Graphics Programs Reference
In-Depth Information
without having to rotate the knuckles constantly. Furthermore, you can set up a single
SDK to control the bending of all the fingers at once, or you can set up one SDK for each
finger for more control.
Open the scene poly_hand_skeleton_v06.ma from the Poly_Hand_Anim project on the
CD to see the hand with the SDK set up on the index finger.
Application: Rigging the locomotive
Let's get back to our locomotive. In the previous chapter, you made sure the hierarchy
and pivot placements were proper. In this exercise, you can use your own locomotive
scene or the locomotive_anim_v1.mb file from the previous chapter. You can also use a
fancy version of the locomotive, called fancy_locomotive_anim_v1.mb ; it's set up similarly
to locomotive_anim_v1.mb for the exercise. This scene is shown in Figure 9.63.
Familiarize yourself with the scene file first. To give yourself more modeling practice,
you can use this scene file to remodel your own fancy locomotive if you like. All the
parts of this fancy locomotive were made using the basic tools and procedures laid out in
Chapter 4, “Beginning Polygonal Modeling.”
Figure 9.63
The fancier locomo-
tive model
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