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tions of the upper and lower
arms and the hand bone itself
to get it to line up with the
chair correctly. Additionally, I
hunched the left collarbone,
and even translated it a tiny
bit. Since we haven't actually
keyed any translations on the
collarbone so far, with the
exception of the end of the
wave where we keyed every-
thing available, that bone will
interpolate to the hunched
position all along with the
length of the walk. That's
clearly not what we want. It
should only happen sometime
between the previous full key
and this one.
Making sure to key every-
thing in the upper body
for each of these preliminary
walk frames solves the prob-
lems. Whatever you do though,
don't add keys to the foot bones! We'll do that later, and keying them along with the body ruins the
system.
Figure 11.19   The  hand  resting  on  the  chair.
Let's add the last few poses, in which the character throws the cube. The first pose should be anticipatory—
the hand drawn back. We'll do an underhand throw so the toy can arc upward and have a reasonable
chance of ending up staying on the table and a bounce or two. Figure 11.20 shows both this pose and
the next one, which is the extreme position of the throw. Finally, we bring his hand down in a little fist
pump.
As for initial timing, I've placed the throw anticipation frame almost 34 frames after the last key set. The
actual throw extreme comes 10 frames (less than half a second) later, which looks close to correct in con-
stant interpolation playback. Finally, the fist pump happens on frame 187, about a second later. It looks
good enough in playback, but we'll certainly be fixing it later when we release the whole thing to smooth
interpolation. Remember to select the whole upper body on each of these new poses and key everything
so we don't end up with unintentionally long interpolations later on.
We're about to release everything back to the default Bezier interpolation method. To see the difference,
check out the two videos called last_of_the_constant.mpeg and first_of_the_bezier.mpeg in the Web Bucket.
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