## Creating a pig

Let's create pig by [Armature] command.

### 1. Create objects by [Armature]

The [Armature] command is mainly used in this tutorial. You can make organic objects by this command in steps less than conventional.

First, press F3 key to switch to the side view. And make sure that [Sym] button is turned off.

Select [Armature] command from Command panel. Press [Add] button in the sub panel.

Click and drag on the 3D view to place points the nose → root of the nose → top of the head → shoulder → hip → tail.

Press the F1 keys to switch to top view.

Control points of the armature may deviated from the central axis of the X = 0 when viewed from above. Select [X = 0] button, and then click each point, the control points are aligned to the X = 0 axis.

Press [Sym] button, and then symmetric editing is enabled.

Drag from the control point of the shoulder to the elbow → toe. Both Forefeet have been symmetrically created on the axis at X = 0 because [Sym] button is down.

Note: When the forefoot is not created symmetrically, the control point of the shoulder may not place at X = 0. Go back to the previous step, and align them at X = 0.

Drag from the control point of the waist to the pelvis → ankle → toe in the same way, and both legs have been created.

You can adjust the proportions by selecting [Move] button in the sub panel and moving each control point. And you can adjust the size of the mesh by selecting [Width] button and dragging over the control point.

Also create both ears from the top of the head. Repeat adjustment, and make it into a shape of a pig gradually.

If you use Metasequoia 4 EX, you can turn off [Subdivision] option. When this option is disabled, creating in the armature will be quicker.

- 2-1. Adjustment by [Weight] (for EX)

If you use Metasequoia 4 Standard or keep this object not to turn off subdivision, you can brush up the details as it is.

- 2-2. Brush up the details

### 2-1. Adjustment by [Weight] (for EX)

In the EX edition, you can turn off [Subdivision] option. When the subdivision is disabled, you can operate more lightly.

Create hoofs on forefeet and hind legs.

When [Subdivision] is turned off, the shape changes from the previous one. Once again, use [Move], [Width], etc. to make the proportions like your imagine.

After a rough shape is complete, let's make details by other command. When you select command other than [Armature], control points and lines of armature disappear, and you can operate the shape as regular faces.

First, represent the flat part on the nose.

Right-click obj1 in the [Object Panel], and select 4 divisions in OpenSubdiv patch.

Choose [Weight] command, select 4 lines around the nose, and drag on the lines. The edges will become sharp.

Move the bottom edge of the nose downward, and adjust the shape further.

Next, adjust the shape of the ear. Select lines in the ear continuously, and make it sharp by [Weight] command in the same way as a nose.

Adjust the shape of the hoof. Select multiple faces at the tips of the hoofs.

You can make it sharp by selecting not only lines but also faces as shown.

Adjust vertices around the waist because the waist is too slender. It is possible to go close to the desired shape by adjusting fewer vertices in the OpenSubdiv patch.

Create a detail of the nose. Select [Add] mode in [Edge] command.

Click around the center of the top edge on the nose with pressing Shift key and also click around the center of the bottom edge.

[Edge > Add] command can be snapped to the vertex or center of the line by pressing the Shift key.

Add a horizontal edge in the same way.

After making sure that [Sym] button is pressed, round the nose by moving vertices at the four corners of the nose.

### 2-2. Brush up the details

Make adjustments without turning off [Subdivision].

After a shape is complete, let's make details by other command. When you select command other than [Armature], control points and lines of armature disappear, and you can operate the shape as regular faces.

First, use [Flatten] to shape the nose. Select the rounded tip of the nose with the [Select] command.

Run [Selected > Flatten] in menu. The selected faces become flat.

Select the tip of the nose.

Select the [Lattice] command. Click the [Property] button, and input 2 in [Segment] field.

Click [Fit] button to fit the lattice to the selected nose tip.

Switch to [Modify] mode in [Lattice]. Click and select the bottom points of the lattice and move them upwards to shape the nose.

Next,create hoofs on forefeet and hind legs.

Select the toes of feet and run [Flatten] as with the nose.

Select the sole of the foot as shown below, and make a heel part by [Extrude] command. After extrusion, reduce the sole with [Scale] to adjust the shape.

Select the sole of the foot |  | Make a heel part by [Extrude] |  | Reduce the sole with [Scale]

Extrude the remaining faces in the same way. Let's make 3 hooves.

Make hooves on all four legs.

### 3. Create the face

Let's create eyes next when you have finished making body.

Create 'obj2' by pressing [New] button in the Object Panel. Turn off [Sym] button.

And create a sphere by [Primitive] command.

Put the sphere in the position of the eye by using [Move], [Scale] and [Rotate] command.

Right-click on the 'obj2', and select [Mirror separated].

Then create holes in the nose.

Click 'obj2' in the Object Panel with pressing Alt key to select a sphere. Press Ctrl+C (Copy) and Ctrl+V (Paste), and 'obj3' will be created. Right-click obj3 and select [Mirror separated].

Pasted shape is selected, so move the sphere to the position of the hole of the nose by using [Move] and [Scale] command.

Freeze the mirror of obj3 to make holes in the nose.

Select obj3 in the Object panel. And run [Menu > Object > Freeze].

If you created the object turned off [Subdivision] in EX edition, freeze obj1 as well.

Let's make holes in the nose. Run [Menu > Object > Boolean]. Set obj1(body) for Base and obj3(hole) for Target, and choose [Subtract].

The nose has been scraped off by the sphere, and it becomes a hole.

Make details of the eye.

Select a part of the sphere of the eye by [Belt] mode in [Select] command. (Click with Shift key if you want to select multiple lines.)

Push toward the inside of the sphere by [Extrude] command. Eyeball and eyelids have been made.

Dent the face of the pig by [Magnet] command because the eye is filled a little. The [Magnet] command can modify the shape with keeping a smooth surface.

Call [Freeze] to polygonize the both eyes. And merge obj2(eye) into obj1(body) by [Union] of the [Boolean].

### 4. Creating a tail

Now create a tail. Create a new object, and create a cylinder in [Primitive] command.

Narrow the tip of the tail by [Lattice] command.

Round the tail by [Bend] command.

Perform [Sub] of the [Boolean] sum after moving the tail that is inserted into the body. Set a color to the material in the Material Panel.

By using [VertClr (Vertex color)] command, you can finish it to real without using a texture.

It is the completion of a pig!