Game Development Reference
In-Depth Information
FIGURE 7.68 Rotate the knees to see how they look.
The knee joints seem fine—nothing that can't be fixed by adjusting the weighting inform-
ation. Reset the leg skeleton and detach the skin from the main body, choosing Delete His-
tory in the options.
With the leg complete and not needing any deformation adjustments, we can proceed to
the final part of Grae's main body, his arms. We need to test both arms, but first we must
reattach them to the main model.
1. Remove the mirrored instance if you have one in your scene. You need to have two
separate halves of Grae's body to work with; a mirrored instance will not work at
this point.
2. Hide everything in your scene except the two arms, the main body mesh, and the
joints for the arms.
3. Duplicate the original mesh, making sure Copy and not Instance is selected as the
Duplicate geometry type. Setting Scale X to -1 will in effect mirror the duplicate
to create the second half.
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