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To parent joints:

1.
Create the skeleton of a leg and foot out of five joints in the side view (Figure 9.8).

Figure 9.8. This is a typical leg skeleton. Starting from the top, the joints are named hip, knee, ankle, ball, and toe. If the character is wearing shoes, you don’t need bones for each toe; one bone is sufficient to rotate the front of the shoe.


Press to complete the creation.

2.
As a separate hierarchy, create spine joints in the side view, starting from the bottom and working your way up (Figure 9.9).

Figure 9.9. A spine joint is created from the bottom up. This makes the bottom joint the parent of the rest of the spine. The rest of the joints are beneath it in the hierarchy even though they are above it in space.


3.
In the Front view, move the leg to the side.

4.
Select the top joint of the leg and then -select the bottom joint of the spine. Now press .

A bone appears between the leg and the spine. It is now one hierarchy (Figure 9.10).

Figure 9.10. The leg has been parented to the spine. Now the bottom joint of the skeleton is the root joint for the whole character. When this joint is moved, the whole character moves.


Tip

  • You can similarly unparent joints. Select the joint you want to unparent and press . The joint becomes unparented, and the bone disappears.



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