Game Development Reference
In-Depth Information
Your Set Driven Key window should now look like that in Figure 12.23 , right.
What we've just done is tell Maya that we want the Fist attribute to drive the finger joints'
rotations. Now we will define the start and end poses associated with each attribute (Fist,
Curl, Point, and Splay). First we will store the default pose into each of the four dynamic
attributes.
Note
Make sure all four of the dynamic attributes are set to 0. To do this, select
L_ConHand in the Driver panel of the Set Driven Key dialog box. This
will quickly select the object so that you can check the attribute settings.
4. In the Driver box, select Fist and then click Key. Continue, selecting Curl, Point,
and then Splay, before clicking Key for each one.
The current hand's pose is now stored, so that when each attribute is at 0, the hand
will be at this default pose.
5. With the Set Driven Key window still open, set the Fist and Point attributes to 10.
(Don't set a key yet, though.)
6. Adjust the finger joints to form a fist ( Figure 12.24b ).
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