Complex Bone Armature
WHEN IT COMES TO character animation, the Bone tool can be quite useful. Applying bones to a character is often referred to as “rigging”. The first step is designing the character so that each body part is a separate object that can be articulated with a bone armature. The next step is adjusting the rotation and translation of each bone to limit how much they rotate and move along its X and Y axes. This is the most critical detail of the Bone tool because you don’t want the character’s limbs and joints to bend past their anatomical limits.
1 Here’s the exploded view of the character and all its various body parts. Notice ...
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