Game Development Reference
In-Depth Information
6. Repeat steps 3 through 5 of this procedure, this time connecting the M_Toe_Rotate
attribute to the middle toe's rotate X attribute, and finally R_Toe_Rotate to the in-
ner toe's attribute.
As you can see in Figure 12.50 , you can now animate the toes individually and independ-
ently of the foot, simply by using the attributes on the foot icon.
FIGURE 12.50 The toes now animate independently of the foot.
As we did with Kila's Foot_Twist and Toe_Rotate attributes, we now need to create extra
group nodes on top of the L_AnkleIK and L_BallIK IK handles. The joints they are con-
nected to are currently locked; by creating these extra groups, we can indirectly animate
the joints.
1. Group L_AnkleIK to itself, and rename the group to L_AnkleTilt. Snap the
group's pivot to the L_Toes joint ( Figure 12.51 ) .
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