Wiley Maya Studio Projects Photorealistic Characters 978-0-470-94497-4 Benutzerhandbuch

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978-0-470-94497-4
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Character Skeletons
Getting a character
  to move properly begins and ends with a good 
skeleton. It takes proper positioning and the right number of joints. The skeleton pro-
vides functionality and at the same time limits the ways geometry can deform. In this 
first chapter, you’ll construct a skeleton and weight it to a modeled character. You’ll 
then apply stock motion capture to test the character’s deformations and the skeleton’s 
validity.
In this chapter you will learn to:
Evaluate your characters geometry
Paint weights
Mirror and copy weights
Apply motion capture
Use the FBX file format
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