Game Development Reference
In-Depth Information
Finger Adjustment
Like the arms, the fingers should be between their most extreme positions. Currently they
areflat,whichisclosetooneextreme.Weneedtogoinandbendthemslightlysothatthey
look more relaxed.
Note
Adjusting the hands is a good idea, but it's not strictly necessary, so feel
free to skip this section if you like.
Tosavetime,wecandeletetherighthandandworkonlyontheleft.Wecandothisbecause
bothhandshavemoreorlessthesameUVmapping.Thenwecanduplicatetheeditedhand
to replace the right hand.
1. Delete the right hand.
2. The left hand will still be parented to the locator, so unparent it by selecting it and
going to Edit > Unparent.
The hand's orientation is currently correct, but to make editing the fingers easier, you'll
need to rotate the hand in order to flatten it. Before you do, though, you need to store
(freeze) its current position and rotation.
3. Freeze the transforms (Modify > Freeze Transforms). This will reset the transla-
tion, rotation, and scale values to zero, meaning that after you're done editing the
fingers, you can just set the Rotate values back to zero again, resetting the hand to
its correct position.
4. When you detached the arm at the very beginning of this pose-adjustment process,
the pivot point for the hand defaulted back to the center of the world, and this will
now make it difficult to manipulate. So center the pivot for the hand by going to
Modify > Center Pivot.
5. With the translation, rotation, and scale values at zero and the pivot centered, you
can now rotate the hand so it is flat, as shown in Figure 10.9 , middle.
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