Game Development Reference
In-Depth Information
Figure 10.1 Reference
cylinder created.
Step 6: Scale the Aegis group to visually match the cylinder. Be sure to
select the group (probably best done in the Outliner). Use the Scale tool to
scale the group down. Note that scaling him will undoubtedly also force
the need to move him ( Figure 10.2 ). Be sure he is moved so his feet sit on
the “floor” or the grid at Y = 0. Also make sure to center him so the center
of his body is at Z = 0, so that when joints are placed from the front view,
they will be in the center of his body.
Figure 10.2 Correctly scaled Aegis.
Step 7: Ungroup and delete unused objects. Do this in the Outliner by
expanding the group that contains Aegis and all his gear (and eyes). Select
all the meshes and either middle-drag them out of the group or press
Shift-P (as in capital P) to unparent them from the group. Delete the group
and the cylinder.
Step 8: Clean transformations. Select AC_AegisChung, AC_LeftEye, and
AC_RightEye, and select Modify>Freeze Transformations.
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