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Chapter 9. Skeletons and IK

Chapter 9. Skeletons and IK

Once you model a character, you need to put a skeleton in it to be able to animate it. The skeleton is built as a hierarchy of joints with bones connecting them.

In general, the best template you can use for placing joints is nature. Use pictures of skeletons, whether of humans or animals (Figure 9.1). A shoulder joint should go at the shoulder; an elbow joint should go at the elbow. However, you don't need to be too literal. For example, although the human foot has 26 bones, you can animate a shoe with three bones. Wherever you want something to bend, that's where you need a joint.


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