Game Development Reference
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FIGURE 12.26 Select just the Proximal_Pitch and the L_Pinkie_A's rotateZ attributes.
5. Select the Middle_Pitch and the L_Pinkie_B's rotateZ attributes, and set a key.
6. Finally, select Distal_Pitch and the L_Pinkie_C's rotateZ attributes, and set a key.
With the default pose stored, we can now begin to store the finger's maximum rotations.
1. Set each of the Pitch attributes (Proximal_Pitch, Middle_Pitch, and Distal_Pitch)
to -5.
2. Bend the finger back, using only the Z rotation ( Figure 12.27 , middle).
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