Game Development Reference
In-Depth Information
This is a game model, so we're not going to get the elbow perfect, but we have a decent el-
bow deformation as it now stands. So while we have the skeleton in the arm, let's continue
on and check the shoulder.
Shoulder Weight Painting and Testing
The shoulder area can be quite tricky because it has three axes of rotation rather than one.
Let's see how it looks when it is rotated.
1. To begin, make sure Kila's complete torso is fully weighted to the first joint,
joint1. It should be completely white, as seen in Figure 6.19 .
FIGURE 6.19 Fully weight the torso to the first joint in the skeleton.
2. Select the shoulder joint and rotate it down, so her arm is by her side, to see how it
deforms. As you can see in Figure 6.20 , it's not very good at the moment, but a
little painting will sort this out.
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