Graphics Programs Reference
In-Depth Information
Load the file block_man_v02.mb from the Block_Man project folder on the CD for a good
reference of the grouping structure. This file shows you what a skeleton hierarchy does.
In the Hypergraph Hierarchy window, choose Options Layout Freeform Layout
to position the nodes any way you want. To make selections easier, you can arrange the
nodes as if they were on a body (see Figure 9.6). You can toggle between freeform and
automatic, and your freeform layout will be retained.
Figure 9.6
A freeform layout
in the Hypergraph
Hierarchy window
Creating the Skeleton
The basis of how the block man is laid out and grouped is what skeletons are all about.
Skeletons make character animation easier by automating, at the very least, the hierarchy
and pivot placement described earlier.
t he p elvis as r oot
t he p elvis as r oot
Traditionally, the pelvis is the basis of all biped setups. The root of any skeletal system (whether
using bones or geometry as the example) is the character's pivot point—the center of balance.
Because a biped character centers itself on two feet, its pelvis becomes the root of its skeletal
system. In CG, the pelvis becomes the parent node of the whole system and is the node used
to move or orient the entire character. In a skeleton system, this would be the root joint.
The root is then the top parent of the system below it and runs the entire chain. Therefore,
selecting character parts straight from the Outliner or the Hypergraph is sometimes easier.
You can see that a good naming convention is always important with character setups.
Traditionally, the pelvis is the basis of all biped setups. The root of any skeletal system (whether
using bones or geometry as the example) is the character's pivot point—the center of balance.
Because a biped character centers itself on two feet, its pelvis becomes the root of its skeletal
system. In CG, the pelvis becomes the parent node of the whole system and is the node used
to move or orient the entire character. In a skeleton system, this would be the root joint.
The root is then the top parent of the system below it and runs the entire chain. Therefore,
selecting character parts straight from the Outliner or the Hypergraph is sometimes easier.
You can see that a good naming convention is always important with character setups.
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