cgdd 4113 skeletons. an exercise start with animation menu -> joint tool ->□ left-click to...
TRANSCRIPT
CGDD 4113
SKELETONS
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!
THE JOINT HIERARCHY• Window->Hypergraph:Hierarchy
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
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->□
ARMS/HANDS• Make sure it looks good from the perspective view…
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…
FINISHING OUT THE EARS AND TAIL• Select the head joint and add
more joints
• Select the pelvis joint and add more joints
• Hide polygons and NURBS underthe “Show” menu in the perspectiveview
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).