Tuesday, 15 March 2011

Using bones

I started with a simple model of a torso which I converted into an editable poly. I selected the bone feature on the system tab and began adding bones to the torso starting from the shoulder joints. Making sure that the joints for each bone is in the correct place. I made sure that there was a slight bend in each joint in the direction that it can move.



The next step was to go to the modifier for each bone and add fins to each side increasing the size of them so that they were just proud of the body.



This was repeated for all of the bones and they were adjusted to best fit the arm.



The entire process was repeated for the opposite side of the body.



The next stage was to use the IK limb solver to make a realistic pivots of each joint. I selected the last bone at the end of the hand and then selected the Animation > IK Solver > IK limb solver and selected the last bone of the base of the shoulder.

I then added a bone for the body. (It is important to name each bone to make it easier to identifi them).



I added fins to the body bone the same way as shown above. I selected the torso and in the modifier tab selected skin. Under the "add" tab I entered all of the bones. This connected the bones to the skin, meaning that when I moved a bone the skin moved with it.



Although the bones and body were joined some of the joints didn't move naturally with the skin. To overcome this problem the skin envelope had to be adjusted. By selecting the envelope tab, under the skin in the modifier tab each bones surrounding mesh can be adjusted and is displayed in a colour spectrum.



I made this simple animation to show the joints working correctly

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