Game Development Reference
In-Depth Information
4. Freeze the transforms on both knee icons and reset the Y rotation on both feet
icons back to their original values.
Note
It's important to again reset the feet back to 0 before you pass the com-
pleted rig to the animators. This will give them a clean rig to work with.
Setting it to 0 now, however, will mean the character is no longer in her
bind pose, which could cause problems later when we bind the LODs.
Now the knees will naturally follow the feet as they move ( Figure 14.43 , right). Plus, you
have the ability to tweak the knees' positions should you need to.
We can also do this same adjustment for the elbow positions. Like the knees, the arms will
flip when the IK is enabled, to stay pointing at the icons. Moving the elbows back slightly
will prevent this from happening ( Figure 14.44 ) . In this instance, we don't need to parent
them to anything; just freeze the transforms when you have finished moving them, to store
their new default positions.
FIGURE 14.44 Move the elbow position icons back.
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