Game Development Reference
In-Depth Information
Figure 10.11 Appropriate hierarchy to this point.
Why?
Notice that once this happens in the Outliner, a new bone becomes
visible in the view panel connecting the Root to the Hip. This connection
is important and when we mirror we want this connection (that shows
which joints are children of which) on the other side as well. So setting up
this connection now is important.
Step 31: Mirror the leg. Select the AC_L_Hip (easiest to do in the Outliner).
Choose Animation>Skeleton>Mirror Joint (Options). In Mirror Across
check the YZ radio button and then in the Search for: enter L_ and Replace
with: enter R_ . Press Mirror ( Figure 10.12 ).
Figure 10.12 Mirror Joint settings.
Why?
“Mirror across” is asking which plane to use as the mirror plane. If
the character is facing forward (looking toward positive Z), YZ is the
appropriate plane. The Replacement Names For Duplicated Joints just
goes through all the joints and looks for L_ and replaces it with R_.
This means that the left versions (designated by L_) are all renamed to
right versions (called R_); this includes the associated IK handles. Cool, no?
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