The Torso -- Hand Attachment

STEP 36: Load torso12.lwo into Modeler (if you did not follow the previous tutorial sections and just want to practice attaching a hand to an arm, you may load torso12.lwo off the CD-ROM).

STEP 37: If the hand looks like it's the wrong size or in the wrong position in relation to the body, select its polygons and Move and Size it to your taste.

STEP 38: If it looks good to you, go to the layer that contains the hand object. Deselect everything. Type c to Copy its geometry. Go to the body layer and type v to Paste a copy of the hand geometry into the same layer.

STEP 39: Hit the Tab key to turn everything back into faces, to make the geometry easier to see (and thus, easier to manipulate).

STEP 40: Select the polygons at the stump of the arm, and Move them back slightly, to put some distance between them and the hand. (Figure 26)

Figure 26
Figure 26

STEP 41: Leaving them selected, type the equal sign key ("=") to Hide all unselected geometry. (Figure 27)
 
Figure 27
Figure 27
Figure 28
Figure 28

STEP 42: Leaving them selected, use the Drag tool in the Right View to get the points of the stump of the left hand to match the shape of the points of the stump of the left arm. (Figure 28)

STEP 43: (Still) leaving them selected, type Shift-z to Merge them into two (weird-looking) polygons. Don't worry about the aesthetics of these (weird-looking!) polygons -- they are merely the means to an end. (Figure 29)
 
Figure 29
Figure 29
Figure 30
Figure 30

STEP 44: Leaving these polygons selected, type f to Flip them to face away from each other. (Figure 30)

STEP 45: (Still!) leaving them selected, activate Create Skin from Multiply > Extend > More > Create Skin. (Figure 31)


About Create Skin: Create Skin will do its best to connect two polygons with triangles, but a literal-minded computer can only do so much. By moving the points of the stump of the left hand into the shape of the points of the stump of the left arm in Step 42, you helped Create Skin figure out which points are supposed to be connected to each other.

STEP 46: The weird-looking polygons should still be selected. You don't need them anymore, so type x to Cut out the still-selected, weird-looking polygons, leaving the newly created geometry behind.
 
Figure 31
Figure 31
Figure 32
Figure 32

STEP 47: In the Perspective View, select two adjacent triangles, type Shift-z to Merge them into a single quad polygon, and deselect them. Do this to the rest of the adjacent triangles, one pair at a time, until you have something that looks like Figure 32.

STEP 48: Deselect everything. In Points Selection Mode, type w to bring up Point Statistics. (Figure 33) Click on the plus sign next to "0 Polygons" to select that one leftover point from the center of the arm stump, the point that doesn't belong to any polygons anymore. Put it out of its misery by typing x to Cut it out of existence.
 
Figure 33
Figure 33
Figure 34
Figure 34

STEP 49: Type q to bring up Change Surface. You already have a surface named "Kara Glove." Click on the arrow button next to "Name" to select this surface from a drop-down list, and click on "OK." (Figure 34)

STEP 50: Type the backslash key ("\") to Unhide all geometry. Type the Tab key to see how it looks.

Figure 35
Figure 35

STEP 51: Not bad. (Figure 35) Save this object as torso13.lwo.
 
 
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