• Create BookmarkCreate Bookmark
  • Create Note or TagCreate Note or Tag
  • PrintPrint
Share this Page URL
Help

Chapter 14. Final Character Deformation > Preparation and Binding

Preparation and Binding

Before we can test our completed characters’ deformations, we need to prepare the geometry and bind it to the skeleton. If you followed the joint-based facial setup in Chapter 13, your geometry is already bound to the skeleton, so feel free to skip along to the next section. If, on the other hand, you are using the blend shape method, follow the instructions here for attaching the mesh to the base skeleton. This will drive the characters’ movement, deforming the mesh so that the character can achieve poses and, ultimately, animate.

Load the file called Kila_FaceRig_BS.mb, (or Grae_FaceRig_BS.mb if you are working on him). The geometry for the first LOD is already prepared—in Chapter 13 we combined it into a single mesh and cleaned it up, so it is ready for final weighting. The face and body must remain separate because blend shapes manipulate iterations of all the vertices of Kila’s face, allowing her to talk.


PREVIEW

                                                                          

Not a subscriber?

Start A Free Trial


  
  • Creative Edge
  • Create BookmarkCreate Bookmark
  • Create Note or TagCreate Note or Tag
  • PrintPrint