Game Development Reference
In-Depth Information
6. For all new groups, the pivot is placed at the world root, so go to Modify > Center
Pivot and place the pivot between the eyes.
7. Make the group's selection handle visible so you can select it easily. Do this by go-
ing to Display > Component Display > Selection Handle.
8. To finish up, make the eye icons always face the eyes, as we did with the head
icon. Select the main head joint and then the EyeControl group, and perform an-
other aim constraint. This time set Aim Vector to -1 in the Z channel. Also, enable
Maintain Offset if the eye group is higher than the head joint.
Theeyesarenowrigged,butasyoumovetheiconaround,youwon'tseemuchofadiffer-
encetothejoints.Toseetheeyesmoving,select thejointsandgotoDisplay >Component
Display > Local Rotation Axis. Now you will see that the axes always follow the EyeCon-
trol icon because they were told to always aim at them.
Kila's Chest
It's quite easy to rig Kila's bosom; we merely need to point-constrain each joint to an icon
that will drive it.
1. Start by creating two more NURBS circles, calling them LeftBreast and
RightBreast.
2. Position each circle as shown in Figure 12.71 , left, so each circle is in front of a
breast. Freeze the transforms.
Search WWH ::




Custom Search