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The Pelvis is the base of the character. You want it to move in the opposite
direction of the spine. It will also be oriented downward
towards the feet.
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The pelvis is a non-flexible body part so the bone setup is simple.
I place two joints as placeholders. They are not connected to anything yet
so make sure to hit the "y" key or Enter when doing each simple joint
placement.
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The right side will simply be mirrored over at a later time. So
it is helpful if you character is modeled roughly identical on
both sides. But not important. I place the joints a little bit better
now, usually pointing the central joint (in anatomy it's called the sacrum)
towards the ground, and behind the hip area a little. It's really just a
matter of preference.
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spineJCon_1 and delete the chain below it. Rename it to pelvisJA_1,
then make a pelvisJCon_1 (by duplicating the pelvisJA_1 again) above
it in the chain. Finally, the pelvis is made by parenting the other
joints to the JA_1 and naming them.
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Start the leg simply, two bones, three joints total. I roughly make the
placement where the pelvis ends, and then two clicks to the ankle straight down.
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IK will be added at the end stages, so make the knee bent. Place
the bend using the joint orient boxes in the Attribute Editor like
I discussed in past chapters. Also any starting rotation you want
in the hip area will need to be made the way.
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With everything placed where you want it, and the names what you want.
Everything needs it's correspondng JCon. And the JOri parented under
each side of the pelvis for the leg orient constraints.
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Here's my foot. Two bones, nothing special, not yet. My first setup
is designed for attaching bones to skin only. You really
want to skin the character and get the deformations going well first.
Then you can add IK or a reverse foot or any other many special
things by using constraints.
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The foot also gets a JCon, and then a JOri on the leg above it. Plus the
constraints. Bone placement is fairly simple with this guy because his
feet are straight forward. But it will get more difficult if you
modeled the feet pointing outward somewhat. Then the placement must be
made, like always, with the Attribute Editor joint orients.
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I duplicate the JA_1 off one side and point snap it to the other
ankle. Of course you can Mirror the entire leg and foot over if
the foot placement is more difficult than mine.
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Everything is point constrained to its corresponding parent. Now you have
to make all the orient groups for each leg and foot. Add Attributes to the
configN_1 named accordingly to your joints. Then add the orient constraints.
Going through the process one more time for you. Parent the orient group
to the joint, zero out the rotate values, and then unparent it and lock
all the attributes in the channel box.
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The orient constraint is made by selecting the group, then the JOri on
the parent joint, and then the JCon. Add the orient constraint.
Next chapter I get to the clavicle and the arm. I hope you are not
having too much trouble so far. If you are, don't get worried. At least
you haven't done the hand yet.
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