Graphics Programs Reference
In-Depth Information
15. Let's now switch to Front View ( View → Front ) to check if the arms have separated
too much from the waist (which is very likely) and adjust them by rotaing the
arm1.L and arm1.R bones to correct the extra rotaion. Let's take a look at the
following screenshot to check our progress:
At this point, we have completely deined the iniial pose of our character.
16. Let's now switch to Right View ( View → Right ), select all the bones ( A key, once or
twice) and go to Pose → Insert Keyframe and select LocRotScale from the list.
This will insert some extra keyframes for the bones that we didn't pose, ensuring
that this pose will occur exactly as we see it on frame 1, even after we add more
poses later.
 
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