Game Development Reference
In-Depth Information
FIGURE 7.60 Build the joints to deform the wing.
Tip
To accurately place the joints for the wing, you can point-snap each joint
to the appropriate vertex by holding down V as you move them.
Tip
To parent one object to another, simply select the child, and then hold
Shift and select the parent. Press P to complete the operation.
The basic joints are now in place and we are ready to begin binding them to the geometry.
To make the binding process easier, we should first tidy the scene by renaming the objects
that exist in it.
Joint Renaming
Our scene is getting quite large, so let's tidy it up a little and make it easier to work with.
1. Open up your Outliner. Looking at Figure 7.61 (left), you can see we have three
main joints: joint1, joint5, and joint13. Next to these are plus icons (+), which tells
us that other objects exist below these in the hierachy. Shift-click each of the plus
icons to open up the joint objects ( Figure 7.61 , center).
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