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Flash MX 2004 Games : Art to ActionScript

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<strong>Flash</strong> <strong>MX</strong> <strong>2004</strong> <strong>Games</strong><br />

Figure 4.9 The main body for the cat model<br />

position of the points in a mesh. Lightwave can decide which points a bone modifies on the basis<br />

of location. A point will be controlled more by nearby bones than by distant bones. This method<br />

works for some meshes but can cause errors in character animation as limbs are so close <strong>to</strong>gether<br />

that the left thigh bone may influence the right thigh bone. Another technique is <strong>to</strong> create a<br />

definite relationship between a bone and certain points in the mesh. To set up a character <strong>to</strong> use<br />

bones in this way you create vertex maps; a vertex map is simply a list of vertices with each vertex<br />

getting a specified weight. A weight of 100 per cent means <strong>to</strong>tal control over the vertex while<br />

a weight of 50 per cent means partial control. In this way you can control exactly which bone<br />

adjusts which points and errors are eliminated.<br />

Animating the character<br />

Once the character is set up <strong>to</strong> use bones you have control over each part of the mesh. Another<br />

useful feature of most computer animation programs is the use of Inverse Kinematics (IK). This<br />

is just a fancy name that means that you can move the body but the feet will stay put. When<br />

animating a character, IK is a very useful feature and well worth setting up. You create a Null<br />

object (an object which is used for animating but contains no geometry so it is invisible <strong>to</strong> the<br />

camera) and this will become the target for the feet. Using IK, the feet will move <strong>to</strong> the target<br />

and can be made <strong>to</strong> rotate <strong>to</strong>wards the target. The cat character uses IK on the feet, tail and eyes.<br />

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