Graphics Programs Reference
In-Depth Information
an elbow isn't desired. In this case, it will help smooth out the knuckles so the geometry
doesn't fold over itself, as in Figure 9.35:
1. Choose Skin Go to Bind Pose to reset
your skeleton.
2. Select the middle knuckle of the index
finger, and choose Skin Edit Rigid
Skin Create Flexor to open the Create
Flexor option box (Figure 9.36).
Figure 9.36
Creating a flexor
3. Notice that these options are similar
to the lattice you created in Chapter 6,
“Practical Experience,” to edit the model.
You can adjust the number of divisions
later through the Attribute Editor, so
you don't need to know exactly what you
require before you create the f flexor. Click
Create to display a lattice at the joint
position, as shown in Figure 9.37.
4. In the Outliner, drill down to the joint-
Ffd1LatticeGroup node now attached
under that knuckle joint in the hierar-
chy. Select the lattice as well as its base
so you can adjust the size and, if need be,
position of the f lexor, just as you did on
the lattice work earlier. Resize the f lexor
so that it better conforms to the knuckle,
and elongate it so that it covers more of
the finger, as shown in Figure 9.38.
5. Scaling and positioning the f flexor (when
both lattice and base nodes are selected)
makes the joint bend more smoothly,
without affecting it more than necessary.
By elongating the f flexor here, you smooth out the knuckle's bend, prevent the poly-
gons from bending over each other, and still maintain a crisp crease, as shown in
Figure 9.39.
6. Create f flexors for the other knuckles that need them. Be sure to scale the f flexors to
make the most efficient use of them and fit them only where they need to be fitted.
Figure 9.40 shows how the finger reacts when bending with f flexors at each joint.
Figure 9.37
Creating a flexor at
the middle knuckle
Figure 9.38
Scaling the flexor
to fit better on the
knuckle
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