at the base of the character between
the feet opposite.
Name it ROOT.
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.
Nomenclature
for the bones splines, should be as
comprehensible as possible.