Hints for Modeling and Animating an Entire Body

Proportion and structure are the keys to modeling and animating the human form. The ability to use templates provides an important tool for maintaining facial and body proportion. This makes the job of creating realistic human models much easier. The FACE SCULPT tutorial provides a more in depth description of the process.

Developing the appropriate hierarchical structure is important for effective character animation. This tutorial provides you with the steps to be followed in importing and setting up templates and provides a detailed list of hierarchical components that make up the human model.




Tips For Using Templates


A helpful step to creating a model that maintains proper proportion is to import into Modeler some PICT files of sketches or photographs that show the front and side views of a model.




Setting the Group Hierarchy

It is very important that you create folders and put them in order while you model each part or you will find yourself in a big mess of objects when you are finished. Rotation points can be set after you are done modeling everything.

In the previous lesson in which you modeled two legs and a pelvis, you learned a little about hierarchies of folders and objects. By putting them in the right order you were able to animate the legs. Illustrations 47 and 48 show the hierarchical structure your folders and objects are supposed to be for the entire figure.

Groups window

Illustration 47 - Notice that the main folder '*Body' contains two separate folders - '*upr body' and '*lwr body'. These are shown below and slightly to the right of the main folder.


Groups window

Illustration 48 - Showing the expanded hierarchical arrangement of folders and objects.

Notice that the '*upr body' folder opens up into several hierarchical levels of folders that contain the head, neck, arms, chest and stomach elements.

The '*lwr body' folder opens to reveal the pelvis object and two leg folders.


Group window

Illustration 49 - Showing a detailed view of the left arm folder revealing all the folders and objects within it.

The arm folder opens to reveal the upper arm object and the lower arm folder. At the next level, the lower arm object and the hand folder are displayed. The hand folder opens up to reveal the hand object and the five finger folders. Each finger folder contains the finger composed of three segments.

Notice the asterisk in front of the last digits of the fingers and thumb. They are some of the few objects that have a rotation point. Normally, only folders have rotation points.

An important rule to keep in mind is that rotation points are set for every folder and never for the objects within them, except the last object in a folder that has movement such as the last digit of a finger or a foot.