Game Development Reference
In-Depth Information
That will do it for a simple bone assembly for the character. See Figure 7.83 for a
view of how the bones should look. You can, of course, add more bones and
helpers, such as inverse kinematics, to the bone structure, but this set of bones
should give you a good base for animation. Helpers are used to assist in animating
a character.
Figure 7.83 You can add additional bones or helpers to the bone assembly.
Once the bones are in place, you will be ready to attach them to the model. You
can attach the bones using the Physique plug-in or you can use the Skin modifier.
For this example, take a look at the Skin modifier.
The Skin modifier is added to the Editable Mesh. Select it and then choose Skin
from the Modifier List, as shown in Figure 7.84.
Press the H key and select all of the bones, as shown in Figure 7.85. An easy way to
select just the bones of a scene is to eliminate all other selection types as I did in
this case.
All of the bones will be attached to the skeleton and listed in the Bones list box in
the Parameters rollout. By clicking on Edit Envelopes and then selecting Bones
from the list, you can view and edit the envelopes of each bone segment in the
viewports, as shown in Figure 7.86.
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