Game Development Reference
In-Depth Information
Note
In the Detach Skin options, Delete History resets the mesh back to its ori-
ginal shape, removing all the weighting information attached. Bake His-
tory “bakes” the bend onto the geometry, keeping the mesh in the same
pose. Keep History detaches the skeleton but keeps the weighting inform-
ation. This last option is handy to retain the weights from the original in
case you want to add an extra joint to the skeleton after you rebind.
3. We are back to square one, but with a better idea of how the elbow should be. Let's
add some polygons now. Using the Split Polygon tool, cut the front as shown in
Figure 6.14 . You're cutting from the pivot point of the elbow on the top, to the one
at the bottom.
FIGURE 6.14 Add a small section of polygons at the front of the elbow.
4. Farther down the arm, add a new subdivision as shown in Figure 6.15 .
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