This week, I will go to finish the last apart, to set bone for the dog which will make the dog alive. Actually, there is some dog bone plug that I can down and use directly, but I think it is necessary to build a bone by myself for improve my skill on the bone part.
Firstly, freeze the model before I start doing the bone, otherwise, it will move the position of the model by accident.

I will begin with the most activity bone in this set of bone, the jaw bone, this bone will control the mouth open and closed.
Go to the systems and choose the bone, start from the underneath of the ear where should be the jaw bone’s beginning and draw 2 bone along the shape of jaw. Edit the size of them.

Create a dummy helper, and align it to the basic jaw bone, and adjust the value like below, and link the first bone to the dummy, which can control all the jaw bone in that way.
move then to the right position on the other views.
Create a circle before the jaw bone, and adjust the value to change it a better shape.

Rotate and Copy 2 same circles along the X and Y axle by 90°
Cover the original one to the Editable Spline, and then attach it with other two new circles. Here I got an object that can be rolled in 3 dimensions

I will use this controller to control the active of dummy. Select the dummy and go to the tool bar to select Constraint- Orientation Constraint, and then link it to the controller.

When you did that you might found the whole jaw bone changed this position, that was not what I want, don’t worry about it, go to the modify panel, and check Keep Initial Offset, and it will be back to the original position,
the Rotate the controller and see how it is working.
Next step setting 4 bones from the head to the tail, and adjust the value of each bone, especially I add a front fin for the head bone, add side fin and back fin for the body bones, it will be easier to control more area when I add the skin on the dog model.
Set the bones on the front leg by the same way. copy it to other three legs.

Create 2 big dummies, one move to the top of front legs and other one to the back.
And link both of front legs to the front dummy, and both of back legs to the back one. Link both of dummies to the body bone, and link the jaw dummy to the head bone.
We can not link the bone to bone directly, because that will break the original link between the bones. Hence, sometimes the dummy will be the joint between two part bones, and an important thing is we have to link them before we build the IK solver, otherwise all the bone would be broken when you were linking.

Set HI solver between each of the body bones. And then click the foot bone and go to Animation- IK Solvers- HI solver, link it to the first leg bone. Do the same thing on other legs bones.
the head bone will be a main controller in this bone system, but I will create a box as a outside controller,and link the head bone to the box like the jaw controller, because it will be harder to select the head bone when I create the animation.
Select the main controller and move it to see how the whole bones work together.
so far so good,by now I have done the bone, next step I will connect the bones to the dog model, with the tool- skin.
Firstly, freeze the model before I start doing the bone, otherwise, it will move the position of the model by accident.

I will begin with the most activity bone in this set of bone, the jaw bone, this bone will control the mouth open and closed.
Go to the systems and choose the bone, start from the underneath of the ear where should be the jaw bone’s beginning and draw 2 bone along the shape of jaw. Edit the size of them.

Create a dummy helper, and align it to the basic jaw bone, and adjust the value like below, and link the first bone to the dummy, which can control all the jaw bone in that way.


Create a circle before the jaw bone, and adjust the value to change it a better shape.

Rotate and Copy 2 same circles along the X and Y axle by 90°
Cover the original one to the Editable Spline, and then attach it with other two new circles. Here I got an object that can be rolled in 3 dimensions

I will use this controller to control the active of dummy. Select the dummy and go to the tool bar to select Constraint- Orientation Constraint, and then link it to the controller.

When you did that you might found the whole jaw bone changed this position, that was not what I want, don’t worry about it, go to the modify panel, and check Keep Initial Offset, and it will be back to the original position,

Next step setting 4 bones from the head to the tail, and adjust the value of each bone, especially I add a front fin for the head bone, add side fin and back fin for the body bones, it will be easier to control more area when I add the skin on the dog model.

Set the bones on the front leg by the same way. copy it to other three legs.

Create 2 big dummies, one move to the top of front legs and other one to the back.

We can not link the bone to bone directly, because that will break the original link between the bones. Hence, sometimes the dummy will be the joint between two part bones, and an important thing is we have to link them before we build the IK solver, otherwise all the bone would be broken when you were linking.

Set HI solver between each of the body bones. And then click the foot bone and go to Animation- IK Solvers- HI solver, link it to the first leg bone. Do the same thing on other legs bones.

Select the main controller and move it to see how the whole bones work together.
