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Optional module - Maxon Computer

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CINEMA 4D R11 Quickstart – MOCCA<br />

Switch to the top view in the editor‘s menu (Cameras/Top) and zoom the window as needed to get a good<br />

view of all four joints. As you can see in the top view, the joints are a little behind the geometry. It‘s important<br />

to get the joints in exactly the right place inside the geometry in order for the automatic weighting to work<br />

correctly later on.<br />

When we created the joints in the front view, the Joint tool had no way to tell at what depth the joints<br />

should be placed. We can deal with this now. The top view gives us the ideal place to move the joints inside<br />

the geometry. In the Object Manager, click on the “Root” object (top object in the hierarchy of joints) and<br />

in the editor, drag it a little along its negative Z-axis (downwards in our editor) until the joints are inside the<br />

geometry.<br />

Switch back to the front view. Zoom the window as needed to get a good view of the arm. Rename the joints<br />

from “Joint”, “Joint.1” and “Joint.2” to “shoulder”, “elbow” and “hand” respectively (double-click).<br />

In the Object Manager, click on the “+” symbol for “Turtle_Hypernurbs” to open the hierarchy for the turtle’s<br />

mesh. Hold down the Ctrl key and click to select the “body” object and the three joints “shoulder”, “elbow” and<br />

“hand”. Make sure that only these four objects are selected and choose Character/Bind in the main menu.<br />

A Skin object is added automatically to our mesh as a child and a Weight tag is added. The Skin object will take<br />

care of the deformation as the joints are moved and the Weight tag stores the weighting created automatically<br />

by the Bind function for the individual joints.<br />

Let’s take a look at the weighting. Deactivate the “Turtle_Hypernurbs” object in the Object Manager (the white<br />

check mark turns into a red cross). Click on the “hand” joint and choose Character/Weight Tool in the main menu.<br />

You’ll see the joint’s weighting appear in white in the editor. Black geometry means no weighting.<br />

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