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Chapter 11. Skeleton Setup

Chapter 11. Skeleton Setup

CD Files

Kila_LOD_Prep.mb

Kila_Skeleton.mb

KilaChestTest.mb

Grae_LOD_Prep.mb

Grae_Skeleton.mb

KilaBody.tga

KilaHair.tga

KilaHead.tga

GraeBody.tga

GraeMisc.tga

GraeWing.tga

GraeBody_Bump.tga

GraeMisc_Bump.tga

It’s not just a character’s look in the game that makes that character appealing; a lot has to do with the way it moves. To bring our characters to life, we give them a skeleton. This skeleton then drives the geometry just as our human skeletons drive our muscles and, in turn, our skin.

Over the next two chapters we will explore the process of creating an “intuitive” skeletal structure that will make our characters move and emote realistically and with ease. We will begin by inserting basic joints into Kila and Grae, before adjusting the rotational axes to get the results we require.


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