Game Development Reference
In-Depth Information
making it easier to get basic poses and mouth shapes. In order to do this, the joints must
first be bound to the mesh and their positions tested.
FIGURE 13.3 The face with the full joint configuration
Preparation and Binding
Although binding isn't covered until Chapter 14 , “ Final Character Deformation , ” we want
to make a start now on this process so that we can fully rig the face.
To successfully bind Kila, we need her to be a single object. Your game engine may not
handle multiple objects, so in this case it's safest to combine Kila's polygons.
1. Select each element that makes up the highest level of detail and go to Polygons >
Combine. This will create a single object; rename it to Kila_LOD01.
Search WWH ::




Custom Search