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| The leg is positioned and we're ready to add the bones. |
| Select Bones as the Edit item and press the '+' key (Shift and =). This is the keyboard shortcut to add a bone to the object. Edit item
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| The leg with the first bone. |
| Check that Move is the Mouse function. Move the bone to the top of the leg and create a keyframe for it. Mouse function
New bone position
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| Bone moved to top of leg. |
| Change the Mouse function to Rotate and deselect the Heading constraint. This makes it easier to keep the bone inside the leg. Rotate the bone to a Pitch of about 97 degrees and create a keyframe. Mouse function
New bone rotation
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| Bone rotated into the thigh. |
| Change the Mouse function to Rest Length. Drag the mouse to change the rest length to a factor of about 5.2 and create a keyframe. Mouse function
New bone rest length
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| Bone lengthened to the knee. |
The thigh bone is now sized and positioned.
| To add the shin child bone to the thigh bone, press the '=' key. This is the keyboard shortcut to add a child to the current bone. Notice that the child bone has the same rest length as its parent and is oriented straight to its tip. Child bones are always created this way. |
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| The shin bone created. |
| Change the Mouse function back to Rotate. Rotate the bone to a Pitch of about -8 degrees and create a keyframe. Mouse function
New bone rotation
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| Bone rotated into the ankle. |
| Change the Mouse function to Rest Length. Drag the mouse to change the rest length to a factor of about 4.4 and create a keyframe. Mouse function
New bone rest length
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| Bone shortened to the foot. |
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It may seem like we are done positioning the shin bone, but we're not. Look at the leg from the Front view. The bone needs to be centered in the ankle slightly. |
| Change the Mouse function back to Rotate. Re-select the Heading constraint and deselect the Pitch constraint. Rotate the bone to change the Heading to about 5 degrees and create a keyframe. Mouse function
New bone rotation
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| Bone rotated into the ankle. |
The shin bone is now sized and positioned correctly.
| Go back to the Side view. Press the '=' key again to add the foot child bone to the shin bone. View mode
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| The foot bone created. |
We will reposition this bone in the foot the same way we did the thigh and shin bones: rotate it into place, then resize it.
| Change the Mouse function to Rotate, deselect the Heading constraint, and re-select the Pitch constraint. Rotate the bone to a Pitch of about 82 degrees and create a keyframe. Mouse function
New bone rotation
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| Bone rotated into the foot. |
| Change the Mouse function to Rest Length. Resize the bone to a scale of about 3.0 and create a keyframe. Mouse function
New rest length
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| Bone shortened to the fit foot. |
The foot bone is now sized and positioned correctly.
| To avoid confusing this with a toe, change the bone's rest length to 0.002. New rest length
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| Null bone sized down. |
| Select Bone (1) from the Selected Item pop-up menu. Press the r key. This is the keyboard shortcut to set the bone rest length. Selected Item Pop-up
Notice the bone changes from a dotted to a solid line when it's activated. |
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| Thigh bone activated. |
Do this for all the bones in the leg.
Tip: The up and down arrows on the keyboard cycle through the selected item list. To quickly turn all of the bones on, press the down arrow key and then the r key until you have cycled through all of the bones.
This is why we turned off AutoKeyAdjust and AutoKeyCreate. If both of these were on, anytime you rotated one of the bones, it would stay in that position. Both of these functions are usually kept off during the set-up phase and then turned on for the animation phase.
Note: If you got yourself into trouble by having Auto Key Adjust and Auto Key Create turned on , you can fix this by turning off both items and then for each bone select reset and create a keyframe at frame 0.

While we're in this panel select Bone (3) in the Current Bone pop-up menu and turn on Joint Compensation and Joint Compensation for Parent for the foot bone. This will help retain volume in the ankle area. Close the Skeleton Panel and rotate the lower leg and foot bones again. You should notice an improvement over the previous settings.
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Set up the Scene
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Setting Up the IK
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