Boning Tutorial




Step 1: Make a model


The first step in the process of boning is to make a model; something that you want to be able to pose. Organic shapes are not reccommended as they can get distorted- but you can have something geometric, then subpatch it. For the tutorial, I used a Lightwave preset. Fatpire, I think?


Step 2: Select skelegons


Now, you want to select "skelegons", by clicking the skelegon button, found in the create tab.


Step 3: Place skelegons


We have skelegons selected. Activate a new layer, and turn the layer with the model into wireframe so you can see through it. Start placing skelegons, with the first sort of being like a "base" or a "stand". Wherever you click to place a skelegon, is a "joint" where a bone would rotate or move. The sharp point is where a new skelegon will branch off from. You can click and drag where you placed a skelegon to move it around.


Step 3.5: Skelegon tree and hierarchy


As you go along making your bones, it is a good idea to name them and organize their hierarchy. If you do not, shit will go down. Detail tab; skelegon tree.


Or just name each one as you make it by picking polygon select, selecting the skelegon and naming it shoulder, fibula, petella (sp?), headbone, whatever.


Step 4: All one layer


When you have your skelegon skeleton all to your liking, put it on the same layer as the model.


Step 5: Load bones into layout


Open layout, and load the object. In order for the skelegons to work, under the items tab, click add; bones; convert skelegons to bones.



Step 6: X-ray bones


In order to really see the bones and work with them, turn on Bone x-ray.



Step 7: Move dem bones


Select a bone or multiple bones and move and rotate like you would any object. You know at the bottom of layout where it says "Objects", "Bones", "Camera" and "Lights"? Pick "Bones".



Step 8: Pose the model


Adjust the bones how you like them



Final Render with subpatch.



The end.