
3.3 - Creating a skeleton:
To make our
model usable by Genesis3D and to add animations, we have to create a skeleton
inside the 'Skeleton'-register:

Before creating
the first bone, we change the view inside the 3D-window from 'Textured' to
'Wireframe' to get the best control of the bones' positions. Now click 'New' in
the 'Bones'-section, a green dot will appear inside each window:

'Move' it to
the position in the middle of the model, it will be our starting point.
'Rename' to 'hip'. Now click 'New' again and move the next dot to the left, in
the middle of the leg:

As you see, you
just created the first 'bone', rename it to hipright. Now choose 'hip' again in
the bones-selection-field to make it parent again. Create a new one to the
other side and rename to hipleft. From there create toplegleft, botlegleft and
footleft like this:

Now choose
'hipright' in the selection and repeat that for the other leg, renaming to
toplegright, botlegright and footright. This done choose hip again and create a
new bone that stretches up to the middle of the arms, rename to 'chest'. Create
'chestleft' and 'chestright' like this:

After that
create toparmleft, botarmleft, handleft and toparmright, botarmright and
handright. Finally back to 'chest' and the last bones neck and head. After
hiding the groups and switching off the grid you should have a skeleton like
this:

The next part
is a bit tricky, we have to assign all vertexes of the model to the bones. It
doesn't matter if all bones are mentioned by that, very important is that ALL!
vertexes are assigned to any bone. Concerning that Milkshape3D supports us with
two helpful buttons too. But first we have to think about the areas of the
model that later should be animated, and to which bone this area should belong.
We start with a foot that you should mark after changing the select-method to
vertex:

Now choose the
desired bone, 'footleft' in my case, and click 'Assign'. By that we assigned
the foot-area to the bone footleft and are able to animate it later using this
bone. Now you may create more areas and assign to bones near them. If you later
dislike a selection, 'Clear' it to do a new one. To not to lose the overview
which vertexes are still assigned and which are not, you may show all assigned,
resp. all not assigned by clicking 'SelAssigned' or 'SelUnassigned'. Like mentioned
above, all vertexes must be assigned to at least one bone. A bit exhausting but
effective later.
Allright, now you could export the model as *.act-file and view it inside the
Actor Viewer of Genesis3D. The next chapter will explain how animate it.
Milkshape3D
Tutorial
©2000 by Ingo Schweitzer