3D Studio Max

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Joan of Arc

Hierarchy & Skeleton


Email: Michel Roger --- Web: mr2k.3dvf.com

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.


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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.

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