Game Development Reference
In-Depth Information
2. Hold Shift and select the wing; then go to Skin > Bind Skin > Smooth Bind in the
Animation menu set.
3. The mesh will automatically be deselected, but the joints should remain selected.
Rotate them around the Z axis to test the deformation ( Figure 7.62 ) .
FIGURE 7.62 Rotate the wing to see how it deforms.
The wing seems to hold up fine; deforming it doesn't highlight any potential problems, so
reset the joints by right-clicking and selecting Assume Preferred Angle from the marking
menu. Then detach the skin and we'll move on to test the leg.
Hide everything except for Grae's left side and the joints making up the skeleton for the
leg. Select the joints, then the mesh, and bind them as you did the wing. Before you work
on the leg, weight the upper body to the Waist joint (Skin > Edit Smooth Skin > Paint Skin
Weights Tool), making sure it won't be influenced by any other joint ( Figure 7.63 ) .
Search WWH ::




Custom Search