TAILIEUCHUNG - Animating Real- Time Game Characters-P6

Animating Real- Time Game Characters-P6: My intent in writing Animating Real-Time Game Characters has been to share my work methods, thoughts, and ideas about animating real-time characters in 3ds max 4™ and character studio 3®. Any factor that affects the animation process using these two tools has been covered. | Chapter 4 Weighting a Character Using Envelopes 139 1. Turn off any unnecessary envelopes. 2. Adjust the Radial Scale of the envelopes. 3. Adjust the Parent Child Overlap of the envelopes. 4. Copy and paste any appropriate envelope settings to symmetrical limbs. 5. Remove any vertices from the appropriate links and then . . . 6. Use Type-In Weights to finish the weighting for any remaining vertices. You save yourself the most time by adjusting the envelope settings first because they affect all the vertices of all the mesh objects to which you ve assigned the Physique modifier. This is the benefit of using envelopes the pure speed at which you can weight a character. Manually typing in the value of vertices is the last step in weighting a higher resolution game character because as mentioned before it is the most timeconsuming process. Turning Off Unnecessary Envelopes Load from the Chapter4 directory on this book s CD-ROM . A girl and a bikini what more needs to be said 140 Animating Real-Time Game Characters This character Bikini weighs in at 5 663 triangles. Take a moment to study the mesh and the first thing you ll notice is that all the Biped objects and the bones attached to the Biped have been assigned a zero opacity material. This is so the mesh can be seen in shaded mode without being obstructed by the solid Biped objects. While there are other ways to make the Biped object transparent this way is the most reliable more on this in Chapter 6 . 0 Another way to make your Biped less obtrusive when viewingyour mesh is to select all Biped and bone objects right-click on them click on Properties and check the See-Through box under Display Properties Figure . Turning on the See-Through option is another way to make Biped objects less obtrusive when viewing your mesh in a shaded viewport. While this does make the objects transparent their opacity is controlled by 3ds max not by you. Still it is an option. You could .

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