1 / 9

Skeletons

Skeletons. CGDD 4113. An Exercise. Start with Animation Menu -> Joint Tool ->□ Left-click to add more joints Press Up arrow to go up the joint hierarchy Skeleton -> Reroot Skeleton Skeleton -> Mirror Joint -> □ Note: move individual joints by holding the ‘d’ key. Doesn’t affect children!.

carina
Download Presentation

Skeletons

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Skeletons CGDD 4113

  2. An Exercise • Start with Animation Menu->Joint Tool->□ • Left-click to add more joints • Press Up arrow to go up the joint hierarchy • Skeleton->Reroot Skeleton • Skeleton->Mirror Joint->□ • Note: move individual joints by holding the ‘d’ key. Doesn’t affect children!

  3. The Joint Hierarchy • Window->Hypergraph:Hierarchy

  4. Creating a Skeleton for our Dog • Start with 08-PolyTexturing_02.ma • Turn on X-Ray Joints • Start by building spine • Then build the leg

  5. Parent and Mirror • Select the child (hip), then shift-select the parent (pelvis) • Skeleton->Connect Joint->□, the Parent Mode (or press the ‘p’ key) • Skeleton->Mirror Joint->□

  6. ARMS/HANDS • Make sure it looks good from the perspective view…

  7. Mirror the Clavicle (CRAVICRE) • Select the clavicle bone and then Skeleton->Mirror Joint->□ • Search and replace l’s with r’s • Well, at least it works…

  8. Finishing out the ears and tail • Select the head joint and addmore joints • Select the pelvis joint and add more joints • Hide polygons and NURBS underthe “Show” menu in the perspectiveview

  9. Zeroing out Joints • Select the pelvis and the Modify->Freeze Transformations • Select Skeleton->Orient Joint->□ to reorient the x-axis to their first child. • May have to manually orient these joints (double-click rotate tool and set discrete to step size 90).

More Related