Game Development Reference
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FIGURE 16.30 Flatten the tangents on the Z rotations to smooth out the animations.
The final torso attribute to animate is the X rotation. Although this will give a forward dip
to her walk, placement of these keys is different from the Z rotation. This is because the
dip needs to start just after the foot has planted and then rise at the crossover point, before
dipping again when the next foot goes down.
1. Switch to the side view and, with all the spine controls selected once again, move
to frame 0. As seen in Figure 16.31b , set the X rotation to 2 , which should give a
subtle dip. Set a key on frames 0, 16, and 32.
FIGURE 16.31 Implement the forward dip by animating the X rotation.
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