Game Development Reference
In-Depth Information
FIGURE 12.59 Kila's waist now rotates free from the spine.
5. Parent the Waist_Control to the Root_Control so that the icon stays in its correct
position.
Kila's spine and waist are now fully rigged; this is a good place to save the scene, as
Kila_TorsoRig.mb.
GoaheadandimplementthesamespineandwaistrigintoGrae—it'sagoodideatoaddthe
same waist controls to all your characters, as it adds further freedom to their movements.
Save this scene as Grae_TorsoRig.mb.
Upper Body Controls
We have arrived at the upper body controls. For both characters, these include the clavicle,
head, and neck controls.
Clavicle
For the clavicles, we could simply control them via an orient constraint, but this would not
prove a very intuitive way of animating. Instead, we will use a constraint that we haven't
used so far: the aim constraint.
1. Turn off the visibility on the Rig_Controls layer and make sure you can see the ac-
tual character geometry. Setting the geometry's layer to Template will allow you to
see it but not edit it.
2. We need a new icon for the clavicle controls; this time, we will build it in Maya.
Switch to the side view, and go to Create > Arc Tools > Three Point Circular Arc.
We will use the default options.
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