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The Pelvis, Leg and Foot

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Page Two
Spine Placement

Page Three
Neck and Head

Page Four
Attaching Neck/Spine

Page Five
Begin Orient Constraints

Page Six
Orients Continued

Page Eight
Clavicle, Arm, and Hand

Page Nine
Arm, and Hand continued

Page Ten
Keeping Things Organized

Page Eleven
Character Skinning, Part One

Page Twelve
Character Skinning, Part Two

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.
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.
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.
Create the first joint by duplicating the 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.
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.
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.
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.
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.
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.
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.
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.
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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