Game Development Reference
In-Depth Information
3. In the Edit Layer window, rename the layer to ImagePlanes. Set Display Type
to Reference. This means whatever is in this layer will be visible but not select-
able. Also, pick a color to represent the layer.
You can quickly hide everything in the layer by clicking on the V to the left of the
layer name in the Layer Editor. This controls the visibility. The next indicator to
the right, the R, represents the display type; you can click on this to cycle between
Reference, Template, and Normal.
4. Select both the image planes, then highlight the ImagePlanes layer. With the layer
highlighted, go to Layers > Add Selected Objects to Current Layer. The image
planes will now be in the layer.
5. Save the file, calling it Kila_Start.mb .
Our preparation is now complete; we are ready to start building the Kila character.
Building a Placeholder Character
Using primitives (simple shapes such as cubes or cylinders) to create a basic “placeholder”
version of the model gives the animators something to work with while the model is being
completed. Depending on the project you are working on, getting a character approved can
take time and could leave the animators waiting around for you, which in the long run will
put them behind schedule. Generating this quick model will mean the animators can get to
work early, transferring the animation to the final model at a later stage. Not only does this
facilitatetheworkflow,itcanalsopinpointanypotentialproblemareaswiththecharacter's
proportions.
Basic Limb Creation
UsingthefileKila_Start.mbthatwehaveestablished,wecancreatesomebasicshapesand
scale them to fit our character.
1. Load the file named Kila_Start.mb. Start by switching to the front view panel, and
create a cube. To do this, go to Create > Polygon Primitives > Cube and open up
the Polygon Cube Options dialog box ( Figure 2.18 ) . Make sure Width, Height,
and Depth are all set to 1; then click the Create button.
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