9.5.2

Table Of Contents
406 CHAPTER 7
OBJECTS MENU DEFORMERS 407
Now each bone is surrounded by two capsule-shaped cages in the viewport. This looks a little
confusing with the cages of all three bones shown on at once — that’s because all the bones are still
selected. So in the Object manager, click the name of one of the bones to select it and display only
that bone’s cages. You can enlarge or scale down the cages by dragging their orange handles. When
using a HyperNURBS object, you can often set both radii to the same value, since the points of the
HyperNURBS cage are usually so far apart that a soft transition occurs automatically.
In the Object manager, select the foot bone if it isn’t already selected by clicking its name. The radii for
the foot appear in the viewport. Adjust the radii so that they enclose the foot completely (Figure 5).
Now adjust the radii for the lower leg bone until they enclose the entire lower leg and part of the
foot.
Next, adjust the radii for the thigh bone so that they enclose the entire thigh and part of the knee
(Figure 6). Slight overlaps are ne. What is important is that all parts of the leg are inuenced by
at least one bone, otherwise uninuenced points will be left behind when the bones are animated,
causing the leg to tear.
Figure 4 Figure 5 Figure 6
Now it’s time to test the bones. In the Object manager, drag the name of the thigh bone onto the
name of the leg to make the bone hierarchy a child of the leg.