Summary


This chapter's discussion of the use of joints and morph targets to achieve facial animation will help you decide which one you prefer and which is appropriate for your project. Next, we will move to the chapter on the final bindingattaching our characters' geometry to their skeletons and then adjusting the weighting information to enable correct deformation.



    Game Character Development with Maya
    Game Character Development with Maya
    ISBN: 073571438X
    EAN: 2147483647
    Year: 2004
    Pages: 169
    Authors: Antony Ward

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