Game Development Reference
In-Depth Information
5. Use the Mirror Joint tool to copy the new eye across to create the right eye ( Figure
11.18 , right). This should automatically rename it R_Eye in the process.
That's the eyes in position. We will look into adding more joints in the way of facial anim-
ation in Chapter 13 .
Kila's Chest
AsKilamovesaround,itwouldbenicetoaddalittlebouncetoherbosom,givingherabit
more life and making her seem more organic. We can approach this enhancement in two
ways: using either joints rotations or translations to add animation.
If we use the translations method, we have freedom to move the joints anywhere in space.
Also, the main pivot point will actually be inside each breast, meaning we are essen-
tially picking each breast up and moving it around. Using rotations limits the movement
to around the pivot point itself. This is ideal for rotational-based animation, on which the
majority of the body is based. What you need to find out at this stage is how the joints are
handled when they are exported and placed into the game. If the engine can only handle
rotations, then the decision is made for you.
But which method is best? It depends on the area you are animating and what you need it
to do; in this instance, both techniques will provide good results. Let's take a look.
Open up the file named KilaChestTest.mb.
PressPlayintheTimeSlider,andyou'llnoticethatthemovementofbothbreastsisalmost
identical, yet the one on the right is controlled via translations whereas the left side is con-
trolled by the joints' rotations. The only initial difference can be seen when you look from
the side. As the chest rises, the breast controlled via rotations tilts upward as it rotates.
Look at the joint configuration for the two techniques in Figure 11.19 . As you can see, the
joints on the left, which control the breast via rotations, have to be quite far back, just past
the spine in fact. Having the joints too close to the breast will cause it to tilt upward unnat-
urally as it rises and falls.
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