The default joint rotation values, displayed in the Biped Talent section of the toolbox once the model is brought into MotionSampler, are as follows:
|
Head
|
20,180,90
|
|
Right Leg
|
0,0,180
|
|
Left Leg
|
0,-180,0
|
|
Back
|
-5, 0, -90
|
|
Chest
|
15, 180, -90
|
|
Left Arm
|
0, 0, 180
|
|
Right Arm
|
0, 180, 0
|
|
Left Hand
|
-90, 0, 0
|
|
Right Hand
|
90, 180, 0
|
|
Left Foot
|
-117.9, -52.6, -36.8
|
|
Right Foot
|
65.3, 112.6, 40
|
To create a character whose skin deforms when you move it:
- build the skeleton in the initial model position
- apply rotations to the hips, shoulders, and other joints to realign the skeleton to the position you want
- attach skin surfaces to the skeleton using CV clusters with Windows
Deformation Cntrl.
If a character is constructed this way, applying zero rotation to the joints returns the character to the initial model position.
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