Game Development Reference
In-Depth Information
Our mouth shape is similar when we say any of the letters C, D, E, N, S or Z, so we
can combine them into a single attribute for Kila. Adjust the mouth as seen in Fig-
ure 13.27b . Make sure CDENSZ is selected in Set Driven Key, and then set a key.
4. Next up is AKI. Set this to 10 , remembering to reset the CDENSZ attribute to 0 .
As you did for CDENSZ, pose the mouth so she is saying the letter A, K, or I ( Fig-
ure 13.27c ). This is quite similar to the CDENSZ mouth shape, but the mouth is
open slightly more. Then select the AKI attribute and set a key.
5. The L pose is next ( Figure 13.27d ). Set the L attribute to 10 and the AKI attribute
to 0 . Pose the mouth, this time remembering to pose the tongue under the upper
teeth. Then store the pose by setting a key on the L attribute in Set Driven Key.
6. Set MPB to 10 and reset L back to 0 .
You could just use the default pose to get the look of M, P, or B , but as you can see
in Figure 13.27e , creating a pose where the lips are closed tighter will emphasize
the shape. When you're done, set a key on the MPB attribute in Set Driven Key.
7. Next is FV. For this shape we want to tuck the lower lip under the upper teeth ( Fig-
ure 13.27f ) . First set up the attributes by setting FV to 10 and MPB back to 0 .
Pose the mouth and, with FV selected in Set Driven Key, set a key.
8. Next set Ooo to 10 and FV to 0 . Pushing the lips forward and together slightly
will give us the Ooo shape seen in Figure 13.27g . Set the key for Ooo in Set Driv-
en Key.
9. For Ahh, you want just a general open-mouth shape. Manipulate the jaw joint and
then position the outer lip joints so you end up with a mouth like the one in Figure
13.27h . When you're done, set the key.
10. Kila won't be miserable all the time, so you need to make her smile. Set the Smile
attribute to 10 and reset the Ahh attribute to 0 . Give her a lovely big smile as in
Figure 13.27i , and set a key on the attribute.
11. Finally, implement the Frown. Set Frown to 10 and Smile back to 0 . Then adjust
the joints to make her look sad ( Figure 13.27j ) , and set a key on the Frown attrib-
ute.
Theprincipalshapesforthemoutharenowsetupandreadytobeanimated.Becausewe're
using joints, we're not restricted in the number of poses we create for this element, so feel
free to make more if your character needs them. You might want to assign more options to
thetongue,allowinghertostickitoutorsomethingsimilar,butonlyaddwhatwillactually
be used. It's a good idea to consult with your manager to make sure vital expressions are
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