Game Development Reference
In-Depth Information
Note
Use a duplicate of the main joints in order to retain their orientations.
2. Delete the finger joints from the end of the control arm, leaving just the shoulder,
elbow, and wrist joints ( Figure 12.13 , right).
3. So that you can distinguish the control arm from the normal arm, rename the new
joints to L_ConShoulder, L_ConElbow, and L_ConWrist
4. Lock the rotations of the normal arm to the control arm. Select the control shoulder
first, then the normal shoulder, and go to Constrain > Orient and open up the op-
tions.
An orient constraint locks the orientation of one object to another, so in this case
our normal arm's rotations will be locked to the control arm's rotations. When the
control arm rotates, the normal one will follow.
5. Look at the options for the Orient Constraint in Figure 12.14 . Turn off Maintain
Offset, and set Constraint Axes to All. With the tool configured, click Apply. (If
you now select the L_Shoulder joint, you will notice that the rotations in the Chan-
nel Box have turned blue; this indicates that they are being controlled by another
object.)
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