Game Development Reference
In-Depth Information
Tip
If you know the exact name of an object or series of objects, you can use
the selection field on the status line to select them, rather than having to
trawl through the Outliner. And when you need to select a number of ob-
jects whose names are almost the same, you can use wildcards: Simply
enter *Bone* in the selection field, and anything with Bone in its name
will be selected.
For the next step, let's try selecting using the selection field rather than the Outliner.
1. In the selection field on the status line, type in HairHelper ( Figure 15.5 ) . This
selects the locator we created to help us control the hair's movement.
FIGURE 15.5 Make quicker selections using the selection field on the status line.
2. Now lock and make nonkeyable all the main translate, rotate, scale, and visibility
attributes.
3. We don't directly manipulate the IK handles in the scene, so we can safely lock
these. First select them all by going to Edit > Select All By Type > IK Handles.
Make everything nonkeyable, but only lock the main translate, rotate, scale, and
visibility attributes.
4. Finally, there are two joints that have evaded us so far. These exist at the end of the
control arms and are called L_ConWrist and R_ConWrist. Like the IK handles,
these joints are not animated directly; instead, we use the L_ConHand and
R_ConHand joints to animate them. Therefore you can safely make all attributes
of these joints nonkeyable, and lock the main translate, rotate, scale, and visibility
attributes.
Note
If you haven't done so already, now is a good time to zero off those rota-
tion values lingering on the Rotate Y attribute on the character's feet. This
additional clean-up will make the rig even better for an animator to work
with.
Your rig should now be tamper proof; having available only the attributes that should be
animated will avoid future problems with the rig.
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