|
|
|||
| |
|
|||
| |
||||
Modeling |
The Shoulders | |||
| |
||||
| by
Stefan Henry-Biskup Gamasutra November 13, 1998 Vol. 2, Issue 45 |
The shoulder joint is very close to the top of the shoulder mass (Figure 11). Correct placement of this joint is crucial. Otherwise, the shoulder balloons when animated (as happened with the golfer in Jack Nicholas 5). From the front view, the shoulder bone appears roughly aligned with the sides of the rib cage. From the side, you can see that it's a little closer towards the figure's back than the front. The shoulder is probably the single hardest area from which to get a full range of motion without ugly skin crimping or surface distortion. Some animators build abnormally wide shoulders to compensate for such distortion. |
|||
| |
||||