Game Development Reference
In-Depth Information
FIGURE 14.26 Adjust the weights on the lower leg and knee.
2. Tweak the weights around the knee ( Figure 14.26 , right) trying to smooth out any
harsh lines.
That's the knee area more or less complete now; we have adjusted all the weights we need
to by just using the L_Thigh joint.
Note
Don't be discouraged about areas that intersect when they deform, like the
knee and thigh, upper arm and lower arm, and so forth. This happens all
the time in video games—unfortunately, it's the only way to allow the
limbs to keep their shape and achieve the most realistic and lifelike de-
formations. Once the character is in game and running around, you prob-
ably won't even notice these little flaws.
Now let's look at the base of her leg and the foot.
1. First reset the position of the leg. Then rotate the foot so it is pointing downward,
before using the Toe_Rotate attribute to point the toe upward ( Figure 14.27 ).
Search WWH ::




Custom Search