Game Development Reference
In-Depth Information
FIGURE 12.24 Create the four hand poses for Fist, Point, Curl, and Splay.
Tip
Set the joint display size so the joints are the same thickness as the geo-
metry for the fingers. This will give you a better idea of how the fingers
will look as you pose them.
7. Select Fist in the Driven box and click Key. Then select Point and click Key. Now
if you adjust the Fist or Point attribute on L_ConHand, the fingers will animate to
form a fist.
To get the point, set Fist back to 0 and Point to 10 so it makes the fist; then edit the
index finger so it points ( Figure 12.24c ) . To update the pose, select Point in the
Driven box and click Key.
8. Next we will work on the Curl. Make sure all the attributes are back to zero; then
set Curl to 10.
9. Adjust the fingers as seen in Figure 12.24d , rotating just the end joints of the fin-
gers. Then select Curl in the Driver box and click Key.
10. Finally, create the pose for Splay ( Figure 12.24e ) . Remember to set all the attrib-
utes back to 0 and Splay to 10 before you begin to pose the fingers.
Now we have the ability to get quick poses on Kila's hands. You may need more specific
posesforyourgame;perhapsthecharacterholdsagunoroperatessomekindofmachinery.
Now that you have learned the dynamic attributes technique, you will be able to add more
poses if you need them.
Tip
To help create poses for the right hand, I have included a small tool on the
GCDM shelf labeled mirPo. This tool mirrors the pose from one side of
the skeleton to the other, in this instance saving you the effort of re-posing
the right hand. Just get the left hand into its pose, select the wrist joint on
the main skeleton (not the control wrist), and click the mirPo button. The
right hand will now adopt the same pose.
The key poses are an excellent way to achieve quick animations. Now you need to add the
ability to animate the fingers individually; we'll tackle that next.
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