Part
One: Create the Leg Bones
To create a
heel-to-toe setup, you will need to start with bones that define
the thigh, calf, ankle and foot. At this point, you will not need
any Kinematics. These can be added when they are needed later.
1.
Set up the workspace
Set up with
two side by side views. Point at the front view and then the right
view. Link the ortho views so that the grids match. Zoom out then
pan the view until the ground level is near the bottom of the screen.
Open the snap
controls and set cp points to a stronger value. Turn on snapping.
2.
Create a Subnetwork
In the network
view, press tab > Subnetwork.
This will create an empty subnetwork operator which will be used
to contain the character. This will help you make sure that all
the part are contained in a single network which will make it possible
to create a Digital Asset of the character later.
Press
i to go into the subnetwork
Operator. This is where you will draw the bones.
3.
Draw the Leg Bones
Press tab
> Character > Bones. Make sure that Kinematics
is set to No Kinematics.
In the Front
view, place the first bone in the front view about 15 units above
the ground. Now click four units over and one unit down to place
the hip joint. In the right view, click at the knee then the ankle,
ball and toe. Use the grid to align the points.
4.
Rename the Bones
Now rename the
bones as pelvis, thigh, calf,
ankle, and foot. Notice how in
Houdini you are naming the bones and not the joints. This means
that the final click defines the end point of the foot bone instead
of the position of the toe joint." |