Game Development Reference
In-Depth Information
Note
As illustrated in Figure 13.2 , right, make sure the joints lie half in and half
out of the actual geometry. This way, they will give an accurate movement
when animated.
10. The joints are now in position, so make the main skeleton visible again. Then par-
ent all the joints except TongueBase, TongueMiddle, Tongue_Tip, Jaw_Tip, and
LowerLip to the main head joint. Parent the LowerLip joint to the jaw joint be-
cause it will move with the bottom jaw.
Tip
You may find it easier to select the joints in the Outliner. A quick way to
navigate through the hierarchy is to select any of the joints belonging to
the face in the main view; then right-click in the Outliner and select
Reveal Selected. You will be taken to the selected joint in the Outliner,
which in turn will reveal the rest since they all lie in the same place.
Next, simply use the Mirror Joint tool to copy each joint across, creating the right side
joints. Do all except for the jaw joints.
1. Select one of the new face joints and go to Skeleton > Mirror Joint.
2. In the tool options, set Mirror Across to YZ. Under the heading “Replacement
names for duplicated joints,” put L_ in Search For, and R_ in Replace With.
This will automatically rename the joints for you so that they represent the right
side.
3. Click on Apply to mirror the joint and keep the window open. Now repeat this for
each of the remaining face joints.
Note
Remember to reset each joint's rotational axes, especially after you have
mirrored them. Select all the new joints and use the rsJnt button on the
GCDM shelf. Use the orJnt button on the jaw and tongue joints.
You can see in Figure 13.3 that the face is looking pretty complicated right now, and to an
animatorthiswouldbeanightmaretopose.Butwecanrigthefacejustaswedidthebody,
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