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Optional module - Maxon Computer

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168 CINEMA 4D R11 Quickstart – MOCCA<br />

Open the file “QS_Joints_Start.c4d”. Although turtles are generally considered to be slow creatures, this one<br />

will help us to get a fast result. In this tutorial, we’ll add joints to the left arm so that we can move it.<br />

You should already have a good view of the left arm in the editor, ready for joints to be added. First we need to<br />

hide the turtle’s shell so that it won’t be in the way later on when we weight the body. To hide the shell, click<br />

twice on the top grey dot in the Object Manager to the right of the “Shell_Hypernurbs” object. The dot should<br />

turn red and the shell should now be hidden.<br />

We can add joints using the Joint tool. Select it by choosing Character/Joint Tool from the main menu. In the<br />

editor, Ctrl-click on the turtle’s shoulder to add the first joint.<br />

Add the other joints required for the arm by CTRL-clicking on the elbow, wrist and base of the middle finger,<br />

as shown in the next screenshot.<br />

The joints are shown as yellow circles in the editor and as objects in the Object Manager. (When adding joints,<br />

make sure that the “shoulder”, “elbow” and “hand” joints don’t form a straight line. The “elbow” joint should<br />

be placed slightly to the rear, as seen from the top view, so the IK Chain tool (discussed later) will know in which<br />

direction the arm should bend).

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