Graphics Reference
In-Depth Information
Figure 8-26 Translate the tip in Edit mode.
3. Bone-parent the cube to the bone. To do this, select the armature in Object mode and change to Pose
mode.Selectthecube(youwillreturntoObjectmodeautomatically).HolddowntheShiftkeyandselect
the armature so that both the Cube object and the armature are selected in Pose mode. Press Ctrl+P and
select Bone.
4. Keythemotionofthetopmostcubeandtheplane.Thetopmostcubewillrotatecounterclockwise.Key
the rotation at frame 1, and then go to frame 11, rotate the cube to an angle of -45 degrees around the
y-axis, and key the rotation at that frame. In the Graph Editor, choose Channel > Extrapolation Mode >
Linear Extrapolation for the Ipo curve. For the plane, key its rotation at frame 61, and then advance to
frame 81, rotate the plane around the y-axis 25 degrees, and key the rotation. Leave the curve's Extend
mode at Constant. In the Logic window, give this cube the Always-And-Action logic setup described
earlier, so its animation will play in the game engine.
5. SelecttheIcosphere.GointothePhysicspropertiesareaandmakethesphereanactorwithRigidBody
selected, as shown in Figure 8-27 . Under Bounds, select Sphere. Next, select each of the Cube objects
in the 3D viewport, go into the Physics buttons, and activate Collision Bounds set to Box. You do not
need to make the Cube objects actors. I also added a level 2 Subsurf modifier to the sphere and chose Set
Smooth. This is not necessary, but it will make your scene look a bit nicer.
 
 
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