tailieunhanh - Animating Real- Time Game Characters-P2
Animating Real- Time Game Characters-P2: My intent in writing Animating Real-Time Game Characters has been to share my work methods, thoughts, and ideas about animating real-time characters in 3ds max 4™ and character studio 3®. Any factor that affects the animation process using these two tools has been covered. | 16 Animating Real-Time Game Characters is adjusted further with edge divides and with turns and vertices moved. The shape is thus optimized and completed C . FIGURE Primitives can be shaped into the basic form and then adjusted as needed. Extruding Shapes Or Faces Using extrusions are another common method for modeling your character. Figure shows how extruding a shape and extruding faces are the quickest ways to build a shoulder pad for Betty Bad. The pad is started by creating an outline of a shape that approximates a cross section A . Then an Extrude modifier with three segments is applied to it and the shape is extruded outward to give it depth B . Next an Edit Mesh modifier is applied to align the vertices and select the faces at the top of the shoulder C . The selected faces are then extruded upward to match the desired shape via the sub-object Extrude button D . Finally the shape is adjusted optimized and slid into place E . Using Booleans The use of Booleans is another useful way to model. The technique involves joining subtracting or taking the result of the intersection of two Chapter 1 Built to Move 17 FIGURE Extruding both outline shapes and faces are great ways to model. objects in order to arrive at the desired shape. It is a useful method for situations such as merging limbs with a torso or joining legs to a pelvis. The only drawback to using Booleans is that they create excess geometry that has to be cleaned up. For example look at Figure f .16. Once Betty s hips and legs are built and completely closed A they re positioned so they intersect one another B . After they re joined together using a union Boolean there s an unnecessary geometry created C . Cleaning up the geometry adjusting the shape then mirroring the proper faces gives Betty her legs D . 0 Whenever performing Booleans make sure allyour geometry is closed beforehand. Use the Cap Holes modifier or manually buildfaces to close any openings. Ifyou don t close these open .
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