Game Development Reference
In-Depth Information
FIGURE 12.52
Connect the remaining attributes to their corresponding groups.
Connect the Ankle_Tilt attribute to L_AnkleTilt's Rotate X (
Figure 12.52
,
middle).
Connect the Foot_Twist attribute to L_FootTwist's Rotate Y attribute (
Figure
We now have complete control over Grae's foot. One last thing to do is lock down the ori-
entation of his leg using a pole vector constraint.
1.
Duplicate the cube you used on Grae's left elbow, and snap it to the left-rear knee
joint (
Figure 12.53
)
. Freeze the transforms and rename this to L_KneePos.