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Chapter 12. Character Rigging

Chapter 12. Character Rigging

CD Files

Kila_ArmRig.mb

Kila_BaseRig.mb

Kila_LegRig.mb

Kila_TorsoRig.mb

Kila_VizRig.mb

Kila_XtrasRig.mb

Kila_Skeleton.mb

Grae_ArmRig.mb

Grae_BaseRig.mb

Grae_LegRig.mb

Grae_TorsoRig.mb

Grae_VizRig.mb

Grae_XtrasRig.mb

Grae_Skeleton.mb

KilaBody.tga

KilaHair.tga

KilaHead.tga

GraeBody.tga

GraeMisc.tga

GraeWing.tga

GraeBody_Bump.tga

GraeMisc_Bump.tga

GraeBody_Spec.tga

GraeMisc_Spec.tga

in Icons directory:

Icon_Arrow.mb

Icon_Cross.mb

Icon_Cube.mb

Icon_Diamond.mb

Icon_Eyes.mb

Icon_Foot.mb

Icon_Hand.mb

Icon_Head.mb

Icon_Visibility.mb

Icon_Wings.mb

With the base skeletons in place, we could just bind the geometry to them and begin animating. At first this would work well, but sooner or later we would start to notice that our ability to make the character move is heavily restricted. At present, the character is like a car without seats, pedals, or even a steering wheel. We can get it to move and we can control it, but not without some difficulty.


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