Claudia Herbst-Tait
Professor
Pratt Institute
Department of Digital Arts


Attaching the Hand

Model a simple hand as we've discussed in class. In this example, the hand has only
three fingers (figure 1) as this model is sort of cartoonish...


Fig. 1




Scale the backside of the hand to approximate the size of the end of the end of the arm/wrist.
In attaching the hand, it is important that the number of edges of the hand and the wrist match.
Notice that in this example, I merged several points so that I have a total of six edges (figure 2).
In doing so, I created several triangles; we'll deal with those shortly...


Fig. 2




The arm had originally four edges. Notice that I've added two edge loops (both on the top of the arm)
so that there are now a total of six edges (figure 3).


Fig. 3




Select both, the hand and the main body, go to Mesh, Combine (figure 4).


Fig. 4




Now that the body and hand are combined you can merge the point closest to each other. To do so,
select a vertex on the hand, shift-select a vertex on the writst, go to Edit Mesh, Merge (figure 5).


Fig. 5




Now it is time to deal with those triangles... Select the edges as indicated in figure 6.


Fig. 6




Notice that after an edge has been deleted, the vertices are still there. Go into select vertex mode,
select those floating vertices, and delete them. Make sure to get them all... (figure 7).


Fig. 7




The result should look something like what you see in figure 8.


Fig. 8




Delete the original smooth proxy and create a new one (Proxy, Subdiv Proxy). The new proxy has the
hand attached.


Fig. 9




Take a look at the hand's size and scale it, as well as the length of the arm if necessary, by moving
points (Figure 10).


Fig. 10



Mirror the body and see what it looks like... Continue tweaking.... add some feet...


Fig. 11