Female body creation - Part 7

Female body creation - Part 7

Dec 29, 2023

Return to part 6

It's been a while since I posted an update on my female body progress.
Though, a lot was done.

I altered the feet to make two high heeled feet: a moderate slope, and extreme, high heel stiletto slope, the same way like I posed the hands.

I added some anatomy to the arm:

And made the elbow joint.

Yeah, it looks like that, because the arm is attached to the body at a certain angle, and elbow joint is rotated as well. So, to get the joint straight and test it properly, I have to rotate the arm into a vertical position, make a joint, then rotate the top part back and cut the shoulder slits.

I finally did the ankle joints the way I wanted it to be - after several iterations. You may remember that I attached the ankle joint to the shin at first, then decided it's too big, and attached it to the foot. But then I made the joint smaller and managed to attach it to the shin back.

You can also see that I made the front of the thigh joint flatter, for more pleasing contours.
Also I created a perfect circle in a place where the thigh is gonna be cut, so the leg won't have any protruding edges in a rotating positions. I used a flat cylindrical object as a reference.

I added a peg in the thigh joint, and a hollow ditch in the socket, with two bridges around it in a straight position, so the leg can rotate at 360 degrees, but you can easily locate it in a straight position.
It was very hard to make: I hoped to do it "properly", creating a rotating symmetrical object out of a flat shape, but it was extruded in any way possible but the one I wanted. So I added a torus and altered it the way I wanted.

Also I added the cuts at the back of the joint, so the doll can pull her knees up to the chest.

I started working on a body joints, and had to alter its contours, so the joints fit in better.
I made the ridges around the joints first: it allows body parts to stay straight in a neutral position, but creates ugly contours while the joints are rotated. BJDs are a compromise between mechanics and aesthetics, so it's tricky, you know.

Then I decided to do a test print to see my progress and to catch mistakes.
I printed the body which is planned to be ~65 cm high, with 0.4 ratio, so the doll is about 26 cm high. It allows me to save a ton of resin))

Please see this video:

I printed only one arm and a leg, because why print two, if there are mistakes anyway?)))

The arm was just perfect from the first take - unbelievable!
The body and the leg needed some work though.

I decided to remove the ridges around the body joints, so the dislocated joints are more smooth. But I still need them to stay in a neutral position, so the joints look like this: a sphere on the top that continues as a cone.


I also created a stoppers in the knees to fix the thigh and the shin in place. Never seen this kind of stoppers previously: the peg is added to the insides of the socket, close to the slit, and locks the leg in a neutral position. Then, after you pull the leg out a bit and bend it, the stopper goes into the slit and doesn't interfere while bending the leg.

I altered the knee joint a bit: made it shorter (both pivot points closer to each other), and more narrow, so the walls of the joints would be thicker.

So I did another print for a body and the leg. Now the test doll has two legs, yay)))
Please see the video:


It's much better now in the terms of aesthetics. Chest joint works just perfectly. But the waist joint is all sloppy, and the doll flips back. So I need a ridge there.
It's a well known issue, many early BJDs had it even with a ridges added.

The thigh joint is absolutely perfect.
The knee joint is not so.
Making it shorter and narrower paid off: you can see that the piece fell off on the leg I printed previously, and a newly printed joint is great so far.

The inner locks still have to be redone though.

So far, so good. Stay tuned!

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