Game Development Reference
In-Depth Information
1. Select the HeadControls icon, and set Happy to 10 in the Channel Box.
2. Position each face joint, using rotations and translations so that Kila looks happy
( Figure 13.26a ) . Make sure you use a facial expression reference at this stage, or
even grab a mirror and copy your own smile.
FIGURE 13.26 The four main face poses: Happy, Shocked, Angry, and Injured
3. Click on Key in the Set Driven Key dialog box, and then test the Happy attribute.
4. Set Happy back to 0 . Set Shock up to 10 in the Channel Box, and select Shock in
Set Driven Key. Remember that moving the timeline back to 0 will pop the joints
back to their default position.
5. Adjust the face joints so that Kila appears shocked ( Figure 13.26b ), and set a key
to store this pose.
6. In Set Driven Key, select Angry next. Then set the Shock attribute back to 0 , and
Angry to 10 .
7. Give Kila an angry-looking face like the one in Figure 13.26c . Press Key in Set
Driven Key to store it in the Angry attribute.
8. Finally, set Angry back to 0 and Injured to 10 , and then select Injured in Set Driv-
en Key.
9. Give Kila a face expressing that she has just been hurt and is about to cry ( Figure
13.26d ) . Set a key to store it.
Settingtheseposesmeanswecanquicklygiveherfacemovementandtheabilitytoexpress
emotion.
Rig Creation, Mouth Shapes
Using Set Driven Key again, let's connect up a set of attributes that will make Kila talk.
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