Game Development Reference
In-Depth Information
With the first two rotations fixed, we can now test the twist, which is the rotation of the
arm around the X axis.
The problem we get to now is one of priority. If we remove some of the shoulder's influ-
ence from the shoulder joint to make this pose look good, another pose will look wrong
because the weights are then different. We wind up continually altering weights to fix one
pose and then having to redo weights on another.
What you have to do is decide which poses the arm will be in for the majority of the time
and concentrate on these. For the others, you can get away with the odd pinch or crease
because these poses are not seen very often.
Tip
The character's texture can play a role in disguising areas that don't de-
form well. Using darker areas will hide any pinching in the geometry;
areas that are lighter or include lots of detail serve to highlight creases and
areas that stretch.
The twist pose will be the lowest priority for Kila, so let's see how it looks.
1. Put the arm back into its default pose and, following Figure 14.7 , rotate it forward
around the X axis. Try to match your own arm's boundaries when it's rotated like
this.
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