To do so, I positioned my character with its arms outstretched, with the arms, hands and legs all in place, and dragged a biped out to the same height of my minotaur. I then proceeded to move the biped's limbs so that the skeleton sat within my model, with the leg bones in the middle of the legs, arm bones in the arms etc. The hands were a little more complicated - to do these I had to define the biped to have 4 fingers, and 3 sections to the fingers so that they could bend realistically.
Monday, 6 April 2009
Putting the Character model together
Upon finishing modelling my character, I looked into the animation process. However, I found that many methods of animation used characters that had been modelled from one single poly that had been edited into the shape of a character, rather from seperate parts that had been pieced together. Therefore I had to look further into methods of creating a character from multiple objects. Doing research online I discovered that this would be possible by applying all of the polys to a single biped - a sort of skeleton within Max.

To do so, I positioned my character with its arms outstretched, with the arms, hands and legs all in place, and dragged a biped out to the same height of my minotaur. I then proceeded to move the biped's limbs so that the skeleton sat within my model, with the leg bones in the middle of the legs, arm bones in the arms etc. The hands were a little more complicated - to do these I had to define the biped to have 4 fingers, and 3 sections to the fingers so that they could bend realistically.
To do so, I positioned my character with its arms outstretched, with the arms, hands and legs all in place, and dragged a biped out to the same height of my minotaur. I then proceeded to move the biped's limbs so that the skeleton sat within my model, with the leg bones in the middle of the legs, arm bones in the arms etc. The hands were a little more complicated - to do these I had to define the biped to have 4 fingers, and 3 sections to the fingers so that they could bend realistically.
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