Game Development Reference
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3. Move to the next joint, L_Index_B, and repeat step 2. Fully weight the section to
the joint, while removing any outside influence. Then make the center knuckle ver-
tices influenced by both the L_Index_A and L_Index_B joints.
4. Now work on the tip of the finger. Weight it fully to the L_Index_C joint, remov-
ing any influence it has over the middle finger.
5. To finish, set Opacity to a smaller value, select a soft brush, and work on the base
of the digit, underneath where it meets the palm. Try to get the finger to pinch less
as it bends.
As shown in Figure 14.15d , the main finger is now weighted correctly.
Repeat these steps for the other three fingers and the thumb. First bend the finger, then
work on each section until the weighting is correct and doesn't influence any of the other
digits.
Note
This procedure will obviously be different if you are using the lower-res-
olution hands that may have fewer fingers. Just make sure that each sec-
tion is fully weighted to the joint that rotates it.
Now when you bend all the fingers, they should deform correctly without moving any of
their neighboring fingers ( Figure 14.16 ) .
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