Game Development Reference
In-Depth Information
FIGURE 12.46 The rigged legs and feet
Kila's legs and feet are now completely rigged. Save the file as Kila_LegRig.mb, and let's
move on to Grae.
Basic Control Feet for Grae
Because Grae's legs will animate differently, the way we rig them is quite different from
the process for Kila. We don't use a reverse foot in this instance because we don't need the
ability to rotate Grae's ball or toe joints (that's not to say that using a reverse foot is the
only way to achieve this). Instead, for Grae we will rely solely on the control icon.
1. Open the Grae_ArmRig.mb file, and import the Icon_Foot.mb file into the scene.
2. Using the geometry as a guide, position the icon next to the left foot, making sure
it's scaled appropriately. Then freeze the transforms and rename it to LeftFoot.
3. Snap the pivot to the ankle joint on the skeleton ( Figure 12.47 ) .
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