Welcome to adding bones to our armature in this video you will learn how to add additional bones to
an armature and understand that a Kneebone does not have to be connected to the previous one.
Let's talk quickly about bone structure.
There are three main components of a bone.
We've got the tail tip a body and a head or roots and simply put the head of roots where the bone starts.
And then you've got the body connecting it to the tail or the tip where attends.
Now be using that terminology lots as we talk about bones.
So I just thought I'd explain and show you what I'm talking about.
So now we've got the bone structure in our heads.
Let's hop straight on over into blender.
So we were at this stage in our lamp at the moment and we've actually got some arms here.
We've got our lower arms made.
Now we have a look at the reyk so far we've only got so just quickly little eyeball here.
I had hidden it before.
We've got just one bone in that wreck.
Now I'm going to do a bit of experimenting and put in lots of things in so we're going to hop over into
a new blender file.
Now once you're in a new blender File we're going to add an armature.
So no go shift in A and add a single bone.
Oh it looks like my key strokes aren't showing.
Looks like I can't be full screen.
There we go.
We're back to here.
Mikey Shaw it's a show.
So we've added an armature and it's over here.
When we go to the armature properties and just make sure that x ray is turned on so we can see what's
going on so we can see arm bone in the scene here.
And we want to go into edit mode so I'm going to hit tab and go across the edit mode and to add a new
bone that's connected to the tail of the last bone.
You literally extrude so you can press the e.t. and there's our new bone.
And you can keep doing it again and again and again.
Now if for some reason you needed an extra bone in on this area here you could then press E.
Coming from there and you can generate as many bones from a single point and she liking because you
can move those around.
Okay so I'm just going undo some of that quickly.
Because what you would generally want to do is just lock it to an axis so I'm going to make make-up
now.
Our lamp sort of flow that we're going to do so we got a STEM coming out there.
We'll have a well I want to lock that to the y axis in this case so here we go.
Were everywhere except Z actually saw a shift in Z.
So a shift in X and that's now on there so we'll come back from there like that will come up for the
next bit and we'll have the lamp there.
The little light at the top.
Now one of the things you may want to do when using bones is well the way that the bones are constructed
defines the movement.
So here if we wanted to add in let's say one across for the baseplate if we wanted to make it wobble
ever so slightly rather than being linked directly to here it wouldn't be that natural but we could
add a little bit of wobble to it.
We may find that this is the wrong way round and a couple of ways are flipping that round.
We can go to armature and switch direction and you can see the shortcut key there is Alton f.
So if you ever need to switch the direction of a bone you can do it an F and it will flip it round.
And that's the same with all of our bones.
Brilliant.
And then of course if you've put the bones in the wrong order for whatever reason you can select multiple
ones and then flip the whole lot.
Now if we want to add another bone to our scene to our armature.
In fact that's not connected directly to any of the others.
There are certain circumstances where you'll want to do this.
We won't be touching on them just yet but just want to quickly show you you simply position the 3D cursor
where you want the new bone to be.
So on the planet over there and I can just go shift in a for ADD.
And there you go there's a new bone finally of course when you've got a complicated scene with several
bones in it do you remember to name your bones themselves.
So when we click on a bone we can go over to the bone properties and at the moment you can see as we
click on these this bone changes so we've got that.
I've turned off x ray So we've got the bone at the bottom here which is just going to be called bone.
And then we've got bone 0 0 1 0 2 0 3 and this was going to be 4 5 6 7 etcetera.
And they're not very descriptive.
It is very important that we name them appropriately.
I'm not going to name them at this point in time because I'm just about to get rid of this file.
But I do suggest whenever you create a bone you give it an appropriate name.
Okay so it's Challenge time.
I'd like you to add a second bone to the first one.
So add another bone making sure it is locked to the appropriate axis name the bone.
That's very important position the bones tail in line with the top of the lower arm and then finally
and then finally parent the lower arm to the new bone.
And I know that some of you are having problems with the first set of low arms with the mirror modifier
UN applied.
So if you are having problems do apply that's also check that you have applied any transforms that you've
made.
If you've even edited something in object mode its rotation or its scale.
Those can adversely affect the armature and movement.
So make sure any of those are applied with.
Control and a as well.
That should hopefully stave off any problems.
So go ahead pause a video now and give that a go.
Okay guys.
Welcome back.
Let's hop straight on over into blender.
So back over on our animated lamp.
The first thing I need to do is just turn on the lamp so I can see it over there.
So now we've got this in place.
I can.
I'm going to not try and select it in here.
I'm just going to end up and geometry I'm just going to left clicking the outline on the lamp rake and
the sweep right round to the left for you in orthographic which should mean that when I then pop into
edit mode and extrude from there I can bring it up and we see the in the lower left.
You can see the numbers going round and the change in the x coordinate is nothing but just to make sure
I'm just going to go shift and X..
There you go it's locked.
Then I'm just going to put it into the approximate position.
Now you may notice that this was like the hinge point is girl the pivot point is going to be in the
wrong place and you are right.
But don't worry about that at the moment because if we go and correct it with our current knowledge
it's going to make some funny stuff happen on the model and we're going to deal with that in the next
lecture.
But now we've got that in the right place we've got a couple of further things to do.
First of all it's just parenting the bone.
I'm going to name the bone actually first so I'm going to hop into the bone here it's going to be called
STEM 001 because that was based on the first one and I'm going to call this lower arm so we know what
the bone is for.
In fact caps lock on which always helps lower arm.
Brilliant.
So that's named and then going to select the lower arm.
Hop into object mode.
Shift and select that and go control.
MP imperative to the bone.
So there we go.
That's now all parenting.
And if we decide to move any of our armature the rest of it moves with it so we know that it's all parent
ID.
Okay.
How did you guys get on.
Please share in the discussions and we'll solve this little hinge problem in the next lecture.