Now that you've got the basic structure of the spine in place, let's move on to the limbs.

Select the Torso bone by clicking somewhere on its length.  This will insure that the next bone you create will be a child of the Torso bone. Click 'A', and drag from about midway up the torso bone to the joint of the right shoulder.  Name the bone 'Right Shoulder'.  Assign the point of the right-shoulder ball-joint.  Assign a few points on the torso above and around the ball-joint, to give a realistic bend.



Click 'A' and drag from the end of the Shoulder bone to the middle of the elbow.  Label this bone 'Right Bicep'.  Select some points on the bicep, its trim, and the elbow ball-joint, then hit '/' to select the bicep in its entirety.



Click 'A' and drag from the end of the bicep bone to the wrist.  Label this bone 'Right Forearm'.  Select points on the forearm, its trim, and the wrist ball-joint, then hit '/'.



Click 'A' and drag from the end of the forearm to the tip of the fingers. Label this bone 'Right Hand'.  Select all of the points of the hand (probably using '/' at some point) to attach them to this bone.

In the actual DojoBot model, there is a complicated set of bones that control the various joints of the fingers.  However, adding all of these would be beyond the scope of this tutorial.

One thing that you must be certain of is that the roll handles on your arm bones are all facing in the same direction.  I generally face mine backwards... it won't make much difference except in terms of Spherical constraints, so you can face them any direction you choose, so long as they are all parallel.  You can check this fairly easily in the Top view.  When you move on to legs, you must also check this for those bones (although not for the bones of the foot, of course).



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