Game Development Reference
In-Depth Information
4. Biped
5. It saves production time.
6. Physique and Skin
7. The Center Of Mass
8. Male
9. Envelopes
10. It is bound to a specific link.
11. By scaling the envelopes
12. Vertices are bound to a single link.
13. Bones
14. Joints
15. Skin
Discussion Questions
1. Why might a development team choose to use Biped over Bones for
animating characters?
2. Why might a development team choose Bones over Biped for animating
characters?
3. Why are Bones systems more flexible than Biped systems?
4. How might a Bones system be used to animate a character's face?
5. Why is it important to check all of the vertices in a model for influences
before animating?
Exercises
1. Create and rig a simple character using Biped and Physique.
2. Create and rig a character with four or more legs using Bones and Skin.
3. Rig a Bones character using Physique instead of Skin for binding.
 
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