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Joan of Arc: Hierarchy & Skeleton

By Michel Roger
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Date Added: 24th March 2010
Software used:
3ds Max

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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.



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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.

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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