Game Development Reference
In-Depth Information
Whichever animation method you choose, rigging Grae's face will be simpler than doing
Kila's, mainly because he does not speak. Nevertheless, his jaw will need some slight
movement,aswillhisupperlips.Sowe'lldosomeriggingforthese,inadditiontohiseyes
and eyebrows.
When it comes to rigging the joint-based face, you can skip most of the attributes we in-
cluded for Kila. Just use JawOpen to control how the mouth opens, and add JawSlide to
enable the jaw tomove left and right as he grinds his teeth. Addsome poses forhis tongue,
too; you should be able to see it moving because his mouth can open quite wide.
For the lips, create a LeftUpperLip and RightUpperLip attribute, and connect them to the
upper lip joints. These will enable the animator to make him snarl.
In addition, you can copy Kila's final six attributes: LeftInnerBrow, LeftOuterBrow,
RightInnerBrow, RightOuterBrow, LeftEyeLids, and RightEyeLids.
For Grae's blend-shape animation version, stick to more or less the same face shapes as
Kila's, which can be seen in Figure 13.41 .
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