Game Development Reference
In-Depth Information
FIGURE 11.19 Two different chest joint configurations
Withthejointsplacedactuallyinsidethebreast,asshowninthetorsoontherightof Figure
11.19 , controlling them with their translations will initially give you a good idea of how
they will move—as well as giving you more freedom over where they move.
Using translations to manipulate your geometry will allow you to animate it through all
three degrees of movement. With rotations, on the other hand, you are locked to the pivot
point and so can only move the breast up and down and twist it. Using translations,
however, lets you move it up, down, and in and out.
So for Kila, we opt for the translation method—but in other projects, make sure you check
on which methods are possible for your game environment, and think first about what you
want the area to do.
Kila's Hair
Kila'shairisquitelong,soifitdoesn'thavesomemovementitwon'tlooknatural.Ideally,
the hair would be controlled by an in-game physics engine, but for the purposes of this
topic we will add some joints to give it basic movement.
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