Game Development Reference
In-Depth Information
1.
Move along to frame 8. As demonstrated in
Figures 16.35b
and
16.35e
, rotate just
the left shoulder, moving it forward slightly. Then set a key on all the rotation at-
tributes.
FIGURE 16.35
Start by rotating the shoulder at frames 8 and 24.
2.
Move on to frame 24. Here, rotate the shoulder again, moving it backward this
time (
Figures 16.35c
and
16.35f
). Set a key on the rotations.
Themainswingisinplace,sowecanusethearm'sposeinbetweenthesetwokeys,which
is a crossover point, to define the first and last keys for the animation.
3.
Move to frame 16, which is the point of the second crossover. Click on frame 0
with your middle mouse button, and set a key on all the rotation attributes of the
shoulder.