Page 131 - KEC Khaitan C8.4 Flipbook
P. 131
Waist:
∑ Add another cylinder and scale it to align with the body.
∑ Add multiple loop cuts (Ctrl + R), use the scroll wheel to increase segments, and
scale alternate loops for detailing.
Arms and Hands:
∑ Add a cylinder for the arm, scale it, and taper the top face in Edit Mode.
∑ Rotate the arm along the Y-axis (R Y) to position it.
∑ Add a sphere for the hand and position it at the end of the arm.
∑ Duplicate the arm and hand for the other side.
Legs and Feet:
∑ Add a cylinder for the upper leg, scale it, and taper the top face in Edit Mode. Apply
a bevel modifier for smoothness.
∑ Add a sphere for the knee.
∑ For the lower leg, add another cylinder, taper the top face, and bevel the edges.
∑ Create the foot by scaling a cylinder along the Z and Y axes. Use edge beveling
(Ctrl + B) for a curved top.
Step 2 Rigging the Space Bunny
Adding the Armature:
∑ Place the 3D cursor at the body’s origin: Shift + S Cursor to Selected.
∑ Add an armature: Shift + A Armature. Enable "In Front" in the Viewport Display
under Object Properties.
∑ Scale the armature to match the body’s height.
Creating Bones:
∑ Head Bone:
o In Edit Mode, extrude the armature upward along the Z-axis to create a head
bone.
∑ Arm Bones:
o Duplicate the head bone, reposition it, and align it with the arms.
o Ensure the tip of the bone matches the hand’s center.
∑ Leg Bones:
o Duplicate the hand bone for the legs, position the root at the top of the leg, and
extrude downward to the knee and foot.
Hands-On Project 129

