Game Development Reference
In-Depth Information
FIGURE 7.61 Rename the joints that will move our character.
Note
Holding Shift when you click opens the full hierarchy. Clicking without
Shift will merely open the immediate child of the object.
2. Our collection of joints in the scene currently have names that aren't associated
with what they will be deforming. It's a good idea at this point to rename the joints
more appropriately ( Figure 7.61 , right).
After spending time tidying the scene it would now be a good time to save.
Binding and Testing
We will now test the deformation of the wing, so hide everything in the scene except the
wing geometry and the skeleton.
1. Select the joints that make up the wing, so we can bind them to the wing itself.
You can quickly do this by selecting the root joint and going to Edit > Select Hier-
archy.
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