Part 3.3 - Creating a skeleton:

To make our model usable by Genesis3D and to add animations, we have
to create a skeleton inside the 'Skeleton'-register:

Before creating the first bone, we change the view inside the 3D-window
from 'Textured' to 'Wireframe' to get the best control of the bones' positions.
Now click 'New' in the 'Bones'-section, a green dot will appear inside each
window:

'Move' it to the position in the middle of the model, it will be our starting point.
'Rename' to 'hip'. Now click 'New' again and move the next dot to the left, in
the middle of the leg:

As you see, you just created the first 'bone', rename it to hipright. Now choose
'hip' again in the bones-selection-field to make it parent again. Create a new
one to the other side and rename to hipleft. From there create toplegleft,
botlegleft and footleft like this:

Now choose 'hipright' in the selection and repeat that for the other leg,
renaming to toplegright, botlegright and footright. This done choose hip
again and create a new bone that stretches up to the middle of the arms,
rename to 'chest'. Create 'chestleft' and 'chestright' like this:

After that create toparmleft, botarmleft, handleft and toparmright, botarmright
and handright. Finally back to 'chest' and the last bones neck and head. After
hiding the groups and switching off the grid you should have a skeleton like this:

The next part is a bit tricky, we have to assign all vertexes of the model
to the bones. It doesn't matter if all bones are mentioned by that, very
important is that ALL! vertexes are assigned to any bone. Concerning
that Milkshape3D supports us with two helpful buttons too.
But first we have to think about the areas of the model that later should
be animated, and to which bone this area should belong. We start
with a foot that you should mark after changing the select-method to vertex:

Now choose the desired bone, 'footleft' in my case, and click 'Assign'.
By that we assigned the foot-area to the bone footleft and are able to
animate it later using this bone. Now you may create more areas and
assign to bones near them. If you later dislike a selection, 'Clear' it to
do a new one. To not to lose the overview which vertexes are still
assigned and which are not, you may show all assigned, resp. all not
assigned by clicking 'SelAssigned' or 'SelUnassigned'. Like mentioned
above, all vertexes must be assigned to at least one bone. A bit ex-
hausting but effective later.

Allright, now you could export the model as *.act-file and view it inside the
Actor Viewer of Genesis3D. The next chapter will explain how animate it.