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CGDD 4113 SKELETONS. AN EXERCISE Start with Animation Menu -> Joint Tool ->□ Left-click to add more joints Press Up arrow to go up the joint hierarchy.

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Presentation on theme: "CGDD 4113 SKELETONS. AN EXERCISE Start with Animation Menu -> Joint Tool ->□ Left-click to add more joints Press Up arrow to go up the joint hierarchy."— Presentation transcript:

1 CGDD 4113 SKELETONS

2 AN EXERCISE Start with Animation Menu -> Joint Tool ->□ Left-click to add more joints Press Up arrow to go up the joint hierarchy Skeleton -> Reroot Skeleton Skeleton -> Mirror Joint ->□ Note: move individual joints by holding the ‘d’ key. Doesn’t affect children!

3 THE JOINT HIERARCHY Window -> Hypergraph:Hierarchy

4 CREATING A SKELETON FOR OUR DOG Start with 08-PolyTexturing_02.ma Turn on X-Ray Joints Start by building spine Then build the leg

5 PARENT AND MIRROR Select the child (hip), then shift-select the parent (pelvis) Skeleton -> Connect Joint ->□, the Parent Mode (or press the ‘p’ key) Skeleton->Mirror Joint->□

6 ARMS/HANDS Make sure it looks good from the perspective view…

7 MIRROR THE CLAVICLE (CRAVICRE) Select the clavicle bone and then Skeleton -> Mirror Joint ->□ Search and replace l’s with r’s Well, at least it works…

8 FINISHING OUT THE EARS AND TAIL Select the head joint and add more joints Select the pelvis joint and add more joints Hide polygons and NURBS under the “Show” menu in the perspective view

9 ZEROING OUT JOINTS Select the pelvis and the Modify->Freeze Transformations Select Skeleton->Orient Joint- >□ to reorient the x-axis to their first child. May have to manually orient these joints (double-click rotate tool and set discrete to step size 90).


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