Graphics Reference
In-Depth Information
The left hand is given a simple, natural
resting formation. Figure 11.11 shows a
close-up of both hands from the camera's
perspective.
Recording the Starting Pose
That's how you build a pose. Consider
the camera location and what it can see.
Position hands, feet, and the body's
trunk, making sure that you utilize each
bone chain's full articulation. If you're
using Auto IK to help with posing, make
sure that the rotations for the affected
bones make sense, and adjust their rota-
tions by hand if necessary. Examine the
pose for symmetry and kill it. Make sure
that the body's weight is distributed over
the feet in accordance with the situation.
Pose the fingers.
Figure 11.10   The  hand  grabbing  the  cube.
Now, select all of the visible bones in the
armature, press the I key, and choose
LocRotScale from the keying menu
that pops up. This sets your
initial keyframe for the ani-
mation, and also indicates to
the automatic keying system
which bones will require keys
later on. If you have non-
control bones (i.e., helpers
or deformers) showing along
with the control bones, you'll
get keyframes added to them
too, which might cause prob-
lems later. Obeying the advice
in Chapter 9 on rigging,
though, will keep you in the
clear.
Figure 11.11   Both  hands  posed.
After setting these keyframes, the Dope Sheet editor will look like Figure 11.12 . Note that there are more
bone channels than there is available space on the screen. You can scroll the Dope Sheet editor up and
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