Game Development Reference
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2. Move to frame 27, and rotate the elbow back so that the arm is almost straight, as
in Figure 16.36 , right. Set another key on the Y rotation.
The basic swing is in, but we can no longer use frame 16 as our middle point of reference
to help us on frames 0 and 32. Instead, we need to work out where the new middle pose
will be.
3. Count the number of frames between the last key created (at frame 27) and the fi-
nal frame (frame 32). There are five.
4. Now select frame 27 and move back five frames to frame 22. This is the frame
where the elbow should be as it's rotating back.
5. Use the middle mouse button to select frame 32, and set a key on the Y axis. Do
the same on frame 0.
6. Flatten the tangents on the two middle keys to smooth out the animation.
For the wrist, follow the same procedure as for the elbow, to give it a bit of swing.
1. Start by moving along to frame 11; then pose and set a key on the hand ( Figure
16.37 , left).
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