Game Development Reference
In-Depth Information
3. Freeze the transforms.
Note
The hand icon group's main pivot exists below the actual icons them-
selves. This is so the icons can stay out of the geometry while also being
locked to the wrist's position.
Tip
You may want to turn off the Rig_Controls display layer so that you can
concentrate on the hand itself.
4. We want the hand icon to stay locked to the wrist as it moves. Select the control
wrist first, and then the main hand icon group (LeftHand). Then go to Constrain >
Point, making sure Maintain Offset is disabled.
Now we will start to wire the fingers up using Set Driven Keys. Since the process for con-
necting each finger is the same, we will describe the process for connecting the little finger
(pinkie); then you can apply the same technique to the rest of the fingers.
1. Go to Animate > Set Driven Key > Set and open the options box.
2. Select the icon for the pinkie finger. Then click Load Driver in the Set Driven Key
window. You will notice that I have already added a series of dynamic attributes
for you, so you should not need to add any.
3. Select each joint of the pinkie finger, leaving the end one unselected, and click
Load Driven. The three separate Pitch attributes (Proximal_Pitch, Middle_Pitch,
and Distal_Pitch) correspond to each individual finger joint, so you only need to
set keys for these attributes.
Note
When you work on Grae, remember that he only has two joints in each
finger. That means you can ignore his Distal_Pitch attributes.
4. Store the finger in its base pose by first selecting the Proximal_Pitch attribute, and
then just the L_Pinkie_A's rotateZ attribute ( Figure 12.26 ). Then click the Key
button. (We only need to work on the Z rotation because it's all that is needed to
bend the finger.)
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