Game Development Reference
In-Depth Information
2. Select all the finger icons for both hands, including the thumbs and the palm area.
These will be automatically loaded into the Channel Control window ( Figure
15.2b ) .
3. You are now in the Keyable tab of Channel Control. This tells you that the attrib-
utes on the left can have keyframes applied to them; the ones on the right cannot.
Note
Whichever object you selected last will be the main one visible in the
Channel Control window, so don't worry if the window looks different
from Figure 15.2b .
As demonstrated in Figure 15.2c , select all the rotate, scale, translate, and visibil-
ity attributes in the Keyable list on the left.
4. Notice that the Move >> button is now enabled; click on this now to move the se-
lected attributes across to the Non-Keyable list on the right, leaving only the ones
we want available to animate ( Figure 15.2d ).
Although you've now ensured that keys can no longer be set on the finger icons' main at-
tributes, they can be selected and moved, rotated, or even scaled, which we don't want to
occur. We need to lock these attributes so that their values cannot be altered.
1. Click on the Locked tab; the window will change to show what is currently locked
in the left panel, and unlocked in the right panel ( Figure 15.3 , top). At present,
nothing is locked.
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