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
12.52 , right).
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.
Search WWH ::




Custom Search