Summary
In this tutorial we will create two rag dolls to introduce Mekanimo's polygons,
connectors and assemblies. Please make sure to go through the first tutorial before this one.
Head and neck
First, we will set up the work place by deactivating the system box and
toggling the grid and snap to grid options on like we did in the first tutorial.
Create a circle with a radius of about 2 to 3 units to represent the head.
Create a rectangle as shown in Figure-1 to represent the neck.
You can resize either the circle or the rectangle by selecting them first and then dragging
the resize handles if necessary.
Now name the circle1 and rectangle1 as 'head' and 'neck' respectively. This time we will use the Python
interpreter instead of the object tree to rename these rigid bodies as shown below.
Renaming objects from the Python interpreter
>>> circle1.name = 'head'
>>> rectangle1.name = 'neck'

Figure-1
Torso
Now we need to create a torso for our first rag doll. Set the canvas mode to
POLYGON by clicking on the polygon tool(see Figure-2). Alternatively you can press P
on the keyboard to do the same.

Figure-2
Polygon
To create a polygon, click on a spot to form the first vertex of the polygon and release the left
mouse button. When you move the cursor a rubber band should indicate the first edge of the polygon. Click and
release the left mouse button in an appropriate position to create the second vertex of the polygon as shown in
Figure-3. We have created the first edge of the polygon. Now create the second and third edges as shown in Figure-4.
If we make a mistake we can press Delete to cancel the last vertex.
To finish the polygon press Enter or click on the first vertex.

Figure-3

Figure-4
Edit the polygon
Click on the polygon to select it (alternatively you can select the polygon from the object tree).
Right click on the canvas to bring up the pop-up menu as shown in Figure-5 and select "Edit Vertices".
Draggable vertex handles (black circles) should appear as shown in Figure-6.
By draggin these vertex handles edit the torso so that it ends up similar to the one in Figure-7. To get out of the edit
vertices mode click on an empty spot in the canvas. Finally, rename polygon1 as 'torso'.

Figure-5: Pop-up menu

Figure-6: Vertex handles

Figure-7
Arm
Create two rectangles as shown in Figure-8 to represent the arm.
Select the forearm so that selection and rotation handles are visible.
Drag the root of the rotation handle to the position shown in Figure-9
Drag the head of the rotation handle to rotate the forearm as shown in Figure-10.
If you need to reset the rotation handle's position you can click on the (the
last item in the pop-up menu (see Figure-5).

Figure-8

Figure-9

Figure-10
Leg
Create the leg and name parts of the arm and leg as shown in Figure-11.

Figure-11
Joints
Set the canvas mode to TORSPRING (torsional spring) by clicking on the
torsional spring tool (see Figure-12).
Turn the snap to grid mode off if you are having difficulties positioning the joints.
Create two torsional springs for the neck and one for the ankle as shown in Figure-13.
To create a torsional spring, just click on the spot you need to form the joint.
Set the canvas mode to HINGE by pressing H.
Cursor should change into a hinge icon.
Create the shoulder, elbow, hip, and knee joints as shown in Figure-14. Again, just click
on the joint locations to create the hinges.
Rename the joints as shown in Figure-14.

Figure-12

Figure-13: Torsional springs

Figure-14: Hinge joints
Reflect the arm and leg
By using the object tree select upperleftarm, lowerleftarm, leftelbow,
upperleftleg, lowerleftleg, leftfoot, leftankle. To make multiple selections from the
object tree, you can hold Ctrl while making
your selections. Please note that selecting an already selected item while holding
Ctrl deselects that item. If you hold
Shift and make multiple selections, items
between your two selections get selected as well.
Rightclick somewhere on the canvas to bring up the pop-up menu and click
.
Move the cursor around to experiment with the reflect mode. Finally, click on a spot to
get a reflection of the selected elements as shown in Figure-15.
Create the left shoulder and hip. Rename the rest of the members as well.
Congratulations. We have created the first rag doll of the family. Your guy should look similar
to the one in Figure-16. This concludes the first part of this tutorial. We will create the rest of
the family in Part-2 by duplicating and modifying this guy.

Figure-15
Kid
Select the guy by drawing a selection rectangle around him. Alternatively you can press
Ctrl+A to
select everything.
Rightclick somewhere on the canvas to bring up the pop-up menu and click
.
Click on a spot to reflect the guy similar to Figure-1.

Figure-16
Assembly
Now we are going to scale down the reflection of the guy to create a kid. To scale the whole
body, we need to create an assembly first. Select the whole body with the selection tool and then click on
the assembly in the tool box as shown in Figure-17. At this point you may want to pay attention to the
object tree and see how the assembly and components are shown. Rename the assembly as "Kid"
Scale
Select the assembly by clicking on it or by selecting it from the object tree. Then,
drag one of the resizing handles and scale it down by about a factor of two as shown if Figure-18.

Figure-17

Figure-18
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