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Features

Part
2 - Setup
Once you
have some guidelines it is time to begin. The first thing you must do
is setup your character to animate.
This may
be as simple as linking all the sections together in a hierarchy or as
complex as creating a bone structure and assigning weighted vertex clusters
to the bones. Again, the level of setup required will be determined on
the game engine and your discussions with the lead programmer and your
style of animating.
When setting
up a character to animate I try to build an IK structure that will allow
me to have a lot of freedom when animating. Some of the more important
issues I try to build into my skeletons are the ability to rotate the
elbow and the knee once the hand and foot is positioned. (see
figure 1) A good IK structure will allow you to do this without interfering
with the position of the hand or foot once it is placed.
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| Figure
1 |
If you are
using Character Studio with 3d Studio MAX then this particular ability
is built right into the biped. Image A represents the posed figure after
I have positioned the arms and feet where I want them to be. In image
B, I have simply selected the lower leg and rotated it about the x axis,
thereby altering the position of the knee. Notice though, that the feet
have not moved an iota. This is very nice to be able to do and a good
setup should allow you to work this quickly. By allowing yourself the
ability to pose the elbow where you want it without having to then go
back and reposition the hands or feet you will be saving yourself countless
hours.
NOTE:
Other limitations present themselves when you use biped. So don't expect
this to be an end all be all or a way for you not to have to learn IK
setups.
It is also
a good idea to have a few nodes in your structure set aside to just move
the body. I use one to move the upper body (including the hands and elbows)
up and down, and another to move the entire body.
Depending
upon how you feel comfortable animating you may even split your nodes
up to just animate the up and down and another to animate the forward
movement. The amount of control you desire is up to you and after several
tries at setups you will find a setup that becomes comfortable.
I recommend
you experiment early on in the design phase of the game so you can settle
on a setup style that works well. Then you can begin to save out a general
"rest pose" with the character already set up so you can begin each animation
quickly and not have to worry about the set up process ever again. This
will speed up your production time immensely. It also makes it easy to
go from one animation to the next seamlessly. Constantly having to rebuild
the setup structure is not fun. Make one well, and use it over and over.
Spend a
good deal of time fleshing out a structure that is fluid. A strong foundation
is KEY to creating solid animation, and I cannot stress enough how important
a good skeleton can be. If you are constantly having to fight your setup
to get the character in a pose you want then your setup is flawed and
should be rethought. However, once you have found a style that works you
will never have to worry about it again. A good setup can be used over
and over for a variety of different animations.
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