Graphics Reference
In-Depth Information
Figure 6.25   A  scaled  cube  stands  in  for  a  name  tag  for  now.
of the shirt, where you'd pin such a thing. When positioning objects close to one another, it can be helpful
to use Solid mode (Z key) to find out just where the pieces intersect. Figure 6.25 shows the result.
Here's the trick. Make sure that the name tag object is selected, and in Object mode (not Edit mode).
Hold down Shift and RMB select the shirt object. Both will be selected, with the shirt being active. Press
the Tab key. This puts the shirt into Edit mode, but note that the name tag is still selected. In Edit mode
then, RMB select the three vertices that are nearest to the center of the name tag—essentially where it
would be pinned in real life. Now, press Ctrl-P. That's right, the Parenting command from Chapter 3.
This makes those three vertices the parent of the name tag. Now when the shirt moves as it will when
animated, the tag will move along with it, changing its position and rotation as though it were pinned
there, but not actually deforming. This process, called Vertex Parenting , works with either one or three
vertices.
A collar can be created by using Alt-RMB to select the ring of vertices around the neck. Extrude followed
by a scale pulls the new vertices in toward the center a bit. If you're just creating a crew-neck shirt, you
can stop there. However, creating a full collar is not much more trouble. Figure 6.26 shows several steps
of collar creation, each made by extruding, scaling, and moving the new vertices constrained along the z
axis. The endpoint of this step is sufficient for a priest- or turtleneck-type collar. To finish it though,
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