TUTORIAL 4

...and the Raptor evolved from Man...

I believe you have followed my previous tutorials and have created the avatar from tutorial I. If not, you can go to Tuto 3 and download from the 1st page...

We will make Homo Sapiens grow a tail . As explained earlier, you need to "Rotate Edge" some of the edges , using the Edit IFS feature in Vizx3D, so that a tail can be extruded.

So, enter Edit IFS mode.

Flip the avatar so it turns its back to you, and alternatively use "Refine Selected Edge" and "Rotate edge" around the central cleavage in the lower part of the back. (see figure at left) . The main point is to get the figure like below : a roughly hexagonal shape that will extrude into around tail.

Don't hesitate to move vertices around, but before you do, use Free View rotation to make sure your line of sight is perpendicular to the surface you will extrude. DO NOT use the rotation of the object .

Then, select the Triangles using shift + control + left click (to add and force triangle selection)

like the figure at left.

Now, hit the Extrude Faces button on the floating Edit IFS vertical toobar.

As the faces pop out, use Translate and Scale (uncheck box "uniform") , while still selecting those triangles, to give it the shape like at Right ===>

If you accidentally unselect the triangles, no panico, just go to the left (or right) view, use shift + rectangle drag to re select them.

You would want to rotate the sections to make the tail look smoother. But, if you just plain use the Rotate tab, the tail section will just fly away when you rotate it . Why ? because the CRS (center of rotation and scale) is at its default location, not at the center of what you want to rotate!

Here's the solution: go to a side view (from the right, here), so that the CRS will only move in the zOy plane. Click the radio button Center on the Translate tab in the GUI (see figure at upper left), your cursor will turn into a checkered disc. Use it to click and drag on the CRS , and move it to the approximate geometric center of the seleced vertices. (fiG. at left)

Now, Uncheck the "center" radio button , click on "Rotate" tab , and use Ctrl+left click and drag to rotate the vertices.

Finish off the tail by making a 4th section with "Scale" (uniform) = 0.01

 

That's it , about the tail. Let's take care of the thighs.

Select the triangles like in the figure at left (you may move some vertices from a side view to get these regular triangles) . Get into Front (or back) view, and pull the selected triangles out away from the body center.

You will have to arrange the vertices somewhat to make it more "shapely" like at Right ===>

Next, select the vertices of the arm down to fingertip .

Hint : hold Shift to select those on the other side too. If you selected some at the shoulder or ribs that you dont want to, just go carefully Ctrl+click on them to unselect.

 

Same trick here : Move the CRS to the center of the arm (meaning at mid lenght, and from the side view, in the middle of the mid section)

Then scale it down (uniformly).

Part of the Ribs will come outward with the scaling down; just Translate the whole arm again closer to the body.

Here's an interesting part : Select all vertices in both Legs, stopping where they meet with the tail.

We'll bend them into position.

Before you rotate, be sure to get into a side view, pick the CRS and place it exactly in the middle of the highest vertices selected. (or, if you prefer, at loin level)

Now, uncheck CRS button, and rotate them to get them like below.

 

I use a isometric view here, to show detail.But before you rotate, make sure you are in a side view, that is perpendcular to the plane of symmetry of the body.

Unselect all, then re-select vertices at the knees down . Remember to hold Shift so both legs move together. Move CRS to knee level, and uncheck CRS, and rotate the knees back.

Same thing for the ankles (the next section down, NOT the huMan avatar's ankles)

You get Figure at left.

now go to page 2