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Taking model apart
A head, an eyeball, a tooth and a body are components. Only a head
works with sitting down. Then, an eyelid and a jaw move with the head.
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Fixation and deformation
A surface fixation by the green cube. Surface deformation by the pink
cube.
*More details 3:Limbs structure |
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Bone and surface deformation
The movement of the head is based on the group(A) and the bone. A
group(A) is constrained to the bone. A group(B) doesn't take action.
*This example isn't a little enough for the green cube. You had better
add it in the rear head as well. |
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Stratification example
A group(A) contains some groups. The following image shows that. Notice
that a downward tooth is contained in the jaw group. |
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*It is easier than to use "Constrain Pose"
with each object if an object is discussed in the group. But, the
priority of the renewal of the coordinate value is low. For example,
it isn't suitable when coordinate value changes greatly in a short
time. "Constrain Pose" is used in that case. |
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The movement of
the jaw
A group's pivot is arranged in the center of the rotation of the jaw.
Opening and closing of the mouth(Talk) make this angle change. Make
a lip form with no sense of incongruity even if it closes or it opens.
If it does so, work is very easy.
*A downward tooth moves with the jaw.
*A key frame is used. |
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Blink
For example, this eyelid can be controlled in three groups completely.
Then, each group is only a vertical change in a position. The most
suitable polygon structure makes control easy as well as the case
of the jaw.
*A key frame is used.(Cycle) |
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Eyeball
A pivot is arranged in the center of the rotation. There must not
be contradiction in the rotation of the eyeball and the structure
of the eyelid. |
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The direction of the head and
the eyeball
"Constrain Direction" is used. One of the eyeballs synchronizes
rotation by the script. It thinks that the direction which an eyeball
and a head face had better be just a little different. And, that movement
had better be a little different, too. |
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A complete image
The audience's eyes follow a player's character. The movement of the
jaw synchronizes in the audience's voice (text indication to the screen).
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Limit
Because the whole response became slow, an audience's limbs movement
was omitted. Polygon deformation (in the high frequency, large quantities)
is thought to make a high load occur.
*The number of the whole vertices of this game is 10329.
*The number of triangle polygons which it draws on : 2569 ~ 7752 (Beginning
6050).
*In my test environment (P3 800 MHz GeForce256). |
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