tailieunhanh - Creating 3D Game Art for the iPhone with Unity Part 6

Như bạn sẽ thấy trong phần tiếp theo, thiết lập các điều khiển cho bàn chân và chân thực sự là một nhiệm vụ đơn giản, nhưng tôi đang nhận được rất nhiều cấu âm. Những điều khiển này cho phép tôi di chuyển chân, động vòi ngón chân, gót chân dậm, và vị trí đầu gối cũng như khi sử dụng cùng nhau giúp đỡ để tạo ra một phát âm rõ ràng chạy và đi bộ chu kỳ. | Creating 3D Game Art for the iPhone with Unity FIG The Foot Bone Is Used to Raise the Heel. Notice that Its Direction Has Been Flipped. FIG The Toe Bone Allows You to Articulate the Tip of the Boot. As you will see in the next section setting up these controls for the feet and legs were actually a simple task yet I m getting a lot of articulation. These controls allow me to move the leg animate toe taps stomp the heel and position the knees as well as when used together help to create a good articulation in run and walk cycles. Next let s take a look at the arms. The arms have an IK target as well. The Hand Bone is constrained to the IK target so that it drives the translation and rotation of the hand and I can hide the actual Hand Bone. Basically by removing the Hand Bone as a control I have one less control to worry about and a cleaner rig. I then have an elbow control which is also a Pole Vector on the arms IK Constraint just as with the legs. This allows me to position the elbow as shown in Fig. . 122 Animation Using Blender FIG The Knee Bone Is Set as the Pole Target in the IK Constraint for the Leg. It Allows Me to Point the Knee. FIG The Elbow Bone Is Set at the Pole Target in the IK Constraint for the Arm. It Allows Me to Position the Elbow. 123 Creating 3D Game Art for the iPhone with Unity Finally I have a Shoulder Bone which allows me to move the shoulders to help in animation involving the arms as well as performing tasks such as shoulder shrugging as shown in Fig. . FIG In This Image the Clavicle Bones Were Rotated to Produce a Shoulder Shrug. The final controls on the rig are covering the centerline of Tater s body. There is a Pelvis Bone for controlling the hips as shown in Fig. . There are two Spine Bones and a Head Bone for articulating the upper body such as twisting as shown in Fig. . Now that we ve discussed an overview to the rig let s now take a look at how these controls were created. We ll start with the .