Game Development Reference
In-Depth Information
FIGURE 12.27 Take the finger to both extremes and store each pose.
Note
Setting Kila's joints to about 30 (and 50 for Grae) will bend the finger
back farther than it naturally could go, but we need to give the animators
some flexibility. And we will also want to apply the same rotations to the
other fingers. So keeping this to a nice round number makes the value
easier to remember.
3. With the finger in position, set a key on the three Pitch attributes, remembering to
select only the corresponding joint in the Driven window.
4. You will now take the finger to the next extreme, so first set the Pitch attributes to
their maximum of 10.
5. Rotate the finger around the Z rotation to -80 ( Figure 12.27 , right) and set a key
on each Pitch attribute in the Set Driven Key dialog box.
NowasyoumovethethreePitchattributesintheChannelBox,thefingerwillquitehappily
bend. We still need to add lateral movement to the finger; this movement, however, will be
restricted to the knuckle (Proximal) joint.
1. Select the first joint of the pinkie, and reload it into the Driven section of the Set
Driven Key dialog box.
2. To get the finger to spread, we need it to rotate around the Y axis, so select rotateY
in the right side of the Driven box. Make sure the joint's Y rotation and Proxim-
al_Yaw are set to 0. Then set a key.
3. Set Proximal_Yaw to -10, and the finger's Y rotation to 25. Set another key to
define this pose ( Figure 12.28 , middle).
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