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Chapter 11. Skeleton SetupCD Files Kila_LOD_Prep.mb Kila_Skeleton.mb KilaChestTest.mb Grae_LOD_Prep.mb Grae_Skeleton.mb KilaBody.tga KilaHair.tga KilaHead.tga GraeBody.tga GraeMisc.tga GraeWing.tga GraeBody_Bump.tga GraeMisc_Bump.tga IT'S NOT JUST a character's look in the game that makes that character appealing; a lot has to do with the way it moves. To bring our characters to life, we give them a skeleton. This skeleton then drives the geometry just as our human skeletons drive our muscles and, in turn, our skin. Over the next two chapters we will explore the process of creating an "intuitive" skeletal structure that will make our characters move and emote realistically and with ease. We will begin by inserting basic joints into Kila and Grae, before adjusting the rotational axes to get the results we require. |
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