Game Development Reference
In-Depth Information
Note
When working on the head, ignore the facial animation attributes you
already assigned. Also ignore all the ikBlend attributes because these con-
trol the ability to switch between IK and FK. If you add these to the char-
acter set, they won't work.
2. Go to Character > Add to Character Set, and the attributes are added.
3. Finally, switch to the LowerBody subcharacter set and add to it the Waist_Control,
Root_Control, both knee controllers, and foot icon attributes. Remember to ignore
the ikBlend attributes.
The main character sets are now set up and can be used to safely store and transfer anima-
tion between characters.
At this point you might want to store the default pose so you can quickly get back to it. In
doingthis,youwillgetyourfirsttasteofanimationbysettingakeyframe.Withmostgame
engines, the first frame (or in some cases frame -1) has to be the character in this default
pose. Now that we have the character sets, we can do this quickly.
1. Either select the Kila_CS character set in the Outliner, or go to Character > Select
Character Set Node > Kila_CS.
2. Then, making sure the Time Slider is set to 0, right-click in the Channel Box and
select Key All.
3. Do the same for the UpperBody and LowerBody subcharacter sets, and you're
done.
Save this final scene as Kila_Final.mb.
If you haven't already, clean up Grae's scene and rig. Then create character sets for him
similar to those you've done for Kila. Save his scene as Grae_Final.mb.
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