You'll
notice that this model required
an extra set of special bones
for the heels (these will be
used for skinning purposes)...
this is not required for most
characters. Feel free to experiment
with different models and see
how you arrive at an efficient
boning solution.
HIPS
AND TAIL
Let's start refining the rest
of the skeleton. We'll need
to create a hip bone, and in
the case of this charcater,
a tail bone(s). Do this in the
front vieport, going from the
belly area downwards. When you're
done, using the left viewport,
rotate them accordingly. You
might need to go into Bone Edit
mode (bone tools floater) and
move some bones a bit, if they're
too short. Make sure the root
bone is aligned in position
with the root bone for the spine
chain. They should be located
in the same place (their pivots).
This will give us a better motion
in this area. Here's what these
new bones look like...
Fig
11. Hips and tail.
NECK,
HEAD AND JAW.
Create a chain going from the
spine's terminator bone pivot
point up to the tip of the head.
I used two bones for my character's
neck, since it's kinda long,
and from the character design,
it looks like it needs to be
able to bend there... and one
bone for the head. I then created
a smaller bone for the jaw.
Be sure to position it in the
middle of the model's jaw, and
where the jaw bone should be.
Check your jaw... your jaw bone's
pivot should be just below your
ears. My character has a very
small jaw, so I positioned the
bone accordingly... here's what
I ended up with..
Fig
12. Neck, head and jaw.
3DTotal
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CLAVICLES
All that remains, are the clavicles.
Create them by selecting the
spine's terminator bone, and
doing a bone connect operation
to each root bone of the arms
chain. Select these new bones,
unlink them, and rotate them
if needed (relinking them afterwards).
Here's what you should have...
Fig
13. Clavicles.
FINISHED
SKELETON
Here's
how your finished skeleton should
look like now. Take a look at
yours and see you're not missing
anything. We'll proceed to applying
IK solvers, and some special
controls.