Thư viện tri thức trực tuyến
Kho tài liệu với 50,000+ tài liệu học thuật
© 2023 Siêu thị PDF - Kho tài liệu học thuật hàng đầu Việt Nam

Converting, Organizing, and Aligning
Nội dung xem thử
Mô tả chi tiết
3. Maximize a Schematic view (by pressing the numeric keypad’s
0 key, which toggles the “maximized view” mode on and off,
just as in Modeler) and organize your character into an iconic
representation of a human. As in Figure 5.6, I lean toward a
classic da Vinci layout, giving the rough impression of the
character standing spread eagle, palms up.
90
Chapter 5: Converting, Organizing, and Aligning
Figure 5.6. Animation can be pretty hectic. Every bit of organization you can do
beforehand helps. With the controls for your character laid out like this, you can
quickly choose the control you need without having to scroll through a list. (This
illustration is only a suggestion; it is what works best for me. Feel free to innovate
and find what works best for you!)
5.3 Aligning the Spine, Pelvis, and Feet
Because the skelegon “bank rotation handle” is a little cryptic to
understand, sometimes you’ll find that you’ll need to adjust the rotation axes of the bones as Layout has created them from Modeler’s
skelegons.
1. Select the Root bone.
Depending on the viewport in which skelegons were created,
bones created from these skelegons can have a +/–90º bank rotation to them (even if the bank rotation handle was never touched).
This flip-flops what we would think of as heading and bank for the
bone, its children, or both! This isn’t a huge problem, and we could
easily work around it. But when we’re deeply engrossed in a scene,
and the familiar left-right mouse movement that usually means “I’m
rotating in heading” instead rotates these few bones in pitch, it can
feel like an unnecessary speed bump in the roadway of production.
So, here’s how we’re going to fix it.
91
Chapter 5: Converting, Organizing, and Aligning
Figure 5.7. Pitch is what we would normally think of in LightWave as the axis to
rotate an item forward and backward (around its X-axis). With the way Root is
currently oriented, in order to bend the character forward and backward we would
have to use heading (represented by the red circle on your screen).
2. Select your character’s
mesh (object).
3. Choose Items|Add|
Clone ^C and enter 1
for the number of clones.
(See Figure 5.8.)
4. In a Schematic window,
move this new object to
a place where it won’t
interfere visually with
the original model and
its hierarchy.
92
Chapter 5: Converting, Organizing, and Aligning
Note:
I’ve found the Clone command to
work more reliably than the Clone
Hierarchy command.
Note:
Under Display Options|Schematic
View, you'll find a check box
labeled “Drag Descendants.” When
this box is unchecked, each “node”
within a Schematic view can be
moved independently of all the others. When this is checked, moving
something in a Schematic view also
moves all of its children — this is
what you’ll want for Step 4.
Figure 5.8. Your model will be cloned, along with all its bone structure.
5. With the clone of your model still selected, open the Classic
Scene Editor and choose Select|Select All Bones of Current Object.
6. With all the bones of the cloned model selected, within the
Scene Editor select Colors|Color Selected Items|Orange.
93
Chapter 5: Converting, Organizing, and Aligning
Figure 5.9. All the bones of the cloned model will be
selected.
Note:
The bones you just colored orange will be guides for us to
match as we rotate our model back into alignment. If you
notice in the Current Item field that you’ve got an orange
bone selected, stop! LightWave only has one level of undo
in Layout. Make sure you have the right bone selected
before making changes.
7. Select the Root bone of your original mesh. (It should be cyan,
not orange.)
94
Chapter 5: Converting, Organizing, and Aligning
Figure 5.10. All the bones you have selected will be colored orange.
Figure 5.11. Just making sure that the correct bone is selected.