Game Development Reference
In-Depth Information
Chapter 15. Finalize and Clean Up
CD Files
Kila_Skinned.mb
Kila_Final.mb
Grae_Skinned.mb
Grae_Final.mb
KilaBody.tga
KilaHair.tga
KilaHead.tga
GraeBody.tga
GraeMisc.tga
GraeWing.tga
GraeBody_Bump.tga
GraeMisc_Bump.tga
GraeBody_Spec.tga
GraeMisc_Spec.tga
You have your model; it's rigged and ready to go, right? Wrong. If you pass Kila and Grae
toyouranimatorintheirpresentstate,it'sasurethingthatwithinaweekheorshewillhave
broken them by accidentally moving some part of the rig they shouldn't have.
Hereinthischapterwewilltalkabouthowtocleanupthesceneandlockoffanycontrolsto
which the animator should not have access. Additionally, we will introduce the use of char-
acter sets and the significant role they play in animation.
Scene Optimization
While working in Maya, your scene file will slowly grow in size. This isn't just due to ele-
ments left over as you work; residual nodes from imported scenes can remain, too, slowing
down your workflow and increasing file sizes.
What we want to do now is a final major clean up of the scene, removing anything that is
no longer of use. Both rigs are almost identical, so we'll concentrate mainly on Kila. Along
Search WWH ::




Custom Search