Game Development Reference
In-Depth Information
Step 5: Select the vertices that make up the head. Don't grab down the
neck, just all of the head ( Figure 10.36 ).
Figure 10.36 Selection of head
vertices.
Step 6: Assign these vertices to AC_Head_Base. To do this, choose
Window>General Editors>Component Editor. Click the Smooth Skins tab.
Use the bottom slider to slide over to see AC_Head_Base (the joints will be
listed alphabetically) column. Highlight the entire column and enter 1 (press
Enter), and all the values for that column will change to 1 ( Figure 10.37 ).
Figure 10.37 Setting a value of 1
to AC_Head_Base for all the vertices
of the head.
Why?
The paradigm here is between 0 and 1—0 is 0 percent and 1 is 100
percent. By changing the value of all the vertices (listed in the first
column) for AC_Head_Base to 1, these vertices will be 100 percent
assigned to this joint. When AC_Head_Base moves, all the vertices we've
got selected will go with it . . . no sharing.
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